If you start in Hangar as alien and you echo your harvester to another location you need to place cysts first before you can build a new rt in Hangar. I don't know if it's intended.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
edited February 2014
Top mid (cavern?) res tower is too damn hard to hold as marine. Or even take as marine. can we have the roof a little lower please and less things for lerks to circle jerk around?
Meds/ammo are still getting stuck in roofs. (nearly all of them, as far as i can see)
But mostly when there are roof props.
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
Update to V 2.2
Change Log
Map is now compatable with the Low Lights option
Added new vent in HangarBay - leads to near hydroponics entrance
New dirt path / road decal added - Thanks @Howser
Reduced brightness on "locked" doors (should net some minor performance boost in those areas as a side effect)
Fixed Crate issue in observation ( I hope) - Thanks @Radimax
Fixed / Stopped marines from doing some mountain climbing (on their own atleast) in Falls - Thanks @UncleCrunch
Fixed several small holes
here is some minor stuff you could take a look at, the floor overlap is seen best from above, and the top left geometry is seen only from the vent side.
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
Version 2.3 !
Change Log
New "moss" texture added to the floor (map wide) Thanks Howser !!
New Tree model! added thanks to Howser!!!
All windows converted over to use the biodome glass
Sloped some of the rock platforms in falls to reduce the amount of skulk hiding spots / reduced plants in this area too
Some minor detailing in Observation
Los blocking changes to Hangar bay to prevent hive sniping from certain locations
RT has moved position
water produciton has had a slight overhaul, new lighting scheme making it slightly brighter and easier to see things in there + changed some props around to give it a
more unique feel
Minor bug fixing / cosmetic changes in TB5
Changed the vent exit in Surface access it no longer has direct LOS to the hive
removed some clutter in SA
Weapons relay is now the Server outlet
removed most of the computers form here given it a more disticnt feel to the map new lighting etc
Southern Biodome nolonger can direclty arc the techpoint in Command. Splash damage may still hit the hive however
Removed the power node in "service access" this is no longer a room. This is now part of Server outlet in an attempt to stop the nature of the PG tactic used there
there has been a lot more changes but those are the main ones that I can remember !
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited March 2014
I still can't see aliens in the biodome areas. Often I can only see the aliens eyes bouncing around because they are using alien vision. If they aren't using alien vision I can't see them until they are too close to do anything about. The only exception is the skulks who walk around on the biodome roof, but hey, they have additional lighting hitting them.
Can you turn up the brightness a little in the outdoor environments, or change the main colour of the light to something that enables me to see aliens, before they are close enough to start biting me?
Oh, and this area is a little too dark for somewhere so close to marine start don't you think?
I know it is a flashing light and smoke, but it is a bit too alien friendly in that corner...
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
I have a suggestion for the lighting in the biodomes. Make the light from the floodlights near the ground more intense, and make the light from the sky brighter but a bit more saturated blue.
Right now you are achieving contrast by putting dark and light next to each other. This works great, but hurts gameplay by making it hard to see. Another way of creating contrast is between cool and warm, even when the intensity of the light is the same. This has the same associations, (night -> dark,cool, sun,fire->light, warm) and produces a similar effect visually, but it doesn't hurt gameplay as much.
Just a little spot i got stuck in next to the doorway between Northern Biodome and the hallway to Hangar Bay. Struggled for about a minute before I gave up.
DUDEEEE i was always concerned about this area and you sir just fucking nailed it on this one! the floors, the pipes so epic when i saw it ingame, very clean and professional even the new panels on the right/back of this image looked superb! although that staircase could use a bit of TRIM along the upper ledge and the section going upwards behind the player aswell, see how biodome made it for references (but keep it kodiak style offcourse)
here is an idea of what could be done to the section i am reffering to:
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
@RadimaX has the right idea. Always trim your geometry. And when in doubt, trim your trims. Want to make sure you're doing it right? trim your trim's trims.
yeah also i just stumbled opon this area that had 2 identical panels. For continuity there should be some technical texture behind this panel not another identical panel unless they try to fortify this area :P but i know exactly a texture to go along with this very purpose but dont have .dds thumbnails view so cannot find the name of it in the folder
Found it texturename: descent_wall_09a.dds so try that one instead of 1.
this is just a composite of the 2 textures but it might give an idea of how it could turn out:
yeah i see what you mean but then the panel for obvious reasons need to have a gap or square hole with frame on the right side becouse the power is poking out to far for the FLAT PANEL to meet up with the FLAT WALLS behind it. the nozzle would simply collide and make a huge Dent if you try to screw it together. it will simply collide. We could speculate about panels all day however maby that powernode area did not need panels at all? it looks amazing as it is. however it could look even more amazing with some texture variations is all i am saying
yeah i see what you mean but then the panel for obvious reasons need to have a gap or square hole with frame on the right side becouse the power is poking out to far for the FLAT PANEL to meet up with the FLAT WALLS behind it. the nozzle would simply collide and make a huge vent if you try to screw it together. We could speculate about panels all day however maby that powernode area did not need panels at all? it looks amazing as it is. however it could look even more amazing with some texture variations is all i am saying
I just can't even play this map anymore until this is fixed.
