I have a question. In marine start there is a platform where you could go up and hide as skulk, now both sides are blocked by wires hanging around so you can't go up anymore. Planed or bug?
Also the long cable hanging diagonal below this platform blocks walking from one side to another.
And the last thing are the wires in reactor in front of the vent. The block any projectile so that a skulk can sit there but not be shot and a GL can't fire a nade into it.
And one last thing. In X-Roads marines are invul when they sit in one of those little tunnels on the sides/fron of the hive.
dont know if this is known. so sorry for eventual double post. you can get stuc as a skluk in the vent on the right side of as. enter from the very left and kep left. in the corner you get stuck.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1879159:date=Oct 10 2011, 12:44 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 10 2011, 12:44 PM) <a href="index.php?act=findpost&pid=1879159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a question. In marine start there is a platform where you could go up and hide as skulk, now both sides are blocked by wires hanging around so you can't go up anymore. Planed or bug?<!--QuoteEnd--></div><!--QuoteEEnd--> Those above the gratings (such as Hydras) could shoot at targets below, but those below could not shoot through the grating. So it was considered an exploit and the area was sealed off.
<!--quoteo(post=1879159:date=Oct 10 2011, 12:44 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 10 2011, 12:44 PM) <a href="index.php?act=findpost&pid=1879159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And the last thing are the wires in reactor in front of the vent. The block any projectile so that a skulk can sit there but not be shot and a GL can't fire a nade into it.<!--QuoteEnd--></div><!--QuoteEEnd--> Sure, the bounding box of those wires are quite large. But considering aliens can't shoot through the cable/wires either, it isn't too much of a problem.
Getting stuck on the stairs in AS and XR is just plain ANNOYING, regardless if it is a UWE patch thing that screwed it up or not. A simple suggestion would be to put an invisible ramp on top of the stairs so you still get the visuals of the stairs but it no longer blocks; yes I know that infestation on it will look horrid, but it would be a quick fix to remove he issue.
I also think something has to be done with Heli / XR / DC, this map is all about DC in its current incarnation, tho it is a valid point that DC is more alien friendly and Heli is more marine friendly its a mute point because Aliens can push the map much much faster than marines can so they will always have the hive in DC faster than maries could lock down Heli. This also puts the marines in defense and the aliens in offence. (nothing wrong with that tho).
DC is also quite easy for marines to hold however, you get a pg / armory, a few turrets looking at the door to RC and a few looking down the ramp to vent and it becomes an alien shooting gallery.
This suggestion about changing XR to a double res, this depends on one thing alone really, and its the TP argument, do maps need 4, 5 or 6 tech points? Are marines going to need TPs? Xr is massive and will be a hard location for either team to hold without dropping masses of res on it. Add the fact that it is open and attackable for god knows how many dirrections it might make a good double res node.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Thanks for the feedback guys.
<!--quoteo(post=1879159:date=Oct 10 2011, 10:44 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 10 2011, 10:44 PM) <a href="index.php?act=findpost&pid=1879159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a question. In marine start there is a platform where you could go up and hide as skulk, now both sides are blocked by wires hanging around so you can't go up anymore. Planed or bug?<!--QuoteEnd--></div><!--QuoteEEnd--> This is not a bug. After moving MS further away from the rest of the map, I just forgot to move the invisible collision geometry, which allowed skulks to slip in there. There is already some cover for skulks in MS, some even say too much, so I think a hiding place up there would be just annoying to marines.
Regarding the stair issues that's a bug where multiple things come together. I think I fixed it for the next map update by slightly changing the scale and position of the stairs. DC will get an additional vent/entrance as suggested by Flayra in his latest thread that should help either team to move into the occupied room. Heliport is being reworked to be more fun for aliens and a more viable hive location.
