NS2_AGORA

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited December 2012 in Mapping
<div class="IPBDescription">outdoors map with a twist</div>Hallo!

With all of the talk of outdoors maps recently I wanted to give it a try :

find it here : <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=112275544" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=112275544</a>

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As the title of the post suggests, this map plays a little bit differently to normal game mode, it isn't a mod, but instead the placement of power and resource nodes, as well as the way bases are laid out should make things interesting ( i say interesting because i have no idea if this will work, hence the slightly repetitious generic marine base corridors underground, so that it can be easily modified, and without it looking like a greybox, i hate those lol, yeah there are ugly parts to the map and the lighting is horrible etc so don't even start :P)

Anyway so the marine focus of this map is of course the middle area where the main battle (if i've done things right) will take place. I foresee it playing a little bit more like a basebuilding/tower defence style mode.

The twist here is that marines have a bunker in the middle which can only be accessed from inside the marine base, so the marines in the bunker are fairly safe. but they will have to leave the bunker to restock. The other difference here is that marines, while they can build outside in the sand, those buildings will have no power unless they are specifically on a electical plate (identified by the blue LED lights and cables).


So in certain ways the marines have advantages outside, but they are also disadvantaged as they will not really be able to rely on armories and turrets to support them outside.

Aliens on the other hand, can take out marine power in 4 key areas.
-disabling either of the solar array connectors outside, which stops the power flow to the electrical plate near the bunker, as well as disabling the power in the main hallway/entry way (marines can actually put two sets of turrets there because of the two seperate powernodes)

-running in through the vents via the top entrance to the marine base, this will allow aliens to attack the base powernode, which takes out all power in the base (and stopping internal res flow), but does not stop the spawn area.
(through the same entrance aliens can directly attack the internal power nodes too)

-command stations power - this will display the spawn area (note that this is outside of the spawn area, so marine cannot camp too heavily).

...oops i just realised i forgot to include my easter egg! oh well maybe for betav2 :)

Thats all, and there are probably a ton of flows in this new style of map so let me know here, and also let me know if you server is running this map - i'd love to try it 24p

FIND IT ON STEAM WORKSHOP :)
(link at start of post)

Thanks

Comments

  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    holy**** man! first big outdoor map :D, you should check out Jim West's <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=123297" target="_blank">ExtraEntitesMod</a>, he now have an entity that allows you to set the draw distance in your map
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    ok silly question - i can't find the publish button on steam? how do you get a map uploaded? :S lol (its late here haha)
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Just what you'd expect out of Tom Hanks, amazing! Can't wait to see how it plays :D
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    <!--quoteo(post=2041975:date=Dec 8 2012, 09:19 AM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Dec 8 2012, 09:19 AM) <a href="index.php?act=findpost&pid=2041975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hello ns2_siege<!--QuoteEnd--></div><!--QuoteEEnd-->
    Heh heh, my thoughts exactly, not that its a bad thing!
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    i thoguht the old agora was taken out of ns1 for some unsayable reason but i love it and i dunno why they take it away. good to see it back again. see how it breaks the meta again and bring surprise fun.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    ok finally got the map up onto steam workshop (thx Braw :D)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=2041975:date=Dec 9 2012, 01:19 AM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Dec 9 2012, 01:19 AM) <a href="index.php?act=findpost&pid=2041975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hello ns2_siege<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol not quite - it guess it will have the similar style of mayham in the middle area, but there are a lot more objectives in this than a typical seige map.

    Also this will play MUCH better once doors will be weldable again.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited December 2012
    anyone running this on their servers? seems like its getting a lot of likes and subscribes on the steamworkshop :) hopefully that means that the dev team might consider making their own outdoors map, because it seems like it can work and people want it :)
  • CreelCreel Join Date: 2012-12-29 Member: 176639Members
    This map is available on my server '[SWE] Pinhead' in addition to caged + kleos and maybe others.. The maps are not in default mapcycle so use 'votemap' to switch.
  • despairdespair Join Date: 2012-11-01 Member: 165746Members
    is this map ready for pub play?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    its fully playable, but I dunno what the balance is like.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited January 2013
    We had a run on this map during today's Spark colective session and we were wondering if there is a manual of use for this map :) Bold concept anyways.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Yeah it was certainly different. I'm sure there was some ideas behind the dead ends and oddly placed power nodes, but there is nothing to communicate their purpose. Even with the map the layout can be confusing. I did like the outdoors section, and the day-lighting. You just need to remove unnecessary sections and explain and develop the good ideas.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited January 2013
    I liked the round. It is different and looks good, gives some nice ideas and fresh blood to the map pool. But I played alien. There are some rocks that are not connected to the ground, leading to some holes etc.

