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
1.7a !
Troll light removed (map is not supposed to be that bright!)
Troll occlusion geo face (S biodome) fixed
Reflection probes fixed
Ambient sound radius in Surface Access reduced
Hole in N Biodome and N bio to hangar removed
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 January 2014
Update to version 1.9 ! (where did 1.8 go? well that was 1.7a kk)
Change log
Surface access finished
Remade part of the external area around surface access
removed some more plants from marine side of falls
minor detailing in loading
loading is ever so slightly "more open"
New skybox thanks to flaterectomy for the changes and samusdroid for implementing it for me, this saved me time
so I can add OTHER parts to the map
Ready room has some ambient sounds
Removed some shadow casting lights in hydroponics
TB5 is slightly brighter now
Vents
- Remade / revamped map wide vent system (looks much nicer now)
- New vent from weapons relay to hydroponics
- Easier to get into vent in command
- Easier to get into vent in hydroponics
- Easier to get into vent in Hangarbay
- Removed vent route from command to loading bay
- Vent from Surface to S biodome changed now easier to enter from S biodome
- vent no longer gives direct access in to level 2 of surface access
- Vent from SA airlock no longer gives access to the "vent" system above TB5 but instead gives access in to the "security room etc" in TB5
added collsion geo in tunnel b5 (its no longer possible to fully go to the back of the collapsed tunnel)
Fixes
holes in tunnel b5 x6 instances
texture missalignment in observation 5x instances
hole in southern biodome to central biodome tunnel x1 instance
hole in s biodome
RT is now back where it should be in hydroponics I think I have 100% fixed the issue in building it
(atleast on my pc)
New map layout
Things outstanding
Marine start
Final detailing around Surface access ceiling
Iam currently contemplating a vent route from water production to pass but need to see more games files as to why this is fully required as still 50/50 on this atm.
Stuck spot in falls needs fixing
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 January 2014
This sunday will see the final sections of GREYBOX removed forever!!!!!!!!!!!!!
The map will be fully textured / FINISHED from sunday onwards. Obviously it will be updated / balanced bug fixed over time but the last of the big "finishing" updates are done!!!!
Now in true teaser style ! I give you this random picture of marine start!
hmmm a domed glass roof but what could be underneath it??????? well you will find out on sunday!
the grey box in that picture is currently the LAST greybox on 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
Updated 2.0 The big finish!!!!!!!!!!!!!!
The map is now technically complete in that there are no more greybox areas left. The map is fully textured / proped etc!
The map will continue to receive udpates for things like performance / balance issues etc! however updates will no longer be once per week now. Once the custom map cup is out of the way I will no doubt make an update to the map with feedback / concerns from them. However the map still does need feedback so please post stuff here and if need be I shall make those changes to the map!
Change log
Added the completed marine start
Reworked falls to asteroid tracking (marine start) route
Moved powernode in falls to avoid LOS issue
more cover in falls
Lots of other changes all over the map to many to list.
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
edited January 2014
Loving this map! The biggest complaint I have so far though is the Observation hallway: it's too long and open. It feels like in almost every game I play on this map, marines always lock down this hallway early on, and unless Aliens have a big skill advantage, there isn't much to be done. Even when they use the vent, the vent still spits them out right where the marines are looking. Not to mention any decent marines know to mine up this vent immediately. It might be better if that vent ends much farther down observation, towards falls. This way, aliens can group up outside the vent, behind marines. As it is now, they can group up, but that's still not really a flanking route, just another frontal assault if the marines have a phase gate in observation at that northern-most point. The only way to really flank that position right now is to go Hangar Bay -> Northern Biodome -> Pass -> Falls -> Observation, and that's a heck of a long way to go for a flank.
It might also be worth investigating Tunnel B5 as this might become more of a problem when the observation issue is fixed, though it certainly isn't as bad as obs is now.
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
minor patch to fix a vent that was unpassable in surface access
There will be a future patch to kodiak shortly after the ausns2 draft tourny. To address various issues a lot of people have brought to my attention and I will take a look at observation to see what I can do there
Wow, love the map! Thanks for this superb addition to the map pool!! Hoping to see more of it in the future. PS: Not sure wether it has been mentioned yet or is as intended: You can siege Command from Hydro.
@Beige Good point. It would be interesting to see how Observation turns out, if one vent exits moves abit further up to Falls.
Or maybe a vent goin from Hangar ending right under the stairs between Northern Biodome and Pass.
Been on and off testing this map and now with the full version I decided to play some gathers in it. First it felt completely one sided, big rooms everywhere with marines taking down skulks without any problems. However, when aliens "adapted" to the whole scenery, using the plants and trees as their cover, the balance was quickly shifted. Overall it feels extremely balanced, played over 30 rounds with 6vs6, 7vs7 and 8vs8 settings and both teams managed to win multiple times.
The only real problem I found was already mentioned by Jones. Holding Hydro as marines will basically lock down two tech points from aliens since you can siege both of them (the arcs can be moved on top of the crates to siege command.)
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
Had quite a bit of fun on this map last night. Played as Aliens, started Command. Just had to be very conscious of which areas marines could easily lock down (like Observation) and go out of our way to make sure they never set foot in there, or send the whole team in to dig them out when they managed to sneak in.
Another issue, and this is much less of a problem, really, is that there are some annoying invisible walls in some strange places, like near the pipes in Tunnel B5 (I think that's the name). I wanted to climb on the pipes, but instead stuck out about 2 feet from the wall.
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
Just had another run around in it, and had some thoughts.
