sry for beeing late, you removed instakill from silo so my suggestion is no longer actual. i think it was a good idea
i explored the wather a little dho and this vent next silo is to small for a skulk right now:
humm, i cant get further than this as a skulk with cheats 1 and in pregame i just tested it again:
maby i'm not up to date with worksop or something like this becose i have the same problem(its not high enough) from the other side. i hosted the map on my computer..
you could leave it as is, just add fences or a transparent gate of some kind texture to match the vents shape that way you cant get on top of it but it hangs in the gated texture or acts like its support holding it from above
you could leave it as is, just add fences or a transparent gate of some kind texture to match the vents shape that way you cant get on top of it but it hangs in the gated texture or acts like its support holding it from above
Yeah was thinking of just putting a few grates up there to prevent access.
Do you think I should also have marines start in Viaduct and Silo? People have complained before that it was hard for marines to start from Viaduct and Silo. However I've blocked the top of Silo now.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited December 2014
ok so we had our TAW maptest yesterday (sry for the delay we had to change the schedule) and we were not able to record the matches sadly.
we had 4 teams playing on 2 different servers and it was a 7v7 test.
On both servers we had 1 alien and 1 marine win (If teams are balanced we would normally have 2 alien wins in TAW).
So now to some things I noticed while playing on the map:
I really like the layout of the map. It plays very differently depending if you play with top-bottom spawn (4 lanes) orleft-right spawn (3 lanes). That keeps some variety in the way the map has to be played.
Anyway something I did not like to see were vents leading into a possible marine spawn
the "MEH" vent is not too bad because it only leads from a natural RT to the mainbase so aliens will have a hard time using it for baserushes
I also noticed the one or the other bug:
I can look through the ground here
I couldn't hear footsteps of my marine while walking below transport
Next would be the flow of a map and where you draw attention to (lights are being used for that).
I really tried to walljump through that lit door at the first time. My suggestion is remove that spotlight or make it darker.
Some LOS issues are in that map aswell. Especially in Viaduct. Aliens will have a very hard time fighting in that room. I don't like the idea of a marine favoured room as alien spawn.
You should move the RT in Silo it can be shot from very far away
After that I was taking a look at arcing distances:
WUUUT?!
Ok you have a vent there but...
WUUUT?!
Not sure of that's too much aswell...
You could Arc an RT from here... not sure if intended...
And some other random things I noticed:
Some cover leading upwards would give skulks some more freedom
The skulk below Silo is completely coverd by water. Marines don't see the orange outline so skulks are very hard to see there
Since Onos and Exos can't climb ladders, this is a deathtrap
Unless Marines have Jetpacks they are screwed now
Also the room to the left of Transport is very very skulk unfriendly. It's completely empty and there is no cover at all.
Side note: I personally prefer to use Doors as a LOS blockage and not as an esthrtic means. (That's the only way I can explain myself the door between Miasma and Junction)
EDIT: pls remove the vent in command. It's closed of and that orange line on the map is just confusing.
Communications and Ventilation are WAY to small. If marines spawn in cargo they get trapped in those 2 hallways very easy. Either find a way to widen them or remake them from scratch.
Communications and Ventilation are WAY to small. If marines spawn in cargo they get trapped in those 2 hallways very easy. Either find a way to widen them or remake them from scratch.
Yeah Vent was the next room I was going to tackle because it's still using the original design.
Same with Threshold and Junction.
However I thought communications was ok. Any other opinions?
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
In the initial rebooted versions of Nyx, (which was also originally a remake of Nothing) it proved to be really, really powerful, but it also enabled Onos or marines to just get stuck there which was not very fun for either team. I would leave pathing out of the room entirely, but that's just an opinion.
I've been tempted to get back into mapping lately so perhaps in the near future I might pick this up again.
The editor has seen a couple of handy, time-saving improvements recently--texture alignment has been made a lot easier--so now is a good time to hop back into it.
I've been tempted to get back into mapping lately so perhaps in the near future I might pick this up again.
