<!--QuoteBegin-Invader Scoot+May 7 2005, 08:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ May 7 2005, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I didn't tell you why I removed it because I wasn't the one that did the removing.
And gravity, the map is already not too dark and not too bright. I like the lighting, but if a lot more people agree on the brightness (one guy was telling me to darken the map when he had his lightgamma set to 2 and did all that gamma hax stuff) then I might make some changes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> its not that everyone "hacks" when he tells you the map is too bright. its just that the average player starts to realize that the brightness of ns can be adjusted within the config.cfg. and even the people who dont want to "exploit" raise the brightness to the max value and tweak the brightness of their monitor. the result is: there is no "puitch black" corner left in the game (except some co maps where there is no lighting) and you COULD make out an alien sitting in this corner by looking at it carefully.
I agree with you scoot but the people insisting on the standart ns config value (which is WAY too dark) also sucks. I heared about 20 comments on ns_source to be too dark. but 30 people told me that it is completely right. shure the map is little bit darker than most of the other maps out there.
if you take agora as a dark map and tanith as a bright one (in my eyes its more like "omg, FULLBRIGHT!") fenris is closer to tanith than exactly in between the two maps. now you are able to imagine how it comes out on my screen. and it is too bright for ANY clanner out there.
And I forgot to include the minimap in the .res file, so you can download the new .res file here: <a href='http://www.hosting.nsagames.com/scoot/Maps/NS/ns_fenris_v003.res' target='_blank'>http://www.hosting.nsagames.com/scoot/Maps...fenris_v003.res</a>
Alright guys, I finally managed to get the map playtested by a rather large crowd (24 people including 1 developer, Puzl), and so you probably won't be seeing the next version of the map for quite some time because of all the changes I will be making to it.
The biggest thing on the list to do will be to really add some cover. Also, I'll be trying to darken it a bit in some areas, and then try to get rid of some of the dead ends in the map.
Great job so far Scoot, Keep it up.<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->_
I had arranged a meeting with Zunni today, but he didn't show up, so hopefully he'll be on tommorrow. He said he'd get a server running the map so we could check it out, so I guess the map is getting seriously looked at to possibly be official.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->o Reduced several textures' brightness in the .rad file. o Removed the resource tower to the bottom right of the map. o Fixed some small texture errors on the lights in some of the vents. o Changed the Computer Lab's location name to Fenris Outpost Control Room. o Darkened the map slightly. o Moved the resource tower nearby and underneath cargo's elevator to above cargo's elevator. o Added cover to the "Center" and to "Cargo Entry Routes". o Changed up the vent to the bottom right of the map due to resource tower removal. o Marine Start size reduced. o Added a door to alpha access. o Added a door to the dead end at Cargo Module B - Idea from Carioca. o Added some infestation to "Ventilation Hallway A". o Changed up lighting in "Ventilation Hallway A". o Added a vent connecting with sigma cluster's and heads over to Computer Center Access.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
I'm trying to really help out the aliens in the next version, the games I've played so far have been marine domination. I'll probably compile the map late Friday or sometime Saturday.
<!--QuoteBegin-Invader Scoot+May 11 2005, 07:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ May 11 2005, 07:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The current v004 change log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> o Added a door to the dead end at Cargo Module B - Idea from Carioca. <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Ns Fenris v004 coming later today... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> i hope this small detail bring more atmosphere and pop this nice map.
Awesome scoot. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> We are planning a large scale test of this map tomorrow night (Saturday) during our regular weekly captain's night event. If anyone wants to play, check out our site for more info.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Log onto the nsarmslab Team Speak server. The IP is: 70.85.12.18:8767
If you don't have teamspeak, or will get it and don't know how to use it, here's how: <a href='http://www.goteamspeak.com/news.php' target='_blank'>Click for TeamSpeak</a>
--How to connect using TeamSpeak-- 1. Open Teamspeak 2. Go to Connection on the menu bar. 3. Go to quick connect. 4. Put the server IP in the server address spot. (70.85.12.18:8767) 5. Give yourself a nick name. 6. Leave the last two spots blank. 7. Click connect.
