I don't even think about this. My game service provider has an interface made for subscribing mods in workshop. The only thing i do is to optimize the configuration.
I don't even think about this. My game service provider has an interface made for subscribing mods in workshop. The only thing i do is to optimize the configuration.
Depends on service providers, i guess.
Probably something similar to the Web Admin devicenull developed for the dedicated server.
The reason was in hopes that functionality would differ for a Linux server, since I manage my own hardware in a central US datacenter and don't have the luxury of absolute documentation. The majority of NS2 servers are still hosted on Windows.
.receiving has been redesigned.
.uplink has been modified
.test chamber has been extended
.test chamber has been moved south
.test chamber rt has been moved
.monitoring has been moved south
.southern halls has been extended
.hydro lift has been lengthened slightly
.neon walkway has been widened.
.new ready room added.
.uplink area next to descent that previously went to receiving/uplink is now a part of uplink
.fixed shader issue on some lights.
. air flow has been improved visually
the map can be fun but if there is any team imbalance it is quickly discovered. The map is smallish and often head on so a large team balance issue will speed the end very quickly
People on aliens were calling stacked teams, but we won eventually. Marines were relentlessly pushing energy core walking all the way from hydrolift. Even sent the whole team some times. They never could take it. They had a phasegate it subnatics from which they pushed dagon continuoulsy. They had a marine or two lane blocking in cradle, of which another player and I kept killing. We would then kill all their back res. Once we aliens got our lifeforms up we shot through cradle we quickly took the map because marines were res starved.
Being an onos trying to get out of hydrolift is scary business. It is all long corridors there. I am not saying this is a problem though.
i think the onos is the key factor in this map, its difficult for marines to deal with them on tight maps just like eclipse if they dont use team work and focus fire them down. Im not sure exactly how much of an issue it is, but i am widening some areas of the map a little and adding abit of height to some rooms
i think the onos is the key factor in this map, its difficult for marines to deal with them on tight maps just like eclipse if they dont use team work and focus fire them down. Im not sure exactly how much of an issue it is, but i am widening some areas of the map a little and adding abit of height to some rooms
Exactly, good to hear
I was going to suggest widening server room and/or removing a crate or two from the pile on the western side- currently more than enough cover to hide a pack of onii.
I always felt godly as a skulk battling in that area, killing several marines single-handedly just before using the vent to very quickly switch up to defending the mid lane. Over and over.
Then I had a round as marine and realised how cramped and horrible that room feels to fight just skulks in. It's long and straight but is narrow with adequate cover.
Also that vent to cradle... As a skulk, it just feels OP. Feels way too easy to pressure both those southeastern RTs. I feel like if the north end opened further back at approach it'd be a little better.
But at the same time I feel the same way about southern halls for marines (though I've not seen any teams try very hard to hold that location). There's a "vent" that takes you right to dagon which makes it very easy to pressure/kill 2 alien naturals early game. I suppose its more eclipse syndrome i.e. aggression OP :P
i plan to make the vent from southernhalls to coil/dagon an actual vent that would obviously restrict movement to alien only unless jetpack. As for server yea i think removing some or all of those crates would be a good idea, the vent to cradle does feel op. But the issue is without it taking cradle could be a nightmare going down that approach stairway, i will have to try a few things
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
ok so we (TAW) tested hydra a week ago and I totally forgot to post my feedback^^
but better late than never so here you got a little christmas present from me in form of feedback:
I'm sorry that the minimap is barely visible on the screenshots but I hope you recognize everything
I like the map layout. It has 3 lanes which is standart on any competitive map. At the outer lanes you have 1 RT and 1 TP while at the central lane you have 2 RTs (natural RTs not counted), which makes commanders decide to focus on a second TP or more res.
The vent between Cradle and Air Flow makes it kinda easy for aliens to defend 2 lanes though. I am not sure if the vent leading into the marine base can be an issue for early base rushes.
The map feels tight, narrow and has alot of hallways. Always remember that hallways favour skulks. During our maptest I went 8/0 with my skulk on this map.
