KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Not a changelog (yet) but the next build is fast approaching. I just thought i'd give you guys a few sneak peak screenshots to show the work that has been put into the next build.
Some of the following pics are still WIP, but you get the idea.
Ready Room (yes, that eyesore ready room will soon be a thing of the past!) -
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
edited January 2018
Changelog (finally!):
- Rebuilt Drainage, now called Filtration.
- Rebuilt Newall.
- Rebuilt Support.
- Rebuilt Furnace, now combined with the southern part of lava pit and renamed Drill Site.
- Rebuilt Ready Room.
- Fixed some occlusion bugs and stuck spots throughout the map.
Minimap -
Additional note, I have made Testing an alien spawn as a trial, if it works i'll keep it, if not it will be back to Reactor only.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
After some feedback I've also done the following -
- Renamed Hallway to Passage for more clear call-outs
- Added some crates for cover in testing
- Lowered the rails in support
- Adjusted commander invisibility to make the minimap more clear
- Applied a force-field texture to the invisible wall blocking the under-passage from crevice to reactor (this is temporary while I decide how to detail the area more appropriately
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
After receiving advice and feedback on lighting from @Loki and @Zavaro , I decided I would redo the lighting in supports to see how much it changes the room, comparison shots are here -
Angle 1 -
Current -
Improved -
Angle 2 -
Current -
Improved -
Angle 3 -
Current -
Improved -
Angle 4 -
Current -
Improved -
I will be tweaking some props and making support look more authentic, adding life etc before I start work on Transfer + Mining Tunnel (the next build)
Expect more teaser screenshots and such soon(ish)!!!
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
edited January 2018
Changelog:
- Increased level of detail and lighting in Support
- Increased level of detail and lighting in Filtration
- altered some textures map wide
- improved the skylight view in Transfer
- improved lighting in Passage
- removed damage vent between Lava Pit and Crevice
- tweaked pipes in testing to allow lerks to pass through the gap more easily
Aliens Testing spawn is still active for further... testing...
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Update -
Unearthed is currently set to Testing (alien) vs Entrance (marine) spawns ONLY.
This is to test if a testing spawn will work. All feedback is welcome and appreciated.
If nothing glaringly bad or notably negative about testing spawn occurs in the next month (give or take a week or two) then Testing will become a potential spawn.
If it works aliens will be able to spawn at testing or reactor... if it doesn't reactor will be the only alien spawn.
So i really like this map. One thing that was annoying me was the vent between Lava Pit and Crevice. I know you removed it. But could you fix it instead of removing it. I remember always playing this map and being bummed i couldn't use that vent because you usually die going thru it because of lava. But it is a crucial vent to hit back res for aliens.
Ive been meaning to write up that vent from lava pit to crevice. Because it is so important. But removing it is worse imo.
Wish more servers had this map rotating in the mapvote
So i really like this map. One thing that was annoying me was the vent between Lava Pit and Crevice. I know you removed it. But could you fix it instead of removing it. I remember always playing this map and being bummed i couldn't use that vent because you usually die going thru it because of lava. But it is a crucial vent to hit back res for aliens.
Ive been meaning to write up that vent from lava pit to crevice. Because it is so important. But removing it is worse imo.
Wish more servers had this map rotating in the mapvote
At the moment, there are no plans to add the vent back, but I will definitely keep it in mind if I see the need for a new route through.
The reason it used to cause damage was to prevent skulks going through, the vent reduced rotation times so much for aliens and made res biting so easy that it was too strong to allow skulks through, it made the map alien favoured... If I were to re-add the vent, I would make it take much longer to get through, but still provide an alternate route for aliens.
But like I say, at the moment, it isn't planned that the vent will come back, but If balance shows that it is needed, i will bring it back for sure.
Yea i definitely need to play it more. And record to show you. It just a blue moon that i get to see it being played unfortunately.
From what i have played(limited) it seems marine sided. Too much direct lane to lane against marines on 12 v 12 with good shots. We needed something to pull them off their lanes. And without that vent it was kind of hopeless. So instead Aliens are constantly fighting into marine bullets with no way to get around them. It reminds me of how derelict was when it first released. It didn't have enough vents and thus gameplay created these direct engagements that just turned out to be stagnate games which marines would win since back res could never be touched. The new vent changes to derelict made it so much better. Also origin and caged have those similarities too when they first started.
