@SN.Wolf
<div class="IPBDescription">Constructive Criticism</div>Hey Wolf, I couldn't find your map thread so here's some feedback for you.
First off, thanks for the installer, yours worked like a charm, so brainless, perfect delivery. I took some screenshots of potential problems while I was running through your map on your server.
Overall impressions are:
Good atmosphere, solid map performance (i think due to geometry walls instead of prop walls - my screens show i was getting a solid 30).
Lighting needs work IMO, I think your ceilings are too bright and flat, waaay too easy for marines to roll up and pistol down hiding skulks. Marines have flashlights, I say make them use them. Speaking of ceilings, you use a lot of ground vents, I think you should put in some ceiling vents and prop up (pipes, horizontal support beams, maintenance scaffolding (no marine access), etc.
The rest of the comments can be broken up with the screenshots as follows:
<img src="http://www.nicholashillyard.com/images/wolf/wolf_01.jpg" border="0" class="linked-image" />
^^ Looks like you missed a texture or flash file here.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_02.jpg" border="0" class="linked-image" />
^^ Alien Comm view - OMG I CAN'T SEE! lol, put the cinematics in the CommanderInvisible group.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_03.jpg" border="0" class="linked-image" />
^^ Props like this fan only hinder commanders, put it in the CommanderInvisible group and check the CommanderInvisible flag.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_04.jpg" border="0" class="linked-image" />
^^ Layer over Layer. Yes, I can put a harvester there from an angle, but this could easily be abused. What if someone is standing there or a hydra was dropped right in front of it, I doubt you'll have an easy time dropping that harvester. RTs are important, I suggest redesigning this Node room.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_05.jpg" border="0" class="linked-image" />
^^ This room is neat but serves no purpose except to show off an interesting room. Move it to somewhere in the map where players have a gameplay reason to run by it instead of where it is (a location that will have players running away from objectives to gawk at how pretty it is.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_06.jpg" border="0" class="linked-image" />
^^ Not your fault, it's the current engine, but this vent is too small for a crouching marine to walk through, also, probably not a good idea because i would never run in there as a skulk, way too dangerous. It would make your map more noob friendly if you didn't tempt them with bad skulking spots.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_07.jpg" border="0" class="linked-image" />
^^ This door requires an Onos to duck to get through it, and since it's a downhill ramp, I don't think he'll be able to do this. I would test it with cheats on, or not, cuz i've frozen the Onos by ducking before.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_08.jpg" border="0" class="linked-image" />
^^ why are there drifters here?
<img src="http://www.nicholashillyard.com/images/wolf/wolf_09.jpg" border="0" class="linked-image" />
^^ Hands down my favorite room in your map, very cool. You missed a texture behind that fan though.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_10.jpg" border="0" class="linked-image" />
^^ Here's a screen of where I thought it was too easy for marines to pick off skulks. I'd darken up all of your ceilings and add props. You also don't have many lerk spots.
Hope that helps, let me know when you wanna get people together to gameplay test your map, I'm unemployed so I have lots of time :)
First off, thanks for the installer, yours worked like a charm, so brainless, perfect delivery. I took some screenshots of potential problems while I was running through your map on your server.
Overall impressions are:
Good atmosphere, solid map performance (i think due to geometry walls instead of prop walls - my screens show i was getting a solid 30).
Lighting needs work IMO, I think your ceilings are too bright and flat, waaay too easy for marines to roll up and pistol down hiding skulks. Marines have flashlights, I say make them use them. Speaking of ceilings, you use a lot of ground vents, I think you should put in some ceiling vents and prop up (pipes, horizontal support beams, maintenance scaffolding (no marine access), etc.
The rest of the comments can be broken up with the screenshots as follows:
<img src="http://www.nicholashillyard.com/images/wolf/wolf_01.jpg" border="0" class="linked-image" />
^^ Looks like you missed a texture or flash file here.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_02.jpg" border="0" class="linked-image" />
^^ Alien Comm view - OMG I CAN'T SEE! lol, put the cinematics in the CommanderInvisible group.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_03.jpg" border="0" class="linked-image" />
^^ Props like this fan only hinder commanders, put it in the CommanderInvisible group and check the CommanderInvisible flag.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_04.jpg" border="0" class="linked-image" />
^^ Layer over Layer. Yes, I can put a harvester there from an angle, but this could easily be abused. What if someone is standing there or a hydra was dropped right in front of it, I doubt you'll have an easy time dropping that harvester. RTs are important, I suggest redesigning this Node room.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_05.jpg" border="0" class="linked-image" />
^^ This room is neat but serves no purpose except to show off an interesting room. Move it to somewhere in the map where players have a gameplay reason to run by it instead of where it is (a location that will have players running away from objectives to gawk at how pretty it is.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_06.jpg" border="0" class="linked-image" />
^^ Not your fault, it's the current engine, but this vent is too small for a crouching marine to walk through, also, probably not a good idea because i would never run in there as a skulk, way too dangerous. It would make your map more noob friendly if you didn't tempt them with bad skulking spots.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_07.jpg" border="0" class="linked-image" />
^^ This door requires an Onos to duck to get through it, and since it's a downhill ramp, I don't think he'll be able to do this. I would test it with cheats on, or not, cuz i've frozen the Onos by ducking before.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_08.jpg" border="0" class="linked-image" />
^^ why are there drifters here?