The left side of the minimap looks confusing, especially because it looks like there is a hallway between Pipe Stream and Pressure Control.
I suggest you redirect the hallway between dagon and pressure control, maybe you can see clearly that they are not connected then.
maybe let the hallway lead into the room at the marked position
Another thing I noticed were fps drops, especially in Approach.
Oh and it's just my opinion but I don't like this smoke
The next thing I noticed is that it is kinda hard to climb into the vents above Subnautics as skulk. I recommend you do 2x45° angles instead of 1x90° angle on the edge shown in the picture
same for the edge on the other side ofcourse
It's odd to be an onos below Catwalk
The vent between Coil and Southern Halls was confusing me.
At first: Do you really need a dead hallway just to have a vent entrance?
Second: Are marines supposed to get through there?
I always needed 3-5 tries to make this jump but it's possible
Hydro Lift is probably a bit bugged at the moment. I am not able to place IPs in that room except near the power node
Now for ARCs:
Basically you did a good job that ARCs are well balanced on this map. I just noticed 2 things I wanna show you and ask if that's ok with you.
This is pretty far in marine territory but an ARC is theoretically possible to hit 2 RTs from the same position
If you control that Hallway and have ARCs you can deny a hive and an RT that is somewhere else
For cheesy Bile Bombs you need to think of that each TP is a possible marine base (even though they don't spawn here). Saying it's ok to have vents here but make sure it's not too Bile Bomb OP
This vent is accessible for marines but it's still very easy to kill the power from up here. Marines must be react fast to save the power here
Also the vent between Aquarium and Energy Core is inaccessible for marines and gorges can evolve in there. The CC can be biled very easy and even the power node is barely in range(forgot the screenshot...)
In the end I still have found a couple of holes and greybox textures in the map but those aren't map breaking and I am just too lazy to post them here right now.
Oh and one last thing. It felt a bit like that the room Pressure Control was kinda useless. It is the fastest connection between Subnautics and Dagon but if you go through Pipe Stream and Coil as marine it "only" takes 5 seconds longer. And Pipe Stream also is a connection to the center so marines and aliens mainly moved through there (in the maptest)
Hey. We feature your map on Hellarious Basterds now and would like to help you out with an open beta test. the layout is good paced, the rooms well thought out. Good Cielings and floor hiding spots. good fade and lerk traping possibilitys. Intuitive navigation. And on top an interesting, new and PR supportive for other U.W.E. Projects overall theme. the summ: A motherload of fun for both sides. I smell a Hydra-Pack comming up after the tweeking and pollishing. contact us so we can provide you with Info.
firstly i would like to say thank you to hellrunner for making 2 youtube videos of the map being played, these videos have been very helpful in improving the map. Also a thank you to the SCC. Always fun to test out maps with other mappers and veterans..
. pressure control has been removed since the new coil covers both old pressure and old coil
. coil has been completely redone.
. new props in receiving
. vents in subnautics removed and redone to prevent easy bilebomb
. props in subnautics ceiling reduced
. bridge in pipestream widened
. doors in pipe stream widened
. lower right entrance to dagon is now closed, (2 entrances to dagon now and 2 vents)
. vent between cradle and airflow removed
. ready room improvements
. rr now has a secret room
. various other improvements to the map.
. server room has been widened.
. cradle has been modified to make it a bit easier for marines to respond to res biting.
. new vent in approach.
. fixed issue with com view not updating location names whilst moving around map
. subnautics and energy core are possible start locations
. map uses alternate spawns, hydro M and Test A, and Sub M and Energy A
. dagon, neon walkway, test chamber and monitoring have been moved further west.
. dagon has also been moved north.
. neon walkway to test chamber has been significantly widened.
. neon walkway has been extended slightly to reach the new dagon position.
. southern halls has been extended to meet the new monitoring position.
. pipe stream has been widened slightly
. pipe stream to approach entrances have been widened.
. north west of approach has been widened.
. coil has once again been redesigned this time from scratch with less corners.