The current marine strat i see on 12v12 is to get transfer(central) immediately. This is because it is easy to defend. And once you drop obs you can see aliens coming from the very max range of the obs on either side. Get filtration at around the same time. Then marines have 5 res. Aliens too could have 5 res but their back res and hive location in testing can be easily poked by having transfer(central). Aliens would have a difficult time even taking one of our res nodes let alone our main base. With that vent it opens up an area aliens could use to take back res or perhaps take back transfer(central).
As long as you are keeping it in mind that is all i could ask for. I appreciate you taking the time to make this map. You the man.
Yea i definitely need to play it more. And record to show you. It just a blue moon that i get to see it being played unfortunately.
From what i have played(limited) it seems marine sided. Too much direct lane to lane against marines on 12 v 12 with good shots. We needed something to pull them off their lanes. And without that vent it was kind of hopeless. So instead Aliens are constantly fighting into marine bullets with no way to get around them. It reminds me of how derelict was when it first released. It didn't have enough vents and thus gameplay created these direct engagements that just turned out to be stagnate games which marines would win since back res could never be touched. The new vent changes to derelict made it so much better. Also origin and caged have those similarities too when they first started.
The current marine strat i see on 12v12 is to get transfer(central) immediately. This is because it is easy to defend. And once you drop obs you can see aliens coming from the very max range of the obs on either side. Get filtration at around the same time. Then marines have 5 res. Aliens too could have 5 res but their back res and hive location in testing can be easily poked by having transfer(central). Aliens would have a difficult time even taking one of our res nodes let alone our main base. With that vent it opens up an area aliens could use to take back res or perhaps take back transfer(central).
As long as you are keeping it in mind that is all i could ask for. I appreciate you taking the time to make this map. You the man.
You guys giving feedback is what keeps me mapping, I'm keeping my eye on the stats to see if as people learn the map, it becomes more one sided or not... but i'm definitely keeping in mind how to alter things if either team start to be noticeably more powerful on it.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
edited April 2018
More sneak peak pictures to wet your appetites!!!
Rest assured that progress is being made, just a little slower than I would like, the next build is a big change (visually) and should address some of the concerns people have raised about the center area of unearthed.
Feast your eyes upon the new transfer (still work in progress, but very close to being finished.)
Also to give you guys more insight to what is being done for unearthed in this and future builds, here is a picture of the the current mini map with information.
Red = The next build (build 1), currently being worked on, expected to be finished in the next few weeks.
Blue = The build after this one (build 2), will start being worked on when build 1 is published.
Green = The build after that (build 3) this will (finally) put unearthed in a state where it has been completely re-themed from its origins (ns2_trash).
After these builds, I will then begin going around the map and adding sounds, different levels of lighting, more detail to areas that feel lacking, I will begin detailing vents and doing general optimisation and bug fixing.
It is my hope that all of these things will be finished by October... But only time will tell.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
edited June 2018
Yes yes yes, the time has finally arrived and the dev team aren't the only one that can release huge new builds!
Changelog:
- Rebuilt all occlusion geo from scratch
- Redone all commander invisible
- Rebuilt West route from scratch and renamed to Routing
- Rebuilt southern expansion from scratch and renamed to Extraction
- Rebuilt Transfer from scratch and renamed to Regulation
- Rebuilt Entrance from scratch
- Improved the visuals in Drill Site
- Improved the visuals in Lava Pit
- Made changes to Support and renamed to Cavity
- Added connection between Lava Pit and Junction
- Altered the northern side of Furnace
- Altered the external view of Mining Tunnel
- Many lighting changes
- Many collision changes
- Many prop tweaks
- Many texture tweaks
- Fixed multiple pathing issues
I like that you put the drill site Junction pathway. Although i think my initial post was right that it needs to be a vent that aliens use and marines can reach with low skill. But ill concede that. As any pathway there is good. Also transfer just feels overwhelming marine sided. I think a vent would help alleviate that. Really hard for aliens to even attempt transfer with all the long hallways around it. Getting purification res node down from transfer is too easy that way. Especially without a reciprocal res node on the marine side that is easy to hit. In general the vents up north i think need work. More obvious for aliens and more helpful in terms of protecting their own res. Because in contrast your marine side res hardly has any vents as it should be. So marines can protect their res easily.
I like that you put the drill site Junction pathway. Although i think my initial post was right that it needs to be a vent that aliens use and marines can reach with low skill. But ill concede that. As any pathway there is good. Also transfer just feels overwhelming marine sided. I think a vent would help alleviate that. Really hard for aliens to even attempt transfer with all the long hallways around it. Getting purification res node down from transfer is too easy that way. Especially without a reciprocal res node on the marine side that is easy to hit. In general the vents up north i think need work. More obvious for aliens and more helpful in terms of protecting their own res. Because in contrast your marine side res hardly has any vents as it should be. So marines can protect their res easily.
