pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Thanks for the feedback and bug reports!
Twiggeh, the pit of doom in heliport is a feature :D
I'd also like to stick with Crevice for now. I don't like invisible walls, but that's why I've already built it pretty cramped and there are a few more options and details possible so there is actual less empty space blocking players and more real obstacles.
It's hard to judge balance at the moment with so few days playtested and ns2 changing over and over, but I'm glad the map is fun so far.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2011
<!--quoteo(post=1846684:date=May 17 2011, 04:32 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ May 17 2011, 04:32 AM) <a href="index.php?act=findpost&pid=1846684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, that would be quite easy. Just make an invisible, unwalkable texture/prop/entity/whatever and we're set to go.<!--QuoteEnd--></div><!--QuoteEEnd--> For now you could use Tig's idea though. Adding inverted faces, you can't walk on the backside of a face, it blocks movement and you can add it to the CommanderInvisible group to make it not interfere with he comms
<!--quoteo(post=1846800:date=May 17 2011, 01:16 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 17 2011, 01:16 PM) <a href="index.php?act=findpost&pid=1846800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For now you could use Tig's idea though. Adding inverted faces, you can't walk on the backside of a face, it blocks movement and you can add it to the CommanderInvisible group to make it not interfere with he comms<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1846800:date=May 17 2011, 11:16 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 17 2011, 11:16 AM) <a href="index.php?act=findpost&pid=1846800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For now you could use Tig's idea though. Adding inverted faces, you can't walk on the backside of a face, it blocks movement and you can add it to the CommanderInvisible group to make it not interfere with he comms<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't Collision_Geometry work anymore? Just pointing that out, that it was made for that reason.
Generator and Powernode: Still wondering why there is a working powernode, atm they produce Marinesight, its too easy to scout if there is a restower. Basically the marines know instant when the aliens build there and if there are some hydras.
The close distance to Alienspawn and Surface (most hives grow there), and its round shape makes it a not even considered for marines room.
I still hope that´s a bug that they create Marinesight.
I really think Ventilation would work better as an alien res room. Way too easy for aliens to hide under the bridge and way too crammed and hard to see and defend the Extractor. Perhaps you might want to consider switching it with Reactor or altering it to allow marines better line of sight and movement?
Other than that, still my favorite map in NS2 yet and the 20+ players games truly make it shine. Congrats again!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2011
<!--quoteo(post=1846896:date=May 17 2011, 11:03 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ May 17 2011, 11:03 PM) <a href="index.php?act=findpost&pid=1846896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't Collision_Geometry work anymore? Just pointing that out, that it was made for that reason.<!--QuoteEnd--></div><!--QuoteEEnd--> Well not so much to disable wallwalking :P
I find it funny that this wallwalking was a problem in NS as well :D
<!--quoteo(post=1846687:date=May 17 2011, 04:55 AM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ May 17 2011, 04:55 AM) <a href="index.php?act=findpost&pid=1846687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From a gameplay standpoint that works just fine, but it would looked damned odd. I've never been a fan of the invisible walls, they just confuse players. most especially when they can see an area around them that looks ok to move around in.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree, but I think it can be ok when used sparingly. Its annoying if players can't get where they want to go because of being stopped by invisible walls, but the only places these would be used are areas, like that outside part on Summit, where its pretty clear the player is not supposed to go out there. Ideally you'd let them fly around out there to some degree, and only stop them when they start going too far, and at that point it should be pretty obvious that they are moving away from the rest of the map and gameplay.
<!--quoteo(post=1847115:date=May 18 2011, 11:44 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 18 2011, 11:44 AM) <a href="index.php?act=findpost&pid=1847115"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree, but I think it can be ok when used sparingly. Its annoying if players can't get where they want to go because of being stopped by invisible walls, but the only places these would be used are areas, like that outside part on Summit, where its pretty clear the player is not supposed to go out there. Ideally you'd let them fly around out there to some degree, and only stop them when they start going too far, and at that point it should be pretty obvious that they are moving away from the rest of the map and gameplay.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
The solution is the same type of trigger they use in the bf1942 series. Out of bounds area were the player takes damage and an audible warning that they must return to the game-play area.
