FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
CHANGELOG [7th of september 2014]
o Added cover in Central Processing
o Raised the lower floor in Ventilation a little
o Added a few more details to Stability
o Moved Generator slightly to the east due to intersecting walls with Stability
o Added a crate (containing @BeigeAlert's Onos tombstone) to one of the lower areas in Purification
Replay of tonight's session. HD should be there soon enough I guess (I recorded the video in HD) but it doesn't seem to be more than 360p on Youtube for now, we'll see
It's hard for alien to win when they spawn in Sewer. The reason is that marine can easily go to Purification System and cut the cyst chain early game. This corridor should go to Ventilation Access or join the corridor between Purification and Ventilation System
And by the way this my favorite map of ns2 and Central Processing is gorgeous now:)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
New build published. This changelog includes changes that were in the build I published on Tuesday, which I hadn't posted here.
CHANGELOG [14th of september 2014]
o Moved Marine Start closer to the rest of the map
o Raised the ceiling of some of the doorways on the way from Marine Start to Monitoring
o Lowered ceiling grate in Marine Start corner close to Monitoring
o Slightly increased lighting intensity in Monitoring
o Blocked off top of pipe near ceiling in Shortcut with another pipe (and collision geometry)
o Removed crates at entrance from Shortcut into Monitoring
o Added pipe near ceiling at corner from Marine Start to Sanitation
o Blocked off nooks in Sanitation's walls
o Removed vent between Upper Wasteflow and the corner from Marine Start to Sanitation
o Blocked off opening in upper-corridor of Stability (the first one on the left when arriving from Monitoring)
o Removed crates in Stability
o Closed vent connection on east and west side of Central, and reduced the size of the beams near the ceiling
o Made ladders in Ventilation collidable again
o Blocked off area under RT in Aux Gen
By the way Flat, Salad a friend of mine suggested something to avoid the fact that Aux Gen can easily be ARCed from That One Hallway
You move the Tech point to the left side of the room, then move the north entrance to the right side.
I don't know if that could work but here's his feedback
Btw : red dots are possible RT locations, so that you're not able to snipe it from the corridor (except the red dot that is obviously misplaced). Your call
EDIT : also, this reminds me of the first layout of the room xD damn, forgot to mention that to Salad
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
It would still be just as easy to arc in that layout though? I'm not sure I mind how it is now, as aliens can use the vent to go around. I'll take a close look to the exact range though.
I didn't say Central. Static start points are somewhat less thrilling to me. 5TH allows more randomness
You obviously have a good length between MS and Auxilary/gen. And a big hole north of "Upper shipping Access".
If you move it a little AG to south, you can probably insert another 5Th TP like "Gen" or "Stability". You'll have the reshape "Upper shipping Access" to make sure the road to central is long enough. It would be a circle configuration (not cross like before).
-That would eventually alleviate a little the "weight" of central, which would be good IMO.
-Sewer would be less of a problem as the marine could start on this new "opposite tech point".
The map plays fine as it is, adding another tech point and removing the fixed spawn location for marines in favor of more "randomness" is a terrible idea.
The map plays fine as it is, adding another tech point and removing the fixed spawn location for marines in favor of more "randomness" is a terrible idea.
It's no randomness; it's totally controlled with a set of "rules". You can decide exactly what configuration you want (excluding bad ones by definition). Summit and Tram just have several configurations. It looks like it's random but in reality nothing is, except the "N" for what configuration to choose. Tram have 4 last time i checked (near observation).
Right now Sewer is not the first choice if you ask the alien team what TP they want. I just suggest to try it, it could give something interesting with little effort (as the layout looks like right now).
In creation area, you always know why it failed but never why it worked. Otherwise we would have perfect games all over the place. So you have to try, and retry, and retry... Sometimes get back to an early version. Whatever ! we got backups on our huge Terabyte sized HDD or NAS.
If Flaterectomy tries it, He's got every evening for 1 week reserved on my server if he (she?) wants to test it out. If it fails, whatever! We tried. and (s)he De-backup the last one.
If Flaterectomy tries it, He's got every evening for 1 week reserved on my server if he (she?) wants to test it out. If it fails, whatever! We tried. and (s)he De-backup the last one.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I'm sorry, MV, I didn't fix that game breaking hole this build...
CHANGELOG [21st of september 2014]
o Cleaned up various unnecessary faces behind props
o Resized pipe near vent in Upper Shipping Access
o Detailed corrider west of Central Processing.
o Made doorways in Monitoring and Stability commander invisible
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
A new build is out. I wanted to do more, but it took me quite some time to do all the changes to Generator and Auxiliary Generator on this new build, and since I have to go out today (it's October, beer traditions must be upheld) I'll have to save those for the next build.
There's still the weird bug where aliens can't drop cysts between Marine Start and Monitoring. Could be some freaky legacy issue - I had a weird can't-drop-eggs bug in Auxiliary Generator before, which I magically fixed by raising the floor four units, and this might be a similar issue.
CHANGELOG [5th of october 2014]
o Took the original Auxiliary Generator room and flipped it and Generator around. Rotated That One Hallway to suit.
o Updated level information-introduction texture
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited October 2014
No idea what caused that hole. I originally expected a face accidentally set to OcclusionGeometry instead of CommanderInvisible, but it was a hole in the middle of two faces.
CHANGELOG [6th of october 2014]
o Fixed strange, magical hole in Auxiliary Generator
o Fixed non-cystable area between Marine Start and Monitoring
o Made ceiling beam in Stability's northern hallway more transparent - you should be able to see a hint of skulk on top now
o Fixed a few texture misalignments
EDIT: I've been told eggs don't spawn in the Generator hive. Will look into it tomorrow.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited October 2014
Today's build:
CHANGELOG [12th of october 2014]
o Enlarged Monitoring, moved RT
o Began detailing eastern corridor outside of Central Processing
o Some additional detailing of Shortcut
There may be some LOS issues, I'll test these during tonight's SCC test. Reports of these are of course welcome.