The editor has seen a couple of handy, time-saving improvements recently--texture alignment has been made a lot easier--so now is a good time to hop back into it.
Awesome. I will definitely need to check it out then
Also looking forward to hearing more about all these NS2 developments/changes.
Comments
Hi @logan3
I've been through that vent both as a Gorge and Skulk, seems fine to me?
Thanks for letting me know.
Yeah was thinking of just putting a few grates up there to prevent access.
- Added grates at the top of Silo
- Reworked vent from Silo to South Silo
- Renamed Viaduct and Silo South/North rooms - removed the word access.
Will have it fixed in a new update today.
Thank you.
- Fixed ladders in transport
- Fixed vent between Silo and Silo North
- Secret room stuff
Marines start Cargo, Aliens start Silo
Marines start Command, Aliens start Viaduct
Do you think I should also have marines start in Viaduct and Silo? People have complained before that it was hard for marines to start from Viaduct and Silo. However I've blocked the top of Silo now.
Thoughts?
Fixed player starts:
Marines start Cargo, Aliens start Silo
Marines start Command, Aliens start Viaduct
LOS in for Viaduc are still too big.
Infestation appears like if it was an occlusion bug.
we had 4 teams playing on 2 different servers and it was a 7v7 test.
On both servers we had 1 alien and 1 marine win (If teams are balanced we would normally have 2 alien wins in TAW).
So now to some things I noticed while playing on the map:
I really like the layout of the map. It plays very differently depending if you play with top-bottom spawn (4 lanes) orleft-right spawn (3 lanes). That keeps some variety in the way the map has to be played.
Anyway something I did not like to see were vents leading into a possible marine spawn
the "MEH" vent is not too bad because it only leads from a natural RT to the mainbase so aliens will have a hard time using it for baserushes
I also noticed the one or the other bug:
I can look through the ground here
I couldn't hear footsteps of my marine while walking below transport
Next would be the flow of a map and where you draw attention to (lights are being used for that).
I really tried to walljump through that lit door at the first time. My suggestion is remove that spotlight or make it darker.
Some LOS issues are in that map aswell. Especially in Viaduct. Aliens will have a very hard time fighting in that room. I don't like the idea of a marine favoured room as alien spawn.
You should move the RT in Silo it can be shot from very far away
After that I was taking a look at arcing distances:
WUUUT?!
Ok you have a vent there but...
WUUUT?!
Not sure of that's too much aswell...
You could Arc an RT from here... not sure if intended...
And some other random things I noticed:
Some cover leading upwards would give skulks some more freedom
The skulk below Silo is completely coverd by water. Marines don't see the orange outline so skulks are very hard to see there
Since Onos and Exos can't climb ladders, this is a deathtrap
Unless Marines have Jetpacks they are screwed now
Also the room to the left of Transport is very very skulk unfriendly. It's completely empty and there is no cover at all.
Side note: I personally prefer to use Doors as a LOS blockage and not as an esthrtic means. (That's the only way I can explain myself the door between Miasma and Junction)
EDIT: pls remove the vent in command. It's closed of and that orange line on the map is just confusing.
Thanks for taking the time to test it and I will address all the points mentioned.
Cheers
Aiming to have this update out on the weekend.
Major update to Viaduct and a Viaduct North based on user feedback.
Yeah Vent was the next room I was going to tackle because it's still using the original design.
Same with Threshold and Junction.
However I thought communications was ok. Any other opinions?
No not at this stage, only a gorge tunnel can be placed in there at the moment. Open to opinions on this as I wanted to see how it played out.
If I placed power in there, it might make it very difficult for aliens to attack marines with a base setup since access is only via vents.
I mainly left the Red Room in there for memories of the original.
I SUMMON YOU @Kalopsia !!!!!!
Also @MaxAmus and @Nordic
I officaly have taken over you're Jobs now....
SAFFRONBUN COMPLETE!!!!
I've been tempted to get back into mapping lately so perhaps in the near future I might pick this up again.
Awesome. I will definitely need to check it out then
Also looking forward to hearing more about all these NS2 developments/changes.