Looking forward to new updates. Thanks
Just to clarify, the purpose of the lava pit - junction connection was to make the map more marine sided.
The map, while a lot of people really enjoy it, was very alien sided, showing in the stats as 65% alien win rate.
Be aware, this connection is 100% experimental and if I find that it isn't working for its purpose, it will be removed again, but turning that into a bypass vent is something i'm very unwilling to do. This is also true of the aliens spawning in Furnace, if it isn't balanced and I can't see a way to fix that without altering the balance of the Reactor spawn, it won't stay as a spawn.
I wonder if that 65 percent win rate was TA. Since the last build had the no healthbar mod on their server. Which tanked marine win rate. Thus boosting alien win rate. I played it on TA with 2500 skill a week ago and they dominated to the point of map change. Loved the pathway since something needed to be there. I cant imagine why marines would have trouble. I think if it was played over and over and both teams got used to the map. It would better indicate what i am talking about.
Could you post the wonitor for your map. Since i really haven't looked.
So i checked the wonitor for ta on the current 323 build for unearthed. And it is 70 percent marines win rate. Some part to the build im sure. But also health bars are back so easy tracking since build 322.
So i checked the wonitor for ta on the current 323 build for unearthed. And it is 70 percent marines win rate. Some part to the build im sure. But also health bars are back so easy tracking since build 322.
Hmmm, it would have been nice to know that before making the changes tbh... in light of that, I will probably be removing that connection in the next build, it seems the issue I was striving to prevent was a false call and unearthed would have become more balanced with build 323 that was released anyway.
If it turns out that marines are still stronger, its very likely that I will implement that connection as a vent instead, because it does help aliens a lot, having that there.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Smaller changelog than before, but hopefully equally enjoyable!
Changelog:-
- Lava-pit to Junction connection is now a Vent that can be accessed on the lava pit side by marines via a trick jump.
- Purification rebuilt from scratch
- Newall Tunnel side rebuilt from scratch
- Routing improvements mapwide
- Lighting improvements in many areas
- Minimap tweaks
Comments
Some of the following pics are still WIP, but you get the idea.
Ready Room (yes, that eyesore ready room will soon be a thing of the past!) -
Filtration (previously called Drainage) -
Support -
Minimap -
- Rebuilt Drainage, now called Filtration.
- Rebuilt Newall.
- Rebuilt Support.
- Rebuilt Furnace, now combined with the southern part of lava pit and renamed Drill Site.
- Rebuilt Ready Room.
- Fixed some occlusion bugs and stuck spots throughout the map.
Minimap -
Additional note, I have made Testing an alien spawn as a trial, if it works i'll keep it, if not it will be back to Reactor only.
- Renamed Hallway to Passage for more clear call-outs
- Added some crates for cover in testing
- Lowered the rails in support
- Adjusted commander invisibility to make the minimap more clear
- Applied a force-field texture to the invisible wall blocking the under-passage from crevice to reactor (this is temporary while I decide how to detail the area more appropriately
Angle 1 -
Improved -
Angle 2 -
Improved -
Angle 3 -
Improved -
Angle 4 -
Improved -
I will be tweaking some props and making support look more authentic, adding life etc before I start work on Transfer + Mining Tunnel (the next build)
Expect more teaser screenshots and such soon(ish)!!!
- Increased level of detail and lighting in Support
- Increased level of detail and lighting in Filtration
- altered some textures map wide
- improved the skylight view in Transfer
- improved lighting in Passage
- removed damage vent between Lava Pit and Crevice
- tweaked pipes in testing to allow lerks to pass through the gap more easily
Aliens Testing spawn is still active for further... testing...
Unearthed is currently set to Testing (alien) vs Entrance (marine) spawns ONLY.
This is to test if a testing spawn will work. All feedback is welcome and appreciated.
If nothing glaringly bad or notably negative about testing spawn occurs in the next month (give or take a week or two) then Testing will become a potential spawn.
If it works aliens will be able to spawn at testing or reactor... if it doesn't reactor will be the only alien spawn.
Please, GIVE FEEDBACK on this.
Ive been meaning to write up that vent from lava pit to crevice. Because it is so important. But removing it is worse imo.
Wish more servers had this map rotating in the mapvote
At the moment, there are no plans to add the vent back, but I will definitely keep it in mind if I see the need for a new route through.
The reason it used to cause damage was to prevent skulks going through, the vent reduced rotation times so much for aliens and made res biting so easy that it was too strong to allow skulks through, it made the map alien favoured... If I were to re-add the vent, I would make it take much longer to get through, but still provide an alternate route for aliens.