just had a weird bug just now, i couldnt drop a hive in DC. the drifter wouldnt go on the tech point, just sorta skimmed around it. Wasnt just me tho, endar hopped in and couldnt do it either. Nfi why it suddenly happened
Vladimir Van VodkaSexy BeastJoin Date: 2010-07-30Member: 73364Members, Reinforced - Shadow
I have this weird bug, I don't know if it's server related or something; but it makes it so every single server plays ns_summit, and only ns_summit, somebody please help!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1881183:date=Oct 22 2011, 01:37 PM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 22 2011, 01:37 PM) <a href="index.php?act=findpost&pid=1881183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have this weird bug, I don't know if it's server related or something; but it makes it so every single server plays ns_summit, and only ns_summit, somebody please help!<!--QuoteEnd--></div><!--QuoteEEnd--> No problem, here you go:
<!--quoteo(post=1881183:date=Oct 22 2011, 08:37 AM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 22 2011, 08:37 AM) <a href="index.php?act=findpost&pid=1881183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have this weird bug, I don't know if it's server related or something; but it makes it so every single server plays ns_summit, and only ns_summit, somebody please help!<!--QuoteEnd--></div><!--QuoteEEnd--> Lol... Nice.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1881183:date=Oct 22 2011, 09:37 AM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 22 2011, 09:37 AM) <a href="index.php?act=findpost&pid=1881183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have this weird bug, I don't know if it's server related or something; but it makes it so every single server plays ns_summit, and only ns_summit, somebody please help!<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1881183:date=Oct 22 2011, 03:37 PM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Oct 22 2011, 03:37 PM) <a href="index.php?act=findpost&pid=1881183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have this weird bug, I don't know if it's server related or something; but it makes it so every single server plays ns_summit, and only ns_summit, somebody please help!<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited November 2011
<!--quoteo(post=1883983:date=Nov 6 2011, 06:36 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Nov 6 2011, 06:36 PM) <a href="index.php?act=findpost&pid=1883983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've looked through the map file and can't see how or why so far so I thought I'd ask.
A lot of your wall geometry is actually missing in the command view. How do you do this?<!--QuoteEnd--></div><!--QuoteEEnd--> You create a group called CommanderInvisible and add the needed geometry to that group, groupname is case sensitive. Props on the other hand have an option in their properties called commander alpha, 0 = invisible. and there were plans to make this work like a percentage system
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
I love the new look in build 188!
There is one problem though, which is Flight Control, with random spawn, is too difficult for Marines to defend properly. There are so many places for aliens to hide or break marine LoS.
On the other hand, Atrium and Sub are perhaps too Marine friendly.
i dont like how in flight control the res tower is so far away from the tech point. It is too easy to lose it early game cause there is no LOS. it is hard to defend, particularly for marines. Unless you put a turret there behind it, marines often lose it 2-3 times before that action is taken.
Nice changes. It looks awsome with the atmospherics! Love the new Heli and Pipe. But there are some bugs on your map. F.e. The new pit from xeoads to reactor below the stairs. If you fall down the pit you won't die and you are trapped. Also some shadows (f.e. In the RR the stoneshadows) are like a barcode if you go near them ( aa and atmospherics didn't change it).
I guess you know, but the death triggers are not working in the new version. You can jump into the shaft in ventilation, for example. I even managed to get behind the rocks in crossroads.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
I really like the new changes to this map! Good work! Although, I don't think the new staircase near data core/pipe junction made it alot more marine friendly. I think lifting the cieling in pipe/datacore could help a bit with that. Right now marines have so many angles to cover. Making it a bit more open would help with that. I don't think random spawns fit this map very well, I think it should be reverted to static spawns. If you get spawns on tech points close to each other, you have one side of the map really deserted, and the other side with all the action. I don't think making a distance requirement will help it, because of the map design. As some parts are more alien friendly than marine friendly. The times when this map works the best, is if aliens spawns in Atrium and marines in Sub Access. Hope you can use the feedback.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1887218:date=Nov 27 2011, 06:22 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Nov 27 2011, 06:22 PM) <a href="index.php?act=findpost&pid=1887218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like the new changes to this map! Good work! Although, I don't think the new staircase near data core/pipe junction made it alot more marine friendly. I think lifting the cieling in pipe/datacore could help a bit with that. Right now marines have so many angles to cover. Making it a bit more open would help with that. I don't think random spawns fit this map very well, I think it should be reverted to static spawns. If you get spawns on tech points close to each other, you have one side of the map really deserted, and the other side with all the action. I don't think making a distance requirement will help it, because of the map design. As some parts are more alien friendly than marine friendly. The times when this map works the best, is if aliens spawns in Atrium and marines in Sub Access. Hope you can use the feedback.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've got to agree with this. Random spawns aren't working here as well as on tram.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Thanks for the feedback. I think it's way too early to judge the random spawn situation, I agree there are issues though. Death triggers are in the map but not working, so it will probably be fixed with the next patch.
