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 September 2013
Updated to 1.17!
Moved RT in Surface access forward so you can get all the way around the rt
Added reflections probs and shiny new glass to Southern Biodome (still yet to do Central and Northern)
Control techpoint has been renamed Command
Marine start - command has been renamed Marine Start
Command techpoint has been 99% finished (final touches / various final optimisations yet to be done pending feedback)
New Vent added leading out of command in to loadingbay room 2
Loading Bay sits to the east of command - Fully textured (technically its two rooms)
Weapons Relay sits to the north west of command - Fully textured (has a nice window view)
Updated the greybox corridor linking central biodome / command / hydroponics - fully textured
Hydroponics has finally been finished (after 7 months of sitting half done)
and a big thankyou to Flaterectomy who provided additional custom textures!
I dig the new textured areas.
Biodome could use some tightening up.
Southern biodome was a bit choppy on the fps, it could use some optimizing.
I believe the power node in there also got some damage from the infestation all the way from the techpoint area. You should probably move it further from Command.
Had a run around Kodiak tonight and I am totally loving it. I really like the flow of the layout and all the outside lookouts It is really nice, I think that Biodome got a little cousin.
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 September 2013
thanks for the feedback and putting the map on your servers! I am always after feedback so if you do think of anymore please post it
I do agree with marine start however I dont think that will get any massive updates for some time as I intend to get the entire south of the map (surface access / tunnel b5) all fiinished. I might end up changing marine start quite a bit, yeah biodome is unfinished again (as well with the rest of the untextured part) not fully sure what my plan is with that yet need ideas to finish it .
In the update that I will be releasing on sunday it will inlcude a vent from command directly in to S biodome to help aliens counter arcs and able to push the room if marine controled.
There will also be a performance boost in command / s biodome as I have tweeked the lights s /removed some pointless props. I have also changed thee layout a bit for sundays release. Hydroponics will no longer connect to loading bay a vent instead will connect hydro to command. Minimap will also get fixed @samusdroid
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 September 2013
small update compaired to last weeks
Updated to 1.18!
People should get another performance boost in S Biodome and Control. Reworked some of the lighting there reduced the overall light count. Also removed a few props and reduced the vert count through optimising the geo.
Added a new vent from command into S bio, as per feedback (this is the best places I could put the vents)
Removed one of the loading bay rooms to avoid 360 degree arcing of command
It should be no longer to be possible to arc from Hydroponics if people do managed to do this PLEASE let me know (as I dont want you to be able to do it)
Fixed minimap
Reduced minimap extents entity so minimap should appear slightly larger
Fixed a few holes in S bio / C bio
Added some textures to the large glass window in Surface Access
Added a larger fall off radius to the waterfall sound in C biodome
Minimap as of 1.18
Next update should be a rework of hangarbay / observation sections of the map unless a major bug appears.
@ghoulofgsg9 not fully sure what to do about that yet other than I could add a crate or two
This should be ok, if not > 50% spawn on the lower ground.
If exos are on the upper surface, its the same as on the lower surface.
If you die on the lower surface in the egg, you dont need to spawn on the lower surface again (random egg placement / location spawn)
GhoulofGSG9Join Date: 2013-03-31Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
edited September 2013
A suggestion remove one redlight at the entry of the vent at southern biodome ,looks somehow weird to me . And the door of spectators in rr is still at the minimap
Comments
here is what it used to look like
removed RR spawns inside map
Building outside the map (around surface access) should no longer be possible
old
new
Moved RT in Surface access forward so you can get all the way around the rt
Added reflections probs and shiny new glass to Southern Biodome (still yet to do Central and Northern)
Control techpoint has been renamed Command
Marine start - command has been renamed Marine Start
Command techpoint has been 99% finished (final touches / various final optimisations yet to be done pending feedback)
New Vent added leading out of command in to loadingbay room 2
Loading Bay sits to the east of command - Fully textured (technically its two rooms)
Weapons Relay sits to the north west of command - Fully textured (has a nice window view)
Updated the greybox corridor linking central biodome / command / hydroponics - fully textured
Hydroponics has finally been finished (after 7 months of sitting half done)
and a big thankyou to Flaterectomy who provided additional custom textures!
Old Minimap
New Minimap
Command
Weapons Relay
Hydroponics
Loading bay
Current overview of map (spectator mode)
Biodome could use some tightening up.
Southern biodome was a bit choppy on the fps, it could use some optimizing.
I believe the power node in there also got some damage from the infestation all the way from the techpoint area. You should probably move it further from Command.
Increased performance in command / hydroponics / s biodome (removed some props / lights / all window reflections)
Fixed a hole in s biodome
Good job
Over all the map is great, at least my team had a lot of fun.
Marine Start:
-Should be more open and somehow bigger
-At the moment its really hard to get in there as alien
Biodome:
Great structure, but really need some textures - This is the only room which looks totally unfinished
Command:
Maybe make one of those windows to southern biodome broken , also really hard to get in if taken by marines
I do agree with marine start however I dont think that will get any massive updates for some time as I intend to get the entire south of the map (surface access / tunnel b5) all fiinished. I might end up changing marine start quite a bit, yeah biodome is unfinished again (as well with the rest of the untextured part) not fully sure what my plan is with that yet need ideas to finish it .
In the update that I will be releasing on sunday it will inlcude a vent from command directly in to S biodome to help aliens counter arcs and able to push the room if marine controled.
There will also be a performance boost in command / s biodome as I have tweeked the lights s /removed some pointless props. I have also changed thee layout a bit for sundays release. Hydroponics will no longer connect to loading bay a vent instead will connect hydro to command. Minimap will also get fixed @samusdroid
- eggs spawn in surface also at the lower ground, therefore if marines start a exo rush you have no chance to spawn as alien
Little Extra: log of last round we played at kodiak (will fix minimap later)
Updated to 1.18!
People should get another performance boost in S Biodome and Control. Reworked some of the lighting there reduced the overall light count. Also removed a few props and reduced the vert count through optimising the geo.
Added a new vent from command into S bio, as per feedback (this is the best places I could put the vents)
Removed one of the loading bay rooms to avoid 360 degree arcing of command
It should be no longer to be possible to arc from Hydroponics if people do managed to do this PLEASE let me know (as I dont want you to be able to do it)
Fixed minimap
Reduced minimap extents entity so minimap should appear slightly larger
Fixed a few holes in S bio / C bio
Added some textures to the large glass window in Surface Access
Added a larger fall off radius to the waterfall sound in C biodome
Minimap as of 1.18
Next update should be a rework of hangarbay / observation sections of the map unless a major bug appears.
@ghoulofgsg9 not fully sure what to do about that yet other than I could add a crate or two
This should be ok, if not > 50% spawn on the lower ground.
If exos are on the upper surface, its the same as on the lower surface.
If you die on the lower surface in the egg, you dont need to spawn on the lower surface again (random egg placement / location spawn)
Fixed hyrdoponics rt - ive no idea what was causing this rt to be unbuildable but it works now
Going to see what I can do with surface access hive and update that this sunday. Hangarbay update will have to wait.