But like I say, at the moment, it isn't planned that the vent will come back, but If balance shows that it is needed, i will bring it back for sure.
From what i have played(limited) it seems marine sided. Too much direct lane to lane against marines on 12 v 12 with good shots. We needed something to pull them off their lanes. And without that vent it was kind of hopeless. So instead Aliens are constantly fighting into marine bullets with no way to get around them. It reminds me of how derelict was when it first released. It didn't have enough vents and thus gameplay created these direct engagements that just turned out to be stagnate games which marines would win since back res could never be touched. The new vent changes to derelict made it so much better. Also origin and caged have those similarities too when they first started.
As long as you are keeping it in mind that is all i could ask for. I appreciate you taking the time to make this map. You the man.
You guys giving feedback is what keeps me mapping, I'm keeping my eye on the stats to see if as people learn the map, it becomes more one sided or not... but i'm definitely keeping in mind how to alter things if either team start to be noticeably more powerful on it.
Rest assured that progress is being made, just a little slower than I would like, the next build is a big change (visually) and should address some of the concerns people have raised about the center area of unearthed.
Feast your eyes upon the new transfer (still work in progress, but very close to being finished.)
Also to give you guys more insight to what is being done for unearthed in this and future builds, here is a picture of the the current mini map with information.
Red = The next build (build 1), currently being worked on, expected to be finished in the next few weeks.
Blue = The build after this one (build 2), will start being worked on when build 1 is published.
Green = The build after that (build 3) this will (finally) put unearthed in a state where it has been completely re-themed from its origins (ns2_trash).
After these builds, I will then begin going around the map and adding sounds, different levels of lighting, more detail to areas that feel lacking, I will begin detailing vents and doing general optimisation and bug fixing.
It is my hope that all of these things will be finished by October... But only time will tell.
occlusion issue
These areas are still WIP, so things are still subject to change and are in an unfinished state. Enjoy
West Route
Angle 2
Angle 3
Southern Extraction
Angle 2
Angle 3
Support <-> Furnace changes
Angle 2
Angle 3
Angle 4
Here are some in game pics of the new/newer/altered areas of the map for the next build -
And the updated minimap - (ignore the name positions and such, its not quite setup for the next build properly yet)
Neeeeever gonna happen, the steam screenshot function is way too useful and efficient for me to not use it.
What is your issue with it anyway?
Changelog:
- Rebuilt all occlusion geo from scratch
- Redone all commander invisible
- Rebuilt West route from scratch and renamed to Routing
- Rebuilt southern expansion from scratch and renamed to Extraction
- Rebuilt Transfer from scratch and renamed to Regulation
- Rebuilt Entrance from scratch
- Improved the visuals in Drill Site
- Improved the visuals in Lava Pit
- Made changes to Support and renamed to Cavity
- Added connection between Lava Pit and Junction
- Altered the northern side of Furnace
- Altered the external view of Mining Tunnel
- Many lighting changes
- Many collision changes
- Many prop tweaks
- Many texture tweaks
- Fixed multiple pathing issues
Updated Minimap -
The image quality is just too damn bad
Hmm looks like a big update.
Looking forward to new updates. Thanks
Just to clarify, the purpose of the lava pit - junction connection was to make the map more marine sided.
The map, while a lot of people really enjoy it, was very alien sided, showing in the stats as 65% alien win rate.
Be aware, this connection is 100% experimental and if I find that it isn't working for its purpose, it will be removed again, but turning that into a bypass vent is something i'm very unwilling to do. This is also true of the aliens spawning in Furnace, if it isn't balanced and I can't see a way to fix that without altering the balance of the Reactor spawn, it won't stay as a spawn.
Could you post the wonitor for your map. Since i really haven't looked.
Hmmm, it would have been nice to know that before making the changes tbh... in light of that, I will probably be removing that connection in the next build, it seems the issue I was striving to prevent was a false call and unearthed would have become more balanced with build 323 that was released anyway.
If it turns out that marines are still stronger, its very likely that I will implement that connection as a vent instead, because it does help aliens a lot, having that there.
Man, we need wonitor to be on all servers! XD
Changelog:-
- Lava-pit to Junction connection is now a Vent that can be accessed on the lava pit side by marines via a trick jump.
- Purification rebuilt from scratch
- Newall Tunnel side rebuilt from scratch
- Routing improvements mapwide
- Lighting improvements in many areas
- Minimap tweaks
WIP -
WIP -
WIP -