NS2_Mineshaft

245

Comments

  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    I found a graphical glitch with the beams near ore transfer.

    <a href="http://imgur.com/a/euZcF" target="_blank">http://imgur.com/a/euZcF</a>

    As you can see, the support beams on the stairs infront of the doorway appear in and out of view when you move up and down the stairs at ore transfer.

    Settings on high, Gphx Card is Nvidia 460 1gb
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    hydra exploit above operations. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116177" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116177</a> Needs fixing.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    You can also bite/shoot through the Operations window if you're close enough (gorge bile rush ftw).

    People get stuck frequently right in front of the Gap extractor.
    <img src="https://pickhost.eu/images/0005/0016/2012-02-03_00003.jpg" border="0" class="linked-image" />

    There's also a lot of cyst placement abuse. Got 4 RTs with 3 cysts each and one with 4.
    <img src="https://pickhost.eu/images/0005/0012/2012-02-05_00005.jpg" border="0" class="linked-image" />
    <img src="https://pickhost.eu/images/0005/0013/2012-02-05_00004.jpg" border="0" class="linked-image" />
    <img src="https://pickhost.eu/images/0005/0014/2012-02-05_00003.jpg" border="0" class="linked-image" />
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1899649:date=Feb 4 2012, 05:59 PM:name=L34D)--><div class='quotetop'>QUOTE (L34D @ Feb 4 2012, 05:59 PM) <a href="index.php?act=findpost&pid=1899649"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its quiet boring to have fixed spawns on this map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Currently Mineshaft has random spawns exactly like your image. Marines randomly spawn in the 3 techpoints on the south of the map, Aliens spawn on the 3 on the north.

    --Cory
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1900017:date=Feb 6 2012, 12:43 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 6 2012, 12:43 AM) <a href="index.php?act=findpost&pid=1900017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Currently Mineshaft has random spawns exactly like your image. Marines randomly spawn in the 3 techpoints on the south of the map, Aliens spawn on the 3 on the north.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not true, marines spawn at two places, aliens at three.
    I think it is rather good, but whenever aliens doesn't spawn in Cave, Central Drilling gets almost impossible for marines to hold.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1900022:date=Feb 6 2012, 12:22 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Feb 6 2012, 12:22 AM) <a href="index.php?act=findpost&pid=1900022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not true, marines spawn at two places, aliens at three.
    I think it is rather good, but whenever aliens doesn't spawn in Cave, Central Drilling gets almost impossible for marines to hold.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah, yeah, my bad. The new version of Mineshaft that will go out with the next patch has marines spawning at the 3rd techpoint, in Ore transfer.

    --Cory
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1900287:date=Feb 6 2012, 07:20 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 6 2012, 07:20 PM) <a href="index.php?act=findpost&pid=1900287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah, yeah, my bad. The new version of Mineshaft that will go out with the next patch has marines spawning at the 3rd techpoint, in Ore transfer.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
    That will really screw the map balance, because teams will spawn too close.
    It will cause the same problems as in summit.
    To me it seems like this map was made with static spawns in mind, just like summit.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    I think the buildings in operations and maybe even drill repair are rendered when you're in the tunnel from gap to central drilling, the fps in there is sometimes pretty terrible.

    I don't like the ladder in operations, seems just like a trap to kill fades. :(
    Although I guess it has its use when onii-chans are rushing the base there.

    Also I don't like how when you walk down the stairs from ore transfer as a gorgie, you have to go around the conveyor belt to fit on it. Can't just walk straight on it. Fat gorge is fat.

    Otherwise, nice work.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Somehow alienbuildings that aren't on infestation anymore don't die and whips still attack marines.
    That only happens on this map, but every round on any server.
  • Delta1Delta1 Join Date: 2009-08-01 Member: 68326Members, Reinforced - Shadow
    stairs down from operations to drill repair often makes onos stuck and crouching when being attacked by 6+ marines = death

    either need to raise ceiling/widen stairs to make em fit
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited February 2012
    The central drilling powernode can't be used by MACs because the bridge over it blocks the coms view.
    It is only accesilbe if you move the node to the top right of the corner From the screen, so you can klick it.
  • Demented CarrotDemented Carrot Join Date: 2009-03-06 Member: 66648Members
    edited February 2012
    As alien commander Gap, Central Drilling, and Drill Repair are really, really dark. It's hard to place anything.

