zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
<!--quoteo(post=1943303:date=Jun 14 2012, 11:16 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jun 14 2012, 11:16 AM) <a href="index.php?act=findpost&pid=1943303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I played this yesterday for the first time. Thanks for putting in all the work and giving us a new map to play with :)
My first impressions after a round or two
There are some really neat designs like the light tunnel, and I like how there's height in this map and different levels. The gameplay really changes depending what life form you are or if you have a jet pack.
Engineering needs to be redesigned, it hugely favours aliens who can get in and out with little chance for marines to shoot them, and all the marine structures are conveniently piled together in a tight square, delicious :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi peregrinus, thanks for the comments, yeah I agree with you about Engineering, the thing is was that Engineering was originally designed to be an alien start as I envisioned an alien hive hanging in that tall space. Because of the introduction of random start spawns, I had to shift things around a bit, and somehow Engineering ended up as one of the random marine starts. I've gotten used to the idea of that as a marine start and as a possible room that aliens can drop a hive. But I'll definitely work on it to make it a bit more marine friendly.
The right side of the map suits marines better because of the closer resource nodes, notice that on the alien left side of the map, the resource nodes are slightly further from the hives to force aliens to defend them more rather than keep rushing the marine base with their speed advantage.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
The northern part of the map is pretty bare, lacking both res and tech nodes. In fact, you could probably remove all of the parts of the map from observation up and have little to no impact on gameplay. I really don't see why any team would expand anywhere except in the south where nearly all of the res and tech nodes are located.
First let me say this is a great map with a lot of potential, zombie.
What about shifting the RT from Processing up into Access? Or maybe move the TP from control room northward into server room? Maybe just connect those and make one big tp room.
Shift that up and you could have the 5 tps around the edge of the map and have one tp in the center.
I'm not sure if your heart was set on 6 tps, but if you wanted to go with 5, then try as bob suggested and lop off everything above operations. In that case definitely shift the tp in control room upward. And maybe drop an rt into Access.
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
edited June 2012
I must say that I'm really liking the comments recently, they've really helped me see things that I missed. Thanks so much ScardyBob and VoodooHex! :D
Calibration was initially intended for a res node, but since Distribution is no longer a random start spawn, I've decided to move the res node back from Processing.
<b>Changelog:</b>
update 15/06/2012 - version 288b
- Moved res node from Processing to Calibration. - Increased Location size of Engineering, and added more level build space. - Slightly adjusted route from Rotunda to Calibration.
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
edited June 2012
Lots of potential in this one zombie! Played it a few days ago and flow of the map seems fine mostly. There's a few line of sight problem though imo. The Distribution resource node can be taken out by marines from quite the distance, from the northeastern corner. Also the line of sight from there and south towards Engineering is too long.
Edit: and the engineering resource node seem to be a little far from the tech point and seems hard to defend for marines. I would move it inside the main room.
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
<!--quoteo(post=1945245:date=Jun 20 2012, 12:11 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Jun 20 2012, 12:11 PM) <a href="index.php?act=findpost&pid=1945245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Glad to see this is progressing so well, as I said, build it and they will come :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey Soul Rider, good to see you're back :D - Map is coming together bit by bit :)
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
edited June 2012
Updated to Steam Workshop, I must say that I'm really pleased and happy with the latest update...
Changelog:
update 21/06/2012 - version 303b
- Added new route from engineering to Distribution. - Fixed some occlusion issues from Distribution to Pressure Control. - Minor lighting, geometry and commander camera tweaks across the map. - <b>Updates will be less frequent from now on.</b>
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
<!--quoteo(post=1946047:date=Jun 23 2012, 07:39 AM:name=VoodooHex)--><div class='quotetop'>QUOTE (VoodooHex @ Jun 23 2012, 07:39 AM) <a href="index.php?act=findpost&pid=1946047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Zombie, I'm not seeing Kleos on Steam Workshop anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's on there, just no longer in the Most Popular section. Dunno why, it seems to be most subscribed. Ask the UWE guys in charge of the Steam Workshop.
First time taking a look at this. You're really an inspirational character for me with this map. Your early screenshots look so rough and boxy, so many issues on so many levels, but each new set of screenshots you produce looks better and better. You're obviously still learning, mapping is one of those things that takes a lifetime to master, but to go from total newb to where you are now having made only one map is pretty cool to say the least!
I only played as Alien Comm, and it's a cysting nightmare (and it's very hard to see which hallways are connected and which are next to each other but not connected; and the height differences).
Other than that, I was impressed by this map. It is basically finished (no greybox! this was a lot of work!), has a really interesting layout (e.g. the southernmost hallway which essentially let's you skip the map and walk right between TPs, but does not feel unfair at all) and a unique design/style, and worked quite well in the playtest. It was hilarious to play, with all the funny stuff - the right side ceiling TP, rotunda cyst-to-the-RT-riddle (you can only place the RT when you have cysted all around, but you can't cyst through the center, is that intended?) and general refreshingly creative layout. Really nice!
Just give the comms better overview/make it less comm-fusing
(I made notes during the playtest, and the first bullet point is "Confusing but cool!")