    As soon as we got the entrance near the pillbox, the rines were pretty much cut off. What if you add some small crenels or shelters on the right and left of the building to give the aliens some pressure? Also it would be interesting to add a door towards the first outside techpoint from the base. Something that rines can weld open (when they get it into the editor) and attack an possible outdoor hive. You know, something like a plan B route for surprises. But if you want to focus the fight inside the corridors that would be contraproductive :P

    Edit: I forgot to tell you that there is a spot inside the rine corridors where I got stuck as fade and another player as onos. It was a smooth wall opposed to 4-5 crates.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    haha i forgot i made this map :)

    Its more of an experiment than anything, but glad you guys had some fun playing it - I haven't actually had a chance to play it with more than a handful of players.

    Its basically meant to play something like a tower defense map for marines. The marines should use the bunker to protect the external power nodes - which give power to the main marine entrance (the left side of the tunnel is powered by the left power node, and the right tunnel right power node).
    The marines can also go into the vents underground to repair the power nodes reasonably safely.

    I never really see marines winning a round of this unless they are really good, its almost like a see how long you can hold out style map.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Maybe you could consider to add an info graphics in to the readyroom to explayin the players what to expect. BTW I really love the idea of readyroom overseeing the main battle area :) Also we were thinking that the map was initialy meant for Combat mod.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Yeah now you explain it, its sounds a lot more appealing. Can you set a trigger to nuke the aliens if marines can hold off for a certain amount of time? I don't really like survival games, the only out come is defeat! :(
  • victortvictort Join Date: 2013-09-09 Member: 188078Members, Reinforced - Diamond, Reinforced - Shadow
    I want to list this game among the maps that work with build 255+ but, getting these messages on load:

    Resource point at isn't in a valid location ("-70.535797 -4.826000 13.944600", it won't be socketed)
    Resource point at isn't in a valid location ("-70.535797 -4.851400 11.201400", it won't be socketed)
    Resource point at isn't in a valid location ("-61.632370 -4.826000 72.261009", it won't be socketed)
    Resource point at isn't in a valid location ("-64.375565 -4.851400 72.261017", it won't be socketed)
    Resource point at isn't in a valid location ("-24.084518 -14.100993 108.473099", it won't be socketed)
    Resource point at isn't in a valid location ("-26.827721 -14.126391 108.473099", it won't be socketed)
    Resource point at isn't in a valid location ("34.231895 -14.100993 99.569656", it won't be socketed)
    Resource point at isn't in a valid location ("34.231895 -14.126391 102.312851", it won't be socketed)
    Warning: Failed to spawn a resource tower for tech point in location: Powered by : Command

    and, true nuff', there's no extracter at marine spawnpoint.

    COOL MAP tho, definitly would appreciate an update.

    Cheers,
    -m
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    There won't be any updates from me thats for sure - but if someone wants to take the map, take parts of the map or take the bunker (took me ages :P) or whatever, do whatever you like to it or steal the concept feel free. Let me know and I'll take down my old version from the workshop.
  • BoubaBouba Join Date: 2013-11-10 Member: 189253Members
    hi there,

    we'v been working with a mate on agora yesterday , few updates were made keeping the spirit of the map around we will make more work on it on futur but for the moment we fixed most of relative holes and bugs. and also balance a bit more the game for the marines not that much we need it hard for the marines.

    my question is for the author , can you put the file on your mod ID or we will publish the work soon to get it work , few tests were made on our server and it was ok.

    thank you for the huge work done schkorpio we will try to do a decent job around.
  • BoubaBouba Join Date: 2013-11-10 Member: 189253Members
    well we published the v2 of agora feel free to take a look and thanks for the concept and work done shkorpio

    http://forums.unknownworlds.com/discussion/133092/agorav2#latest
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