    It looks great in person though. We need an alien comm flashlight. >_>
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    edited February 2012
    <!--quoteo(post=1900427:date=Feb 7 2012, 12:56 AM:name=Delta1)--><div class='quotetop'>QUOTE (Delta1 @ Feb 7 2012, 12:56 AM) <a href="index.php?act=findpost&pid=1900427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stairs down from operations to drill repair often makes onos stuck and crouching when being attacked by 6+ marines = death

    either need to raise ceiling/widen stairs to make em fit<!--QuoteEnd--></div><!--QuoteEEnd-->
    That route has been totally reworked, so Onos fits much better now. New version of Mineshaft will go out with the next patch.
    <!--quoteo(post=1900664:date=Feb 7 2012, 02:56 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Feb 7 2012, 02:56 PM) <a href="index.php?act=findpost&pid=1900664"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The central drilling powernode can't be used by MACs because the bridge over it blocks the coms view.
    It is only accesilbe if you move the node to the top right of the corner From the screen, so you can klick it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The central drilling powernode has been moved to a different location in the room, and is more noticeable and accessible.
    <!--quoteo(post=1900804:date=Feb 8 2012, 12:51 AM:name=Demented Carrot)--><div class='quotetop'>QUOTE (Demented Carrot @ Feb 8 2012, 12:51 AM) <a href="index.php?act=findpost&pid=1900804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As alien commander Gap and Central Drilling are really, really dark. It's hard to place anything.

    It looks great in person though. We need an alien comm flashlight. >_><!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, we'd like to do something for both commander modes, to brighten things up in that view. It is a general problem on all maps.

    --Cory
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    Feedback= I love this map. Only thing is that the center area is impossible to lock down for marines.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    Well it has 6 entrances... so its kinda meant to be a bad area for marines :B
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I don't think this is supposed to be placed there?

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-08_00001.jpg" border="0" class="linked-image" />
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    i supose that's true. it always is won over by aliens though. Kinda impossible to win as the marines i think.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Mineshaft is not balanced for 6vs6. Played alot of round on 10vs10 and it is way more balanced!
    I suppose its a map that will be balanced for 32players?
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    First i'd like to say i enjoy the map a lot.



    It's easy to get stuck at the Drill Repair RT

    The small tunnel/vent from "Cave" hive to "Cave North Tunnel" is so narrow that even skulks cant get through without problems.

    It's easy to get stuck with signboard i think it was, in the tunnel between "Gap" and "Ore Transfer"

    I also noticed the bug that sometimes alien buildings arent dying when there is no longer infestation. Dont know if it is a bug in general or related to the map.

    The "Crushing Extraction" room is to "open" in my eyes it is easy to get in there really fast and shoot the hive from many directions. (Central Drilling and Cart Tunnel)

    You can get stuck between the "Cave" hive and some stalagmites.

    The powernode in Cave isn't accessable for MACs easily because of the bridge above it.

    There are many places where you used steel struts and it looks like that a skulk/gorge would fit through but doesn't

    It would be nice if drifters/macs/arcs would be able to reach the bridge above the cave powernode, to build/siege there.

    I'd love to see more vents, from "Central Drilling" to "Gap" or "Ore Transfer"

    Is the hydraulic press in "Ore Extraction" planned to do damage to any player in it when the press comes down? If not the press should be disabled.

    There are tunnels which are a bit narrow which is unfriendly for the onos.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1900966:date=Feb 8 2012, 01:44 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Feb 8 2012, 01:44 PM) <a href="index.php?act=findpost&pid=1900966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mineshaft is not balanced for 6vs6. Played alot of round on 10vs10 and it is way more balanced!
    I suppose its a map that will be balanced for 32players?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I disagree, it is possible for marines to hold central, if aliens spawn in Cave.
    And it is also possible for marines to win, even in 6v6.
    The map seems to have been designed around static spawns just like summit.
    It is due to random spawns that marines don't have a chance in central.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    I never said marines can not hold central.

    I just said that this map isn't nice to ppay on a 6vs6. It's almost impossible to react to an attack without leaving the actual position save because 1 Rine can destroy alot of cysts in a short time.

    In bigger games you have more people so it is a better fight because you don't need to run/fly from cavern to crush, that results in a longer front presence for me.

    Atleast on mineshaft the bigger games are more interesting than running from A to B in 6vs6 (even gathers).
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    NS2 is designed to be able to support 32 players. That is the size UWE are going for, and to be honest, if you release a multi-player game in this day and age without at least 32 players, it's going to take a lot to be successful.

    When you consider that most pub servers will be running the 32 players, it would seem highly unlikely that the same maps would prove beneficial to a 6v6 organised environment.

    This is either going to mean a split in the community, with organised players playing different smaller maps to the general public maps, or the average team size in competitive will need to increase to better use the map sizes, maybe 8v8 or something.

    I just can't see 6v6 working, especially when it has been mentioned that there are maps in development bigger than mineshaft.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1901057:date=Feb 8 2012, 08:55 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 8 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1901057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 is designed to be able to support 32 players. That is the size UWE are going for, and to be honest, if you release a multi-player game in this day and age without at least 32 players, it's going to take a lot to be successful.

    When you consider that most pub servers will be running the 32 players, it would seem highly unlikely that the same maps would prove beneficial to a 6v6 organised environment.

    This is either going to mean a split in the community, with organised players playing different smaller maps to the general public maps, or the average team size in competitive will need to increase to better use the map sizes, maybe 8v8 or something.