--Captain's Night Situation-- 8. When you connect it will bring you to the lobby, this is where everyone can just chat to eachother about whatever. Every saturday night (10PM EST) this is where we meet for captain's night. After a little while, NSA Ryan or NSA Al Gorge will normally come on and say something like, "Alright if you're playing captain's night move yourself to Moderated Chat." 9. To move yourself to moderated chat simply double-click on the title. It will be below the Board Room. ONLY admins or people given voice can talk here. 10. Once here, usually NSA Al Gorge will have a meeting. We'll go over what's been going on and just talk about NSA related things. (Recently we've been talking about <a href='http://www.calibermod.com' target='_blank'>Caliber</a>, and the new <a href='http://www.nsagames.com' target='_blank'>NSAGames</a> website.) <b>Important: If we are playing a custom map, links to download will be posted at the bottom of the teamspeak window.</b> 11. At the end of the meeting two captain's will be chosen, one NSA Admin and one NSAC (NSA Contributor, they've donated money). 12. After the two captain's are picked, you choose you're team. Each captain usually picks one person at a time. 13. Once you are chosen / have chosen someone, an admin will move them into their team's channel. There are two teams, Marines and Aliens. 14. Once in you're team's channel, everyone is free to talk again. There is a small waiting time while the admins set up the server into tourny mode, and then the admins will come in and tell everyone the password to get in the server. 15. Join the server, join your team, and play it up! After the round is over teams switch and the marine team will play as aliens and vice versa.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i need to find a server that can play this map with around 24 people, so far i have only played a few 5 vs 5 matches on my server, and the wins / losses of both sides were about even.
Personally, I don't care how maps look (though I like this more than the average map in this forum because it's not some cramped, dark, nasty place for once), so i'll point out a few things that might hinder gameplay instead.
- The bottom left hive looks horribly campable, you can completely shut off the pathways if you get an outpost (pg, mines, marines, or a farm doesn't matter) outside it where the two corridors come together. In fact, imagining this map would make it official, i'd quickly tip that hive as worst starting hive you could get. It's just poorly connected as opposed to the other two, and there doesn't seem to be relatively safe nodes you can drop as alien.
- The top right hive seems pretty bad to drop nodes for as well. The one below it might be possible, hard to say from just looking at it, but other than that, you're forced to go with the two top left rt's, which is quite a lengthy journey.
- The defect node, as I imagine it, might be a neat-looking feature, but it'll just have less experienced people staring at it for ten minutes and wonder why the commander isn't dropping it. I'd get rid of this to avoid it, but if you think it's one of the features for your map, it's your choice.
- Dead ends are a bad thing. This map has too many. Some of them have an rt.
- I'm not sure if so many RT works, it sure didn't for Agora. But maybe it'll be fine in combination with the map structure/layout. Dunno.
It seems like i'm being negative here, but this map's honestly got potential and I like it. The overall node layout needs work the most, hope you find good solutions for it.
I'm all for keeping the defect node, its a neat touch.Keep it!
Remove dead ends, Is there that many?, it makes the map feel like it goes other places if there is doors/areas that you cannot go beyond.
man ever since Scoot went to get this official, things are just being taking out (Not blaming you here mate, it has to be done for balance;)). I mean he is just about to remove the lift from Cargo A. Its a pity what has to be done to "officially balance". I dont like the way things are going for fenris. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> _
<!--QuoteBegin-Buggy+May 18 2005, 09:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ May 18 2005, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - The bottom left hive looks horribly campable, you can completely shut off the pathways if you get an outpost (pg, mines, marines, or a farm doesn't matter) outside it where the two corridors come together. In fact, imagining this map would make it official, i'd quickly tip that hive as worst starting hive you could get. It's just poorly connected as opposed to the other two, and there doesn't seem to be relatively safe nodes you can drop as alien.
- The top right hive seems pretty bad to drop nodes for as well. The one below it might be possible, hard to say from just looking at it, but other than that, you're forced to go with the two top left rt's, which is quite a lengthy journey.