. skybox room in catwalk has been redone.
. hydro lift has been widened
. receiving has been shortened
. commander view has been improved greatly
. alot more work on texture alignment.
. test chamber has been altered visually
Played a few rounds on this last night, really really enjoyed it. I like that it's kinda big, but has solid and clear lanes. Aside from that it's visually dynamic and each room is memorable. Makes it easy to learn.
Not so sure about the sub and energy start locations yet. But im wanting to keep them in the map for a while so i can gather more feedback and decide on adjusting the map so it works with both start locations or switching back to just 1
Just played two rounds on the latest version and I like the changes. It feels less cramped and it's easier to navigate. Not sure about north/south spawn yet. Will have to play more to get an opinion on that.
North/south spawn as you know didn't seem to work that well in the sunday game. So far the map's been made with the Right-Left asymmetry in mind so I think you might need to add in some extra routes/vents/change proportions of routes for North-South Spawns to really work, which I see you are working towards anyway!
Really enjoying how this map is panning out at the moment though, so excited for this map!
Feedbacks
- It's possible to egg and get stuck in the little gaps next to the ramps in energy core, with no way to escape!
- Recent-ish changes in cradle are good, feels much fairer for marines.
- Dagon east side vent is hard to enter, due to it being embedded in a ceiling .
- Vent on the north side of approach is hard to enter, also because it is in the ceiling, and the pipes all around it are easy to get stuck on. Saw you smash your head into the ceiling as lerk on sunday so I'm gonna assume you know this one :P
- Approach - cradle vent placement is good now It's a very narrow (& oddly square-shaped?) vent though, doesn't feel the same as any other vent
- Neon walkway entrance, SO much better now
- Love the new coil hallway
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 played a game on it tonight, so have some real feedback. Marines were in subnautics, aliens were in energy core. Marines expanded to test chamber, aliens to hydrolift.
- The aquarium rt feels too close to energy core to really be a natural. It was impossible to pressure since the run time is so low. You probably have a better idea about this than I do, but it seems like it would work to move energy core a bit south, then expanding airflow and aquarium to compensate. I think it would help also to increase the runtimes from there to everywhere else a bit, since compared to subnautics, energy core is closer to everything.
- marines spent a lot of the game dying in pipe stream, approach, and array sonar. The two similar looking narrow doorways in pipestream (yellow, entering pipestream and heading to approach ) were particularly problematic. They are long (for doorways), narrow, there's no particularly good angle to approach them, and even after making it through, the subsequent room doesn't really reward marines either. The room in array sonar with the vis blocker is pretty bad too. In all of these rooms, if there's a skulk there, they are guaranteed at least one kill.
Other than that, I think everything played pretty well, and looked fantastic.
. expand subnautics south so that i can widen the subnautics entrances and also i plan to widen and increase the height of array sonar.
. completely redo the corridor from sub to pipestream
. expand energy core south to widen the entrances.
. redesign aquarium
. energy core has been extended
. energy core entrances have been widened
. air flow was extended slightly
. aquarium was widened slightly
. vent from southern halls to approach has been redesigned
. north left room of approach has been extended and redesigned abit.
. subnautics has been extended
. entrances to subnautics have been widened
. array sonar has been extended
. a lot of rooms have been made brighter
still to do list...
.redesign the corridor from subnautics to pipestream
.widen and heighten array sonar
.rethink aquarium and possibly redesign it
.add an additional corridor to receiving similar to analysis in biodome
. array sonar has been widened
. receiving now has a small adjacent corridor joined to it in a similar fashion to analysis in biodome.
. some texture improvements
left to do
.redesign the corridor from sub to pipe
.rethink aquarium and possibly redesign it.
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
When you made rooms brighter, did you do it with just an ambient light? I'm seeing a lot of flat-shaded textures in areas that used to be in shadow. IMHO, you should give a little color to those "fill" lights, and make then normal lights instead of ambient so the normal map has something to work with.