I think Flight Control seems to be difficult for marines, because it's new and players have to learn the ambush spots. It's more open than data core after all. Its res location is another matter, of course. I think the only problem compared to other tech locations is that (leap-) skulks and lerks have an easy retreat route near the res node with the vent entrance and corridor leading away from it immediatly.
I agree that Data Core seems to be a bit small now compared to Flight Control. I think it's more about all the pillars and crossbeams and short distances than the ceiling height though. When jetpacks are in the ceiling might need to get higher though, we'll see. As a quick change I could just remove the big crate near the tech point stairs that's taking up a lot of space and los to the hive, although that won't be enough I guess.
What about the ambiance sounds ? I found them so annoying that I had to remove the sound files. I think that some people reporting muffled sound (hard to hear footstep, ..) might be due to this. Maybe you should tune them down a bit.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Simon is managing the ambient sounds and he already said that he keeps improving them over time, since he just started adding them to Summit. Just takes time to balance between gameplay and immersion for each ambient sound.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1887269:date=Nov 28 2011, 06:36 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Nov 28 2011, 06:36 AM) <a href="index.php?act=findpost&pid=1887269"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got to agree with this. Random spawns aren't working here as well as on tram.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, I think tram should have static marine spawn, and aliens spawning in either alien start or server room.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited December 2011
Actually I'm starting to enjoy random spawns across all maps. It's just a great lot of fun. I think Summit will need more balancing because of Crossroads, and how difficult it is to attack if marines become entrenched.
Overall, I'm uncomfortable making specific criticisms because I think I need to play more to know with certainty.
Comments
GetLightsForPowerPoint(powerPoint): Couldn't find location entity named - Client
If it appear, it drops your clientrate and in endgame you get small but constant fps-drops.
After every fps-drop, the error appear in console.
Nothing like that on Tram, so its a mapproblem
Also the long cable hanging diagonal below this platform blocks walking from one side to another.
And the last thing are the wires in reactor in front of the vent. The block any projectile so that a skulk can sit there but not be shot and a GL can't fire a nade into it.
And one last thing. In X-Roads marines are invul when they sit in one of those little tunnels on the sides/fron of the hive.
dont know if this is known. so sorry for eventual double post.
you can get stuc as a skluk in the vent on the right side of as. enter from the very left and kep left. in the corner you get stuck.
cheers
Dolce & Lebowski
Those above the gratings (such as Hydras) could shoot at targets below, but those below could not shoot through the grating. So it was considered an exploit and the area was sealed off.
<!--quoteo(post=1879159:date=Oct 10 2011, 12:44 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 10 2011, 12:44 PM) <a href="index.php?act=findpost&pid=1879159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And the last thing are the wires in reactor in front of the vent. The block any projectile so that a skulk can sit there but not be shot and a GL can't fire a nade into it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sure, the bounding box of those wires are quite large. But considering aliens can't shoot through the cable/wires either, it isn't too much of a problem.
I also think something has to be done with Heli / XR / DC, this map is all about DC in its current incarnation, tho it is a valid point that DC is more alien friendly and Heli is more marine friendly its a mute point because Aliens can push the map much much faster than marines can so they will always have the hive in DC faster than maries could lock down Heli. This also puts the marines in defense and the aliens in offence. (nothing wrong with that tho).
DC is also quite easy for marines to hold however, you get a pg / armory, a few turrets looking at the door to RC and a few looking down the ramp to vent and it becomes an alien shooting gallery.
This suggestion about changing XR to a double res, this depends on one thing alone really, and its the TP argument, do maps need 4, 5 or 6 tech points? Are marines going to need TPs? Xr is massive and will be a hard location for either team to hold without dropping masses of res on it. Add the fact that it is open and attackable for god knows how many dirrections it might make a good double res node.
<!--quoteo(post=1879159:date=Oct 10 2011, 10:44 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Oct 10 2011, 10:44 PM) <a href="index.php?act=findpost&pid=1879159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a question. In marine start there is a platform where you could go up and hide as skulk, now both sides are blocked by wires hanging around so you can't go up anymore. Planed or bug?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is not a bug. After moving MS further away from the rest of the map, I just forgot to move the invisible collision geometry, which allowed skulks to slip in there.