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
Hey, I've decided to give NS2 Kleos to the community, feel free to mod and improve this map, and please remember to give credit to me, 'Zombiehellmonkey'!
Comments
My first impressions after a round or two
There are some really neat designs like the light tunnel, and I like how there's height in this map and different levels. The gameplay really changes depending what life form you are or if you have a jet pack.
Engineering needs to be redesigned, it hugely favours aliens who can get in and out with little chance for marines to shoot them, and all the marine structures are conveniently piled together in a tight square, delicious :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi peregrinus, thanks for the comments, yeah I agree with you about Engineering, the thing is was that Engineering was originally designed to be an alien start as I envisioned an alien hive hanging in that tall space. Because of the introduction of random start spawns, I had to shift things around a bit, and somehow Engineering ended up as one of the random marine starts. I've gotten used to the idea of that as a marine start and as a possible room that aliens can drop a hive. But I'll definitely work on it to make it a bit more marine friendly.
The right side of the map suits marines better because of the closer resource nodes, notice that on the alien left side of the map, the resource nodes are slightly further from the hives to force aliens to defend them more rather than keep rushing the marine base with their speed advantage.
What about shifting the RT from Processing up into Access? Or maybe move the TP from control room northward into server room? Maybe just connect those and make one big tp room.
Shift that up and you could have the 5 tps around the edge of the map and have one tp in the center.
I'm not sure if your heart was set on 6 tps, but if you wanted to go with 5, then try as bob suggested and lop off everything above operations. In that case definitely shift the tp in control room upward. And maybe drop an rt into Access.
Calibration was initially intended for a res node, but since Distribution is no longer a random start spawn, I've decided to move the res node back from Processing.
<b>Changelog:</b>
update 15/06/2012 - version 288b
- Moved res node from Processing to Calibration.
- Increased Location size of Engineering, and added more level build space.
- Slightly adjusted route from Rotunda to Calibration.
Latest screenies:
<img src="http://img832.imageshack.us/img832/5170/2012061500008.jpg" border="0" class="linked-image" />
<img src="http://img577.imageshack.us/img577/7282/2012061500007.jpg" border="0" class="linked-image" />
<img src="http://img171.imageshack.us/img171/7919/2012061500006.jpg" border="0" class="linked-image" />
Edit: and the engineering resource node seem to be a little far from the tech point and seems hard to defend for marines. I would move it inside the main room.
Will start looking at solutions for your points :)
- Better access to Engineering res node.
- Complete remodelling of Processing.
- Distribution res node now more protected.
Latest screenshots:
<img src="http://img534.imageshack.us/img534/2660/2012061900007.jpg" border="0" class="linked-image" />
<img src="http://img690.imageshack.us/img690/2224/2012061900006.jpg" border="0" class="linked-image" />
<img src="http://img191.imageshack.us/img191/2769/2012061900005.jpg" border="0" class="linked-image" />
<img src="http://img194.imageshack.us/img194/3241/2012061900004.jpg" border="0" class="linked-image" />
<img src="http://img689.imageshack.us/img689/3264/2012061900003.jpg" border="0" class="linked-image" />
<img src="http://img338.imageshack.us/img338/5998/2012061900002.jpg" border="0" class="linked-image" />
<img src="http://img20.imageshack.us/img20/9706/2012061900001a.jpg" border="0" class="linked-image" />
Hey Soul Rider, good to see you're back :D - Map is coming together bit by bit :)
Changelog:
update 21/06/2012 - version 303b
- Added new route from engineering to Distribution.
- Fixed some occlusion issues from Distribution to Pressure Control.
- Minor lighting, geometry and commander camera tweaks across the map.
- <b>Updates will be less frequent from now on.</b>
Latest screenshots:
<img src="http://img502.imageshack.us/img502/8884/2012062100003n.jpg" border="0" class="linked-image" />
<img src="http://img861.imageshack.us/img861/6374/2012062100002.jpg" border="0" class="linked-image" />
<img src="http://img140.imageshack.us/img140/8868/2012062100001.jpg" border="0" class="linked-image" />
<img src="http://img269.imageshack.us/img269/1662/2012062200001.jpg" border="0" class="linked-image" />
It's on there, just no longer in the Most Popular section. Dunno why, it seems to be most subscribed. Ask the UWE guys in charge of the Steam Workshop.
<img src="http://img210.imageshack.us/img210/5558/kleos323bpreviewscreen.jpg" border="0" class="linked-image" />
I only played as Alien Comm, and it's a cysting nightmare (and it's very hard to see which hallways are connected and which are next to each other but not connected; and the height differences).
Other than that, I was impressed by this map. It is basically finished (no greybox! this was a lot of work!), has a really interesting layout (e.g. the southernmost hallway which essentially let's you skip the map and walk right between TPs, but does not feel unfair at all) and a unique design/style, and worked quite well in the playtest. It was hilarious to play, with all the funny stuff - the right side ceiling TP, rotunda cyst-to-the-RT-riddle (you can only place the RT when you have cysted all around, but you can't cyst through the center, is that intended?) and general refreshingly creative layout. Really nice!
Just give the comms better overview/make it less comm-fusing
(I made notes during the playtest, and the first bullet point is "Confusing but cool!")