ns2_veil_test released
Mendasp
I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
Mod ID: 7f08172
Mapname: ns2_veil_test
http://steamcommunity.com/sharedfiles/filedetails/?id=133202290
This a test version of Veil that tries to make Pipeline a better starting location for aliens.
These are the changes included:
- Reworked exit from Pipeline to The Dome
- Added new corridor between The Dome and Y-Junction
- Removed 45º Corridor from Skylights
- Added crates in East/West Junction (and a plant!)
- Removed one of the glass panes in West Junction
- Columns in Cargo are hidden from Commander view
- Added cover in The Dome
- Removed the ladder access to The Dome
- You can now build behind the RTs in Nanogrid
Mapname: ns2_veil_test
http://steamcommunity.com/sharedfiles/filedetails/?id=133202290
This a test version of Veil that tries to make Pipeline a better starting location for aliens.
These are the changes included:
- Reworked exit from Pipeline to The Dome
- Added new corridor between The Dome and Y-Junction
- Removed 45º Corridor from Skylights
- Added crates in East/West Junction (and a plant!)
- Removed one of the glass panes in West Junction
- Columns in Cargo are hidden from Commander view
- Added cover in The Dome
- Removed the ladder access to The Dome
- You can now build behind the RTs in Nanogrid
Comments
With the new pathing to nano, that is probably where I would place my cyst chain if I started pipe so idk...
I reverted the ramps, so that hallway behind C12 needs to be there, for now, at least.
Although wiry raises a good point about the problems with nano, the most important thing to focus on at the moment is getting all the spawns to be balanced. The fact of the matter is that if you are playing a match on veil, and only one team gets a pipe spawn, then that team has been massively disadvantaged and this helps to alleviate that problem.
One step at a time.
These changes make the map more symmetrical in terms of spawns having accessibility to Nano with the least amount of overhauling. (big changes will take longer to make)
That said though, if anyone does have specific suggestions to address some of the RT distribution / Nano room turtling issues please post them!
that would be my idea for nanogrid.
like wiry said: hard to take - easy 2 losse
Excellent! (both the post and the pipeline changes)
To expand on this with my own thoughts:
Nano always seems to be the obvious choice and not really a choice at all. With the changes it further solidifies this position while not addressing the resource distribution. Reasoning below.
Overlook could be a natural expansion for sub-access but it has a couple things going bad for it. Marines can easily shoot it and it's easy to get to, and quickly. While these aren't necessary bad, they are bad in conjunction. So we are left with Nano or Cargo, both are ideal but Nano quickly wins because it has 2 for the price of 1.
Cargo as a starting hive leaves you with arguably no natural expansions that aren't either Nano or have a tech point/super far away*. The obvious choice here is Nano.
Pipeline as we all know has its share of detriments going for it.
*On the topic of System Waypointing clones: Have you tried moving the C-12 node to Dome and possibly making C-12 a System "clone?"
Also, I really feel the decision between a double node and a tech point should be more distinguished in maps with 2 node locations. It seems more often than not that it's 2 res nodes and a tech point not 2 res nodes OR a tech point. Going way beyond the scope of this thread - changing cargo and nano locations would be an interesting experiment.
I also agree that Overlook is pretty hard to hold as Aliens. But holding skylight as Marines is also too difficult. I don't believe that a vent should not exist from overlook to skylight and that the vents should be reworks around that area.
-2cents
I like idea. Having a centralised RT in Double would make it harder for Marines to shoot from a distance, as well - forcing them closer to/in to the room to get a LOS on the RT.
These are the changes included:
- Reworked exit from Pipeline to The Dome
- Added new corridor between The Dome and Y-Junction
- Removed 45º Corridor from Skylights
- Added crates in East/West Junction (and a plant!)
- Removed one of the glass panes in West Junction
- Columns in Cargo are hidden from Commander view
- Added cover in The Dome
- Removed the ladder access to The Dome
- Added vent between The Dome and East Junction
but:
With the exception of the pipeline spawn it has always been my perception that veil was alien favored. With that assumption in mind (which you may disagree with), I don't understand why you have made so many changes that appear to favor aliens.
- Harder to get to dome, but retained aliens ability to do so - As this is a really powerful phasegate position I feel like this is a major nerf to marines on veil
- More cover in various locations which although might have been good engagement locations for marines, I didn't feel they were imbalanced
- removed quickest route to system/fast nano siege strategy
1. The Pipeline/Dome changes are targeted at making pipeline starting hive equal to Cargo and Sub hives in terms of map accessibility and specifically the ability to cyst/take Nano.
2. East & West junction changes, both locations now have cover and the removal of the slanted hallway in West Junction more or less equalizes it with East Junction in terms of travel time (the slanted hallway allowed marines to run back to the ARC location arguably too quickly- hence it being removed)
If the feedback could be limited to these changes in particular that would be great. The possible issue(s) regarding resource node distribution on the map is a different beast and was not intended to be addressed at this time.
and also most importantly, if anyone can do so- Please test this version out in your scrims / PCWs and post your thoughts! We would be eternally grateful.
Also removing the corridor to west junction means that its harder for the marines to siege double, making it more alien friendly
Thats the idea. Its still going to be easy to siege, but with the angular hallway, marines can spawn and be in LoS of the arcs within seconds.
While you're at it, you could also fix it so you could not actually siege sub from system. Or make the door sub-sytem entrance a big higher so you could not completely block it with armories.
However this is a awsome change the the way the current Pipeline hive is its pretty much broken in competitive play.