NS2_Nothing
Industry
Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
I have been requisitioned to create a forum thread for this. This is a re-imagining of the NS1 classic map ns_nothing. Due to gameplay changes and the lack of elevators there have been some large changes to make the layout work for NS2. The creator is looking for some feedback (and doesn't want to create a forum account for whatever reason). The map is pretty much greyboxed fully and is playable. They are looking for suggestions to improve the layout and of course any suggestions for general aesthetics would help as well. The intent is for 10 resource points and 4 tech points to keep in spirit of the original map.
Author: Malx (Malpractice, Mal, whatever else he is called that week)
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=137645829
Additional screenshots: Here
Author: Malx (Malpractice, Mal, whatever else he is called that week)
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=137645829
Additional screenshots: Here
Comments
Looks like he's got some long narrow corridors which are never fun. Bare open spaces also make it hard to aliens to ambush marines. But that's just stating the obvious.
The only way you're going to get real valuable feedback is by doing some large scale testing, and getting involved in the community.
It does look fun though.
Concerning the long hallways, intimidation is the worst offender and has draw distance issues currently and that is going to be fixed. The other hallways have a lot of geometry similar to the original nothing on the walls and ceilings to provide for skulks. He should also be aware (at least I pointed it out and some others) that power silo RT and TP need to be switched to prevent cheap sieging.
On a feedback level, I would be worried about Power Silo being sieged as well. Switching the RT and TP would be the most obvious solution.
Also could we have a bit more info on whether there are fixed spawns or random etc.
Lighting wise I like the colours going on, but I think it is a bit too dark in general. Marines will struggle to spot their targets.
I'm currently downloading the map and will have a run around to see if I come up with anything else.
The map looks good but unless you're actively testing it at this stage its dead in the water.
My own map is coming... soon™
How can the rines get arcs in the "jetpack room"?
The corridor that goes between Hedge Pit and Viaduct Access East and passes Viaduct is really long, further even than Intimidation. The containers and pipes will help, but you can still see all the way down the length of it.
There are also parts of the map that are pitch black, such as Hedge Pit's ceiling and Cargo Access.
Otherwise, would really like to jump into a game on it and see what happens! Definately looks promising.
keep up the good work
Will add that to workshop soon, nearly done.
GREEN:
Power silo needs to be rotated so the tech point is on the otherside. The cyst distance to Ominous Kismet is also pretty far. Silo as a whole could probably be shifted to the east a bit to help with this and silo access south will need some tweaks.
BLUE:
Foreboding Antechamber suffers from a really long sight line. The stairwell in the south end could be adjusted to break this up some without making any changes to antechamber. There are some boxes but I feel it is still a problem regardless.
PURPLE:
Vestibule needs the power node moved and all the death pits aside from the elevator shaft should probably be closed. This is just asking for a nightmare, and in the playtest it was a turtle supreme for the marines. (aside: ALL HAIL EMP)
BROWN:
Miasma walkway has a very long sight line from the door heading north that actually breaks the view distance threshold. The power node is also in a confusing place which at first glance doesn't seem like it would power the RT.
PINK:
Intimidation also suffers from a long sight line. There is a slight elevation change which I believe is meant to break it up but I think it needs to be a bit more drastic to do that properly.
YELLOW:
Viaduct has a long sight line that is broken up, but still breaks the view distance threshold if you stand all the way to the west end of the access hallways. The tech point is also a bit big and maybe needs to be shrunk in floor area in order to keep the high vaulted ceilings.
RED:
Hedge pit is meant to replace the vent between cargo and viaduct from the NS1 version in order to make the map NS2 friendly. However, it is far too large. It is also a masssssssive cyst distance to reach the access west RT making the expansion that way not really plausible. I would shorten this room and have it attach into Access West closer to the RT.
Some other thoughts I didn't colorize:
Ventilation chamber is too close to cargo bay and too far from Vestibule. Shifting it east some should fix that, maybe even move the RT to a different spot in that room. Cargo needs (in my mind) to match the original nothing's look a little more to give it that nostalgia feeling. The map is dark, and I know that is the intention, but some areas REALLY need to be brightened up. And along with the long sight lines, there are too many rooms with high vaulted ceilings. Lerks have a field day. Lowering the ceilings in some rooms should help. If I can think of more I will add some later.
Other than those problems, the map does feel like nothing as a whole. it is very large, which isn't a bad thing provided that the travel times between RTs and Tech Points aren't ridiculous and become more equidistant.
It seemed like everything was kind of blown out of proportion, and that it takes too long to travel the map. My only recommendation (not as a mapper!) is to scale down how wide the hallways and rooms are.
Other than that, had a great time running around it seems like it will be a great map once its complete!
The room names are rather bad Are these from the original?
Overall it looks nice - simple geometry (this is a plus in my book) but really good looking.
It appears this is another port that hasn't followed the same map orientation as the original. Not sure how much work is involved in rotating a whole map in NS2 or if it's even worthwhile doing, but NS1 players would be less confused if the key points were in the same place on their screen as they are used to. This only affects the map views anyway.
Original orientation showing power silo is at the north east (the two corridors two it are labeled "Silo Access North/South" and really are north/south of the power silo hive location):
What's the deal with this? No workshop links, obviously abandoned. Of course this is the 2nd dead nothing remake thread. Curious as to why? Maybe it sucked? Whyyyyy?!
It's still there. I literally JUST finished playing a round on it.
Try doing romms in these corridors would work better with the map.
Change those corridors or this beautiful map full of nostalgia also fall into oblivion as my map ns2_triad
Edit: ops... this is the old thing
Kalopsia has done a great job on his own remake and I urge people who wander into this thread mistakenly to head to his thread instead.
http://forums.unknownworlds.com/discussion/133999/ns2-nothing-dev-release-thread