ns2_yamal
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">feedback information</div>Howdy all,
This is a feedback thread for ns2_yamal.
layout:
<img src="http://onebit.us/x/i/jqWiJj86AG.jpg" border="0" class="linked-image" />
This time around i figured the best way to build a map was to start out make it playable and then get feedback. Seems radical I know. But, instead of spending hours making geometry I am going to have to scrap I figured I would release something that I might get feedback on. Each location has at least something to make it obvious that it is a location but generally, not a whole lot more. This approach probably means I have spent too much time writing software. It also means that generally the map is functional but not very pretty at the moment. Additionally it means I have named one of my hives tacos. I was at a taco shop at the time. Sorry.
Any way with out further ado, yamal is up on the workshop, please let me know what you think. <a href="http://housemark.co/file/ns2/ns2_yamal_1.zip" target="_blank">Direct download</a>
I will put up some screenshots later. Right now I'm in linux.
Finally, my apologies for the ready room, I was out of :effort: at the time.
This is a feedback thread for ns2_yamal.
layout:
<img src="http://onebit.us/x/i/jqWiJj86AG.jpg" border="0" class="linked-image" />
This time around i figured the best way to build a map was to start out make it playable and then get feedback. Seems radical I know. But, instead of spending hours making geometry I am going to have to scrap I figured I would release something that I might get feedback on. Each location has at least something to make it obvious that it is a location but generally, not a whole lot more. This approach probably means I have spent too much time writing software. It also means that generally the map is functional but not very pretty at the moment. Additionally it means I have named one of my hives tacos. I was at a taco shop at the time. Sorry.
Any way with out further ado, yamal is up on the workshop, please let me know what you think. <a href="http://housemark.co/file/ns2/ns2_yamal_1.zip" target="_blank">Direct download</a>
I will put up some screenshots later. Right now I'm in linux.
Finally, my apologies for the ready room, I was out of :effort: at the time.
Comments
Additionally it means I have named one of my hives tacos. I was at a taco shop at the time. Sorry.
<snip><!--QuoteEnd--></div><!--QuoteEEnd-->
I demand that this hive will actually be a cafeteria run by a future taco franchise. I DEMAND IT!
I don't think any one is playing it so I dont really know if it is working
<img src="http://onebit.us/x/i/pDnv736bMA.jpg" border="0" class="linked-image" />
<img src="http://onebit.us/x/i/KvXjA7V6D3.jpg" border="0" class="linked-image" />
- Alot of the hallways are generally too tight. Walljumping skulks can chain jumps very easily and dance circles around marines they encounter. A bit more variation in width and height in places will give marines an easier time in those spaces.
- The Waste Processing techpoint and resource node are a bit exposed to the southern doorway, allowing marines to just sit in the doorway and kill both hive and harvester. There is also a hole in the floor geometry of that southern doorway.
- The resource node in North Point is also easily shot from the t-junction to the south.
- A hive in Tacos can be shot from the southern doorway as well.
I'm sure I've missed some of the things that were mentioned during the session, but hopefully others who were there will fill in the gaps.
Overall I can say we had some fun and I hope that a lack of feedback previously hasn't killed this map.
One thought might be to make marines spawn at the top and aliens in the bottom tech points. The spacing of the rooms would make more sense as the top two are much large.
keep at it dude, and you should come play it with us next week
Here's my comments from the playtest session:
- despite the size, it's a pretty cool map and seems to play and work well. nice layout of hallways, height differences and interesting gameplay
- too much atmospherics/fogs in general. The rooms are really small and still the fog gets in the way of playability. For example the small room on the right of the map with the plant bed is confusing to play with all the fog. Reduce atmosapherics by 80%
- some rooms are too small, for example Marines started in lower right tech point and it was confusing to find the phase gate even though it was right next to the IP. Because some pillar hid it from sight.
Don't make the map bigger (unless you want to), just make some rooms a little bigger (your map is more like a maze of hallways than the usual room-hallway-room thing).
- Top center RT can be sniped from far away
- some "landmarks" in the rooms (when you make them bigger) would make the map much more interesting. For example, the top right Tech Point is big enough and very well designed as well as memorable, just by it's basic geometry and gameplay.
Thanks for the comments.
I haven't even opened this file in like 4 months. Mostly, due to me not having that much time to do it. I may have some time coming up in the next few weeks. If so i will try to work on it a bit more.
It sort of started off as a how fast can I make payable map thing. So, I guess I will try to edit it in sprints in good scrum fashion.