pSyk0mAn · Nerdish by Nature

About

Username
pSyk0mAn
Location
Germany
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Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
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Comments

  • Nice one, but a bit too dark and blurry for my taste.
  • 4000 draw calls is nothing, some areas have 5k lol
    Unfortunately this map has a much bigger skybox and higher ceilings, which add to render cost.
    On top of that long view distances and big rooms.
    It's kinda impossible to make this …
  • Hey, 3 years arent over, why are you back already...
  • I agree that this map has a weird res node layout.
    Nevertheless saying that Marines need 2 naturals and Aliens don't need that many res towers early on is plain wrong and very map dependant.
    Nexus only has one strong Marine natural, Veil…
  • According to your description in your first post it is not Caged specific.
    The big map size, increased number of cysts/entities in the late game, and overall longer game length of Caged games could cause this without being directly related to …
  • The Origin mod does load the 329 origin map tho, since I renamed the mod map name to ns2_origin_dev.
    Could still be the issue tho, not sure.
  • (just posting this here to have a public changelog to link)

    Recent changelog in tram_nextstop up for testing:
    -Moved the ET-Mezz vent more to the south (into the closed door) and created space between pillar and wall to help Aliens…
  • Changes to Administration to help Aliens against ARCs coming from Overlook:
    -Another window hole to bile or attack.
    -Lowered the vent on floor level to help (retreating) Gorges.
    -Put more crates into that ARC spot hallway to the ri…
  • Yes, Pela added the map :) ..seen already like 4 games on twitch.
    I have been weirded out to see some of them saying the map is…
  • -Moved Skylights, Overlook, Sub Sector and parts of West Junctions 256 units to the left.
    This does the following:
    -Removes the ARC spots in System Waypointing against Sub Hive
    -Increases travel time for Marines to west side and al…
  • Since this topic came up again recently, here a few examples, where I use Gobo Lights in Origin to create extra lighting detail without screwing performance.
    Gratings, fences, leaves, etc. There is a lot of potential, if done right, as long as…
  • The 2 power nodes in the middle are confusing, yes, but no good Marine team should ever build anything in Plaza anyway with Administration being right next to it and more securable.
    I tried 5 Techpoints, because the map plays rather stale with…
  • -Re-arranged the Truck/Container setup in the entrance of Garage / Alley. Can go through the right side of the truck, jump up the small crates;
    also broke the right yellow railing at the right entrance for more fluid gameplay.
    -Added kin…
  • Yes, I reverted the Skylights change.
    Made some additional changes to Dome.
  • Update (new changes planned for 328):
    -Fixed minor pathing issues in some locations
    -Moved Marine Start power node in the middle so Aliens can attack it from both entrances.
    -Moved Sub Sector power node more to the right, so Aliens…
  • Sometimes it is necessary to go alone.
    Rookies shouldnt go alone, because they just die.
    Good players can go alone and can make a difference.

    There is already a group bonus:
    -You cover each other.
    -You kill enemie…
  • Update:
    -Moved the Ore Extraction res node more to the north. Bit easier to defend for Vent Hive, bit longer travel times for Marines from Cargo.
    -Simplified the vent system around Ventilation Hive. Stronger vent exit into Generator to h…

  • -Added vent between Flooded and Botany
    -Added additional route between Garage and Turbine
    -Added additional route between Geothermal and Flooded
    -Widened Infested Corridor and improved movement/combat
  • It does, and I'm not happy with it, but Nursery is too close to Plaza and Botany too far away for Geo.
    Still gonna add that vent or maybe move the res node somewhere around the corner from Nursery to Botany.
    Surprisingly Atmospheric has …
  • New attempt to make Derelict play better and more interesting:

    -Added 5th techpoint in the middle of the map in Admin
    -Moved res node in Admin
    -More cover, thicker trees and other improvements to Plaza
    -Moved Nursery re…
  • Flow Control is the better Marine Start compared to Containment.
    That vent is basicly another route for Marines to the middle or to backstab.
    It has long line of sight and Marines can even walk in the first part.
    It's almost comple…
  • Some suggestions:
  • Wow that was fast!
    Have you tried to use two glass planes for reflection and dirty glass?
    Maybe it would be possible to combine that into one material. I think Unearthed would benefit from that too.
  • (Quote)
    I agree that it's not super easy to block a server, but once blocked the yellow sign changes to a normal white one, which looks too similar.
    Imho the blocked sign should stay yellow to make it more obvious.

  • So after all lot of nagging from my side I wanna back this up with some more suggestions.
    The map still has many flaws.
    Terminal start is too good for Marines, Cafeteria too bad, mainly due to travel times.
    Stability is still hard …
  • Recent changes:
    -Opened up Water Treatment a bit by switching the floor-to-ceiling silo with some kind of water basin/pool control thingy.
    -Slight changes to floors and lighting colors in Water Treatment.
    -Added a bit more colors t…
  • So after watching and playing tons of games, special thanks to @SupaFred @wooza in ns2_veil_cured Comment by pSyk0mAn December 2018
  • Love the new Computer Core/Access area.
  • Great changes and a good start.
    But tbh I feel like the real issues of this map haven't been adressed yet, it will not really change anything for those hating the map for various reasons.