NSL/Comp Summit/Tram/Veil/Descent
Mendasp
I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
All the NSL maps contain the following changes:
- Removed all ambient sounds and particle effects
- Reduced light count for better performance
Map names are ns2_nsl_summit, ns2_nsl_tram, ns2_nsl_veil, ns2_nsl_descent
NSL Summit mod ID: 735cebc - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=120966844">Link</a>
NSL Tram mod ID: 7741098 - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=125046936">Link</a>
NSL Veil mod ID: 78ac3ed - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=126534637">Link</a>
NSL Descent mod ID: 7d527cc - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=131409868">Link</a>
Collection with all 4 maps for easy subscribing: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=126536901">Link</a>. Since mod IDs are just the Steam Workshop ID in hex, maybe some server admins can try subscribing to the collection? The ID is: 78accc5.
No close spawns + spectator lights mod ID: 73ca53d - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=121414973">Link</a>
- Removed all ambient sounds and particle effects
- Reduced light count for better performance
Map names are ns2_nsl_summit, ns2_nsl_tram, ns2_nsl_veil, ns2_nsl_descent
NSL Summit mod ID: 735cebc - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=120966844">Link</a>
NSL Tram mod ID: 7741098 - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=125046936">Link</a>
NSL Veil mod ID: 78ac3ed - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=126534637">Link</a>
NSL Descent mod ID: 7d527cc - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=131409868">Link</a>
Collection with all 4 maps for easy subscribing: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=126536901">Link</a>. Since mod IDs are just the Steam Workshop ID in hex, maybe some server admins can try subscribing to the collection? The ID is: 78accc5.
No close spawns + spectator lights mod ID: 73ca53d - <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=121414973">Link</a>
Comments
I'm sure this is great, can't wait to try it!
Good job Mendasp. What about having dynamic spawns but always cross spawn? Flight/dc etc
Good job Mendasp. What about having dynamic spawns but always cross spawn? Flight/dc etc<!--QuoteEnd--></div><!--QuoteEEnd-->
That requires a mod... which I will do eventually/soon.
Because you can't really make exceptions to the chosen spawns, except with a mod, which is what I plan to do later on so we can settle on a combination of agreed ok spawns. Since I had to make a decision on the "vanilla" version, for now it's static spawns, as originally designed.
All the close spawn scenarios cause imbalances imo
Also, I've fixed a number of issues I was told about which will be included in build 238 (commander view/building exploits).
Anyway, great idea. If you are willing to provide such an improved version for each official iteration of your map(s) then I'm convinced we will use it for ENSL and encourage it for other tournament organizers.
Anyway, great idea. If you are willing to provide such an improved version for each official iteration of your map(s) then I'm convinced we will use it for ENSL and encourage it for other tournament organizers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Pretty easy, because it's a matter of selecting all the "new" lights and copy & paste over the other map, then I have a layer with all the particles/sounds which is easy to delete. So it's fairly simple, which is why I did this.
I'm thinking of leaving the default spawns (all random) when I (re)make the spawns mod. Then with the mod we can exclude things like aliens flight, marines sub, which is a very bad combination for summit, etc.
Mod ID: 73ca53d
Included:
ns2_nsl_summit, ns2_tram: Only cross spawns
ns2_summit:
Marines: Sub / Aliens: Atrium
Marines: Data Core / Aliens: Flight Control or Atrium
Marines: Flight Control / Aliens: Data Core or Atrium
Marines: Atrium / Aliens: Sub Access or Data Core
This.
<!--quoteo(post=2063149:date=Jan 19 2013, 10:52 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jan 19 2013, 10:52 AM) <a href="index.php?act=findpost&pid=2063149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Custom Spawns mod published: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=121414973" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=121414973</a>
Mod ID: 73ca53d
Included:
ns2_nsl_summit, ns2_tram: Only cross spawns
ns2_summit:
Marines: Sub / Aliens: Atrium
Marines: Data Core / Aliens: Flight Control or Atrium
Marines: Flight Control / Aliens: Data Core or Atrium
Marines: Atrium / Aliens: Sub Access or Data Core<!--QuoteEnd--></div><!--QuoteEEnd-->
Excellent, thanks Mendasp.
Edit: With this mod available, should the vent in sub-access be reopened?
Yep. If aliens spawn sub they'll be at a disadvantage, so I'll probably restore the vent.
btw, I have restored random spawns in the map already.
lol now it's possible to hear everything always anywhere.
</harsh example>
Yeah, I'd think not.
Mod ID: 73ca53d
Included:
ns2_nsl_summit, ns2_tram: Only cross spawns
ns2_summit:
Marines: Sub / Aliens: Atrium
Marines: Data Core / Aliens: Flight Control or Atrium
Marines: Flight Control / Aliens: Data Core or Atrium
Marines: Atrium / Aliens: Sub Access or Data Core<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't like this summit setup at all, it contains close spawns, which practically gives aliens a free 2nd hive location.
It is even worse when you have league games that are supposed to be fairly even, and then one team gets a cross spawn(harder to expand), and another team gets close spawn(easy to expand and hold, ie. harvesters, 2nd hive)
And causes some other problems with the gameflow as well(repeated baserushes -> low travel distance etc).
I vote for cross spawns <b>only</b>.
Like this:
Marines: Sub / Aliens: Atrium
Marines: Data Core / Aliens: Flight Control
Marines: Flight Control / Aliens: Data Core
Marines: Atrium / Aliens: Sub Access
This keeps variety while not screwing too much with balance.
On another note: I dislike stripping the game of visual and audio effects, as i think that they serve a gameplay purpose.
The maps in the pool are definately pretty but there are some balance issues to iron out.
If you or someone else could make Tram less of a performance killer from hell, that would be amazing.
I can make some rooms run better so let me know areas where performance is still low.
great work ese ^^