- The defect node, as I imagine it, might be a neat-looking feature, but it'll just have less experienced people staring at it for ten minutes and wonder why the commander isn't dropping it. I'd get rid of this to avoid it, but if you think it's one of the features for your map, it's your choice.
- Dead ends are a bad thing. This map has too many. Some of them have an rt.
- I'm not sure if so many RT works, it sure didn't for Agora. But maybe it'll be fine in combination with the map structure/layout. Dunno.
It seems like i'm being negative here, but this map's honestly got potential and I like it. The overall node layout needs work the most, hope you find good solutions for it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, the bottom left hive is a big time headache on the aliens. In the next version of the map (v005, and expect it tommorrow), I have added quite a bit of cover around there. I'll see how it goes this saturday for <a href='http://www.unknownworlds.com/forums/index.php?showtopic=92816&view=findpost&p=1477112' target='_blank'>captain's night</a>.
Yeah that hive has kinda bad luck as well. I'll try to make some changes, probably not for v005, but maybe for v006.
Hehe, yeah the defect resource node is a strange one. For the next version it <b>will</b> be left in, but the area it's in will be grated off. Somehow a whole bunch of people were getting confused (<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->), and so I'm not letting people go there anymore.
And moconnor, for v005 the cargo elevator will still be there. I'll see how it goes, but if it doesn't work out, R.I.P.
Edit: I'm near done with my changes for v005, and the changelog is gonna be the biggest yet.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Ns_Fenris_v005 ~ To Be Released 5 / 19 / 05 o Added a vent connecting the vent in Computer Center Access with Fenris Outpost Control Room. o Widened the ladder to the right of marine start and added another ladder next to it. o Slightly changed lighting in Maintenance Tunnels. o Removed that really wierd and random particle system in Sigma Cluster. o Changed the texture on the ends of broken pipes from black to a better looking one. o Fixed some texture alignment around Cargo Module C. (Top-Left Hive) o Added a location name to the little red room south of Cargo Module C, it's now named Cargo Southern Exit. o Renamed Central Piping to Maintanence Piping. (It wasn't central!) o Made a little cove above some of the pipes in Maintanence Piping. o Added a vent connecting Biotech Hive with Fenris Outpost Control Room. o Added a vent connecting vent hive with the hall below it. o Increased each weldable's weld time by 10 seconds. o Very slightly decreased steam sound volume in Alpha Access. o Aligned some light textures in some of the vents. o Adjusted lighting in Ventilation Hallway A. o Lowered com chair view from 825 units to 750 units. o Slightly adjusted cieling of the area to the right of marine start, above the ladder. o Changed the vent at Ventilation Hallway B so that it comes down from the cieling rather then going to ground level. o Changed lighting around the above-mentioned vent's exit. o Slightly restructured ventilation hive and changed resource tower location. o Adjusted vent at Delta Lifter so that marines can't jump into it anymore. o Deleted the buttons on the broken doors above Biotech hive so that people are no longer confused. o Added much more cover around the map. o Changed location of resource tower at biotech hive. o Restructured vent north of vent hive. o Slightly adjusted infestation left of vent hive. o Added more cover to Cargo Entry Routes. o Made some of the unopenable doors look broken so that people don't get confused as much. o Biotech Storage Hall and Biotech Lab Access are now cut off from each other, so marines can no longer camp both sides of Biotech Hive's exit at the same time. The areas are still connected by a hole in the wall that aliens can travel through. o Increased the speed of the door near Sigma Cluster. (Sigma Cluster is double res, the door is to the left of it.) o Changed position of the box near the above mentioned door to add more cover. o Slightly adjusted EMP-Chamber's position. o Removed weldable at the vent connected to marine start. o Changed position of the exit to the vent connected to marine start, it's been raised. <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its a pity what has to be done to "officially balance".<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't like that phrase as it makes it sound like we have some "formula" we use on maps to determine how things are going to play...
I love maps that are engaging to look at, and interesting to play, but if one team gets stomped round after round with no hope for the other team, changes will have to be made, otherwise it's a pretty map no-one will play. Which isn't good in any game.
