Changes from the last build:
- reworked the whole layout, some places got remade other places got moved. As a result of this the map is much more tighter, the running times got shorter.
- north and south rts, techpoints and routes were remade.
- reduced the number of power nodes. This means that holding RTs is also critical for overall map control for the marines.
- toned down the skybox lighting and interiors (too dark now?)
TO DO for the next build:
- could use some more vents
- lighting needs changing
- get rid of the current street design
I think its the best looking layout yet. Seems to take the best elements from all previous builds.
Plaza RT did seem very easy for aliens to snipe with the open-top surrounding wall and giant plushy model.
Probably a little too dark. Other than that seemed to play well.
I was a commander so cant really say how a lot of the map felt from minion perspective. I'll need a few more games.
I really enjoyed playing it for the first time. Despite it not being textured yet, the rooms were memorable and I could get into the game without referring to the map too often.
As I remember there were some issues with commander view when we played, namely that some of the location entities don't go high enough. Orbital and The Lot were ones I remember this happening on, though there could be others.
@Howser Thanks for pointing out plaza. I'll see if I can break up the wall to give marines a better chance. The wall is supposed to represent a hedge assembly of some sort.
I'll try brighten the it up a bit the lighting was really just a last minute change when I published the map.
@ObliviousSight Thanks for noticing that, I didn't know they have to be tall enough for the commander camera.
So having played colony last night, I must say the visibility was much improved in general, though Dead End is still a bit dark in places.
There is a potential issue with The Lot RT. As a JP marine you can get on top of one of the suspended 'corridors' and snipe the rt down from quite a way away and have a very clear view of approaching aliens.
Access to central is slightly easier and quicker from orbital and infirmary than is it from garage and club. This affects marines more than it does aliens imo.
I feel that each potential hive spawn could do with a vent that will allow aliens to flank marines pressuring the hive. It was rather easy to box aliens in with them able to do very little in the second round, or so that was my impression.
Other than those issues, I found the games to be enjoyable and there was alot of interesting combat at various locations. I feel colony is on the right track atm.
@ObliviousSight Thanks for pointing out the issue in the Lot, I'm going to remake that place anyway. Both of the games we played was too uneven to say much about the issues in the current layout so it will need more time. The first game had just 5 ppl for the first 8 mins and the second one was just the standard unevenly matched public game. :P
The thing is with vents is that every spawn is a potential hive spawn. I'd have to be really careful in placing the vents so that they don't encourage for cheap base rushes against marines as well.
Ahh sorry, I was under the impression you had exclusive spawns for each team in this build, though I can't say why I thought that. That will make the issue trickier to deal with.
Yeah I wouldn't judge too much on just those two games either. We'll see how it goes when we next play.
- No more gray textures. It's not any prettier but at least the walls aren't labeled. :P
- Lighting tweaks.
- Prevented cheap sniping spot to the RT in the Lot.
Comments
Hopefully i can finally get my big new update out soon. Lots and lots of changes.
Changes from the last build:
- reworked the whole layout, some places got remade other places got moved. As a result of this the map is much more tighter, the running times got shorter.
- north and south rts, techpoints and routes were remade.
- reduced the number of power nodes. This means that holding RTs is also critical for overall map control for the marines.
- toned down the skybox lighting and interiors (too dark now?)
TO DO for the next build:
- could use some more vents
- lighting needs changing
- get rid of the current street design
Plaza RT did seem very easy for aliens to snipe with the open-top surrounding wall and giant plushy model.
Probably a little too dark. Other than that seemed to play well.
I was a commander so cant really say how a lot of the map felt from minion perspective. I'll need a few more games.
@Howser Thanks for pointing out plaza. I'll see if I can break up the wall to give marines a better chance. The wall is supposed to represent a hedge assembly of some sort.
I'll try brighten the it up a bit the lighting was really just a last minute change when I published the map.
@ObliviousSight Thanks for noticing that, I didn't know they have to be tall enough for the commander camera.
- Fixed the location volumes.
- Added a new vent near garage.
- Added more lights.
- Added a missing power node in Lobby.
- Plaza is more open.
There is a potential issue with The Lot RT. As a JP marine you can get on top of one of the suspended 'corridors' and snipe the rt down from quite a way away and have a very clear view of approaching aliens.
Access to central is slightly easier and quicker from orbital and infirmary than is it from garage and club. This affects marines more than it does aliens imo.
I feel that each potential hive spawn could do with a vent that will allow aliens to flank marines pressuring the hive. It was rather easy to box aliens in with them able to do very little in the second round, or so that was my impression.
Other than those issues, I found the games to be enjoyable and there was alot of interesting combat at various locations. I feel colony is on the right track atm.
The thing is with vents is that every spawn is a potential hive spawn. I'd have to be really careful in placing the vents so that they don't encourage for cheap base rushes against marines as well.
Yeah I wouldn't judge too much on just those two games either. We'll see how it goes when we next play.
- No more gray textures. It's not any prettier but at least the walls aren't labeled. :P
- Lighting tweaks.
- Prevented cheap sniping spot to the RT in the Lot.