<!--quoteo(post=1943567:date=Jun 15 2012, 04:05 PM:name=kurupt)--><div class='quotetop'>QUOTE (kurupt @ Jun 15 2012, 04:05 PM) <a href="index.php?act=findpost&pid=1943567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How come you didn't release a footage of the Alien View Mode in the video.<!--QuoteEnd--></div><!--QuoteEEnd-->
Then it's hard to see properly what the map looks like
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
Wow! I really like the new map ... and these maps make me think ... Impossible to achieve something like this in my maps, but OK, they're professionals!
love the new art direction, are you planning any more asset packs like this one, or is it too early to say for sure? cant wait to see the thing in action.
also, Simon, I wish my local played that kind of tune.
<!--quoteo(post=1943414:date=Jun 14 2012, 05:33 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Jun 14 2012, 05:33 PM) <a href="index.php?act=findpost&pid=1943414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol<!--QuoteEnd--></div><!--QuoteEEnd--> I knew someone else was as sick minded as I am :)
but, yeah looks awesome... so go ahead and release it ... it's still beta :) :) :) hhehehehe weiners
The whole map looks very clean and polished. I'd have to say my favorite bit is the Onos head mounted on the wall of the bar. Hilarious.
Out of curiosity, the shipping container that was swaying (around 1:30 in the video) - is that on an "animation" loop, or is it a "live" object in the room and being moved because of all the combat?
I insist that the the Thirsty Onos have a use menu at the bar where marines can spend PRES on drinks that mess up your aim increase the points you get for kills. :p
Also:
<!--quoteo(post=1943528:date=Jun 15 2012, 06:13 AM:name=Jonic)--><div class='quotetop'>QUOTE (Jonic @ Jun 15 2012, 06:13 AM) <a href="index.php?act=findpost&pid=1943528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ressource Tower are restricted at 6 ?
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1943614:date=Jun 15 2012, 05:16 PM:name=Pistachio)--><div class='quotetop'>QUOTE (Pistachio @ Jun 15 2012, 05:16 PM) <a href="index.php?act=findpost&pid=1943614"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The whole map looks very clean and polished. I'd have to say my favorite bit is the Onos head mounted on the wall of the bar. Hilarious.
Out of curiosity, the shipping container that was swaying (around 1:30 in the video) - is that on an "animation" loop, or is it a "live" object in the room and being moved because of all the combat?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure it's an animation like the hanging drill in drill repair.
<!--quoteo(post=1943348:date=Jun 14 2012, 02:58 PM:name=XeiZ)--><div class='quotetop'>QUOTE (XeiZ @ Jun 14 2012, 02:58 PM) <a href="index.php?act=findpost&pid=1943348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks so good, i like the mix of the other maps design and new stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1943351:date=Jun 14 2012, 03:01 PM:name=Bloodshot12)--><div class='quotetop'>QUOTE (Bloodshot12 @ Jun 14 2012, 03:01 PM) <a href="index.php?act=findpost&pid=1943351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The texture work reminds me a bit more of NS1 in some ways
Looking excellent! Hopefully it plays as well as it looks<!--QuoteEnd--></div><!--QuoteEEnd-->
Having played 800+ kustom ns maps and loads of other mod's for years I can see Dux put a good deal of effort into his level. Congrats on your design and on bringing back a little FUN to NS2 as we all needed a relief :)
<!--quoteo(post=1943910:date=Jun 16 2012, 01:50 PM:name=c0ke)--><div class='quotetop'>QUOTE (c0ke @ Jun 16 2012, 01:50 PM) <a href="index.php?act=findpost&pid=1943910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 has already shown that bright, cheerful maps are more popular than dark & messy ones<!--QuoteEnd--></div><!--QuoteEEnd-->
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
On the other hand, if the marines lock themselves in the locker room and weld the door shut. Aliens can only go in through maintenance. But you lock yourselves out of potential res towers of course.
Of course once onos happens the problem goes away altogether.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1943991:date=Jun 16 2012, 06:17 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 16 2012, 06:17 PM) <a href="index.php?act=findpost&pid=1943991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Door welding is pretty much an exploit in certain spawns, is it supposed to be so powerful? Seems like it completely imbalances the map. see below:<!--QuoteEnd--></div><!--QuoteEEnd--> Since it affects both marines and aliens (marines can't go through welded doors), I wouldn't call it an exploit or imbalanced. However, I am concerned of its potential for griefing or trolling, since all it takes is one marine with a welder to cut off the rest of the team from a huge chunk of the map.