For the record, in my walkthrough my suggestions were mostly about improving marine access (doubling ladders in some places), and providing cover for aliens (a few places had objects that could serve as cover but simply needed to be made larger)
<!--QuoteBegin-Zunni+May 19 2005, 06:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ May 19 2005, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For the record, in my walkthrough my suggestions were mostly about improving marine access (doubling ladders in some places), and providing cover for aliens (a few places had objects that could serve as cover but simply needed to be made larger) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This reminds me, in the next version expect the ladder that connects Cargo Entry Routes with top left hive gone and replaced with a much less annoying hall.
the entire cargo area is a nightmare, including the hive. if marines wanted to they could just camp the base of the ladder on the side of the hive then camp the lift, and noone is getting in or out of there except through that one vent.
id hate to see cargo hive c hacked up along with the lift, but if the aliens are getting stomped, something needs to be done.
Once again we're having an open captain's night so everyone can play if they'd like. We will be playing two rounds of ns_fenris_v005 so make sure that you participate.
Log onto the nsarmslab Team Speak server. The IP is: 70.85.12.18:8767
If you don't have teamspeak, or will get it and don't know how to use it, here's how: <a href='http://www.goteamspeak.com/news.php' target='_blank'>Click for TeamSpeak</a>
--How to connect using TeamSpeak-- 1. Open Teamspeak 2. Go to Connection on the menu bar. 3. Go to quick connect. 4. Put the server IP in the server address spot. (70.85.12.18:8767) 5. Give yourself a nick name. 6. Leave the last two spots blank. 7. Click connect.
--Captain's Night Situation-- 8. When you connect it will bring you to the lobby, this is where everyone can just chat to eachother about whatever. Every <b>saturday night (10PM EST)</b> this is where we meet for captain's night. After a little while, NSA Ryan or NSA Al Gorge will normally come on and say something like, "Alright if you're playing captain's night move yourself to Moderated Chat." 9. To move yourself to moderated chat simply double-click on the title. It will be below the Board Room. ONLY admins or people given voice can talk here. 10. Once here, usually NSA Al Gorge will have a meeting. We'll go over what's been going on and just talk about NSA related things. (Recently we've been talking about <a href='http://www.calibermod.com' target='_blank'>Caliber</a>, and the new <a href='http://www.nsagames.com' target='_blank'>NSAGames</a> website.) <b>Important: If we are playing a custom map, links to download will be posted at the bottom of the teamspeak window.</b> 11. At the end of the meeting two captain's will be chosen, one NSA Admin and one NSAC (NSA Contributor, they've donated money). 12. After the two captain's are picked, you choose you're team. Each captain usually picks one person at a time. 13. Once you are chosen / have chosen someone, an admin will move them into their team's channel. There are two teams, Marines and Aliens. 14. Once in you're team's channel, everyone is free to talk again. There is a small waiting time while the admins set up the server into tourny mode, and then the admins will come in and tell everyone the password to get in the server. 15. Join the server, join your team, and play it up! After the round is over teams switch and the marine team will play as aliens and vice versa.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I had a run around it there now,looks very nice.There isnt that mcuh that has actually changed. Brill job so far Scoot. Keep at it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ._
Comments
and WTH, the map isnt too bright, i actually think the light is fine as is.
And gravity, the map is already not too dark and not too bright. I like the lighting, but if a lot more people agree on the brightness (one guy was telling me to darken the map when he had his lightgamma set to 2 and did all that gamma hax stuff) then I might make some changes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
its not that everyone "hacks" when he tells you the map is too bright.
its just that the average player starts to realize that the brightness of ns can be adjusted within the config.cfg. and even the people who dont want to "exploit" raise the brightness to the max value and tweak the brightness of their monitor. the result is: there is no "puitch black" corner left in the game (except some co maps where there is no lighting) and you COULD make out an alien sitting in this corner by looking at it carefully.
I agree with you scoot but the people insisting on the standart ns config value (which is WAY too dark) also sucks. I heared about 20 comments on ns_source to be too dark. but 30 people told me that it is completely right. shure the map is little bit darker than most of the other maps out there.
if you take agora as a dark map and tanith as a bright one (in my eyes its more like "omg, FULLBRIGHT!") fenris is closer to tanith than exactly in between the two maps.
now you are able to imagine how it comes out on my screen. and it is too bright for ANY clanner out there.
