Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1847401:date=May 19 2011, 07:22 PM:name=Wavesonics)--><div class='quotetop'>QUOTE (Wavesonics @ May 19 2011, 07:22 PM) <a href="index.php?act=findpost&pid=1847401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really don't mean to be criticizing/bashing! These are just my observations :)<!--QuoteEnd--></div><!--QuoteEEnd--> I would call that constructive criticism ;)
the rooms in tram are so big you dont get a claustrophobic 'Alien' feel. Maybe we have to play tram with 24 players to see what its supposed to play like?
<!--quoteo(post=1847420:date=May 19 2011, 10:01 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ May 19 2011, 10:01 PM) <a href="index.php?act=findpost&pid=1847420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the rooms in tram are so big you dont get a claustrophobic 'Alien' feel. Maybe we have to play tram with 24 players to see what its supposed to play like?<!--QuoteEnd--></div><!--QuoteEEnd--> ns_nothing. A map large enough to hold multiple ns2_trams, while also maintaining a sort of claustrophobia (even with it's immense rooms\halls), lonelyness and outright dread. The problem with tram is that it's too small, and has too much 'stuff' (barrels\crates\details\nicknacks) going on, causing the screen to become too 'buzy' and losing that wonderful alien-esque feeling of ns.
Summit is an awesome map I think it should become official, I mean why not, all the servers are playing it already. Its also the only map where the marines don't get cut off due to early infestation.
Also, map rotation and direct download from servers would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah this is really starting to become wanted now, especially considering we've been stuck with the same two maps since the beginning.
It's something that will be added eventually so why not sooner rather than later considering how useful it is? we shouldn't have to rely on the devs to add new maps when the community can and wants to help with that, this way it's up to the server admins and players to decide, it doesn't need to include modded files yet, simply maps would be fine for testing purposes.
<!--quoteo(post=1847687:date=May 21 2011, 11:19 AM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ May 21 2011, 11:19 AM) <a href="index.php?act=findpost&pid=1847687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's something that will be added eventually so why not sooner rather than later considering how useful it is?<!--QuoteEnd--></div><!--QuoteEEnd--> Because there is a giant list of stuff that everyone wants to get added to the game "sooner rather then later". There's only so much that can be done at one time, and right now getting performance better and the gameplay more finalized is our highest priority. Playing on and testing out new maps isn't that helpful when the game is still missing a lot of core features.
That said, we most likely will be adding in Summit on a trial basis in an upcoming patch, and Mineshaft will be released soon, as well (its ready to go, we've just been waiting on the new occlusion stuff to be finished and a few other optimizations, since its a very large map).
<!--quoteo(post=1847729:date=May 21 2011, 10:44 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 21 2011, 10:44 AM) <a href="index.php?act=findpost&pid=1847729"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because there is a giant list of stuff that everyone wants to get added to the game "sooner rather then later". There's only so much that can be done at one time, and right now getting performance better and the gameplay more finalized is our highest priority. Playing on and testing out new maps isn't that helpful when the game is still missing a lot of core features.
That said, we most likely will be adding in Summit on a trial basis in an upcoming patch, and Mineshaft will be released soon, as well (its ready to go, we've just been waiting on the new occlusion stuff to be finished and a few other optimizations, since its a very large map).
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Good to know (both on mineshaft and summit). Summit needs to be an official map. Even if future gameplay changes to the whole tech point system happen and it needs to get reworked a little, this map needs to be played. :D
I do like Summit, but I do have a beef with the lack of starting IP. It disorients new comms, I saw several games today where the IP was slow to be built.
Was the idea to compensate for the aliens having to infest a long distance? Or was it just an oversight?
(I'm also assuming that the official guideline is for all maps to have a starting IP. If that's wrong, please correct me.)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
it further underlines a distinction between alien and marine commander: marine comm is more individually build style (can decide every small detail, also where to place the first ip) and alien comm is more like a hive mind that controls the general direction of gameflow (which direction to grow infestation and chambers, no squad system)
<!--quoteo(post=1848135:date=May 24 2011, 12:06 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ May 24 2011, 12:06 PM) <a href="index.php?act=findpost&pid=1848135"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in the early seconds of a match nobody will die anyway. so this argument is invalid.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unless the aliens perform a skulkrush as an opener.