    I just can't see 6v6 working, especially when it has been mentioned that there are maps in development bigger than mineshaft.<!--QuoteEnd--></div><!--QuoteEEnd-->
    6v6 works fine on mineshaft.
    Except for map imbalances, ie. spawn locations, LOS blocking in central - those problems will also be evident in 16v16.
    The difference between 16v16 and 6v6 is that you just have alot more players on the field.
    6v6 is simply easier to organize, and it works.
    It is possible to make the maps work well in both cases.
    Most communities split between competetive and public players anyway, that's pretty natural for games.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I got to play this map for the first time today. The size and layout is great cannot think how to improve that.

    It's got all the unique props and rooms that help you remember locations, and create a memorable experience overall.

    Did notice some of the cave textures are kinda hard on the eye. Where the rocky walls meet the ground looks off. Some of the rocks have a plastic look to them.

    More cavernous sounds are needed. The conveyor belt mechanism sound is awesome...more like that please.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2012
    I found a few recent issues:
    1) The drill in Drill Repair can be built on.
    2) Onos can fall down into the pit in Drill Repair and become stuck now, after the door crack was widened. There is also a crack at the bottom.
    3) Marines can become stuck on and around the cart in Cart Tunnel.
    4) Cysts and structures can be placed outside the map in many places. eg between Crushing Machine and Ore Extraction. But linking normal Cyst across the "bridge" belt can be difficult.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Is marines starting in refinery transfer intended or is this just for testing purposes?
    Mineshaft was a nice change from summit in that it was bigger and involved alot more map control as such. Having marines also start from refinery transfer totally defeats the point of having a bigger map especially when aliens spawn in crusher and marines can take advantage of that deathtrap belt transfer 'vent' to gain access to the hive. Not to mention its a really dark room in and of itself with a vent under the floor which makes it not an ideal place for marines to defend (besides the much better map access they have from that position).

    Just my opinion, but i dont exactly like the idea that every map needs to have a 'deathmatch' mode - or one that throws a spanner in the mix and calls it better variety.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    edited February 2012
    the problemwith mineshaft is that all the action is allways around belt transfer/crushing hive. Crushing hive is easy for aliens to get to from ore extraction through the small vent and that also some well placed hydras make it hard for marines when entering into crushing, and I wont forget to mention that the crusher isnt killing marines when they pass through (yet), so i would imagine that crushing will be harder for marines to siege if the crusher worked. Heres what i think is needed


    <img src="http://img803.imageshack.us/img803/7910/mineshaftfixing.jpg" border="0" class="linked-image" />

    This would allow the fights in belt transfer/crushing to spill out into central, and with the bottom vents opened up between central and ore extraction, it will be open up ore extraction nicely :> what do you guys think ?
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    <!--quoteo(post=1901956:date=Feb 10 2012, 07:10 PM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Feb 10 2012, 07:10 PM) <a href="index.php?act=findpost&pid=1901956"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the problemwith mineshaft is that all the action is allways around crushing hive, not to mention that crushing hive is easy for aliens to get to and that the crusher isnt killing marines when they pass through (yet) so i would imagine that crushing will be harder for marines to to siege if the crusher worked. Heres what i think is needed



    <img src="http://img803.imageshack.us/img803/7910/mineshaftfixing.jpg" border="0" class="linked-image" />

    what do you guys think ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep, action is almost always around crushing hive. I think this is because NEITHER team can seem to hold central. Not that it can't be done, but it's not a crucial part of the map. Also, the right side of the map is uninteresting (strategically) compared to the left side with two hive/cc locations: Refinery Transfer (formerly Ore Transfer) and Crushing Room.

    Maybe the design was intentional? There are different map layouts in the Mapping Guidelines in the Spark Launch Pad (see pages 4-7 and more from 19-21, which are really cool). One of particular interest is the second design on page 6 titled "6x8 Double". Looks like this is the design Mineshaft uses. This design suggests the central rez nodes and left and right tech points are highly contested. Mineshaft only has a tech point on the left side.

    So... my idea for a "fix" would be to add another tech point on the right side of the map, maybe connected to cart tunnel. This would add value to the right side of the map, and also add value to the center since one team may be on the left, and the other on the right vying for the middle nodes.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Able to get stuck here
    <img src="http://i.imgur.com/v8hGZ.jpg" border="0" class="linked-image" />

    and here
    <img src="http://i.imgur.com/GZP5i.jpg" border="0" class="linked-image" />

    and an imbalance - able to lock marines into drill repair if they spawn there due to vent.
    <img src="http://i.imgur.com/sRHAE.jpg" border="0" class="linked-image" />
  • arabidopsisarabidopsis Join Date: 2012-02-14 Member: 145638Members
    I think ore extraction and crushing machine should not both be hive sites.

    Reasons for this is, that they are way way to close to each other (Aliens can just run back and forth and it's ridiculously easy to defend).

    Therefore, I think only one of those sites should be for a hive, and see the effect it has, further more, you could reduce the size of crushing extraction so it's just another entrance to ore extraction, and not a hive room, but more of a chokepoint.
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