First off, the architecture in this map is just mind blowingly awesome. Every location feels like a real place, and I just love love love running around in it. Fantastic arenas.
The one thing I'm wondering about. Right now the foliage in the biodomes has a difficult time blending in with the rocks. Part of that is just the textures, that will be hard to get around without a lot of work. I think part of it though is the lighting. The red lighting from the sky contrasts so much with the green of the plants that it's very difficult for them not to look out of place. This might be more of a departure than you want, but I wonder about switching all of that to a cool blue. You'll have a great blue-orange contrast in the lighting in the biodomes, and I think this will make the foliage work better with the stone. What do you think?
Comments
Ah, clever! Thank you!
Surface access is no longer an aliens starting spawn
New vent from weapons relay to N biodome
Fixed some issues in falls
Fixed some occlusion geo
Expect the completed surface access early jan.
Two new videos from Hugh (NS2HD) !!!!!!!!
When was this recorded?
Troll light removed (map is not supposed to be that bright!)
Troll occlusion geo face (S biodome) fixed
Reflection probes fixed
Ambient sound radius in Surface Access reduced
Hole in N Biodome and N bio to hangar removed
Change log
Surface access finished Remade part of the external area around surface access
removed some more plants from marine side of falls
minor detailing in loading
loading is ever so slightly "more open"
New skybox thanks to flaterectomy for the changes and samusdroid for implementing it for me, this saved me time
so I can add OTHER parts to the map Ready room has some ambient sounds
Removed some shadow casting lights in hydroponics
TB5 is slightly brighter now
Vents
- Remade / revamped map wide vent system (looks much nicer now)
- New vent from weapons relay to hydroponics
- Easier to get into vent in command
- Easier to get into vent in hydroponics
- Easier to get into vent in Hangarbay
- Removed vent route from command to loading bay
- Vent from Surface to S biodome changed now easier to enter from S biodome
- vent no longer gives direct access in to level 2 of surface access
- Vent from SA airlock no longer gives access to the "vent" system above TB5 but instead gives access in to the "security room etc" in TB5
added collsion geo in tunnel b5 (its no longer possible to fully go to the back of the collapsed tunnel)
Fixes
holes in tunnel b5 x6 instances
texture missalignment in observation 5x instances
hole in southern biodome to central biodome tunnel x1 instance
hole in s biodome
RT is now back where it should be in hydroponics I think I have 100% fixed the issue in building it
(atleast on my pc)
New map layout
Things outstanding
Marine start
Final detailing around Surface access ceiling
Iam currently contemplating a vent route from water production to pass but need to see more games files as to why this is fully required as still 50/50 on this atm.
Stuck spot in falls needs fixing
The map will be fully textured / FINISHED from sunday onwards. Obviously it will be updated / balanced bug fixed over time but the last of the big "finishing" updates are done!!!!
Now in true teaser style ! I give you this random picture of marine start!
hmmm a domed glass roof but what could be underneath it??????? well you will find out on sunday!
the grey box in that picture is currently the LAST greybox on the map
The map is now technically complete in that there are no more greybox areas left. The map is fully textured / proped etc!
The map will continue to receive udpates for things like performance / balance issues etc! however updates will no longer be once per week now. Once the custom map cup is out of the way I will no doubt make an update to the map with feedback / concerns from them. However the map still does need feedback so please post stuff here and if need be I shall make those changes to the map!
Change log
Added the completed marine start
Reworked falls to asteroid tracking (marine start) route
Moved powernode in falls to avoid LOS issue
more cover in falls
Lots of other changes all over the map to many to list.
The map layout as it currently stands
Nice work Loki!
It might also be worth investigating Tunnel B5 as this might become more of a problem when the observation issue is fixed, though it certainly isn't as bad as obs is now.
There will be a future patch to kodiak shortly after the ausns2 draft tourny. To address various issues a lot of people have brought to my attention and I will take a look at observation to see what I can do there
@Beige Good point. It would be interesting to see how Observation turns out, if one vent exits moves abit further up to Falls.
Or maybe a vent goin from Hangar ending right under the stairs between Northern Biodome and Pass.
The only real problem I found was already mentioned by Jones. Holding Hydro as marines will basically lock down two tech points from aliens since you can siege both of them (the arcs can be moved on top of the crates to siege command.)
Another issue, and this is much less of a problem, really, is that there are some annoying invisible walls in some strange places, like near the pipes in Tunnel B5 (I think that's the name). I wanted to climb on the pipes, but instead stuck out about 2 feet from the wall.
Nolonger possible to arc the hive from hydro
added a Crate for cover in observation
First off, the architecture in this map is just mind blowingly awesome. Every location feels like a real place, and I just love love love running around in it. Fantastic arenas.
The one thing I'm wondering about. Right now the foliage in the biodomes has a difficult time blending in with the rocks. Part of that is just the textures, that will be hard to get around without a lot of work. I think part of it though is the lighting. The red lighting from the sky contrasts so much with the green of the plants that it's very difficult for them not to look out of place. This might be more of a departure than you want, but I wonder about switching all of that to a cool blue. You'll have a great blue-orange contrast in the lighting in the biodomes, and I think this will make the foliage work better with the stone. What do you think?
Revamped the map wide lighting system, people should notice a general map wide performance increase
Minor detailing in various locations on the map
Big thanks to those that helped / Tested this out for me !!!!!!!!!!!!!!!!!!!!!!
Stay tuned for yet another (large) yet nice update !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Map rotated 90 degrees, because why the hell not?