Two things about docking: One vent near the onos bar is untextured inside. On the outdoor area where the ship docks, skulks can walk on the invisible skybox.
<!--quoteo(post=1943692:date=Jun 16 2012, 05:24 AM:name=Soli Deo Gloria)--><div class='quotetop'>QUOTE (Soli Deo Gloria @ Jun 16 2012, 05:24 AM) <a href="index.php?act=findpost&pid=1943692"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For the shake of more provoking conversation. How's docking been for everyone? (I still haven't got to play yet but can you leave you opinion on...)
Performance? (compared to other maps try not to let server lag influence score) Balance? Aesthetic appeal? General fun?<!--QuoteEnd--></div><!--QuoteEEnd-->
Map is cool to look at. It's pretty bad to play in.
<!--quoteo(post=1943734:date=Jun 15 2012, 11:00 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Jun 15 2012, 11:00 PM) <a href="index.php?act=findpost&pid=1943734"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map is cool to look at. It's pretty bad to play in.<!--QuoteEnd--></div><!--QuoteEEnd-->
I disagree.
I've had more fun playing on this then I have with any other map so far
-The music and lighting in the thirsty onos is kind of annoying, but I guess it's supposed to look like a bar.
Maybe put a switch a-la ns1 to toggle the jukebox or something?
- I really like the size / encounter areas on this map. Nice long hallways, big open rooms for jps, and a big enough map that both sides can tech up to a reasonable level even when everything is heavily contested.
I love this map also... a big problem I find (i do have a really crappy laptop though) is that I can't distinguish between players and the walls/environment. Especially as marines on the industrial maps.
I think this should change somewhat.
Perhaps when you shoot an alien, the hud starts to track it and gives them slightly glowing outlines?
why can't you land on the container hanging from the crane in the central area? it seems like a cool spot for skulks to ambush or for gorges to lame up with hydras, but you just slide off it :( where's the freedom, UWE?
<!--quoteo(post=1943785:date=Jun 16 2012, 01:45 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Jun 16 2012, 01:45 PM) <a href="index.php?act=findpost&pid=1943785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why can't you land on the container hanging from the crane in the central area? it seems like a cool spot for skulks to ambush or for gorges to lame up with hydras, but you just slide off it :( where's the freedom, UWE?<!--QuoteEnd--></div><!--QuoteEEnd--> Without taking a look at it, the model probably has the default collisions, which tend to be awful, so the space between the cables/chains in the middle will block bullets too, probably. This is not a map problem, it's a model problem.
<!--quoteo(post=1943787:date=Jun 16 2012, 11:53 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jun 16 2012, 11:53 AM) <a href="index.php?act=findpost&pid=1943787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Without taking a look at it, the model probably has the default collisions, which tend to be awful, so the space between the cables/chains in the middle will block bullets too, probably. This is not a map problem, it's a model problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, it's probably that then I guess. would like to be able to climb on it in future though, it was the first thing I tried when I saw it!
I'm agree with Rowen: this map is maybe good for Counter Strike but absolutly not for NS. I have tested Triad, and i think this kind of map is much better. However the ambiance "less dark" is not bad.
<!--quoteo(post=1943800:date=Jun 16 2012, 01:17 PM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ Jun 16 2012, 01:17 PM) <a href="index.php?act=findpost&pid=1943800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I noticed an issue while testing Insight on docking.
There are 2 tech points in Locker Rooms. I'm not sure if they're overlapping or where the second one is, but I'm 99% sure this is a map issue.
<img src="http://i.imgur.com/ejhy6.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> Yes, when the sound files for the map were copied over at kind of the last minute, all of the entities on the map ended up being duplicated. We tried to find all of them before the patch release, but must have missed this one. It's fixed already.
Is it just me or is the outdoor area so big that if an alien/rine/building is on the other side of it from me their model vanishes? Maybe I have to crack up my graphics settings?
<!--quoteo(post=1943894:date=Jun 16 2012, 08:18 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Jun 16 2012, 08:18 PM) <a href="index.php?act=findpost&pid=1943894"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me or is the outdoor area so big that if an alien/rine/building is on the other side of it from me their model vanishes? Maybe I have to crack up my graphics settings?<!--QuoteEnd--></div><!--QuoteEEnd--> Experienced this too when coming through the gate.
Comments
(I still haven't got to play yet but can you leave you opinion on...)
Performance? (compared to other maps try not to let server lag influence score)
Balance?
Aesthetic appeal?
General fun?
One vent near the onos bar is untextured inside.
On the outdoor area where the ship docks, skulks can walk on the invisible skybox.
(I still haven't got to play yet but can you leave you opinion on...)
Performance? (compared to other maps try not to let server lag influence score)
Balance?
Aesthetic appeal?
General fun?<!--QuoteEnd--></div><!--QuoteEEnd-->
Map is cool to look at. It's pretty bad to play in.
The lighting on the 'heliport' is weird. It's kind of light blue on the spaceship and players but everything else is red.
In the gym, one of the beer cans is floating on the table.
I disagree.
I've had more fun playing on this then I have with any other map so far
Maybe put a switch a-la ns1 to toggle the jukebox or something?
- I really like the size / encounter areas on this map. Nice long hallways, big open rooms for jps, and a big enough map that both sides can tech up to a reasonable level even when everything is heavily contested.
I think this should change somewhat.
Perhaps when you shoot an alien, the hud starts to track it and gives them slightly glowing outlines?
Without taking a look at it, the model probably has the default collisions, which tend to be awful, so the space between the cables/chains in the middle will block bullets too, probably. This is not a map problem, it's a model problem.
Edit: Yup, it's even worse.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/M3NVPVmW02U"></param><embed src="http://www.youtube.com/v/M3NVPVmW02U" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Yeah, it's probably that then I guess. would like to be able to climb on it in future though, it was the first thing I tried when I saw it!
There are 2 tech points in Locker Rooms. I'm not sure if they're overlapping or where the second one is, but I'm 99% sure this is a map issue.
<img src="http://i.imgur.com/ejhy6.jpg" border="0" class="linked-image" />
There are 2 tech points in Locker Rooms. I'm not sure if they're overlapping or where the second one is, but I'm 99% sure this is a map issue.
<img src="http://i.imgur.com/ejhy6.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, when the sound files for the map were copied over at kind of the last minute, all of the entities on the map ended up being duplicated. We tried to find all of them before the patch release, but must have missed this one. It's fixed already.
--Cory
Experienced this too when coming through the gate.