The gather I played it on the Aliens got totally screwed in that spawn scenario, we had no fear of a counter-attack and could work our way up the map holding at the 2 remaining choke points. There are only 1-2 vents you can flank from generator, the skulk paths were extremely predictable. It did not seem fair, but I have only played 1 or 2 matches with the doors welded to that effect.
I feel the ability to flank and counter attack is pivitol to aliens as they usually don't win when marines push together, especially in the early game when all the have is the lower lifeforms and maybe a fade or two which get destroyed if you have decent shots on your team and you can easily predict their entry/escape routes. Since you don't have to worry about your base or your close RTs all the marines are free to push to the front line in 1 or 2 places and the more marines in one place the harder it is for aliens to do anything about it.
It doesn't look connected on the minimap but it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right, but that's the point. It's easy to camp that one vent. The marines camped there with a sentry or two, mines, and a marine or two. There was no way to exit the hive except for out around the north. The door welding in lockerroom is too powerful because it happens 2 minutes into the game and there is no way for aliens to stop it or break it until onos.
<!--quoteo(post=1944127:date=Jun 17 2012, 12:24 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Jun 17 2012, 12:24 PM) <a href="index.php?act=findpost&pid=1944127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A lot of stuff got overlooked in the rush to get the map released. I'm busy right now fixing it all.<!--QuoteEnd--></div><!--QuoteEEnd-->
As a competitive player, it's a nice map. Docking is giving us very good games and with some small changes it can weed out some of the cheese things. Looking forward to your next version.
<!--quoteo(post=1943910:date=Jun 16 2012, 12:50 PM:name=c0ke)--><div class='quotetop'>QUOTE (c0ke @ Jun 16 2012, 12:50 PM) <a href="index.php?act=findpost&pid=1943910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 has already shown that bright, cheerful maps are more popular than dark & messy ones<!--QuoteEnd--></div><!--QuoteEEnd--> Well in Dockings' defense the map compliments itself with a few different environments. It's not just clean-spaces but has some lovely darker areas like Generator and the Onos Bar.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited June 2012
Things like the recreational rooms and the cafeteria really make the map stand out. Gives it the based world feeling rather than another steel corridor shooter.
Also hopefully uwe bombs media websites with some of their new content like docking reveal and the dreamhack trailer. indiedb/moddb and gametrailers for starters.
after playing alien comm, not a fan of the map at all. i question if ARCs have been taken into account while designing this. all the tightly connected corridors makes using ARCs ridiculously easy to pull off, as is holding onos bar all the way across to East with ARCs lining the walls. By any chance do the Aliens get a hive up in the cafeteria, the terminal is close enough to ARC that from.
<!--quoteo(post=1943991:date=Jun 17 2012, 03:17 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 17 2012, 03:17 AM) <a href="index.php?act=findpost&pid=1943991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Door welding is pretty much an exploit in certain spawns, is it supposed to be so powerful? Seems like it completely imbalances the map. see below:<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure if it really is an exploit, because aliens got 6+ res points secure without any chance for the marines coming near them in your picture. The marines got only 3+ res points. 3 res points remaining neutral in the fighting zone.
But I support your overall statement: Forcing the aliens into fewer paths is a huge advantage for the marines. It would be better to have many more connections between the rooms, so that welding doors is an advantage for the marines but does not break down the available ways for the aliens to 2 or 3.
Oh, on a side note: This is a really nice map. Kudos to dux. Great work.
I don't know if anyone has posted this yet, but there's a pretty big glitch in Docking where one of the alien spawn points in Locker Rooms gets you stuck. It's just to the right of the hive when you are facing away from the glass doors.
Every time I spawned there I was stuck, and I spawned there about four times in the course of a game. It made a pretty big difference when I spawned right as we were getting rushed, and had to kill myself and wait again :/. I've annotated it.
Comments
Then it's hard to see properly what the map looks like
I hope to play soon!! :)
love the new art direction, are you planning any more asset packs like this one, or is it too early to say for sure?
cant wait to see the thing in action.
also, Simon, I wish my local played that kind of tune.