<img src="http://www.nicholashillyard.com/images/wolf/wolf_09.jpg" border="0" class="linked-image" />
^^ Hands down my favorite room in your map, very cool. You missed a texture behind that fan though.
<img src="http://www.nicholashillyard.com/images/wolf/wolf_10.jpg" border="0" class="linked-image" />
^^ Here's a screen of where I thought it was too easy for marines to pick off skulks. I'd darken up all of your ceilings and add props. You also don't have many lerk spots.
Hope that helps, let me know when you wanna get people together to gameplay test your map, I'm unemployed so I have lots of time :)
Comments
<b><i>Texture I missed in the installer,thx.</i></b>
^^ Alien Comm view - OMG I CAN'T SEE! lol, put the cinematics in the CommanderInvisible group.
<b><i>Noticed a lot of that on the initial playtest last night.</i></b>
^^ Layer over Layer. Yes, I can put a harvester there from an angle, but this could easily be abused.
<b><i>Hmm, Small area. I'll play around with it a bit for next build.</i></b>
^^ This room is neat but serves no purpose except to show off an interesting room. Move it to somewhere in the map where players have a gameplay reason to run by it instead of where it is (a location that will have players running away from objectives to gawk at how pretty it is.
<b><i>It was first meant to be a secret room and most likely will be removed before final release.</i></b>
^^ Not your fault, it's the current engine, but this vent is too small for a crouching marine to walk through, also, probably not a good idea because i would never run in there as a skulk, way too dangerous. It would make your map more noob friendly if you didn't tempt them with bad skulking spots.
<b><i>That was an experiment that was abandoned but not fully removed, will remove and replace with dif prop.</i></b>
^^ This door requires an Onos to duck to get through it, and since it's a downhill ramp, I don't think he'll be able to do this. I would test it with cheats on, or not, cuz i've frozen the Onos by ducking before.
<b><i>I'm thinking that's not the only place onos will have issues,will wait for onos before modifying.</i></b>
^^ why are there drifters here?
<b><i>Artifacts?....lol....i didn't put them there.</i></b>
^^ Hands down my favorite room in your map, very cool. You missed a texture behind that fan though.
<b><i>Collision Geometry i missed flagging, damn fades blink through fans.</i>
</b>
^^ Here's a screen of where I thought it was too easy for marines to pick off skulks. I'd darken up all of your ceilings and add props. You also don't have many lerk spots.
<b><i>That room is a wild card, i felt there where to much with all the stair and would wait a few builds to see what,if any models could balance it out as far as cosmetics and functionality.</i></b>
----------------------------------------------------
Thanks for the feedback. I will launch a thread after we get a few 5v5 or more going to see how it balances. Double is favored by marines so i need to balance that area. I am trying to use a fair amount of textured faces and will be adding my own textures soon but i really wanted to concentrate on the playability aspect before i go too bananas on cosmetics. I also need to do some adjustments to the commander camera heights.
<b><i>It was first meant to be a secret room and most likely will be removed before final release.</i></b><!--QuoteEnd--></div><!--QuoteEEnd-->
Move it to the Ready Room!
<!--coloro:#F4A460--><span style="color:#F4A460"><!--/coloro-->*sigh*
That is if friggin Fraps detects NS2... Can't get it to work atm...<!--colorc--></span><!--/colorc-->
So I'll just say that the big fan in the ceiling is a Lerk exit point, you can simply fly trough it and you're outside. And the hallway leading from the Main Hive with the glass ceiling is a Fade exit point (double blink and you're outside the map)
One small thing I did notice is the IP, it seems kind of confined and aliens could block marines from jumping of the IP. Now when they spawn back in they would be even more a sitting duck then the corner IP on Rockdown. It looks nice, but it restricts the marines movement too much currently.
The area in which some Marines that are "sleeping". Macs and Drifters can build structures in those rooms, unkillable yet they can fire into the map. Some other out of bound areas (inaccessible detail so to speak) can also be access in the same way. You might want to add the floor and props on which they can build stuff to the commander invisible group.
I love the atmospheric lights and sounds all over the place btw!
I did use death triggers in fans but fade blink bypassed them so i added collision geometry but never thought about the glass, good catch. does that double blink exploit work on all props with transparencies?
About the IP. I wasn't sure if it was intended to auto place IP by UWE or if mappers needed to place it. As i see it, it is a freebie and you should build a second one, aliens get free spawns then as they upgrade get more eggs so i figure it would even the field a bit.
is your map complete (if not done) and packaged for download and install using sn.wolf's exe creater and is it hosted on a server where we can playtest it? if so, what have you been waiting for!?
At this time NS2 content is located <a href="http://www.kustomkarnage.com/evo/index.php" target="_blank">here</a> under "Recently uploaded files:"
No need to register at this time to download. Anyone wishing access to upload maps needs to register and pm me for access to a web baised cp.
10 man test server is at 69.90.189.30:27015 . . To connect join or start a game then find Kustomkarnage.com in the NS2 server console , or from any game type connect 69.90.189.30:27015 This server is running on a dual quad core xeon machine with 4gb of ram. The os is windows 2003 x64
Current Map Testing and Mapper requesting feed back:
ns2_clandestine.exe by SN.Wolf<!--QuoteEnd--></div><!--QuoteEEnd-->
Find ns2_clandestine.exe by SN.Wolf
<a href="http://www.kustomkarnage.com/evo/index.php" target="_blank">here</a> under "Recently uploaded files:"
. You can bet he is working on it and the version will be updated soon. LOL