I remember that particular audio for that game saying something like "Many men have turned away from war in fear,now return to the battlefield soldier or you will be shot" then you started taking damage until you returned to the game-play area or until your health ran out and you where killed. Personally i would rather have a trigger like that rather than the death trigger.
<!--quoteo(post=1847142:date=May 18 2011, 10:33 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ May 18 2011, 10:33 PM) <a href="index.php?act=findpost&pid=1847142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The solution is the same type of trigger they use in the bf1942 series. Out of bounds area were the player takes damage and an audible warning that they must return to the game-play area.
I remember that particular audio for that game saying something like "Many men have turned away from war in fear,now return to the battlefield soldier or you will be shot" then you started taking damage until you returned to the game-play area or until your health ran out and you where killed. Personally i would rather have a trigger like that rather than the death trigger.<!--QuoteEnd--></div><!--QuoteEEnd-->
This! (3,2,1 - Should kill relative fast, so ppl dont try to play with it)
Or some kind of force field that pushes you back + not walkable.
Its stupid seeing skulks walking on invisible walls.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited May 2011
@SN.Wolf: While that suggestion sounds very attractive and less harsh then invisible walls, it requires a lot more content to be mapped out around the areas you can move outside so players don't see anything ugly, and all this just for a few times a new player or a possible griefer will go that far outside. I can see it working in BF though with that kind of maps.
@Peregrinus: Wow, those shots are amazing and they actually give some great insight on how to improve the lighting in some areas. I personally love that shot of Crossroads with Harvester and Hive.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
I want to offer my compliments to the "chef". It's very rare you get to see this level of polish in a map. Great example is the below screenshot. The lighted area underneath the platform would rarely be seen by players, and yet it is fleshed out and illuminated. Wp sir. <img src="http://i.imgur.com/aNpiJ.jpg" border="0" class="linked-image" />
PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
@Cory: Have you thought about using a BF2 style fix where you slowly damage/hurt the player for 'leaving the battle area'?
I think for such a small edge case (players leaving the map) it's not that big of a deal which position you take; but that's also an option to let players fly out of the map but hey had better be quick or they will be killed.
<!--quoteo(post=1847207:date=May 18 2011, 05:12 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 18 2011, 05:12 PM) <a href="index.php?act=findpost&pid=1847207"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@SN.Wolf: While that suggestion sounds very attractive and less harsh then invisible walls, it requires a lot more content to be mapped out around the areas you can move outside so players don't see anything ugly, and all this just for a few times a new player or a possible griefer will go that far outside. I can see it working in BF though with that kind of maps.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it wouldn't be to hard to do. Tie it into the minimap extent so if a player it outside the boundaries of the minimap extent it could trigger an audible alarm followed by damage with an {if} variable to exclude trigger to ready room occupants.
<u>Developer comment on this?</u>. This Level would be a prime example of the value an "Out of Bounds" trigger would be for this engine.
<!--quoteo(post=1847274:date=May 19 2011, 09:53 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ May 19 2011, 09:53 AM) <a href="index.php?act=findpost&pid=1847274"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have just one criticism of the map after playing it more...
When the lights go on or off it seems like random tiles are changing colour instead of 'lights' being switched on and off.<!--QuoteEnd--></div><!--QuoteEEnd--> That's not in control of the mapper, it was a change in NS2, can't remember the patch, but it's kind of recent.
Playing as a marine I fell off the platform in the outdoor area and fell really far down on to a rock but did not die....maybe you can set a limit so any marine who falls down will die? or that might interfere with jetpacks in the future I guess.
vlncJoin Date: 2010-09-07Member: 73921Members, Squad Five Blue
edited May 2011
<!--quoteo(post=1847422:date=May 19 2011, 10:05 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ May 19 2011, 10:05 PM) <a href="index.php?act=findpost&pid=1847422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playing as a marine I fell off the platform in the outdoor area and fell really far down on to a rock but did not die....maybe you can set a limit so any marine who falls down will die? or that might interfere with jetpacks in the future I guess.<!--QuoteEnd--></div><!--QuoteEEnd-->
This happened to me too. I think UWE should had falling damage for both side.
vlncJoin Date: 2010-09-07Member: 73921Members, Squad Five Blue
edited May 2011
<!--quoteo(post=1847866:date=May 22 2011, 12:09 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ May 22 2011, 12:09 PM) <a href="index.php?act=findpost&pid=1847866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do i play this map? just join a server hosting it and it downloads to my folder?<!--QuoteEnd--></div><!--QuoteEEnd-->
Your client will not download the new map on the server.