I knew someone else was as sick minded as I am :)
but, yeah
looks awesome... so go ahead and release it ... it's still beta :) :) :)
hhehehehe weiners
This looks amazing, great job on the map, the video and that kick ass music.
Out of curiosity, the shipping container that was swaying (around 1:30 in the video) - is that on an "animation" loop, or is it a "live" object in the room and being moved because of all the combat?
Also:
<!--quoteo(post=1943528:date=Jun 15 2012, 06:13 AM:name=Jonic)--><div class='quotetop'>QUOTE (Jonic @ Jun 15 2012, 06:13 AM) <a href="index.php?act=findpost&pid=1943528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ressource Tower are restricted at 6 ?
Time:2:23
Image: <a href="http://www.noelshack.com/2012-24-1339759319-DllHost2012-06-1513-14-10-75.png" target="_blank"><img src="http://image.noelshack.com/minis/2012/24/1339759319-DllHost2012-06-1513-14-10-75.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Oh wow, what? There are clearly 10 spots on the map. WHAT COULD IT MEAN!?
Out of curiosity, the shipping container that was swaying (around 1:30 in the video) - is that on an "animation" loop, or is it a "live" object in the room and being moved because of all the combat?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure it's an animation like the hanging drill in drill repair.
<!--quoteo(post=1943351:date=Jun 14 2012, 03:01 PM:name=Bloodshot12)--><div class='quotetop'>QUOTE (Bloodshot12 @ Jun 14 2012, 03:01 PM) <a href="index.php?act=findpost&pid=1943351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The texture work reminds me a bit more of NS1 in some ways
Looking excellent! Hopefully it plays as well as it looks<!--QuoteEnd--></div><!--QuoteEEnd-->
Having played 800+ kustom ns maps and loads of other mod's for years I can see Dux put a good deal of effort into his level. Congrats on your design and on bringing back a little FUN to NS2 as we all needed a relief :)
WRONG. Maybe "just as" popular.
<img src="http://img.photobucket.com/albums/v242/Drakuu/sploitz.png" border="0" class="linked-image" />
Of course once onos happens the problem goes away altogether.
Since it affects both marines and aliens (marines can't go through welded doors), I wouldn't call it an exploit or imbalanced. However, I am concerned of its potential for griefing or trolling, since all it takes is one marine with a welder to cut off the rest of the team from a huge chunk of the map.
I feel the ability to flank and counter attack is pivitol to aliens as they usually don't win when marines push together, especially in the early game when all the have is the lower lifeforms and maybe a fade or two which get destroyed if you have decent shots on your team and you can easily predict their entry/escape routes. Since you don't have to worry about your base or your close RTs all the marines are free to push to the front line in 1 or 2 places and the more marines in one place the harder it is for aliens to do anything about it.
<img src="http://i.imgur.com/z2xkA.jpg" border="0" class="linked-image" />
It doesn't look connected on the minimap but it is.
It doesn't look connected on the minimap but it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right, but that's the point. It's easy to camp that one vent. The marines camped there with a sentry or two, mines, and a marine or two. There was no way to exit the hive except for out around the north. The door welding in lockerroom is too powerful because it happens 2 minutes into the game and there is no way for aliens to stop it or break it until onos.
As a competitive player, it's a nice map. Docking is giving us very good games and with some small changes it can weed out some of the cheese things. Looking forward to your next version.
In case it hasn't been mentioned yet, I just lost a game, in part because Central Access can siege two hives from one spot.
Well in Dockings' defense the map compliments itself with a few different environments. It's not just clean-spaces but has some lovely darker areas like Generator and the Onos Bar.
Also hopefully uwe bombs media websites with some of their new content like docking reveal and the dreamhack trailer. indiedb/moddb and gametrailers for starters.
I'm not sure if it really is an exploit, because aliens got 6+ res points secure without any chance for the marines coming near them in your picture. The marines got only 3+ res points. 3 res points remaining neutral in the fighting zone.
But I support your overall statement: Forcing the aliens into fewer paths is a huge advantage for the marines. It would be better to have many more connections between the rooms, so that welding doors is an advantage for the marines but does not break down the available ways for the aliens to 2 or 3.
Oh, on a side note: This is a really nice map. Kudos to dux. Great work.
Every time I spawned there I was stuck, and I spawned there about four times in the course of a game. It made a pretty big difference when I spawned right as we were getting rushed, and had to kill myself and wait again :/. I've annotated it.