And I forgot to include the minimap in the .res file, so you can download the new .res file here:
<a href='http://www.hosting.nsagames.com/scoot/Maps/NS/ns_fenris_v003.res' target='_blank'>http://www.hosting.nsagames.com/scoot/Maps...fenris_v003.res</a>
The biggest thing on the list to do will be to really add some cover. Also, I'll be trying to darken it a bit in some areas, and then try to get rid of some of the dead ends in the map.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->o Reduced several textures' brightness in the .rad file.
o Removed the resource tower to the bottom right of the map.
o Fixed some small texture errors on the lights in some of the vents.
o Changed the Computer Lab's location name to Fenris Outpost Control Room.
o Darkened the map slightly.
o Moved the resource tower nearby and underneath cargo's elevator to above cargo's elevator.
o Added cover to the "Center" and to "Cargo Entry Routes".
o Changed up the vent to the bottom right of the map due to resource tower removal.
o Marine Start size reduced.
o Added a door to alpha access.
o Added a door to the dead end at Cargo Module B - Idea from Carioca.
o Added some infestation to "Ventilation Hallway A".
o Changed up lighting in "Ventilation Hallway A".
o Added a vent connecting with sigma cluster's and heads over to Computer Center Access.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
I'm trying to really help out the aliens in the next version, the games I've played so far have been marine domination. I'll probably compile the map late Friday or sometime Saturday.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
o Added a door to the dead end at Cargo Module B - Idea from Carioca.
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Ns Fenris v004 coming later today...
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
i hope this small detail bring more atmosphere and pop this nice map.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Log onto the nsarmslab Team Speak server. The IP is: 70.85.12.18:8767
If you don't have teamspeak, or will get it and don't know how to use it, here's how:
<a href='http://www.goteamspeak.com/news.php' target='_blank'>Click for TeamSpeak</a>
--How to connect using TeamSpeak--
1. Open Teamspeak
2. Go to Connection on the menu bar.
3. Go to quick connect.
4. Put the server IP in the server address spot. (70.85.12.18:8767)
5. Give yourself a nick name.
6. Leave the last two spots blank.
7. Click connect.
--Captain's Night Situation--
8. When you connect it will bring you to the lobby, this is where everyone can just chat to eachother about whatever. Every saturday night (10PM EST) this is where we meet for captain's night. After a little while, NSA Ryan or NSA Al Gorge will normally come on and say something like, "Alright if you're playing captain's night move yourself to Moderated Chat."
9. To move yourself to moderated chat simply double-click on the title. It will be below the Board Room. ONLY admins or people given voice can talk here.
10. Once here, usually NSA Al Gorge will have a meeting. We'll go over what's been going on and just talk about NSA related things. (Recently we've been talking about <a href='http://www.calibermod.com' target='_blank'>Caliber</a>, and the new <a href='http://www.nsagames.com' target='_blank'>NSAGames</a> website.) <b>Important: If we are playing a custom map, links to download will be posted at the bottom of the teamspeak window.</b>
11. At the end of the meeting two captain's will be chosen, one NSA Admin and one NSAC (NSA Contributor, they've donated money).
12. After the two captain's are picked, you choose you're team. Each captain usually picks one person at a time.
13. Once you are chosen / have chosen someone, an admin will move them into their team's channel. There are two teams, Marines and Aliens.
14. Once in you're team's channel, everyone is free to talk again. There is a small waiting time while the admins set up the server into tourny mode, and then the admins will come in and tell everyone the password to get in the server.
15. Join the server, join your team, and play it up! After the round is over teams switch and the marine team will play as aliens and vice versa.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
be a shame to have it had taken this long, and look this good to be completely dominated by marines :/
hopefully the balance can be fixed, or if that dont work, take a giant hammer, and smash it back into place XD
- The bottom left hive looks horribly campable, you can completely shut off the pathways if you get an outpost (pg, mines, marines, or a farm doesn't matter) outside it where the two corridors come together. In fact, imagining this map would make it official, i'd quickly tip that hive as worst starting hive you could get. It's just poorly connected as opposed to the other two, and there doesn't seem to be relatively safe nodes you can drop as alien.
