NSL/Comp Summit/Tram/Veil/Descent

MendaspMendasp 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
edited May 2013 in Competitive Play
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>
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Comments

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Very nice Mendasp!
    I'm sure this is great, can't wait to try it!
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    I've always been under the impression that ambient sounds were somewhat a necessity.. do people really consider them "immersion fluff"?
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    Yes.

    Good job Mendasp. What about having dynamic spawns but always cross spawn? Flight/dc etc
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--quoteo(post=2062069:date=Jan 17 2013, 05:03 PM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Jan 17 2013, 05:03 PM) <a href="index.php?act=findpost&pid=2062069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes.

    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.
  • GamerkatzeGamerkatze Join Date: 2012-06-27 Member: 153711Members
  • xorexxorex Join Date: 2012-03-10 Member: 148550Members, NS2 Map Tester, Reinforced - Shadow
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    Why get rid of dynamic spawns, I like the variety and don't feel that its that imbalanced with the possible exception of marines flight, aliens sub.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited January 2013
    <!--quoteo(post=2062178:date=Jan 17 2013, 08:15 PM:name=statikg)--><div class='quotetop'>QUOTE (statikg @ Jan 17 2013, 08:15 PM) <a href="index.php?act=findpost&pid=2062178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why get rid of dynamic spawns, I like the variety and don't feel that its that imbalanced with the possible exception of marines flight, aliens sub.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • EißfeldtEißfeldt Join Date: 2012-08-15 Member: 155658Members
    10-15 fps more in early game. thx
  • blindblind Join Date: 2010-04-17 Member: 71437Members, Squad Five Gold
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=2062178:date=Jan 17 2013, 08:15 PM:name=statikg)--><div class='quotetop'>QUOTE (statikg @ Jan 17 2013, 08:15 PM) <a href="index.php?act=findpost&pid=2062178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why get rid of dynamic spawns, I like the variety and don't feel that its that imbalanced with the possible exception of marines flight, aliens sub.<!--QuoteEnd--></div><!--QuoteEEnd-->
    All the close spawn scenarios cause imbalances imo
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited January 2013
    I have published my first update -- Crossroads and Reactor Core have gone through massive light deletion, the lighting will look very different, but performance should be MUCH better, let me know what you think (maybe some areas are brighter/darker, should this change, etc). I can do the same for the rest of the map, improving performance further.

    Also, I've fixed a number of issues I was told about which will be included in build 238 (commander view/building exploits).
  • huhuhhuhuh Join Date: 2005-01-07 Member: 33190Members
    How hard is it to maintain both branches in parallel ? I'm guessing there is no easy way to do "merges" for NS2 maps, is this actually something that is maintainable on the long term ?

    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.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I myself enjoy random spawns. But you always do good work sooooo gj
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited January 2013
    <!--quoteo(post=2062618:date=Jan 18 2013, 03:32 PM:name=huhuh)--><div class='quotetop'>QUOTE (huhuh @ Jan 18 2013, 03:32 PM) <a href="index.php?act=findpost&pid=2062618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How hard is it to maintain both branches in parallel ? I'm guessing there is no easy way to do "merges" for NS2 maps, is this actually something that is maintainable on the long term ?

    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.
  • EißfeldtEißfeldt Join Date: 2012-08-15 Member: 155658Members
    I vote for random spawns with some exceptions like flight-sub.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    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
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    edited January 2013
    <!--quoteo(post=2062988:date=Jan 18 2013, 10:29 PM:name=Eißfeldt)--><div class='quotetop'>QUOTE (Eißfeldt @ Jan 18 2013, 10:29 PM) <a href="index.php?act=findpost&pid=2062988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I vote for random spawns with some exceptions like flight-sub.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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?
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited January 2013
    <!--quoteo(post=2063265:date=Jan 19 2013, 07:27 PM:name=Golden)--><div class='quotetop'>QUOTE (Golden @ Jan 19 2013, 07:27 PM) <a href="index.php?act=findpost&pid=2063265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Edit: With this mod available, should the vent in sub-access be reopened?<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    <!--quoteo(post=2062058:date=Jan 17 2013, 07:34 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jan 17 2013, 07:34 AM) <a href="index.php?act=findpost&pid=2062058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Removed all ambient sounds and particle effects<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol now it's possible to hear everything always anywhere.
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    edited January 2013
    Yes, like it should be. Do you want something retarded as a map sounds deciding wether or not you hear an approaching alien/marine, and thus deciding the outcome of a battle.
    </harsh example>

    Yeah, I'd think not.
  • havok?havok? Join Date: 2012-05-22 Member: 152462Members, NS2 Map Tester
    Because you already couldn't hear hive drops from rooms away.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2013
    <!--quoteo(post=2063149:date=Jan 19 2013, 03:52 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jan 19 2013, 03:52 PM) <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-->
    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.
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members
    I agree that there should be either only crossspawn, or all random, because making these exceptions sounds very confusing and won't solve the problems imo. I would personally even like fixed spawns, so there's no more luck factor involved. Even on veil. Veil arguably is the most luck dependent map in my eyes.

    On another note: I dislike stripping the game of visual and audio effects, as i think that they serve a gameplay purpose.
  • BrainmaggotBrainmaggot Join Date: 2012-09-03 Member: 157535Members
    This is some interesting stuff, I like it.

    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.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    Published an update with the latest fixes that will be coming for 238 (stuck issues, commander problems). This restores the sub access vent and random spawns, like in "normal" summit. So it's pretty much a high-performance version of summit.

    I can make some rooms run better so let me know areas where performance is still low.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    I have just updated this. Atrium and Flight Control should be running better and look mostly the same. Please let me know if there's any problems.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited February 2013
    I can't believe I only just now got to try this! the difference is great. this version of summit made the game so much more fun to play! I hope someone is interested in making an FPS-friendly version of tram. when you consider that most FPS drops are in key locations such as Crossroads or Hub, it's incredibly frustrating to drop to <30FPS in these rooms where critical engagements are happening. it may look a little bland, but I actually enjoyed playing the game a LOT more with steady FPS.

    great work ese ^^
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