Co_Down

MoochieMoochie Join Date: 2011-10-18 Member: 128058Members
edited October 2012 in Mapping
<div class="IPBDescription">My first map, feed back please.</div><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Co_Down Alpha 2
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Hi, so I have started building a map for Combat cause combat maps seem to be smaller for the faster pace. This is my first map that I have built that has be completed enough to be played normally minus vents. Here is a pic of the layout from the spark editor. <img src="http://i108.photobucket.com/albums/n19/Moochiez_bucket/co_down_a2.png" border="0" class="linked-image" />
Screen Shots: New Ones coming soon. This map is not anything fancy yet, it has no models or textures and basic lighting. Locations have been set and power nodes working with lighting. I have not found any cyst placing issues. I would like to hear all feedback on what I have done so far please. This map is on the steam workshop at <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=100330180" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=100330180</a> I have not tested it yet with another player cause I am having issues with my server so I hope others will be willing to give me a hand and put it on their servers as a test map with a few people. Please post all feedback below :)


You can play this map on server ip: 64.31.49.178:27045

Comments

  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I'd love to give feedback on how things look, but without screenshots of that it's not going to work. ;)

    The layout seems pretty solid - I have not played any Combat maps in NS2, though plenty in NS1 - but it seems fairly balanced. It's hard to judge from just layout, though. It might actually be slightly big for Combat, if I go by memory of how those maps were laid out in NS1.

    I look forward to seeing some in-game screenshots. :)
  • MoochieMoochie Join Date: 2011-10-18 Member: 128058Members
    I was doing some more testing and it does seem to big, it is quite long, is there some guide lines or something that says the average time it should take to get from base to base for combat? I will get some screen shots soon, it has no models or textures so it is kind plain :P
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I don't really remember how long it should take from NS1, but you have three intersections between the alien and marine bases, so that might be a bit too much. I think one intersection between the two bases used to be the standard.
  • MoochieMoochie Join Date: 2011-10-18 Member: 128058Members
    So what if I move the one large room on the middle right to the middle and have it as the only way to get side to side, is that more combat?
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    If I recall, the average size for a co_ map was roughly around that of a normal CS map.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1985475:date=Oct 1 2012, 12:25 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Oct 1 2012, 12:25 AM) <a href="index.php?act=findpost&pid=1985475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I recall, the average size for a co_ map was roughly around that of a normal CS map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, and generally there were 2 _maybe_ 3 routes from base to base ('top to bottom'), with usually only 1 connection to cross between routes before getting to the other team's base. This current layout has 3 crossover hallways. It might help to remove the 1st and 3rd crossovers (possibly make them vents?) but leave the middle the way it is.
  • MoochieMoochie Join Date: 2011-10-18 Member: 128058Members
    I have updated to Alpha2, map is haft the size but everything is still to large. Joys of first map :\
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    Why is Co_Down loading old mod files? I think it's causing issues with ns2stats:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Finished downloading and installing mods
    Mounting mod from e:/NS2/_mods/m5fd7a38_1356075450/
    Mounting mod from e:/NS2/_mods/m5f35045_1355960350/
    Mounting mod from e:/NS2/_mods/m5faeac4_1355726028/
    Mounting archived build 233
    M4::ZipFileSource::Attach: OK attached to E:\NS2/builds/build_233.zip
    **********************************
    **********************************

    CombatMod Mod Active Setting is: activated
    CombatMod Player Threshold is 0 players.
    CombatMod Last Map ended with 3 players.
    CombatMod is now: activated
    CombatMod Time Limit is now: 40 minutes.
    CombatMod Global Mic is now: deactivated

