This is by far the best custom map in terms of layout. I love how there are no rts in the three expos. The only problem is that marines cant really boost into any vents with anything(mines, macs and other players). I would drop the vents down about half way from the floor and ceiling. Also you can build outside of the map in some spots. Example of one below. There are about 4 other spots but I will let you find thos yourself.
Pros: Layout is one of the best ever in ns2. Great custom art wish there was more. Great plants but it needs more.
Cons: Not enough custom art. Texture alignment is pretty poor. Commander can see way to much. Should only be able to see the floor not the walls or any ceiling elements.
Overall this map and docking are the only ones i like so your doing something right.
<!--quoteo(post=1963638:date=Aug 15 2012, 11:33 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 15 2012, 11:33 PM) <a href="index.php?act=findpost&pid=1963638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like it, but there are a few things I'd like to see: - I know part of the issue is that it isn't done, but there is way too much open space in the map. Its basically like a kharaa shooting gallery. - The res situation is a bit rough. Neither side is likely to hold more than two RTs for most of the map (i.e. the base RT and the one to the left in research room and reception), since the majority of RTs are clustered in the highly contested mid part of the map. The map could benefit from a few more close RTs for each side. - It looks like you followed one of the mapping guideline layouts. While that's fine, UWE has mostly moved away from the tech node without res node model, since it makes relocates impossible. Adding an RT in biodome, airlock, and railway station would help this and the lack of res issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
It’s true that the layout is rough when thinking of RTs and relocating/expanding. But the main idea of the map is to be a PCW type map, forcing both commanders to choose carefully where to send his/her players.
For example, if we look at summit, aliens have Sub access hive and marines have Datacore. Aliens only have to place Computer core RT and Flight control RT and when they succeed in defending them, they can freely and safely expand to flight control. So they literally need to control only 1/4 of the map to succeed to get fades and after that to take more map control step by step. (At least theoretically)
Plant’s layout allows you to coordinate an attack on second hive and at the same time push with the smaller group to the enemy resources. And to defend both of them you have to have good scouting and good team play. It should ask much more coordinating skill from commanders.
I agree that this layout probably doesn’t work best with this RT count and there is a possibility to add RTs to Biodome, Airlock and Railway station. Biodome is the first candidate.
<!--quoteo(post=1963719:date=Aug 16 2012, 02:59 AM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Aug 16 2012, 02:59 AM) <a href="index.php?act=findpost&pid=1963719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is by far the best custom map in terms of layout. I love how there are no rts in the three expos. The only problem is that marines cant really boost into any vents with anything(mines, macs and other players). I would drop the vents down about half way from the floor and ceiling. Also you can build outside of the map in some spots. Example of one below. There are about 4 other spots but I will let you find thos yourself.
Pros: Layout is one of the best ever in ns2. Great custom art wish there was more. Great plants but it needs more.
Cons: Not enough custom art. Texture alignment is pretty poor. Commander can see way to much. Should only be able to see the floor not the walls or any ceiling elements.
Overall this map and docking are the only ones i like so your doing something right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you for feedback and thank perso making awesome architectures. Texture alignment is still shoddy in places because we’ve had to move rooms around when adjusting the layout, and sometimes forget to turn texture lock on. ;)
<!--quoteo(post=1963802:date=Aug 16 2012, 07:10 AM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Aug 16 2012, 07:10 AM) <a href="index.php?act=findpost&pid=1963802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks great guys, be good to get this on an aussie server!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks.
<!--quoteo(post=1963878:date=Aug 16 2012, 01:01 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Aug 16 2012, 01:01 PM) <a href="index.php?act=findpost&pid=1963878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hearing a lot of positive things about this map and it's layout, really looking forward to giving it a try. You should post some more screens!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you.
The layout is a bit rough like ScaryBob said, but that is on purpose.
I want to play a couple of PCWs before we add more RTs on it, but it seems that I will have to add one RT to Biodome to make relocating possible.
Upped <a href="http://plantdev.no-ip.org/releases/alpha3/ns2_plant_a3.zip" target="_blank">ns2_plant_a3</a> to <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=88530671" target="_blank">Steam workshop</a>. Includes some fixes and minor visual updates. Next milestone will be adding alien start hive and adding more cover for aliens.
Played it, loved it! Felt a tad open playing as Kharaa but I see you are aware. Also, there's a hole in the roof of Airlock where you can run on top of the map.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
And thus, in his quest for the Almighty artifact, the great DEATHSPANK turns to natural selection two's map editor, bringing JUSTICE to the natural selection crowd in the art of a great. Freaking. Map.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
<!--quoteo(post=1974968:date=Sep 10 2012, 02:43 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Sep 10 2012, 02:43 PM) <a href="index.php?act=findpost&pid=1974968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And thus, in his quest for the Almighty artifact, the great DEATHSPANK turns to natural selection two's map editor, bringing JUSTICE to the natural selection crowd in the art of a great. Freaking. Map.<!--QuoteEnd--></div><!--QuoteEEnd-->
Justice is bacon, bacon served by a thongwearing super hero!
<!--quoteo(post=2060194:date=Jan 14 2013, 01:16 AM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 14 2013, 01:16 AM) <a href="index.php?act=findpost&pid=2060194"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is this still being worked on?