There is already some cover for skulks in MS, some even say too much, so I think a hiding place up there would be just annoying to marines.
Regarding the stair issues that's a bug where multiple things come together. I think I fixed it for the next map update by slightly changing the scale and position of the stairs.
DC will get an additional vent/entrance as suggested by Flayra in his latest thread that should help either team to move into the occupied room.
Heliport is being reworked to be more fun for aliens and a more viable hive location.
Wasnt just me tho, endar hopped in and couldnt do it either.
Nfi why it suddenly happened
No problem, here you go:
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Natural_Selection_2_Mapping" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...ction_2_Mapping</a>
Lol... Nice.
lmao
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Natural_Selection_2_Mapping" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...ction_2_Mapping</a><!--QuoteEnd--></div><!--QuoteEEnd-->
If only pSyk0mAn made the other maps as well, we might have more than 1 playable map
but LMFAO
It's not a bug. It's a feature! ;)
member # 69 69 6
...niiiice...
A lot of your wall geometry is actually missing in the command view. How do you do this?
A lot of your wall geometry is actually missing in the command view. How do you do this?<!--QuoteEnd--></div><!--QuoteEEnd-->
You create a group called CommanderInvisible and add the needed geometry to that group, groupname is case sensitive. Props on the other hand have an option in their properties called commander alpha, 0 = invisible. and there were plans to make this work like a percentage system
There is one problem though, which is Flight Control, with random spawn, is too difficult for Marines to defend properly. There are so many places for aliens to hide or break marine LoS.
On the other hand, Atrium and Sub are perhaps too Marine friendly.
F.e. The new pit from xeoads to reactor below the stairs. If you fall down the pit you won't die and you are trapped.
Also some shadows (f.e. In the RR the stoneshadows) are like a barcode if you go near them ( aa and atmospherics didn't change it).
<img src="http://img3.imageshack.us/img3/8382/summith.png" border="0" class="linked-image" />
Although, I don't think the new staircase near data core/pipe junction made it alot more marine friendly.
I think lifting the cieling in pipe/datacore could help a bit with that. Right now marines have so many angles to cover.
Making it a bit more open would help with that.
I don't think random spawns fit this map very well, I think it should be reverted to static spawns.
If you get spawns on tech points close to each other, you have one side of the map really deserted, and the other side with all the action.
I don't think making a distance requirement will help it, because of the map design. As some parts are more alien friendly than marine friendly.
The times when this map works the best, is if aliens spawns in Atrium and marines in Sub Access.
Hope you can use the feedback.
Although, I don't think the new staircase near data core/pipe junction made it alot more marine friendly.
I think lifting the cieling in pipe/datacore could help a bit with that. Right now marines have so many angles to cover.
Making it a bit more open would help with that.
I don't think random spawns fit this map very well, I think it should be reverted to static spawns.
If you get spawns on tech points close to each other, you have one side of the map really deserted, and the other side with all the action.
I don't think making a distance requirement will help it, because of the map design. As some parts are more alien friendly than marine friendly.
The times when this map works the best, is if aliens spawns in Atrium and marines in Sub Access.
Hope you can use the feedback.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've got to agree with this. Random spawns aren't working here as well as on tram.
I think it's way too early to judge the random spawn situation, I agree there are issues though.
Death triggers are in the map but not working, so it will probably be fixed with the next patch.
I think Flight Control seems to be difficult for marines, because it's new and players have to learn the ambush spots. It's more open than data core after all.
Its res location is another matter, of course. I think the only problem compared to other tech locations is that (leap-) skulks and lerks have an easy retreat route near the res node with the vent entrance and corridor leading away from it immediatly.
I agree that Data Core seems to be a bit small now compared to Flight Control. I think it's more about all the pillars and crossbeams and short distances than the ceiling height though. When jetpacks are in the ceiling might need to get higher though, we'll see.
As a quick change I could just remove the big crate near the tech point stairs that's taking up a lot of space and los to the hive, although that won't be enough I guess.
Yeah, I think tram should have static marine spawn, and aliens spawning in either alien start or server room.
Overall, I'm uncomfortable making specific criticisms because I think I need to play more to know with certainty.