And the problem isnt really about dying and being unable to respawn, it is being unable to spawn in the first place if you left the readyroom abit late.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1848151:date=May 24 2011, 08:09 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ May 24 2011, 08:09 AM) <a href="index.php?act=findpost&pid=1848151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... it is being unable to spawn in the first place if you left the readyroom abit late.<!--QuoteEnd--></div><!--QuoteEEnd-->
well, thats true... :D lets just say its a design decision which uwe should make
<!--quoteo(post=1848137:date=May 24 2011, 06:51 PM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ May 24 2011, 06:51 PM) <a href="index.php?act=findpost&pid=1848137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ips should be built by marines at the start +1.<!--QuoteEnd--></div><!--QuoteEEnd--> This is good, but in addition to this there needs to be a flashing red sign which informs you that: <!--coloro:red--><span style="color:red"><!--/coloro-->YOU HAVE NO IP! BUILD AN IP NOW!<!--colorc--></span><!--/colorc-->
<!--quoteo(post=1848155:date=May 24 2011, 05:21 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ May 24 2011, 05:21 AM) <a href="index.php?act=findpost&pid=1848155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, thats true... :D lets just say its a design decision which uwe should make<!--QuoteEnd--></div><!--QuoteEEnd-->
Wasn't the design decision made when they started including IPs on all of their maps?
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
i doubt any design decision is final until the end of the beta. thats why a beta is here for, to test different concepts etc and see how they work out.
<!--quoteo(post=1848151:date=May 24 2011, 07:09 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ May 24 2011, 07:09 AM) <a href="index.php?act=findpost&pid=1848151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unless the aliens perform a skulkrush as an opener.
And the problem isnt really about dying and being unable to respawn, it is being unable to spawn in the first place if you left the readyroom abit late.<!--QuoteEnd--></div><!--QuoteEEnd-->
And this was exactly the problem I saw in the game I played. Half us were stuck as "dead" at game start, trying to cajole someone into building an IP.
If that's the way UWE wants to go, fine, but all marines needs to get a free first spawn without an IP.
Of course, then we get into possible abuse: "disconnect->connect->j1" combo to sidestep a lost IP later in the game. Maybe the free spawn should only work for the first 60 seconds?
Saint RawJoin Date: 2011-05-18Member: 99414Members
Haha, this happened tonight at my first from the start game on summit.
As sole survivor I had to run half the map back to the CC to get an IP. I had killed 4 skulks far outside marine start and was left with 10 hp, sprinted back, pistol whipped a skulk biting the powernode, hopped in CC, dropped IP & started building mac. One skulk however saw our dire situation and started to eat our unbuild IP, I had to jump out of the cc and frag the skulk from short range which I managed to do with my 10 hp. Luckily no other skulk launched an attack on marine start since I had 2 lmg rounds left xD
The above is not to boast, it's to relive a notable moment in NS2 which make the game so great!
My vote would definatly go to no starting ip like in NS2. Combined with no fixed locations for CC gives the game so much more depth. As for joining a tad to late and waiting for an IP to be build, it won't be a problem when there are a lot of players familair with the game. The game will probably have a countdown timer for a new game to start, thus giving a notification to all RR players to join now or miss insta-spawn, or it could be 20-30s.
P.s. Summit rocks! Performance on this map is astonishing!
Comments
I would call that constructive criticism ;)
ns_nothing. A map large enough to hold multiple ns2_trams, while also maintaining a sort of claustrophobia (even with it's immense rooms\halls), lonelyness and outright dread. The problem with tram is that it's too small, and has too much 'stuff' (barrels\crates\details\nicknacks) going on, causing the screen to become too 'buzy' and losing that wonderful alien-esque feeling of ns.
Its also the only map where the marines don't get cut off due to early infestation.
