Its coming along really nicely.
One thing i did notice is that horizontal cross spawns resulted in a much more balanced game. Both teams have equal access to the north and south of the map. I'd actually suggest you try it so command is marine start and hanger bay and control are random alien starts.
^^ That could be quite a good solution to some of the problems kodiak has been having for a while. We can give it a run or two and see how it feels.
Really like the new rr, very green and fits nicely into what you have going on in the biodomes. Only things I can think of as crits are that the 'dirt' felt a bit flat and unnatural, and I feel there needs to be some sublte lighting around the various team joins/random etc just to add a bit of interest and draw the eye towards them.
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
Yeah might try that with the next update I guess it does make sense. Stuck with the dirt texture unfortunately unless someone is willing to be kind . Still playing with the lighting on there but never sure my lighting skills are pants but will play around with it some more
Those flowers are just geometry models, those are the low vert count ones think each one is only 64ish the original ones were much prettier ! but were around 400! and those lights are just a bunch of other props stuck together that seem to fit the part.
Next update btw will be to the newly added section ! so its not an outdoor area of the map *well it will contain some views* but will finally make a start on corridors and rooms lol ! no more landscape gardening NS2 style
FrozenNew York, NYJoin Date: 2010-07-02Member: 72228Members, Constellation
This looks really great. I'm excited to play with a completely different atmosphere. I think this is going to be quite different from Biodome, I don't imagine many wooded areas like this to run around in. Using your skulk to take advantage of the shoot-through plant geometry should be really fun.
I'm also very curious about playing on a map this small! (Or is it less small than I think I'm seeing)
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited August 2013
Have you considered removing Hanger Bay and instead moving Docking over around where Observation is? If it is still unbalanced up there it could be a possible solution. I find that if Aliens don't start on the left side of the map it is a lot more biased towards Marines.
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
lol i told you about the fruit trees !!!!!!!!!!!!
I have but the entire top is going to be redone (again) anyway lol. Observation and Docking are supposed to be one massive section. The next change I will be doing to the northern part of the map will shrink the map again (in some ways).
i laughed a lot... you can see real epic aim at around ~6 min mark :P
but really nice playtest... hope to give you something for playtesting in some weeks.
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
edited August 2013
Thanks for the vids dan
Updating the map today as I doubt I will be able to attend tomorrow
Version 1.14
Added a new fully textured section of the map - External Walkway (leads from S bio to Surface Access)
Some minor changes to Surface Access
Added the entire outside section for the south of the map
Extended the astroid feild "skybox" to the rest of the map
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
Another Sunday another update!
version 1.15!
Fleshed out surface access techpoint (still greyboxed but more detailed now)
Removed junction / extended Tunnel B5 (TB5)
Routes from C Bio and Water Production into TB5 (placeholder basic geo added)
Added more cover around the powernode in TB5
Central Biodome sound effect fixed so should work now
Command techpoint moved closer to Water production and the room rotated 90 degrees clockwise
Elevators removed and new room "Checkpoint" added. Contains an RT and gives a link from N bio to Command and "Biodome" (requires a name! suggestions please)
Astroid tracking is now a Techpoint (takes over from docking which has now been removed)
Astroid tracking basic geo
New Biodome area is basic geo aswell
I still think asteroid tracking isn't needed. I know you like the long games so I can see your reluctance for making it a 4 tp map. But You're going to have a lot less balance issues to consider if you just have an RT in biodome.
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
edited August 2013
Update 1.16
The map is now 4 techpoints
Marine spawn is fixed in command
Aliens could randomly spawn at either surface / control / hangar however they seem to mainly spawn at control
Removed astroid tracking.
Moved astroid tracking RT in to the biodome.
Improved occlusion geo
Comments
One thing i did notice is that horizontal cross spawns resulted in a much more balanced game. Both teams have equal access to the north and south of the map. I'd actually suggest you try it so command is marine start and hanger bay and control are random alien starts.
Really like the new rr, very green and fits nicely into what you have going on in the biodomes. Only things I can think of as crits are that the 'dirt' felt a bit flat and unnatural, and I feel there needs to be some sublte lighting around the various team joins/random etc just to add a bit of interest and draw the eye towards them.
Those flowers are just geometry models, those are the low vert count ones think each one is only 64ish the original ones were much prettier ! but were around 400! and those lights are just a bunch of other props stuck together that seem to fit the part.
Next update btw will be to the newly added section ! so its not an outdoor area of the map *well it will contain some views* but will finally make a start on corridors and rooms lol ! no more landscape gardening NS2 style
I'm also very curious about playing on a map this small! (Or is it less small than I think I'm seeing)
I have but the entire top is going to be redone (again) anyway lol. Observation and Docking are supposed to be one massive section. The next change I will be doing to the northern part of the map will shrink the map again (in some ways).
i laughed a lot... you can see real epic aim at around ~6 min mark :P
but really nice playtest... hope to give you something for playtesting in some weeks.
Frantically clicking makes my mouse jump all over the place. Makes my my bad aim worse. XD Maybe I should fill it with lead.
Updating the map today as I doubt I will be able to attend tomorrow
Version 1.14
Added a new fully textured section of the map - External Walkway (leads from S bio to Surface Access)
Some minor changes to Surface Access
Added the entire outside section for the south of the map
Extended the astroid feild "skybox" to the rest of the map
version 1.15!
Fleshed out surface access techpoint (still greyboxed but more detailed now)
Removed junction / extended Tunnel B5 (TB5)
Routes from C Bio and Water Production into TB5 (placeholder basic geo added)
Added more cover around the powernode in TB5
Central Biodome sound effect fixed so should work now
Command techpoint moved closer to Water production and the room rotated 90 degrees clockwise
Elevators removed and new room "Checkpoint" added. Contains an RT and gives a link from N bio to Command and "Biodome" (requires a name! suggestions please)
Astroid tracking is now a Techpoint (takes over from docking which has now been removed)
Astroid tracking basic geo
New Biodome area is basic geo aswell
The map is now 4 techpoints
Marine spawn is fixed in command
Aliens could randomly spawn at either surface / control / hangar however they seem to mainly spawn at control
Removed astroid tracking.
Moved astroid tracking RT in to the biodome.
Improved occlusion geo