Ns_eon

OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">feedback please</div> Using KFDM's post about Altair as a template... i thought i'd do the same for eon.

I’m looking for some feedback on the current version of Eon (the one included in 3.0) so that I can begin improving the next version. I already have several items on my agenda but I wanted feedback to see if there were other things that needed to be fixed. I only have two rules.

1) You respect me, I’ll respect you.
2) If you’re not going to give me specifics to work with, then don’t post.

Thanks

So yeah, if you do have any criticisms, please be specific, and i don't appreciate snide remarks. I do however appreciate comments that could help me improve eon.
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Comments

  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    The one and only complaint that ive hard other people say is that, there are really no close res nodes near marine start.

    Ive heard a number of really good comm's complain about the hassle it is just to get to the 1st node.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Bridge hive is rather easy to siege. Core and Engineering are pretty hard to siege.

    I found core in general pretty hard to actually take down (especially when its the second hive). Rines get slaughtered pretty easy by skulks when they enter it cause it is rather cramped. Add in a lerk, that constantly spores from the vent and chances are that you can take the hive down before it goes up rather slim.

    Repositioning the vent from core hive to core monitoring so that either the core-monitoring pg cant be spored or rines that enter the hive cant be spored from said vent would be appreciated. Maybe even widening core hive a little would grant good rines the space they need to effectifly dodge skulks.

    --This is a commanders oppinion out of about 8 commanded games on eon.

    I havent play much alien/rine on eon yet. Just enough to notice, that it has great visuals <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    overall its an awesome map, one of my favorites now. the only problems i see is that there are no siege spots. core isnt bad except the best siege spot is in the hallway leading to core from the north, and the only place to get sieges close enough is in direct view of the hive almost.

    bridge isnt so bad because there is that wall there but engineering is really bad. to siege you have to almost have the tf inside the hive room.

    i think to fix this you should move that northern hallway a little bit closer to core hive, then possibly rework engineering a little. i have a small idea that might work, but i would need a picture of the layout to draw on. if someone could post that ill put my idea up.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I thought the map was very detailed and well balanced, job well done. I'd only ask for a bit more detail to be added to the sleeping quarters/area, forget the entire name, but the bunks look more like a storage room than a place to sleep. That was really my only disappointment in the map. If you ever go back and revise it a bit, I'd love to see the sleeping quarters feel a bit more lived in and less dead.

    Great, <i>great</i> work with the map. Fantastic job.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Cool, thanks for the replies. On the issue of node placement, if i get a general agreement on this, i might move the node in engine hallway back to living area. As for core being too hard to siege, i'll probably be moving core closer to core monitoring anyway, so it will be within closer reach from that side (i'll have to think about that vent). I'll also try to make core hive less cramped overall.

    Haze, yeah sleeping quarters really bugs me, i can't find any bed textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    Thanks for the comments so far everone.

    And for 6john:
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I know its not specific, but its the best I can think of. perhaps its indeed the nodes.

    But I never saw rines win on it ever, not in constie tests, not in the final. And I saw good teams, really I did.

    just saying this to ask if anyone agrees and if anyone does know why this is.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Its a big map, but it certainly seems like the "local" MS nodes are a bit of a distance to get to. However, I'm not sure if thats just an issue of perspective, because aliens generally move faster and thus nodes will always seem close for them. I'd err on the side of caution and move the MS nodes a wee bit closer tho, perhaps the other side of that wall in gunpod - that way skulks biting it are a bit easier to kill - as it stands a skulk can bite while the marine has to clear the divider wall, and by then most skulks will be waiting to kill said rine.

    Top of the big engine in core is an awesome siege spot if you can get to it. Elec tfac on the top, few turrets, nothing can really touch it.

    More as I find them.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    And just in case you dont know the map locations by heart <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i was thinkin somethin like this
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    It's entirely possible, but would that really be necessary on that side? I'm more concerned about sieging from the other side atm.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    edited March 2005
    If you look at any one of those maps, you can see where the res near MS needs improvments. Move the upper res around the divider, and bring the lower res closer-maybe too the top right corner of living area.