BTW, you have some reflection probes in southern hallways with a radius that is way too low, so only small patches of the floor have reflections. It will probably look better to have just one covering each perpendicular section of hallway.
Had pleasure of another match on hydra today, I've got a little more feedback this time.
I commed this one as marine, teams were stacked pretty heavy, but marines toughed it out for a 35 min game, we killed a few hives but really couldn't get established very well in most places.
Some things I observed as comm... All the lanes are very narrow. Very hard to find decent positions for pgs. I know it's pretty far in, but feels like some of these hallways and rooms could be enlarged. Just seemed very cramped. I was able to get a gate in the south at energy and a gate in the north in and outside of subnautics (so used to rooms called "sub-" being on the south side of the map instead of north, lol), however there seemed to be really no decent places to establish in the central lane through cradle and approach. Cradle has limited floor space and a fall risk, as well as approach being very tight. I guess I feel the same about coil, pipe stream, southern halls, aquarium, array sonar, neon walkway, air flow, dagon, recieving, server room. Seems like all gates and forward bases would be easy to grind through these rooms/narrow corridors, and they were in the round today.
Aside from that, I heard one alien in particular complaining about how easy it was for marines to pressure alien naturals. However, I did not observe any of my marines being able to get thru to their naturals after a few minutes. Same alien also went 21 - 5, and they had 8 people who had very posi kdrs (I had only 1), so really not sure what he was complaining about. We got rekt.
Anyways, would like to get some more rounds on this, would probably have been a different story if the teams had been even remotely even, maybe I'd have some different feedback.
Comments
I don't even think about this. My game service provider has an interface made for subscribing mods in workshop. The only thing i do is to optimize the configuration.
Depends on service providers, i guess.
Probably something similar to the Web Admin devicenull developed for the dedicated server.
The reason was in hopes that functionality would differ for a Linux server, since I manage my own hardware in a central US datacenter and don't have the luxury of absolute documentation. The majority of NS2 servers are still hosted on Windows.
.receiving has been redesigned.
.uplink has been modified
.test chamber has been extended
.test chamber has been moved south
.test chamber rt has been moved
.monitoring has been moved south
.southern halls has been extended
.hydro lift has been lengthened slightly
.neon walkway has been widened.
.new ready room added.
.uplink area next to descent that previously went to receiving/uplink is now a part of uplink
.fixed shader issue on some lights.
. air flow has been improved visually
.fixed some stuck player issues in ready room
.performance improvement in hydro lift, server room, receiving and aquarium
Being an onos trying to get out of hydrolift is scary business. It is all long corridors there. I am not saying this is a problem though.
.dagon was widened
.vent to dagon has been altered
.some props removed from cradle
Exactly, good to hear
I was going to suggest widening server room and/or removing a crate or two from the pile on the western side- currently more than enough cover to hide a pack of onii.
I always felt godly as a skulk battling in that area, killing several marines single-handedly just before using the vent to very quickly switch up to defending the mid lane. Over and over.
Then I had a round as marine and realised how cramped and horrible that room feels to fight just skulks in. It's long and straight but is narrow with adequate cover.
Also that vent to cradle... As a skulk, it just feels OP. Feels way too easy to pressure both those southeastern RTs. I feel like if the north end opened further back at approach it'd be a little better.
But at the same time I feel the same way about southern halls for marines (though I've not seen any teams try very hard to hold that location). There's a "vent" that takes you right to dagon which makes it very easy to pressure/kill 2 alien naturals early game. I suppose its more eclipse syndrome i.e. aggression OP :P
but better late than never so here you got a little christmas present from me in form of feedback:
I'm sorry that the minimap is barely visible on the screenshots but I hope you recognize everything
I like the map layout. It has 3 lanes which is standart on any competitive map. At the outer lanes you have 1 RT and 1 TP while at the central lane you have 2 RTs (natural RTs not counted), which makes commanders decide to focus on a second TP or more res.
The vent between Cradle and Air Flow makes it kinda easy for aliens to defend 2 lanes though. I am not sure if the vent leading into the marine base can be an issue for early base rushes.