    **********************************
    **********************************
    Compress library loaded
    NS2Stats won't get loaded due new untested build.
    NS2Stats will get updated soonish and be auto-enabled.
    Loading config://ServerAdmin.json
    Loading DAK configuration.
    Loading DAK configuration.
    Saving DAK configuration.
    Loading DAK settings.
    Loading config://BannedPlayers.json
    BaseAdminCommands Loading Complete
    MapVote Loading Complete
    Unstuck Loading Complete
    VoteRandom Loading Complete
    VoteSurrender Loading Complete
    ServerMOTD Loading Complete
    Loading config://ServerConfig.json
    Loading config://ServerAdmin.json
    Loading config://BannedPlayers.json
    Loading config://MapCycle.json
    Loading config://ConsistencyConfig.json
    Hashed 1 game_setup.xml files for consistency
    Hashed 840 *.lua files for consistency
    Hashed 33 *.fx files for consistency
    Hashed 13 *.screenfx files for consistency
    Hashed 66 *.surface_shader files for consistency
    Hashed 3 *.fxh files for consistency
    Hashed 2 *.render_setup files for consistency
    Hashed 2 *.shader_template files for consistency
    Error: The message ChatClient was already hooked
    Loading 'maps/ns2_co_down.level'
    Warning: Sound info file: sound/combat.soundinfo couldn't be opened
    Building pathing mesh for level maps/ns2_co_down.level
    Finished loading 'maps/ns2_co_down.level'
    Error: Couldn't open file 'models/props/refinery/refinery_fan_blade_01_big.animation_graph'
    Warning -- Found only 0 resource_point entities.
    Server Commands Registered.
    Loading config://MapCycle.json
    Loading Event Overrides.
    [Server] Script Error #1: lua/RBPSlogic.lua:87: attempt to index global 'RBPSconfig' (a nil value)
        Call stack:
        #1: oneSecondTimer lua/RBPSlogic.lua:87
            self =  {DisableOnPreUpdate=function, DisableOnUpdatePhysics=function, DisableOnUpdateRender=function, GetAngles=function, GetAttachPoint=function, GetAttachPointCoords=function, GetAttachPointIndex=function, GetChildAtIndex=function, GetClassName=function, GetCoords=function, GetDistance=function, GetDistanceSquared=function, GetDistanceXZ=function, GetId=function, GetIsDestroyed=function, GetIsMapEntity=function, GetIsVisible=function, GetLagCompensated=function, GetMapName=function, GetNumChildren=function, GetOrigin=function, GetParent=function, GetParentId=function, OnCreate=function, OnDestroy=function, OnGetIsRelevant=function, OnInitialized=function, OnInvalidOrigin=function, OnParentChanged=function, OnProcessMove=function, OnThink=function, OnUpdate=function, OverrideInput=function, PlaySound=function, Propagate_Always=0, Propagate_Callback=3, Propagate_Mask=2, Propagate_Never=1, SetAngles=function, SetAttachPoint=function, SetCoords=function, SetExcludeRelevancyMask=function, SetIncludeRelevancyMask=function, SetIsVisible=function, SetLagCompensated=function, SetMapEntity=function, SetNextThink=function, SetOrigin=function, SetParent=function, SetPhysicsBoundingBox=function, SetPropagate=function, SetRelevancyDistance=function, SetUpdates=function, StopSound=function, UpdatePhysicsBoundingBox=function, gameEnded=function, gameLogic=function, gameReset=function, gameStart=function, getAmountOfRealPlayers=function, init=function, invalidId=-1, isa=function, kMapName="RBPS", oneSecondTimer=function, playerUpdates=function, resLogic=function, resendLogic=function, tournamentModeLogic=function }
        #2: lua/RBPSlogic.lua:120<!--c2--></div><!--ec2-->
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    We were playing your map on Monash server 3 last night 24 players.

    First let me say your map is pretty solid and plays well.

    The only real problem we found was aliens assaulting Marine spawn. It's far too defendable with those huge lines of sight. A single Exo stood at the peak of the triangle watching both points of entry all game and it pretty much killed everyone before they could close the distance. Aliens have no cover to make it to the Command Chair.

    Pretty simple to fix. Some coloums or doors. Its a large room so plenty can be done too it to break it up a little.

    Some nooks and crannies other than vents in the hallways would be nice as its a little bland.
    A bit of cover in the hallways wouldn't go astray either.

    Overall a great start.
    Keep it up.
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