EDIT: Yesterday saw some further tweaks.
CHANGELOG [13th of october 2014]
o Added LOS blockers in Monitoring
o Did things to secret places, shhh
o Fixed Steam preview image
Comments
@Flaterectomy : throw some Ride of the Valkyries on it
o Added cover in Central Processing
o Raised the lower floor in Ventilation a little
o Added a few more details to Stability
o Moved Generator slightly to the east due to intersecting walls with Stability
o Added a crate (containing @BeigeAlert's Onos tombstone) to one of the lower areas in Purification
It's hard for alien to win when they spawn in Sewer. The reason is that marine can easily go to Purification System and cut the cyst chain early game. This corridor should go to Ventilation Access or join the corridor between Purification and Ventilation System
And by the way this my favorite map of ns2 and Central Processing is gorgeous now:)
That would be an option to consider testing.
CHANGELOG [14th of september 2014]
o Moved Marine Start closer to the rest of the map
o Raised the ceiling of some of the doorways on the way from Marine Start to Monitoring
o Lowered ceiling grate in Marine Start corner close to Monitoring
o Slightly increased lighting intensity in Monitoring
o Blocked off top of pipe near ceiling in Shortcut with another pipe (and collision geometry)
o Removed crates at entrance from Shortcut into Monitoring
o Added pipe near ceiling at corner from Marine Start to Sanitation
o Blocked off nooks in Sanitation's walls
o Removed vent between Upper Wasteflow and the corner from Marine Start to Sanitation
o Blocked off opening in upper-corridor of Stability (the first one on the left when arriving from Monitoring)
o Removed crates in Stability
o Closed vent connection on east and west side of Central, and reduced the size of the beams near the ceiling
o Made ladders in Ventilation collidable again
o Blocked off area under RT in Aux Gen
Layout!
You move the Tech point to the left side of the room, then move the north entrance to the right side.
I don't know if that could work but here's his feedback
Btw : red dots are possible RT locations, so that you're not able to snipe it from the corridor (except the red dot that is obviously misplaced). Your call
EDIT : also, this reminds me of the first layout of the room xD damn, forgot to mention that to Salad
You mean Central? If yes that would be then a game killing room.
You obviously have a good length between MS and Auxilary/gen. And a big hole north of "Upper shipping Access".
If you move it a little AG to south, you can probably insert another 5Th TP like "Gen" or "Stability". You'll have the reshape "Upper shipping Access" to make sure the road to central is long enough. It would be a circle configuration (not cross like before).
-That would eventually alleviate a little the "weight" of central, which would be good IMO.
-Sewer would be less of a problem as the marine could start on this new "opposite tech point".
It worth a look/try IMO.
Not that small if you take the time to use a chrono.
It's no randomness; it's totally controlled with a set of "rules". You can decide exactly what configuration you want (excluding bad ones by definition). Summit and Tram just have several configurations. It looks like it's random but in reality nothing is, except the "N" for what configuration to choose. Tram have 4 last time i checked (near observation).
Right now Sewer is not the first choice if you ask the alien team what TP they want. I just suggest to try it, it could give something interesting with little effort (as the layout looks like right now).
In creation area, you always know why it failed but never why it worked. Otherwise we would have perfect games all over the place. So you have to try, and retry, and retry... Sometimes get back to an early version. Whatever ! we got backups on our huge Terabyte sized HDD or NAS.
If Flaterectomy tries it, He's got every evening for 1 week reserved on my server if he (she?) wants to test it out. If it fails, whatever! We tried. and (s)he De-backup the last one.
Come on try it out !
Coz you never know...
This sounds so horrible in context
I won't go there...
Little hole there
CHANGELOG [21st of september 2014]
o Cleaned up various unnecessary faces behind props
o Resized pipe near vent in Upper Shipping Access
o Detailed corrider west of Central Processing.
o Made doorways in Monitoring and Stability commander invisible
There's still the weird bug where aliens can't drop cysts between Marine Start and Monitoring. Could be some freaky legacy issue - I had a weird can't-drop-eggs bug in Auxiliary Generator before, which I magically fixed by raising the floor four units, and this might be a similar issue.
CHANGELOG [5th of october 2014]
o Took the original Auxiliary Generator room and flipped it and Generator around. Rotated That One Hallway to suit.
o Updated level information-introduction texture
Hmm the information poster in Generator is fucked up.
AND THERE'S A HUGE HOLE IN THE WALL IN AUX GEN ! I'm gonna explore out of bounds now, cya !
CHANGELOG [6th of october 2014]
o Fixed strange, magical hole in Auxiliary Generator
o Fixed non-cystable area between Marine Start and Monitoring
o Made ceiling beam in Stability's northern hallway more transparent - you should be able to see a hint of skulk on top now
o Fixed a few texture misalignments
EDIT: I've been told eggs don't spawn in the Generator hive. Will look into it tomorrow.
CHANGELOG [12th of october 2014]
o Enlarged Monitoring, moved RT
o Began detailing eastern corridor outside of Central Processing
o Some additional detailing of Shortcut
There may be some LOS issues, I'll test these during tonight's SCC test. Reports of these are of course welcome.
EDIT: Yesterday saw some further tweaks.
CHANGELOG [13th of october 2014]
o Added LOS blockers in Monitoring
o Did things to secret places, shhh
o Fixed Steam preview image