The map feels tight, narrow and has alot of hallways. Always remember that hallways favour skulks. During our maptest I went 8/0 with my skulk on this map.
The left side of the minimap looks confusing, especially because it looks like there is a hallway between Pipe Stream and Pressure Control.
I suggest you redirect the hallway between dagon and pressure control, maybe you can see clearly that they are not connected then.
maybe let the hallway lead into the room at the marked position
Another thing I noticed were fps drops, especially in Approach.
Oh and it's just my opinion but I don't like this smoke
The next thing I noticed is that it is kinda hard to climb into the vents above Subnautics as skulk. I recommend you do 2x45° angles instead of 1x90° angle on the edge shown in the picture
same for the edge on the other side ofcourse
It's odd to be an onos below Catwalk
The vent between Coil and Southern Halls was confusing me.
At first: Do you really need a dead hallway just to have a vent entrance?
Second: Are marines supposed to get through there?
I always needed 3-5 tries to make this jump but it's possible
Hydro Lift is probably a bit bugged at the moment. I am not able to place IPs in that room except near the power node
Now for ARCs:
Basically you did a good job that ARCs are well balanced on this map. I just noticed 2 things I wanna show you and ask if that's ok with you.
This is pretty far in marine territory but an ARC is theoretically possible to hit 2 RTs from the same position
If you control that Hallway and have ARCs you can deny a hive and an RT that is somewhere else
For cheesy Bile Bombs you need to think of that each TP is a possible marine base (even though they don't spawn here). Saying it's ok to have vents here but make sure it's not too Bile Bomb OP
This vent is accessible for marines but it's still very easy to kill the power from up here. Marines must be react fast to save the power here
Also the vent between Aquarium and Energy Core is inaccessible for marines and gorges can evolve in there. The CC can be biled very easy and even the power node is barely in range(forgot the screenshot...)
In the end I still have found a couple of holes and greybox textures in the map but those aren't map breaking and I am just too lazy to post them here right now.
Oh and one last thing. It felt a bit like that the room Pressure Control was kinda useless. It is the fastest connection between Subnautics and Dagon but if you go through Pipe Stream and Coil as marine it "only" takes 5 seconds longer. And Pipe Stream also is a connection to the center so marines and aliens mainly moved through there (in the maptest)
Greetz Meph
firstly i would like to say thank you to hellrunner for making 2 youtube videos of the map being played, these videos have been very helpful in improving the map. Also a thank you to the SCC. Always fun to test out maps with other mappers and veterans..
. pressure control has been removed since the new coil covers both old pressure and old coil
. coil has been completely redone.
. new props in receiving
. vents in subnautics removed and redone to prevent easy bilebomb
. props in subnautics ceiling reduced
. bridge in pipestream widened
. doors in pipe stream widened
. lower right entrance to dagon is now closed, (2 entrances to dagon now and 2 vents)
. vent between cradle and airflow removed
. ready room improvements
. rr now has a secret room
. various other improvements to the map.
. server room has been widened.
. cradle has been modified to make it a bit easier for marines to respond to res biting.
. new vent in approach.
. fixed issue with com view not updating location names whilst moving around map
. subnautics and energy core are possible start locations
. map uses alternate spawns, hydro M and Test A, and Sub M and Energy A
. dagon, neon walkway, test chamber and monitoring have been moved further west.
. dagon has also been moved north.
. neon walkway to test chamber has been significantly widened.
. neon walkway has been extended slightly to reach the new dagon position.
. southern halls has been extended to meet the new monitoring position.
. pipe stream has been widened slightly
. pipe stream to approach entrances have been widened.
. north west of approach has been widened.
. coil has once again been redesigned this time from scratch with less corners.
. skybox room in catwalk has been redone.
. hydro lift has been widened
. receiving has been shortened
. commander view has been improved greatly
. alot more work on texture alignment.
. test chamber has been altered visually
the new coil
widened neon walkway to test chamber entrance
Great work here.