    <b>edit</b> maybe a vent going from engine hallway to living area too?.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    what about reworking it some so the big wall in the middle is smaller and the hive is in the middle of the room behind it, then put that extra area on the left side
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    In the beta, there was a res south of MS, down in maintcooridor. I think that needs to come back, especially now that the res in living quarters has been moved to engine hallway. Marines need at least one "easy" res. Gunpod is pretty decent, but for some reason aliens seem to find it incredibly easy to chomp it away, and often that's the ONLY res marines can consistently get and hold! In maps like veil, there are usually TWO res near MS in opposite directions. The engine hallway one is still just too far away, though I DO like it where it currently is.

    Frankly, it was really hard to evaluate this map during the beta, and now, because it really depends so much on whether aliens truly are too powerful or not. Put simply, aliens seem to be able to dominate this map pretty darn well, especially with sensory. But is it the map? I don't know. It is a big spread out map that's hard for marines to control. It might help to have a few more longer, larger cooridors that give marines a bit more dominance in some areas.

    I really like this map though: lots of neat chokepoints and different areas, with a good vent system that I don't think people have fully appreciated yet. Marine start is a little drab at the moment, but the hives are a great mix of different designs.

    Too bad you can't bilebomb MS from in the ceiling anymore <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-6john+Mar 14 2005, 09:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Mar 14 2005, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what about reworking it some so the big wall in the middle is smaller and the hive is in the middle of the room behind it, then put that extra area on the left side <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That might make my brain explode but i'll look into it. Waterboy, i'll be trying Necrosis's suggestion of flipping the wall/rt combo in gunpods around, sounds like a great idea, and yes i might be moving the rt in engine walkway back to its original location, living area.
  • Blue_MaryBlue_Mary Join Date: 2004-08-26 Member: 30921Members
    The bottom res node leading from Marine Start, I believe, is too far away.

    I think it may work better if it were to be moved to the Living Area, but that's just me.

    Also, I think the Core Hive is currently the hardest out of the 3 to attack effectively for marines, especially with seige. But as far as being invincible, not at all, I've seen many alien teams fall.

    It's a very good and detailed map, with only a few quirks that annoy(but not hinder) some people, but better than anything I could ever make.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-DC Darkling+Mar 14 2005, 03:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DC Darkling @ Mar 14 2005, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know its not specific, but its the best I can think of. perhaps its indeed the nodes.

    But I never saw rines win on it ever, not in constie tests, not in the final. And I saw good teams, really I did.

    just saying this to ask if anyone agrees and if anyone does know why this is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just last night, we won eon as marines on LM in a 6v6, no less. If you exert early map control and go all out for their RTs, you can take them down. This strat works in any map, however.

    It is somewhat alien biased, because there are so many alcoves everywhere, there are no close RTs, and it's hard to siege.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-theclam+Mar 14 2005, 04:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Mar 14 2005, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> there are no close RTs, and it's hard to siege. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    These are the things we have to change, but making the <i>right</i> changes are more important.

    IE- not to knock 6john, but i dont think simply adding a boxed room on the side of the hive for the purpose of seiging would be a good idea, simply because that room would IMO A) Look out of place and B)Will be hard to balance out (a room created for marines will be very hard to balance for aliens, since its created for one side.)

    Just my opinions. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-DC Darkling+Mar 14 2005, 02:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DC Darkling @ Mar 14 2005, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But I never saw rines win on it ever, not in constie tests, not in the final. And I saw good teams, really I did.

    just saying this to ask if anyone agrees and if anyone does know why this is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've never seen aliens win on it. What I've seen so far is an alien stomping, aliens can't even get the second hive up.

    As for needed changes to the map, I'd suggest adding <i>something</i> that can break the marines if they turtle in base. It's very hard for aliens to kill the marines once they turtle in marine start, there are only two entrances, and both are pretty long and marines can kill the aliens before they get close. Perhaps re-add that vent going into marine start from the top? Or maybe make it so that it goes into marine start on the side, so it doesn't block the commander from placing structures.

    By the way, I'm saying this because I played a 140 minute game during the constellation testing on this map, and marines were turtled more then half of that time.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    edited March 2005
    Here are some changes (done on the minimap) to eon. They deal with balancing it toward marines (never seen a marine win on that map...ever, and I must have played 10 games there at least), and making the map less alien-friendly (the aliens, for example, have a longer run to MS from bridge hive. Also there are doors, which could be "+use"'d to be opened.).
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Yeah, the MS needs some changed too. It suicide for anything but a fade or lerk to go in there.