Download the map <a href="http://www.clorf.com/privatespace/nerdish/ns2_summit_b1.zip" target="_blank">here</a>. Place ns2_summit_b1.level into maps folder. Place content of overviews into overviews folder. Play.
(or look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109792&view=findpost&p=1773537" target="_blank">post #1</a>)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1847867:date=May 22 2011, 11:14 AM:name=vlnc)--><div class='quotetop'>QUOTE (vlnc @ May 22 2011, 11:14 AM) <a href="index.php?act=findpost&pid=1847867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your client will not download the new map on the server.
Download the map <a href="http://www.clorf.com/privatespace/nerdish/ns2_summit_b1.zip" target="_blank">here</a>. Place ns2_summit_b1.level into maps folder. Place content of overviews into overviews folder. Play.
(or look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109792&view=findpost&p=1773537" target="_blank">post #1</a>)<!--QuoteEnd--></div><!--QuoteEEnd--> Or just extract the entire archive in "\Steam\steamapps\common\natural selection 2\"
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2011
<!--quoteo(post=1847895:date=May 22 2011, 03:15 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 22 2011, 03:15 PM) <a href="index.php?act=findpost&pid=1847895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know. Do whips use the GroundWaypoints that are needed for the Siege Gun? The map only has waypoints for Drifters/Macs so far.<!--QuoteEnd--></div><!--QuoteEEnd-->
I encountered something similar... Somehow the clip on some models end up as holes in the floor, even when the models themselves are connected to each other. It can be fixed by using CollisionGeometry on those parts.
Also judging from their behavior, I'd say they use the GroundWaypoints...
Comments
Twiggeh, the pit of doom in heliport is a feature :D
I'd also like to stick with Crevice for now.
I don't like invisible walls, but that's why I've already built it pretty cramped and there are a few more options and details possible so there is actual less empty space blocking players and more real obstacles.
It's hard to judge balance at the moment with so few days playtested and ns2 changing over and over, but I'm glad the map is fun so far.
<a href="http://imageshack.us/photo/my-images/851/holesummit.png/" target="_blank"><img src="http://img851.imageshack.us/img851/7206/holesummit.png" border="0" class="linked-image" /></a>
For now you could use Tig's idea though. Adding inverted faces, you can't walk on the backside of a face, it blocks movement and you can add it to the CommanderInvisible group to make it not interfere with he comms
Thanks for the credit Kouji!!
Doesn't Collision_Geometry work anymore? Just pointing that out, that it was made for that reason.
Generator and Powernode:
Still wondering why there is a working powernode, atm they produce Marinesight, its too easy to scout if there is a restower.
Basically the marines know instant when the aliens build there and if there are some hydras.
The close distance to Alienspawn and Surface (most hives grow there), and its round shape makes it a not even considered for marines room.
I still hope that´s a bug that they create Marinesight.
Other than that, still my favorite map in NS2 yet and the 20+ players games truly make it shine. Congrats again!
Well not so much to disable wallwalking :P
I find it funny that this wallwalking was a problem in NS as well :D
I agree, but I think it can be ok when used sparingly. Its annoying if players can't get where they want to go because of being stopped by invisible walls, but the only places these would be used are areas, like that outside part on Summit, where its pretty clear the player is not supposed to go out there. Ideally you'd let them fly around out there to some degree, and only stop them when they start going too far, and at that point it should be pretty obvious that they are moving away from the rest of the map and gameplay.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
The solution is the same type of trigger they use in the bf1942 series. Out of bounds area were the player takes damage and an audible warning that they must return to the game-play area.
I remember that particular audio for that game saying something like "Many men have turned away from war in fear,now return to the battlefield soldier or you will be shot" then you started taking damage until you returned to the game-play area or until your health ran out and you where killed. Personally i would rather have a trigger like that rather than the death trigger.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111580&view=findpost&p=1847058" target="_blank">1</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111580&view=findpost&p=1847159" target="_blank">2</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111580&view=findpost&p=1847160" target="_blank">3</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111580&view=findpost&p=1847162" target="_blank">4</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111580&view=findpost&p=1847163" target="_blank">5</a>
I remember that particular audio for that game saying something like "Many men have turned away from war in fear,now return to the battlefield soldier or you will be shot" then you started taking damage until you returned to the game-play area or until your health ran out and you where killed. Personally i would rather have a trigger like that rather than the death trigger.<!--QuoteEnd--></div><!--QuoteEEnd-->
This! (3,2,1 - Should kill relative fast, so ppl dont try to play with it)
Or some kind of force field that pushes you back + not walkable.