I just can't even play this map anymore until this is fixed.
Good becouse its fixed now and you can enjoy the map in its full glory!
Here is the result and its just how i could imagine it...PERFECT! just for bonus i put in the reason why i presumed the panel 1 was lifted off wall 1, basicly the powernode would make a dent in panel 1 if it belonged on the powernode wall, so the powernode wall looked marvelous enough on its own and did never need the panel in the first place. ALL HAIL LOKI !!!
Comments
WELL????????????
I don't know if it was intended but it's a damn pit for any pistol sniper.
I think you'll know where it is.
@ unclecrunch yes its intended but marines dont / cant get up there normally with out help!
Meds/ammo are still getting stuck in roofs. (nearly all of them, as far as i can see)
But mostly when there are roof props.
B-)
I did without any help. That's why i posted about it.
Change Log
Map is now compatable with the Low Lights option
Added new vent in HangarBay - leads to near hydroponics entrance
New dirt path / road decal added - Thanks @Howser
Reduced brightness on "locked" doors (should net some minor performance boost in those areas as a side effect)
Fixed Crate issue in observation ( I hope) - Thanks @Radimax
Fixed / Stopped marines from doing some mountain climbing (on their own atleast) in Falls - Thanks @UncleCrunch
Fixed several small holes
Still more updates planned so stay tuned!
here is some minor stuff you could take a look at, the floor overlap is seen best from above, and the top left geometry is seen only from the vent side.
Change Log
New "moss" texture added to the floor (map wide) Thanks Howser !!
New Tree model! added thanks to Howser!!! All windows converted over to use the biodome glass
Sloped some of the rock platforms in falls to reduce the amount of skulk hiding spots / reduced plants in this area too Some minor detailing in Observation
Los blocking changes to Hangar bay to prevent hive sniping from certain locations
RT has moved position water produciton has had a slight overhaul, new lighting scheme making it slightly brighter and easier to see things in there + changed some props around to give it a
more unique feel Minor bug fixing / cosmetic changes in TB5
Changed the vent exit in Surface access it no longer has direct LOS to the hive
removed some clutter in SA Weapons relay is now the Server outlet
removed most of the computers form here given it a more disticnt feel to the map new lighting etc Southern Biodome nolonger can direclty arc the techpoint in Command. Splash damage may still hit the hive however
Removed the power node in "service access" this is no longer a room. This is now part of Server outlet in an attempt to stop the nature of the PG tactic used there
there has been a lot more changes but those are the main ones that I can remember !
As allways please give FEEDBACK !
Can you turn up the brightness a little in the outdoor environments, or change the main colour of the light to something that enables me to see aliens, before they are close enough to start biting me?
Oh, and this area is a little too dark for somewhere so close to marine start don't you think?
I know it is a flashing light and smoke, but it is a bit too alien friendly in that corner...
Duuude, fix that FUGLY staircase.
Right now you are achieving contrast by putting dark and light next to each other. This works great, but hurts gameplay by making it hard to see. Another way of creating contrast is between cool and warm, even when the intensity of the light is the same. This has the same associations, (night -> dark,cool, sun,fire->light, warm) and produces a similar effect visually, but it doesn't hurt gameplay as much.
Just something to think about.
DUDEEEE i was always concerned about this area and you sir just fucking nailed it on this one! the floors, the pipes so epic when i saw it ingame, very clean and professional even the new panels on the right/back of this image looked superb! although that staircase could use a bit of TRIM along the upper ledge and the section going upwards behind the player aswell, see how biodome made it for references (but keep it kodiak style offcourse)
here is an idea of what could be done to the section i am reffering to:
Found it texturename: descent_wall_09a.dds so try that one instead of 1.
this is just a composite of the 2 textures but it might give an idea of how it could turn out:
I just can't even play this map anymore until this is fixed.
Good becouse its fixed now and you can enjoy the map in its full glory!
Here is the result and its just how i could imagine it...PERFECT! just for bonus i put in the reason why i presumed the panel 1 was lifted off wall 1, basicly the powernode would make a dent in panel 1 if it belonged on the powernode wall, so the powernode wall looked marvelous enough on its own and did never need the panel in the first place. ALL HAIL LOKI !!!