    Maybe changing the Maintenance Corridor too have some cover for Aliens would be good too.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Uh, NolSinkler... those are some bad changes. They basically leave the marines unable to get to any hive but core until they weld or walk all the way around to right outside of core and then back down to engineering or up to bridge. I mean... that's just bizarre dude.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Oh, and I very much agree about marine start. Real turtling issues. The major issue is that the marine base is too war away from the far cooridor, leaving too much room for constant grenade lobs and long-hallway firing squads. It's a hangar bay, right? Put some junk in there to make it a little more gorgeable at the end without making it too skulkable at the start. Most good MS have about three points of entry: I really like the MS map with the Furnace and Bio hives: it has three major points of entry, though two are basically from the same path. It has doors. And it has a nearby vent that doesn't open into MS directly, but that gives a fourth path into the MS area, if not the main room.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    <!--QuoteBegin-Apos+Mar 14 2005, 05:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 14 2005, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uh, NolSinkler... those are some bad changes. They basically leave the marines unable to get to any hive but core until they weld or walk all the way around to right outside of core and then back down to engineering or up to bridge. I mean... that's just bizarre dude. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Very good point. Didn't think of that.
  • petit_fromagepetit_fromage Join Date: 2004-11-11 Member: 32752Members
    I'm not too fond of Ns_Eon, my reason...

    lack of space for marines , and that's why it might be part of the cause for marines losing.

    let me break it down, altair and eon are both new but share a similarity, anywhere i go it's small. whenever i travel it feels so small, the hallways are 10feet high and are good for 2 marines to run side-by-side. sure there are a couple of big rooms but their filled with junk that it dosen't help, everything seems so cramped.

    that's why marines lose, the hallways and rooms are smaller than places like

    NS_Bast -refinery,former double,
    NS_Hera - holo room, hives


    the map eon is not small itself, it's huge. if they were to combine some hallways they would be the same sized as others and would be better. this small amount of space gives a lesser chance to kill an alien when it pops out

    too small!
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    @ Nol by removing the southern hallway you just add a second rt belonging to engineering hive, cause rines cant get there, unless the walk through the hive or mineladder a vent -> not so good <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    I really like the map so far, but there <i>was</i> one thing I noticed that nobody's mentioned yet...

    Marines can be extremely hard to dislodge from the Bridge (top) hive, if they decide to relocate by the res node...either side can defend vs. multiple onos easily with some HMGs...
    I suggest moving the vent from briefing room to come out closer to the RT so that gorges can bile from the vent (dont know if that's enough but it may help, and would be an easy change)
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    i think some crates in MS would help the turtling
  • KeamosKeamos Join Date: 2005-01-06 Member: 32981Members, Constellation
    I feel that the top hive is a bit too far from the other two--if you start with the top one and want to get The Core (or the other one, don't know the name), you're pretty much screwed against a competent marine team.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited March 2005
    I'm just going to toss this into the ring.

    <img src='http://xs20.xs.to/pics/05112/customeon.JPG' border='0' alt='user posted image' />

    I flipped The Hub and used it to create a room with a new node. It does NOT enter into the hive, so aliens have to walk a bit to get to it. I'm concerned it might end up siege heaven, so perhaps more distance is needed. I lengthened some corridors to make it fit a bit better.

    Flipped Gun Pod as per my earlier suggestion. If this still doesnt work, I'd suggest moving the "wall" to the RIGHT, blocking the "alien" side of the room, and allowing anyone from MS a clear shot to the RT.

    Shoved RT into repair bay, seemed logical.


    End result, marines get 2 hives nearish to base, one of which (Gun Pod) is easy enough to hold if scouted. I slapped another RT close to Bridge so that aliens don't *have* to fight over Gun Pod.


    These are mostly just basic room shifting and node adding, so any change in play should be restricted to node control. Once this has been tested, I'd consider adding a more intensive vent system to engine, or moving the bridge/briefing vent to bridge/coolant, which should bypass any sieges and allow some sort of realistic escape route (Note that core already has several "safe" vents, as does engineering).

    Anyhow, just for your consideration.


    EDIT - Purposefully did not mention crates for MS, because marines are currently having a hard enough time on this map. I just want to see how badly res is affecting the game. If marines do better, then I'd worry about cluttering MS, etc.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Yeah, marine start needs a bit more clutter, as well as some darn doors. Possibly weldable doors that can only be opened or closed from a control panel on the CC side of the marine start, that makes the doors open or close slowly. The weldable though is near the center of the map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Would make MS a lot easier to defend, I'm sure at least.
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