Hey people, Impossible has happened, the co_Core remake was updated!! :-D
In this version I am introducing some experimental adjustments to the map layout, subjected to further changes according to Your feedback.
Anyways here is the changelog with some pix:
Marine start:
- WIP textures
- Slightly rerouted
Marine Junction
- Rerouted directly to Central (may need to be reverted back)
- Disabled the auxiliary route
Central
- Overall area rework
- Added door between Central and Alien Junction
- Added door between Central and shortcut to Alien Junction
- Fixed the stuck spot on ore cart
Alien Junction
- Reworked the shortcut (the ladders), added doors (WIP)
- Opened new entrance from AJ to Alien Spawn (subject to further adjustments)
In next update I want to focus on tuning the layout further. After that I will finally finish the Marine Start. I hope that the next update will take less than 8 months :-D.
Great work Rudy! The map looks great and plays well as always.
The only issue I noticed was on the smaller of the automatic doors on the top floor as a skulk it felt like there was a small push trigger or forcefield in the doorway. At some angles it would block me from getting through, but when after some struggle I did manage to get through. This might just be an issue with the door trigger? Or is it just me?
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
From the game we played last night, it looks like the new marine spawn exit - the long hallways - becomes this stand-off area where marines are firing from one end, and gorges and lerks fire from the other. I liked the old exit a lot more, both as alien and as marine.
And I also got stuck on that door just like DarkSeraph. At the time I was a fade, and there was a shotgun-wielding marine next to me. No fun.
The problem with MS<->Central struck me right after I finished the change, but I didn't wanted to delay the update any further. I have published the fix.
The problem with door entities lies probably somewhere between NS2 net-code and Extra Entities in Combat. I think the issue becomes problematic especially with increased latency on server side. I will try to find some workaround.
As for other issues, I am still not sure about MJ<->Central. I will evaluate this change after few more games played on new Core. But I am inclined to revert it back... But the thing is who will choose the Marine Junction if it is longer route? :-/
Just quick reminder about todays update. Finished new Alien Junction <-> Alien Spawn route. Slightly adjusted the vent system, added some sounds, particles and reflection probes.
This is the version I want to stick with for some time and subject it to thorough testing. I hope I will make it to the SCC playtest this Sunday !
Well, this still does not make the situation satisfactory. I am looking in to the ways how to improve the Alien Spawn, but my options are quite limited because the layout of Core is really packed and there is not much room to add.
Well, this still does not make the situation satisfactory. I am looking in to the ways how to improve the Alien Spawn, but my options are quite limited because the layout of Core is really packed and there is not much room to add.
You can probably move the core (all together with props and stuff) to "extend" the room. So the core will be far from the doorways. Then add some obstacles in between. If it looks ok this would save hours. At least you would have a testable map.
You can probably move the core (all together with props and stuff) to "extend" the room. So the core will be far from the doorways. Then add some obstacles in between. If it looks ok this would save hours. At least you would have a testable map.
Well, that is exactly the thing that I want to avoid, because such changes are really painful to do in Spark (all the texture alignments will go haywire). I am keeping that one as the last option.
First I will try to break the long sight of line for marines coming to Alien Spawn from cave and add more vents and cover to make skulk ambushes easier.
You can probably move the core (all together with props and stuff) to "extend" the room. So the core will be far from the doorways. Then add some obstacles in between. If it looks ok this would save hours. At least you would have a testable map.
Well, that is exactly the thing that I want to avoid, because such changes are really painful to do in Spark (all the texture alignments will go haywire). I am keeping that one as the last option.
First I will try to break the long sight of line for marines coming to Alien Spawn from cave and add more vents and cover to make skulk ambushes easier.
Not scaling, moving. So there are only a little bunch of faces that are "distorted". then add new faces with line tool.
Speaking of which, have you thought about making a full ns2 map out of it? You could try some crazy experimental tiny layout just to see how it plays
Well I see no reason why not :-), could be fun. I want to do commander optimizations anyways (for spectators), so I can put one tech point in the center and add resourcepoints to Marine/Alien junction.
Hey, been working on the Core whole weekend. I have adjusted the entrance from central to alien junction, now I feel that is less marine friendly. Also there is new, better vent for skulks to enter the central and ambush marines.
Here, a screenshot.
Also in previous update I made a small new area, maybe some of you have noticed already
(Water texture by Howser )
Also fixed that hole @Flaterectomy forgot to report to me
Any feedback welcome, also I would like to do some playtesting on Tuesday again.
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Found an issue: Fades can't comfortably fit through the doorway to that small stairwall area near alien start. Sometimes they can, and other times they can't. Got trapped in there with a shotgunner once If you just widen up the doorway just a little bit that should fix it.
Comments
In this version I am introducing some experimental adjustments to the map layout, subjected to further changes according to Your feedback.
Anyways here is the changelog with some pix:
Marine start:
- WIP textures
- Slightly rerouted
Marine Junction
- Rerouted directly to Central (may need to be reverted back)
- Disabled the auxiliary route
Central
- Overall area rework
- Added door between Central and Alien Junction
- Added door between Central and shortcut to Alien Junction
- Fixed the stuck spot on ore cart
Alien Junction
- Reworked the shortcut (the ladders), added doors (WIP)
- Opened new entrance from AJ to Alien Spawn (subject to further adjustments)
In next update I want to focus on tuning the layout further. After that I will finally finish the Marine Start. I hope that the next update will take less than 8 months :-D.
glad to see you back on the horse man!
The only issue I noticed was on the smaller of the automatic doors on the top floor as a skulk it felt like there was a small push trigger or forcefield in the doorway. At some angles it would block me from getting through, but when after some struggle I did manage to get through. This might just be an issue with the door trigger? Or is it just me?
And I also got stuck on that door just like DarkSeraph. At the time I was a fade, and there was a shotgun-wielding marine next to me. No fun.
The problem with MS<->Central struck me right after I finished the change, but I didn't wanted to delay the update any further. I have published the fix.
The problem with door entities lies probably somewhere between NS2 net-code and Extra Entities in Combat. I think the issue becomes problematic especially with increased latency on server side. I will try to find some workaround.
As for other issues, I am still not sure about MJ<->Central. I will evaluate this change after few more games played on new Core. But I am inclined to revert it back... But the thing is who will choose the Marine Junction if it is longer route? :-/
This is the version I want to stick with for some time and subject it to thorough testing. I hope I will make it to the SCC playtest this Sunday !
Have you ever played core in NS1? It was worse.
Well, this still does not make the situation satisfactory. I am looking in to the ways how to improve the Alien Spawn, but my options are quite limited because the layout of Core is really packed and there is not much room to add.
You can probably move the core (all together with props and stuff) to "extend" the room. So the core will be far from the doorways. Then add some obstacles in between. If it looks ok this would save hours. At least you would have a testable map.
Well, that is exactly the thing that I want to avoid, because such changes are really painful to do in Spark (all the texture alignments will go haywire). I am keeping that one as the last option.
First I will try to break the long sight of line for marines coming to Alien Spawn from cave and add more vents and cover to make skulk ambushes easier.
Not scaling, moving. So there are only a little bunch of faces that are "distorted". then add new faces with line tool.
Well I see no reason why not :-), could be fun. I want to do commander optimizations anyways (for spectators), so I can put one tech point in the center and add resourcepoints to Marine/Alien junction.
Here, a screenshot.
Also in previous update I made a small new area, maybe some of you have noticed already
(Water texture by Howser )
Also fixed that hole @Flaterectomy forgot to report to me
Any feedback welcome, also I would like to do some playtesting on Tuesday again.
Actually, I don't even recall it anymore now. :}
It's true!, co_core has watermod in it!