Map problems

Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
edited October 2012 in Mapping
<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Docking<!--sizec--></span><!--/sizec--></u>

<b>Landing pad</b>

• Change the hit collision under landing pad, if you won’t allow aliens to hide there, then make it a solid wall that you can see.
• The hit collision under landing pad also extends too far, it connects with the south side of the map so aliens can’t travel under it and must go ontop.
• Increase the height of landing pad to what it was, so there’s at least somewhere aliens can egg.

<b>Onos Bar</b>

• Arcs can reach Lock Room hive from the corner of Onos Bar.
• If you will leave the ability for marines to get into the vent between Onos Bar and Locker Rooms, then change the location of the exit into Locker Rooms. Change it so marines can’t hit the hive or lob gl rounds in and kill the hive with ease.

<b>Courtyard</b>

• Seal it off a bit more, right now marines within a minute can get anywhere on the map.

<b>Generator Hive</b>

• Change the vent that goes from Stability Monitoring to the hive. Either get rid of the vent or change it so marines can’t just camp it and have a shooting gallery on the eggs.

<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Mineshaft<!--sizec--></span><!--/sizec--></u>

<b>Vents</b>

• I only see one but if you want more then make them like what was done in cave. Not so much a vent but a cave tunnel, however, make them so marines can’t just walk in.

<b>Map</b>

• Even with the Drill Repair being moved, 3 tech points and Central Drilling are still closer to marine spawn points than the aliens.

<b>Names</b>

• Why are there two tech points that start with the same name? Leave it with Ore Extraction and Refinery. At the moment someone says "I want ore" or "ore is under attack". The response, which ore?

<b>Power nodes</b>

• Operations, Pilot Drill, Water Pumps and Drill Repair all tend to start will powered up nodes.

<b>Crushing Machine</b>

• While most of the map could do with less conversion, Crushing Machine would pull it off. Seal it off a bit or make more vents and less full hallways.

<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Summit<!--sizec--></span><!--/sizec--></u>

• Remove the ladder in Ventilation, if marines want to risk their lives to kill 1 skulk then let them. It also gives the alien a safe quite spot to hide, unless the marine in smart and will kill it anyways.

<b>Cross Roads</b>

• Cross Roads has an arch with a small vent in the top of it. If an alien eggs there, they will get stuck.
• The passage from Summit Reception to Cross Roads, players can easily hit the tech point, block if off a little bit.

<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Veil<!--sizec--></span><!--/sizec--></u>

<b>Vents</b>

• The vent south of C12 increase the height so marines can’t get into it and get full access to pipe and the other side.
• Remove the side panel in West Skylights so marines can’t run up the wall and get into the vent. Removing this also will allow aliens to use Over Look resource point, as it is now, it’s far too easy for marines to kill it.
• Remove the half down doors in Sub, it was easy for gorges to bile bomb it but as it is now, they need it.

<b>Passage Ways</b>

• The hallway between East Junction and The Dome needs to be fixed. Make it a hallway that everyone can go thru and not get stuck, i.e. onos and exos.

<b>Lighting</b>

• Pipe is dark, even with the power on its darker than every room in Veil.

<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Tram<!--sizec--></span><!--/sizec--></u>

<b>Map Lines</b>

• This applies to every map there is, when players look at the map there should be a white line that runs on the outside of the map. This can be seen by what happens between Elevator Transfer and Elevator Overlook. There are no solid white lines where there are solid walls but there are white lines where there are hallways.

<b>Buildings areas</b>

• The side passage/vent between Ore Processing and Repair Room needs to be fixed. Allow players to build in there, it allows players to use their minds and use the map itself. If this cannot be done then just make it a simple vent.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    I disagree with the ones you mentioned or Summit, the rest I have not read yet (time for sleep and summit is a bit of a pet peeve of mine :P)

    <b>Remove the ladder in Ventilation, if marines want to risk their lives to kill 1 skulk then let them. It also gives the alien a safe quite spot to hide, unless the marine in smart and will kill it anyways.</b>
    <blockquote>Marines need a way to get out of areas they can get stuck at, simple as that.</blockquote>

    <b>Cross Roads has an arch with a small vent in the top of it. If an alien eggs there, they will get stuck.</b>
    <blockquote>That is an engine issue, not much can be done by the mapper to fix this. However currently the devs are looking into the egg stuck issues :)</blockquote>

    <b>The passage from Summit Reception to Cross Roads, players can easily hit the tech point, block if off a little bit.</b>
    <blockquote>There is plenty of room to flank marine in that spot using the vents and cover to get to them. Also it makes clogs useful in that area, clogs are very useful right now to cover RT's, upgrad chambers or Hives.