P.S.
Bring back <b>NS_Eclipse</b>
Also, map rotation and direct download from servers would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah this is really starting to become wanted now, especially considering we've been stuck with the same two maps since the beginning.
It's something that will be added eventually so why not sooner rather than later considering how useful it is? we shouldn't have to rely on the devs to add new maps when the community can and wants to help with that, this way it's up to the server admins and players to decide, it doesn't need to include modded files yet, simply maps would be fine for testing purposes.
Because there is a giant list of stuff that everyone wants to get added to the game "sooner rather then later". There's only so much that can be done at one time, and right now getting performance better and the gameplay more finalized is our highest priority. Playing on and testing out new maps isn't that helpful when the game is still missing a lot of core features.
That said, we most likely will be adding in Summit on a trial basis in an upcoming patch, and Mineshaft will be released soon, as well (its ready to go, we've just been waiting on the new occlusion stuff to be finished and a few other optimizations, since its a very large map).
--Cory
That said, we most likely will be adding in Summit on a trial basis in an upcoming patch, and Mineshaft will be released soon, as well (its ready to go, we've just been waiting on the new occlusion stuff to be finished and a few other optimizations, since its a very large map).
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Good to know (both on mineshaft and summit). Summit needs to be an official map. Even if future gameplay changes to the whole tech point system happen and it needs to get reworked a little, this map needs to be played. :D
Was the idea to compensate for the aliens having to infest a long distance? Or was it just an oversight?
(I'm also assuming that the official guideline is for all maps to have a starting IP. If that's wrong, please correct me.)
But flayra mentioned that he want to remove the starting IP in general again, but i'm not sure about that.
But flayra mentioned that he want to remove the starting IP in general again, but i'm not sure about that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh really? Did he mention any motivation? Seems odd to only let aliens spawn freely at start..
Also i like the option of choosing where to place it
Unless the aliens perform a skulkrush as an opener.
And the problem isnt really about dying and being unable to respawn, it is being unable to spawn in the first place if you left the readyroom abit late.
well, thats true... :D
lets just say its a design decision which uwe should make
This is good, but in addition to this there needs to be a flashing red sign which informs you that: <!--coloro:red--><span style="color:red"><!--/coloro-->YOU HAVE NO IP! BUILD AN IP NOW!<!--colorc--></span><!--/colorc-->
lets just say its a design decision which uwe should make<!--QuoteEnd--></div><!--QuoteEEnd-->
Wasn't the design decision made when they started including IPs on all of their maps?
And the problem isnt really about dying and being unable to respawn, it is being unable to spawn in the first place if you left the readyroom abit late.<!--QuoteEnd--></div><!--QuoteEEnd-->
And this was exactly the problem I saw in the game I played. Half us were stuck as "dead" at game start, trying to cajole someone into building an IP.
If that's the way UWE wants to go, fine, but all marines needs to get a free first spawn without an IP.
Of course, then we get into possible abuse: "disconnect->connect->j1" combo to sidestep a lost IP later in the game. Maybe the free spawn should only work for the first 60 seconds?
As sole survivor I had to run half the map back to the CC to get an IP. I had killed 4 skulks far outside marine start and was left with 10 hp, sprinted back, pistol whipped a skulk biting the powernode, hopped in CC, dropped IP & started building mac. One skulk however saw our dire situation and started to eat our unbuild IP, I had to jump out of the cc and frag the skulk from short range which I managed to do with my 10 hp. Luckily no other skulk launched an attack on marine start since I had 2 lmg rounds left xD
The above is not to boast, it's to relive a notable moment in NS2 which make the game so great!
My vote would definatly go to no starting ip like in NS2. Combined with no fixed locations for CC gives the game so much more depth.
As for joining a tad to late and waiting for an IP to be build, it won't be a problem when there are a lot of players familair with the game. The game will probably have a countdown timer for a new game to start, thus giving a notification to all RR players to join now or miss insta-spawn, or it could be 20-30s.
P.s.
Summit rocks! Performance on this map is astonishing!