You know, Kodiak being official is awesome and all, but that vent in Hangar allows a gorge to camp and bilebomb the TP without getting even seen
It's a bit like Overlook/Skylight, but with a TP. Maybe you should take a look at that.
Nah man, you just have to learn the ways of the ventwalkers.
But seriously though, it'd be nice to have a small lip or something near the entrance so marines can enter the vent more reliably. Right now it requires a bit of luck with the crouch jumping.
i knew this day would come, congrats LOKI...
map was just 2 perfect NOT to make official!!!
now i only wish my ns2 would not crash after this update so i could actaully play the game and your map
Location: Central Biosphere
Fix: Decal-Entity covers ground texture on marine view model
Solution: change Decal-Entity-Size, so its not covering the "air"
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited June 2014
After playing on it for a while now, I have some suggestions.
Astroid tracking is a pain to fight in as marines, and its too hard to get out of. The combination of the elevated platform where the hologram is, and the railings around it make it tedious to get out of base after a respawn, and even just to make sense of your surroundings. Railings are only beneficial for a marine if I can hop over them or onto them to get away from a skulk, but these railings I can't even hop onto from one side.
If aliens get a gorge or two into water production or the upper part of tunnel B5 with enough time to build, the marines are mostly done. The lower half of the map is effectively denied to them. The railings in water production make it a skulk paradise. This is somewhat mitigated by the proximity to marine start and the marine friendly chokepoint at the southern exit, but I still feel like water production is where marines go to die. This is an interesting dynamic, because when marines push south, the best place go stop them is right outside their base, but I still think it could use some softening.
Suggestions:
- Flatten the floor in astroid tracking, so the hologram display is level with the ground (or at least can be stepped onto without jumping.
- Remove the railings.
- Alternatively, (this is the best option I think) Move the hologram and skylight west so it's more of a cosmetic feature and doesn't interfere with gameplay. Think of the reception area in biodome for instance. The southern half of that is just cosmetic, or just for running from onos when the aliens overrrun the base. I think the hologram and railings in astroid tracking should serve a similar purpose. The bulk of the room should just be an open flat surface for building.
- Remove the X cross brace immediately to the left when you enter water production. This will make it easier for marines to enter the room since they'll have a wide view of the whole area from the entrance.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
ns2_kodiak B267 pre release
This is a public release of the map with the changes for B267 included. The change log is to big to place here (steam, was lazy and copy / paste from steam ) full change log will go out with B267.
As allways please provide feedback!
various bug fixes
small + large balance changes.
Performance optimisations
someone said they got stuck in a vent. this screenshot shows the part where he got stuck and the map is open to see where the vent is.
it was at the top of the vent. imgur.com/NrMGtmH
walking against it, looking more at the top of the vent than forward, you can notice it kind of gets you almost stuck.
someone said they got stuck in a vent. this screenshot shows the part where he got stuck and the map is open to see where the vent is.
it was at the top of the vent. imgur.com/NrMGtmH
walking against it, looking more at the top of the vent than forward, you can notice it kind of gets you almost stuck.
Marine or Skulk or... not really helpful without knowing that.
This is a public release of the map with the changes for B267 included. The change log is to big to place here (steam, was lazy and copy / paste from steam ) full change log will go out with B267.
As allways please provide feedback!
various bug fixes
small + large balance changes.
Performance optimisations
I took a look around. Are you planning on doing anything to make marine start easier to navigate?
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 a stuck spot. Kind a hard to repro, but you can see Mind Boggling got stuck on the same ceiling, but in a different spot. Might be because the prop doesn't quite make contact. Who knows...
Comments
It's a bit like Overlook/Skylight, but with a TP. Maybe you should take a look at that.
Nah man, you just have to learn the ways of the ventwalkers.
But seriously though, it'd be nice to have a small lip or something near the entrance so marines can enter the vent more reliably. Right now it requires a bit of luck with the crouch jumping.
map was just 2 perfect NOT to make official!!!
now i only wish my ns2 would not crash after this update so i could actaully play the game and your map
Thanks to all
Fix: Decal-Entity covers ground texture on marine view model
Solution: change Decal-Entity-Size, so its not covering the "air"
Astroid tracking is a pain to fight in as marines, and its too hard to get out of. The combination of the elevated platform where the hologram is, and the railings around it make it tedious to get out of base after a respawn, and even just to make sense of your surroundings. Railings are only beneficial for a marine if I can hop over them or onto them to get away from a skulk, but these railings I can't even hop onto from one side.
If aliens get a gorge or two into water production or the upper part of tunnel B5 with enough time to build, the marines are mostly done. The lower half of the map is effectively denied to them. The railings in water production make it a skulk paradise. This is somewhat mitigated by the proximity to marine start and the marine friendly chokepoint at the southern exit, but I still feel like water production is where marines go to die. This is an interesting dynamic, because when marines push south, the best place go stop them is right outside their base, but I still think it could use some softening.
Suggestions:
- Flatten the floor in astroid tracking, so the hologram display is level with the ground (or at least can be stepped onto without jumping.
- Remove the railings.
- Alternatively, (this is the best option I think) Move the hologram and skylight west so it's more of a cosmetic feature and doesn't interfere with gameplay. Think of the reception area in biodome for instance. The southern half of that is just cosmetic, or just for running from onos when the aliens overrrun the base. I think the hologram and railings in astroid tracking should serve a similar purpose. The bulk of the room should just be an open flat surface for building.
- Remove the X cross brace immediately to the left when you enter water production. This will make it easier for marines to enter the room since they'll have a wide view of the whole area from the entrance.
This is a public release of the map with the changes for B267 included. The change log is to big to place here (steam, was lazy and copy / paste from steam ) full change log will go out with B267.
As allways please provide feedback!
various bug fixes
small + large balance changes.
Performance optimisations
it was at the top of the vent.
imgur.com/NrMGtmH
walking against it, looking more at the top of the vent than forward, you can notice it kind of gets you almost stuck.
Marine or Skulk or... not really helpful without knowing that.
http://cloud-4.steampowered.com/ugc/23962034151380550/E6A38467FC6C047CC481D0718B2ECCBF98CF45EF/
http://cloud-4.steampowered.com/ugc/23962034151378313/3A6AC3E30A2B095A8869FF285E564B0C59C8B095/