    From alien perspective it is a good spot to bilebomb from and also forcing Gorges to overextend themselves a bit, but not to much.</blockquote>


    But in any case, a thread of this kind is better off to split it into individual posts for the related map threads over in the mapping forums. I'm moving it over here as well :)
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    I hate what they have done to landing pad!! Was so much fun to have the advantage of being outsided reminded me of Hera!

    If you know what your doing there are places where you can jump over the railings and clear under the platform besides, who is a fan of invisible walls? I'd raise the limit in courtyard too! The only time Iv experienced an issue with out door limits is in crevice, where a lerk flew to the far side and disappeared.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    <!--quoteo(post=1993556:date=Oct 19 2012, 03:25 AM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Oct 19 2012, 03:25 AM) <a href="index.php?act=findpost&pid=1993556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Docking<!--sizec--></span><!--/sizec--></u>

    <b>Landing pad</b>

    • Change the hit collision under landing pad, if you won’t allow aliens to hide there, then make it a solid wall that you can see.
    • The hit collision under landing pad also extends too far, it connects with the south side of the map so aliens can’t travel under it and must go ontop.
    • Increase the height of landing pad to what it was, so there’s at least somewhere aliens can egg.

    <b>Onos Bar</b>

    • If you will leave the ability for marines to get into the vent between Onos Bar and Locker Rooms, then change the location of the exit into Locker Rooms. Change it so marines can’t hit the hive or lob gl rounds in and kill the hive with ease.


    <b>Generator Hive</b>

    • Change the vent that goes from Stability Monitoring to the hive. Either get rid of the vent or change it so marines can’t just camp it and have a shooting gallery on the eggs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    All of these have already been fixed for the new version.
  • rad4Christrad4Christ Join Date: 2002-01-31 Member: 139Members
    edited October 2012
    <!--coloro:#008080--><span style="color:#008080"><!--/coloro--><!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->Tram<!--fontc--></span><!--/fontc--><!--colorc--></span><!--/colorc-->

    For Elevator, move the Tech point to RT location, and RT further to northwestern corner? The Elevator hive is incredibly easy to destroy without going into the hive room at all.

    For Shipping, the crate is nice, but you can still egg snipe pretty easily and hit the hive from the observation entrance. With marines in the tram hall, it makes it pretty easy to take down and cover. I'd also like to have a vent on north wall of Shipping that goes NE to Tram tunnel, to help flank marines on the right side of the tech point.

    Server Room, the harvester is way too easy to destroy from the door. When Server is first hive, it's a valid and crippling tactic. Also, marines can shoot THROUGH those servers, which isn't good for skulks trying to put obstacles between them and the marines.

    <!--coloro:#008080--><span style="color:#008080"><!--/coloro--><!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->Docking<!--fontc--></span><!--/fontc--><!--colorc--></span><!--/colorc-->

    The only concern with docking after the above is the amount of time it takes to get to Maintenance. It's an important RT/tactical area, and it's a VERY short run from Terminal. Any chance of removing the hallway from courtyard, or attaching it to the upstairs hall to locker, so it take a couple more seconds?


    <!--coloro:#008080--><span style="color:#008080"><!--/coloro--><!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->Veil<!--fontc--></span><!--/fontc--><!--colorc--></span><!--/colorc-->

    Veil is simply marine sided. The four tech point leans to issues with aliens missing out on tier three unless marines lose a location, which itself usually means a gg. I don't know I can think of an alternative there. Convert Nano to a tech point, but the issue lies therein Y junction is easy to hold with Nano, and effectively cuts off access to left side of the map.

    Possibly (and this will break NS1 continuity) a path from the halls of Cargo left side directly to System before Y, and let Y simply be another corridor to Nano only. Or, a vent that exits in Cargo AND systems, and not dependent on Y junction vent?

    Also, the chance to shorten the halls into Nano, or remove them and have immediate right angles, so they aren't simply kill corridors?
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    edited October 2012
    The point between gen and maint, i.e. where the pips are. Everythings else can get thru BUT it's a sure stuck point for onos.
Sign In or Register to comment.