Its stupid seeing skulks walking on invisible walls.
While that suggestion sounds very attractive and less harsh then invisible walls, it requires a lot more content to be mapped out around the areas you can move outside so players don't see anything ugly, and all this just for a few times a new player or a possible griefer will go that far outside.
I can see it working in BF though with that kind of maps.
@Peregrinus:
Wow, those shots are amazing and they actually give some great insight on how to improve the lighting in some areas. I personally love that shot of Crossroads with Harvester and Hive.
<img src="http://i.imgur.com/aNpiJ.jpg" border="0" class="linked-image" />
I think for such a small edge case (players leaving the map) it's not that big of a deal which position you take; but that's also an option to let players fly out of the map but hey had better be quick or they will be killed.
While that suggestion sounds very attractive and less harsh then invisible walls, it requires a lot more content to be mapped out around the areas you can move outside so players don't see anything ugly, and all this just for a few times a new player or a possible griefer will go that far outside.
I can see it working in BF though with that kind of maps.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it wouldn't be to hard to do. Tie it into the minimap extent so if a player it outside the boundaries of the minimap extent it could trigger an audible alarm followed by damage with an {if} variable to exclude trigger to ready room occupants.
<u>Developer comment on this?</u>. This Level would be a prime example of the value an "Out of Bounds" trigger would be for this engine.
When the lights go on or off it seems like random tiles are changing colour instead of 'lights' being switched on and off.
When the lights go on or off it seems like random tiles are changing colour instead of 'lights' being switched on and off.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's not in control of the mapper, it was a change in NS2, can't remember the patch, but it's kind of recent.
This happened to me too. I think UWE should had falling damage for both side.
This map really makes this game look good.
<img src="http://img809.imageshack.us/img809/8830/2011052000006o.jpg" border="0" class="linked-image" />
<img src="http://img192.imageshack.us/img192/3070/2011052000011.jpg" border="0" class="linked-image" />
<img src="http://img580.imageshack.us/img580/8299/2011052000007.jpg" border="0" class="linked-image" />
Your client will not download the new map on the server.
You need to download and place it manually.
maps folder : "c:\Steam\steamapps\common\natural selection 2\ns2\maps"
overviews : "c:\Steam\steamapps\common\natural selection 2\ns2\maps\overviews"
Download the map <a href="http://www.clorf.com/privatespace/nerdish/ns2_summit_b1.zip" target="_blank">here</a>.
Place ns2_summit_b1.level into maps folder.
Place content of overviews into overviews folder.
Play.
(or look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109792&view=findpost&p=1773537" target="_blank">post #1</a>)
Any plans to make more maps?
You need to download and place it manually.
maps folder : "c:\Steam\steamapps\common\natural selection 2\ns2\maps"
overviews : "c:\Steam\steamapps\common\natural selection 2\ns2\maps\overviews"
Download the map <a href="http://www.clorf.com/privatespace/nerdish/ns2_summit_b1.zip" target="_blank">here</a>.
Place ns2_summit_b1.level into maps folder.
Place content of overviews into overviews folder.
Play.
(or look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109792&view=findpost&p=1773537" target="_blank">post #1</a>)<!--QuoteEnd--></div><!--QuoteEEnd-->
Or just extract the entire archive in "\Steam\steamapps\common\natural selection 2\"
Do whips use the GroundWaypoints that are needed for the Siege Gun?
The map only has waypoints for Drifters/Macs so far.
Do whips use the GroundWaypoints that are needed for the Siege Gun?
The map only has waypoints for Drifters/Macs so far.<!--QuoteEnd--></div><!--QuoteEEnd-->
I encountered something similar... Somehow the clip on some models end up as holes in the floor, even when the models themselves are connected to each other. It can be fixed by using CollisionGeometry on those parts.
Also judging from their behavior, I'd say they use the GroundWaypoints...