=D>
Really enjoying how this map is panning out at the moment though, so excited for this map!
Feedbacks
- Recent-ish changes in cradle are good, feels much fairer for marines.
- Dagon east side vent is hard to enter, due to it being embedded in a ceiling .
- Vent on the north side of approach is hard to enter, also because it is in the ceiling, and the pipes all around it are easy to get stuck on. Saw you smash your head into the ceiling as lerk on sunday so I'm gonna assume you know this one :P
- Approach - cradle vent placement is good now It's a very narrow (& oddly square-shaped?) vent though, doesn't feel the same as any other vent
- Neon walkway entrance, SO much better now
- Love the new coil hallway
I just wish more people would vote for it when changing maps :-<
- The aquarium rt feels too close to energy core to really be a natural. It was impossible to pressure since the run time is so low. You probably have a better idea about this than I do, but it seems like it would work to move energy core a bit south, then expanding airflow and aquarium to compensate. I think it would help also to increase the runtimes from there to everywhere else a bit, since compared to subnautics, energy core is closer to everything.
- marines spent a lot of the game dying in pipe stream, approach, and array sonar. The two similar looking narrow doorways in pipestream (yellow, entering pipestream and heading to approach ) were particularly problematic. They are long (for doorways), narrow, there's no particularly good angle to approach them, and even after making it through, the subsequent room doesn't really reward marines either. The room in array sonar with the vis blocker is pretty bad too. In all of these rooms, if there's a skulk there, they are guaranteed at least one kill.
Other than that, I think everything played pretty well, and looked fantastic.
. expand subnautics south so that i can widen the subnautics entrances and also i plan to widen and increase the height of array sonar.
. completely redo the corridor from sub to pipestream
. expand energy core south to widen the entrances.
. redesign aquarium
. energy core has been extended
. energy core entrances have been widened
. air flow was extended slightly
. aquarium was widened slightly
. vent from southern halls to approach has been redesigned
. north left room of approach has been extended and redesigned abit.
. subnautics has been extended
. entrances to subnautics have been widened
. array sonar has been extended
. a lot of rooms have been made brighter
still to do list...
.redesign the corridor from subnautics to pipestream
.widen and heighten array sonar
.rethink aquarium and possibly redesign it
.add an additional corridor to receiving similar to analysis in biodome
. array sonar has been widened
. receiving now has a small adjacent corridor joined to it in a similar fashion to analysis in biodome.
. some texture improvements
left to do
.redesign the corridor from sub to pipe
.rethink aquarium and possibly redesign it.
BTW, you have some reflection probes in southern hallways with a radius that is way too low, so only small patches of the floor have reflections. It will probably look better to have just one covering each perpendicular section of hallway.
I commed this one as marine, teams were stacked pretty heavy, but marines toughed it out for a 35 min game, we killed a few hives but really couldn't get established very well in most places.
Some things I observed as comm... All the lanes are very narrow. Very hard to find decent positions for pgs. I know it's pretty far in, but feels like some of these hallways and rooms could be enlarged. Just seemed very cramped. I was able to get a gate in the south at energy and a gate in the north in and outside of subnautics (so used to rooms called "sub-" being on the south side of the map instead of north, lol), however there seemed to be really no decent places to establish in the central lane through cradle and approach. Cradle has limited floor space and a fall risk, as well as approach being very tight. I guess I feel the same about coil, pipe stream, southern halls, aquarium, array sonar, neon walkway, air flow, dagon, recieving, server room. Seems like all gates and forward bases would be easy to grind through these rooms/narrow corridors, and they were in the round today.
Aside from that, I heard one alien in particular complaining about how easy it was for marines to pressure alien naturals. However, I did not observe any of my marines being able to get thru to their naturals after a few minutes. Same alien also went 21 - 5, and they had 8 people who had very posi kdrs (I had only 1), so really not sure what he was complaining about. We got rekt.
Anyways, would like to get some more rounds on this, would probably have been a different story if the teams had been even remotely even, maybe I'd have some different feedback.
Still think she's a beauty!