I just had a run around on a server that had it, looks very good so far, would be a shame to not finish it.<!--QuoteEnd--></div><!--QuoteEEnd--> Hi, it's still being worked on, but there has not been much progress during this month. I'm working on it in my spare time which has been rather scarce. Anyway, thanks for the interest, it certainly motivates and we have ideas in our sleeves for the remaining greyboxed parts of the map, and they just need to be realized. We're aware of the custom map tournament in Feb, and trying to get necessary things done to be able to submit our map. :)
Yeah. Last year I was studying abroad and Vara was busy with other things so we barely did any work on the map. Realistically speaking, as things are right now, I don't see us having much time or interest to finish this map, especially since both of us play ns2 occasionally at best. Either way it would be fun to finish it if we can pinch some time from somewhere but I wouldn't count on it. If anyone is interested to continue it or use it for anything else feel free to do it. I will update the newest revision here later (or steam workshop if the upload thingy still works ).
Comments
<img src="http://img88.imageshack.us/img88/5034/2012081500018.jpg" border="0" class="linked-image" />
Pros:
Layout is one of the best ever in ns2.
Great custom art wish there was more.
Great plants but it needs more.
Cons:
Not enough custom art.
Texture alignment is pretty poor.
Commander can see way to much. Should only be able to see the floor not the walls or any ceiling elements.
Overall this map and docking are the only ones i like so your doing something right.
- I know part of the issue is that it isn't done, but there is way too much open space in the map. Its basically like a kharaa shooting gallery.
- The res situation is a bit rough. Neither side is likely to hold more than two RTs for most of the map (i.e. the base RT and the one to the left in research room and reception), since the majority of RTs are clustered in the highly contested mid part of the map. The map could benefit from a few more close RTs for each side.
- It looks like you followed one of the mapping guideline layouts. While that's fine, UWE has mostly moved away from the tech node without res node model, since it makes relocates impossible. Adding an RT in biodome, airlock, and railway station would help this and the lack of res issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
It’s true that the layout is rough when thinking of RTs and relocating/expanding.
But the main idea of the map is to be a PCW type map, forcing both commanders to choose carefully where to send his/her players.
For example, if we look at summit, aliens have Sub access hive and marines have Datacore. Aliens only have to place Computer core RT and Flight control RT and when they succeed in defending them, they can freely and safely expand to flight control. So they literally need to control only 1/4 of the map to succeed to get fades and after that to take more map control step by step. (At least theoretically)
Plant’s layout allows you to coordinate an attack on second hive and at the same time push with the smaller group to the enemy resources. And to defend both of them you have to have good scouting and good team play. It should ask much more coordinating skill from commanders.
I agree that this layout probably doesn’t work best with this RT count and there is a possibility to add RTs to Biodome, Airlock and Railway station. Biodome is the first candidate.
<!--quoteo(post=1963719:date=Aug 16 2012, 02:59 AM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Aug 16 2012, 02:59 AM) <a href="index.php?act=findpost&pid=1963719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is by far the best custom map in terms of layout. I love how there are no rts in the three expos. The only problem is that marines cant really boost into any vents with anything(mines, macs and other players). I would drop the vents down about half way from the floor and ceiling. Also you can build outside of the map in some spots. Example of one below. There are about 4 other spots but I will let you find thos yourself.
Pros:
Layout is one of the best ever in ns2.
Great custom art wish there was more.
Great plants but it needs more.
Cons:
Not enough custom art.
Texture alignment is pretty poor.
Commander can see way to much. Should only be able to see the floor not the walls or any ceiling elements.
Overall this map and docking are the only ones i like so your doing something right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you for feedback and thank perso making awesome architectures. Texture alignment is still shoddy in places because we’ve had to move rooms around when adjusting the layout, and sometimes forget to turn texture lock on. ;)
<!--quoteo(post=1963802:date=Aug 16 2012, 07:10 AM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Aug 16 2012, 07:10 AM) <a href="index.php?act=findpost&pid=1963802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks great guys, be good to get this on an aussie server!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks.
<!--quoteo(post=1963878:date=Aug 16 2012, 01:01 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Aug 16 2012, 01:01 PM) <a href="index.php?act=findpost&pid=1963878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hearing a lot of positive things about this map and it's layout, really looking forward to giving it a try. You should post some more screens!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you.
The layout is a bit rough like ScaryBob said, but that is on purpose.
I want to play a couple of PCWs before we add more RTs on it, but it seems that I will have to add one RT to Biodome to make relocating possible.
<a href="http://plantdev.no-ip.org/releases/alpha2/ns2_plant_a2.zip" target="_blank">ns2_plant_a2.zip</a>
I updated it to the first post along with a link to SW.
Keep up the good work!!! :)
Felt a tad open playing as Kharaa but I see you are aware.
Also, there's a hole in the roof of Airlock where you can run on top of the map.
Justice is bacon, bacon served by a thongwearing super hero!
I just had a run around on a server that had it, looks very good so far, would be a shame to not finish it.
I just had a run around on a server that had it, looks very good so far, would be a shame to not finish it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi, it's still being worked on, but there has not been much progress during this month. I'm working on it in my spare time which has been rather scarce. Anyway, thanks for the interest, it certainly motivates and we have ideas in our sleeves for the remaining greyboxed parts of the map, and they just need to be realized. We're aware of the custom map tournament in Feb, and trying to get necessary things done to be able to submit our map. :)
"Is this still being worked on?"
Judging by the fact that I've been a member of the SCC for quite a time now and that I've never, ever, seen this map, the answer is probably no.
Thanks for answering
Well, this page is little outdated with some things, and it lacks some new community maps.
Because I need to update it again, but in general, it's kinda updated for most of the maps here. I will soon.
EDIT: Well, I did small changes about this map on the Index, switched to "Forsaken Maps", linked to the good UWE profiles & the Steam Workshop.