- The top right hive seems pretty bad to drop nodes for as well. The one below it might be possible, hard to say from just looking at it, but other than that, you're forced to go with the two top left rt's, which is quite a lengthy journey.
- The defect node, as I imagine it, might be a neat-looking feature, but it'll just have less experienced people staring at it for ten minutes and wonder why the commander isn't dropping it. I'd get rid of this to avoid it, but if you think it's one of the features for your map, it's your choice.
- Dead ends are a bad thing. This map has too many. Some of them have an rt.
- I'm not sure if so many RT works, it sure didn't for Agora. But maybe it'll be fine in combination with the map structure/layout. Dunno.
It seems like i'm being negative here, but this map's honestly got potential and I like it. The overall node layout needs work the most, hope you find good solutions for it.
Remove dead ends, Is there that many?, it makes the map feel like it goes other places if there is doors/areas that you cannot go beyond.
man ever since Scoot went to get this official, things are just being taking out (Not blaming you here mate, it has to be done for balance;)). I mean he is just about to remove the lift from Cargo A. Its a pity what has to be done to "officially balance". I dont like the way things are going for fenris. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> _
- The top right hive seems pretty bad to drop nodes for as well. The one below it might be possible, hard to say from just looking at it, but other than that, you're forced to go with the two top left rt's, which is quite a lengthy journey.
- The defect node, as I imagine it, might be a neat-looking feature, but it'll just have less experienced people staring at it for ten minutes and wonder why the commander isn't dropping it. I'd get rid of this to avoid it, but if you think it's one of the features for your map, it's your choice.
- Dead ends are a bad thing. This map has too many. Some of them have an rt.
- I'm not sure if so many RT works, it sure didn't for Agora. But maybe it'll be fine in combination with the map structure/layout. Dunno.
It seems like i'm being negative here, but this map's honestly got potential and I like it. The overall node layout needs work the most, hope you find good solutions for it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, the bottom left hive is a big time headache on the aliens. In the next version of the map (v005, and expect it tommorrow), I have added quite a bit of cover around there. I'll see how it goes this saturday for <a href='http://www.unknownworlds.com/forums/index.php?showtopic=92816&view=findpost&p=1477112' target='_blank'>captain's night</a>.
Yeah that hive has kinda bad luck as well. I'll try to make some changes, probably not for v005, but maybe for v006.
Hehe, yeah the defect resource node is a strange one. For the next version it <b>will</b> be left in, but the area it's in will be grated off. Somehow a whole bunch of people were getting confused (<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->), and so I'm not letting people go there anymore.
And moconnor, for v005 the cargo elevator will still be there. I'll see how it goes, but if it doesn't work out, R.I.P.
Edit: I'm near done with my changes for v005, and the changelog is gonna be the biggest yet.
o Added a vent connecting the vent in Computer Center Access with Fenris Outpost Control Room.
o Widened the ladder to the right of marine start and added another ladder next to it.
o Slightly changed lighting in Maintenance Tunnels.
o Removed that really wierd and random particle system in Sigma Cluster.
o Changed the texture on the ends of broken pipes from black to a better looking one.
o Fixed some texture alignment around Cargo Module C. (Top-Left Hive)
o Added a location name to the little red room south of Cargo Module C, it's now named Cargo Southern Exit.
o Renamed Central Piping to Maintanence Piping. (It wasn't central!)
o Made a little cove above some of the pipes in Maintanence Piping.
o Added a vent connecting Biotech Hive with Fenris Outpost Control Room.
o Added a vent connecting vent hive with the hall below it.
o Increased each weldable's weld time by 10 seconds.
o Very slightly decreased steam sound volume in Alpha Access.
o Aligned some light textures in some of the vents.
o Adjusted lighting in Ventilation Hallway A.
o Lowered com chair view from 825 units to 750 units.
o Slightly adjusted cieling of the area to the right of marine start, above the ladder.
