ns2_veil
oldassgamers
Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
<div class="IPBDescription">Thank you who created this map !!!!</div>Veil is sutch a masterpiece, both visual and balance. Amazing graphic detaljs throughout the entire map. Wooow. The best created NS2 map right now.
Veil is my nunber one favourite map right now. :D
Thanks to the creater for creating this master piece. <3 <3 <3 <3
Veil is my nunber one favourite map right now. :D
Thanks to the creater for creating this master piece. <3 <3 <3 <3
Comments
Why? They are lerk/jetpack heaven. They are perfect
Alien's need to emphasise how important it is to stop marines establishing a base in double. It effectively allows them fast routes to 2/3 hives and all RT's around the map.
If Aliens deny double, you will find that marines = less map control = no 3/3 exo/jp.
Let's face it though, if marines are reaching exo/jp in a standard game they have won anyway. Does not matter how easy it is to defend / attack the hive. That more resolves around jp/exo balance than map design.
Same for Cargo's vent near the containers, or on the big crane near the forcefield.
Also, you get stuck in the top of Nanogerid's vents if you try to evolve there to try to bilebomb, probably more vents have such issues on the map.
Either make them tall enough to gorge/lerk in, or block you from gestating.
But agreed. it's an amazing map, right to the marine turting in the start with EXOs and GLs after a big back and forth game that we lost. Just line in NS1. :3
Agreed,
Likewise with aliens and umbra, xeno, vortex. It's a shame you only get to use half the games abilities when the games over. Not a fault of the map, it's the same for all maps in NS2 and the ability-by-expansion set up.
I've enjoyed the couple games I've had on veil.
And I like the new Tram, Mineshaft and Summit as well!
He started the map on his own as a community effort, and UWE was very impressed with his attention to detail and his enthusiasm and dedication to recreating such a beloved NS1 map. We brought him on board, and worked together with him to get it completed, and to the impressive polished map that you get to play on now.
The map nicely showcases NS2 graphics and gameplay and we are glad to hear people are enjoying it.
--Cory
The map looks very impressive and you probably wanted to remain true to the original but NS1 map layouts do not carry over well into NS2, please consider some revisions to the layout.
Once the balance is fixed it could easily become one of the best maps.
Unfortunately the balance is not so great. I'm pretty sure this is 100% due to the fact that you wanted to stay as true as possible to the original veils layout. Although it won't be as nostalgic, I think some things need to be switched around a little.
Its strange though. I still can't tell exactly what it is that makes the map marine biased. I mean, the nearest tech point to marine spawn is miles away, but for aliens its a few steps. I guess it must have something to do with the massive size + phase gates
Consider how close the marine base is to res nodes versus the alien start locations and the fact that aliens need to spend time/res on cysts.
This. I thought the same (in reverse) as an alien comm spending res on tons of cysts before I noticed how far tech points are for the marines. It really does work nicely as a dynamic. I'm still getting stuck in vents and odd places, though that may not be an issue with the map itself since i'm getting it on tram and docking too.
Yes who ?
+1
If hive spawns in sub, everything is fine, aliens can go about their game as normal.
If you spawn in cargo, you have to pray that marines don't take sub, because at the moment there is a cyst bug where you can't expand in the direction of pipe, so sub is your only option.
If you spawn in pipe, you are completely screwed, as the only way of expanding is along a main marine thoroughfare, since you can't expand to cargo.
So what area are you having trouble cysting through?
So what area are you having trouble cysting through?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm unsure of the exact name, but its essentially the right exit of cargo, if you are facing towards double res from cargo. The side that leads to pipe hive. Cysts can't make it from inside cargo, out into that passage, and they can't make it from inside the passage, into cargo. This happened in three separate games to three separate commanders. Two were cargo spawns, one was a pipe spawn.