NS2_summit_andabove
pSyk0mAn
Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Improvements to Summit, especially for Aliens.
Following on what @Wob and Loki started a few months ago..
I know, it's a silly name, but Iept called dibs on redux
publish_id = "38c69d9d"
Screenshots can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=952540573
Changelog so far:
Summit_andabove - Work in Progress
-Some visual improvements, and low_lights look better, because the the dull NS2+ ultra low lights arent used in this version
-Added more cover and los-blockers around the map,
especially Flight Control, Sub Access, Crossroads, Crevice, Atrium
-Added half closed doors around Computer Lab area for more cover/ambush spots
-You can move faster into Ventilation coming from Data Core through that pipe-gap (Thanks Mephilles!)
-Added more starting-cysts around Harvester, so Marines need more time to harass it
-Made corridor between Crossroads and Summit Reception more alien friendly
-Turned some railings in Crevice and Ventilation into railings with cover
-Fixed hidden cysts exploit in Crevice
-Added more cover to Flight Control entrance from Computer Lab
-Gorges can now place a tunnel in the north-west corner of Flight Control
-Created more space behind resnode in Atrium, more dodging space for skulks, gorge tunnel possible
-Adjusted pipes in Reactor Core, easier navigation around them and dodging of marine bullets
-Added more cover geometry/spots to Crossroads, which can be used to dodge marine fire or approach easier.
No big layout changes or new vents so far!
Following on what @Wob and Loki started a few months ago..
I know, it's a silly name, but Iept called dibs on redux
publish_id = "38c69d9d"
Screenshots can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=952540573
Changelog so far:
Summit_andabove - Work in Progress
-Some visual improvements, and low_lights look better, because the the dull NS2+ ultra low lights arent used in this version
-Added more cover and los-blockers around the map,
especially Flight Control, Sub Access, Crossroads, Crevice, Atrium
-Added half closed doors around Computer Lab area for more cover/ambush spots
-You can move faster into Ventilation coming from Data Core through that pipe-gap (Thanks Mephilles!)
-Added more starting-cysts around Harvester, so Marines need more time to harass it
-Made corridor between Crossroads and Summit Reception more alien friendly
-Turned some railings in Crevice and Ventilation into railings with cover
-Fixed hidden cysts exploit in Crevice
-Added more cover to Flight Control entrance from Computer Lab
-Gorges can now place a tunnel in the north-west corner of Flight Control
-Created more space behind resnode in Atrium, more dodging space for skulks, gorge tunnel possible
-Adjusted pipes in Reactor Core, easier navigation around them and dodging of marine bullets
-Added more cover geometry/spots to Crossroads, which can be used to dodge marine fire or approach easier.
No big layout changes or new vents so far!
Comments
Looks good though but maybe make this prop collidable
Maybe I'll replace it with some crossbeam which would look better.
Thanks Tyr for the headsup and Ghoul for the quick help to get this done.
The f*ck...? People complain about a slightly different lighting?
My reaction to comp in general summed up in a sentence (/s)
-Created bit more space behind the other, big container crate
-Fixed by adjusting pathing mesh: Arcs being able to hit these spots in Atrium from Glasshallway / Crossroads (Thanks ydy)
I didn't know thats a thing. I shall abuse this mercilessly while I still can before summitandabove goes official.
Right now a Gorge can spit the power node from that platform and hide from marines.
Skulks and Lerks can hide behind the rock on the right side.
What were the reasons to put the collision plane so far outside? Just to get a glimpse on the Flight platforms?
I'm wondering if the collision plane should be moved more inside Crevice so aliens can't get that far outside.
I haven't seen any complaints or issues with the current state tho, despite it being a honeypot for trolls.
-Made doors in Comp Lab thicker so limbs of players hiding behind it aren't sticking through (Yes, Loki, the door is still ugly, but all the other door props don't fit there )
-Improved the visuals in Ventilation, where the pipes went into the ceiling all weird
I'm pretty much happy and done with the changes now, I think.
There is still this minor issue that Atrium feels a bit disconnected from the rest of the map due to the (vent-) layout,
but I don't see any easy solutions to this and I don't wanna add more vents or make anymore rather drastic changes like the new Summit Reception corridor.
My main goal was to add things that give players, especially aliens, more options, which are easy to get used to and don't disturb the way Summit was played and navigated by players before.
Thanks to Wooza who kinda made me start with this in the first place to improve the map for aliens on his big server and to Supafred for adding it to Thirsty Onos and giving me plenty of games on this map to watch.
NEXT!!
http://docs.google.com/document/d/1VeTotTM5iUbuU_Llw8ruBgaB0VVjBEo8BA5RCByCvkA/edit
I thought a lot about the Atrium issue too.
I won't make any changes until this nsl season ends and in general I don't wanna make any big changes. I was already struggling with the changed Summit Reception hallway. It's too easy and dangerous to get carried away with more and more changes once you start doing them.
At the southwest edge of crevice, the minimap shows the ground hatched with white, again presumably because of the snow. It seems like that should either be full white (which I would personally not prefer), or normal color.
Literally unplayable
I don't have full control over how the minimap looks and various things play into the look I guess. All those snow piles are visible to commander, yet not show white on minimap.
-Fixed stuck spots in Ventilation and Flight Control
-Updated minimap on loading screen