o Changed the vent at Ventilation Hallway B so that it comes down from the cieling rather then going to ground level.
o Changed lighting around the above-mentioned vent's exit.
o Slightly restructured ventilation hive and changed resource tower location.
o Adjusted vent at Delta Lifter so that marines can't jump into it anymore.
o Deleted the buttons on the broken doors above Biotech hive so that people are no longer confused.
o Added much more cover around the map.
o Changed location of resource tower at biotech hive.
o Restructured vent north of vent hive.
o Slightly adjusted infestation left of vent hive.
o Added more cover to Cargo Entry Routes.
o Made some of the unopenable doors look broken so that people don't get confused as much.
o Biotech Storage Hall and Biotech Lab Access are now cut off from each other, so marines can no longer camp both sides of Biotech Hive's exit at the same time. The areas are still connected by a hole in the wall that aliens can travel through.
o Increased the speed of the door near Sigma Cluster. (Sigma Cluster is double res, the door is to the left of it.)
o Changed position of the box near the above mentioned door to add more cover.
o Slightly adjusted EMP-Chamber's position.
o Removed weldable at the vent connected to marine start.
o Changed position of the exit to the vent connected to marine start, it's been raised.
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Expect v005 in a few hours...
I don't like that phrase as it makes it sound like we have some "formula" we use on maps to determine how things are going to play...
I love maps that are engaging to look at, and interesting to play, but if one team gets stomped round after round with no hope for the other team, changes will have to be made, otherwise it's a pretty map no-one will play. Which isn't good in any game.
For the record, in my walkthrough my suggestions were mostly about improving marine access (doubling ladders in some places), and providing cover for aliens (a few places had objects that could serve as cover but simply needed to be made larger)
This reminds me, in the next version expect the ladder that connects Cargo Entry Routes with top left hive gone and replaced with a much less annoying hall.
id hate to see cargo hive c hacked up along with the lift, but if the aliens are getting stomped, something needs to be done.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The Captain's Night Guide:
Log onto the nsarmslab Team Speak server. The IP is: 70.85.12.18:8767
If you don't have teamspeak, or will get it and don't know how to use it, here's how:
<a href='http://www.goteamspeak.com/news.php' target='_blank'>Click for TeamSpeak</a>
--How to connect using TeamSpeak--
1. Open Teamspeak
2. Go to Connection on the menu bar.
3. Go to quick connect.
4. Put the server IP in the server address spot. (70.85.12.18:8767)
5. Give yourself a nick name.
6. Leave the last two spots blank.
7. Click connect.
--Captain's Night Situation--
8. When you connect it will bring you to the lobby, this is where everyone can just chat to eachother about whatever. Every <b>saturday night (10PM EST)</b> this is where we meet for captain's night. After a little while, NSA Ryan or NSA Al Gorge will normally come on and say something like, "Alright if you're playing captain's night move yourself to Moderated Chat."
9. To move yourself to moderated chat simply double-click on the title. It will be below the Board Room. ONLY admins or people given voice can talk here.
10. Once here, usually NSA Al Gorge will have a meeting. We'll go over what's been going on and just talk about NSA related things. (Recently we've been talking about <a href='http://www.calibermod.com' target='_blank'>Caliber</a>, and the new <a href='http://www.nsagames.com' target='_blank'>NSAGames</a> website.) <b>Important: If we are playing a custom map, links to download will be posted at the bottom of the teamspeak window.</b>
11. At the end of the meeting two captain's will be chosen, one NSA Admin and one NSAC (NSA Contributor, they've donated money).
12. After the two captain's are picked, you choose you're team. Each captain usually picks one person at a time.
13. Once you are chosen / have chosen someone, an admin will move them into their team's channel. There are two teams, Marines and Aliens.
14. Once in you're team's channel, everyone is free to talk again. There is a small waiting time while the admins set up the server into tourny mode, and then the admins will come in and tell everyone the password to get in the server.
15. Join the server, join your team, and play it up! After the round is over teams switch and the marine team will play as aliens and vice versa.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Brill job so far Scoot. Keep at it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ._