NS2_orbital
prevertmaximus
Join Date: 2002-12-30 Member: 11630Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
Hi, to all the NS2 players who remember NS1 Orbital. If you don't well here is my first release of that map. I did this map with the orignal map's auther's permission and map files, for the ANSL and Ensl leagues in NS1. Now I've remade it for NS2. Here are a couple of pics and the files should be in the NS2 steam workshop if i did it all correctly.
---Minimap
Marine start
----Cargo
The map is in Beta, and I would appreciate feed back on the map. I did lighting on my screen set to how I play with the screen brighter for playing NS2. So please let me know if it's to dark on whatever you think. This map may not have a thousand models or lights, in it at the end as it gets finished . I'm trying to get a very high FPS map that might be fun to play competitively, or even on pubs. So Please check it out and let me know any thing you find to help finish this map, and have it play well.
Thanks, PREVERT-MAXIMUS
---Minimap
Marine start
----Cargo
The map is in Beta, and I would appreciate feed back on the map. I did lighting on my screen set to how I play with the screen brighter for playing NS2. So please let me know if it's to dark on whatever you think. This map may not have a thousand models or lights, in it at the end as it gets finished . I'm trying to get a very high FPS map that might be fun to play competitively, or even on pubs. So Please check it out and let me know any thing you find to help finish this map, and have it play well.
Thanks, PREVERT-MAXIMUS
Comments
Did you port it directly from the NS1 map? Often, that does not really work out.
Consider adding a central tech point. The only 4-tech point map that doesn't have a 3v1 layout and that actually works is kodiak; here, I imagine it's very hard for aliens to hold their ground.
Also... Pen-15... REALLY??? Pen15???? XD
Thanks, PREVERT-MAXIMUS
We just did, and... well, I think my predictions still stand. A central tech point would do good for this map; It's also pretty narrow everywhere, and there are too many routes.
As I said, porting a NS1 map without altering does not work, unfortunately. I will leave it to the more experienced mappers to tell you why
edit: I forgot: The location entities are not high enough - one can not see the room names in commander view!
And some catwalks (vents?) need to be commander invisible, especially the ones in Big Room and Cargo. It was difficult to precisely drop meds there.
Thanks, PREVERT-MAXIMUS
I also alt-tabbed out before the match started, so don't worry about FPS drop at the start of the game..
It does look like you haven't added occlusion geometry, so the draw calls sometimes get a little high, but other than that and what @F0rdPrefect has added, I feel we need a few more games to see how it goes.
I am just working on editing the video and will post it soon...
Thanks , PREVERT-MAXIMUS
Here is a video of todays stream from the SCC Map Test. If you do any updates for next week, we'll play it again. If you are around, please join up. Space is always made for the map makers
Oh, and please delete your game_setup.xml file, it is not needed for maps, and causes issues.
Will also raise the height of the locations so com has info of the map names. Would be glad to play if around, when do you guys test the maps?
Thanks, Max
There is another secret group for mappers, but you'd have to be invited to that by someone who is a mapper, and thus allowed to enter the hallowed walls of the group..
edit: I should get a deeper voice some time, I sound like some kiddo
Thanks, Max
Thanks, PREVERT-MAXIMUS
The ns2_orbital_beta map has been updated so the draw calls are now very low all over the map now. And some subscribers would like to play this map. If any server owners could put this map in rotation on there server that would be great to get some long play time feed back.
Thanks, Max
Ok, I have seen them test the ns2_orbital_beta map and watched them play it on twitch/tv. Have herd then saying it is marine sided when the marines win. Then alien sided when they win. They don't change side to see if the map is good or bad. Not just stacked or uneven player skills. So where is all the input on maps that are supposed to be tested before the mappers move on to keep or change the map in any way. I mean I have seen them play and the commander has no idea what to do, he seems to never have played NS2 or its a first time out. How do players like that really test a map when they don't even know what to look for. I would think that only a group of competitive, or just all well skilled players would be the best way to test the maps they might play on. Lets face it for anyone to start mapping for NS2, and put god knows how many hours of work it takes to make a map. Even maps base of orignal NS1 maps. Like Veil, Caged, Hera and Orbital, etc. With no real input on the maps, seems to be that maps in general would then just be a waste of time. So for mappers to move forward with there maps lets try to have some real specific thoughts on the maps so others can play them. Or what would be great , if server owners would run the maps for a while on pubs to see what reaction players in general have about the maps.
Thanks, Max
Luckily for us, there are a few people who volunteer their time to play these map. If they didn't, we wouldn't have Kodiak.
However, greybox testing is more than just trying to get the win/lose ratio to 50/50. You also have to pay attention to other potential problems your map may have. My map hotdogs for example. It was about 50/50 balanced, but it still wasn't fun to play because it was too big! Marines were winning because of long LOS, and lack of cover for aliens. Aliens were winning because they could run around marine lines and destroy RTs. That's no fun at all if aliens' only choice is to avoid confrontation.
The one time I played this map (last weekend, I believe) was that there were some spots where I just couldn't cyst through. Also, there's no way to get to hangar if the other team controls "pen-15". Yes yes, I see the vents there, but that shouldn't be considered a "route". Vents are for aliens to use for flanking, not to provide alternative routes. That's why you typically see vents at the ends of long hallways, so aliens can avoid big LOS areas. It might be good to have a connection from "telemetrics" to "cafeteria". Though this map really needs fewer connections, not more.
I answered in the playtest thread already. Basically what beige said.
Just did some work on the Orbital map. Shortened the route to gen hive, changed some of the rooms. Raised and changed some of the ceilings, and hallways. Draw calls are mostly very low. So please let me know how it is looking now. It is now up on the stem workshop.
Thanks, Max
Let me know which rooms and so on and i'll try do do whats needed. As far as the lighting hard to tell for me as I play with a pretty bright setting in game and on my monitor. Have had people playing it on a pub server, a friend has a server, no one has said anything on it being to dark. If it is then I can make it brighter, till it is good.
In the editor it looks not as birght as when I have the monitor set to standard. But in game mode it is fine. So let me know on this as well. I'll do whats needed here as well. Trying to keep lights and stuff to a minumum to keep fps as high as possible. So thanks for the quick responce.
Thanks, Max
Thanks, Max
Thanks, Max
Whats changed ,the room sizes, ceiling hights, more fixes.
Another way to cyst out of hanger Hive. And added a vent out of hanger, also fixed the vent heights , and more.
Getting feed back from players playing the map on a public server. Then trying to make the play better. Let me know what you think.
Thanks, Max
I *might* be able to make this Sunday's SCC playtest. Not 100% sure just yet, but the odds are good I'll be home by then.
I'll try to document more but my time is tite, running 2 companys. And mapping is a real life -time sucker. But I do enjoy the mapping. Sundays I could play if I know the time in advance. What server and mumble. If here I will come there.
Thanks, Max
SCC Server IP:
212.38.163.88:27015
Mumble details:
Address: scc.mostlyoriginal.net
Port: 12437
Ok thanks for the info. I guess 21:00 cest is 3:00 PM my time.
Thanks, Max
Just put some more tweaks to the ns2_orbital_beta map. Yes I know, what did I do. I raised alot of the ceilings, widened some rooms, added some models. Added some crates, changed some rooms. Well the newest version is on the steam workshop. Please get it so you may test out the newest version this weekend, if you are going to play test the map.
Thanks, Max