played about 4 games on the map so far, 3 games aliens couldnt secure a second hive, 1 game they managed it but still lost very convincingly all 4 matches were seperate games with different teams.
Not usre if it was just coincidence or if the map is balanced in favor of marine play but im certainly gonig to give it a few more tries. I like the map.
<!--quoteo(post=2059318:date=Jan 11 2013, 06:02 PM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ Jan 11 2013, 06:02 PM) <a href="index.php?act=findpost&pid=2059318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The same stuff doesn't work in spectator mode in the vanilla game. (team res and tech) I don't know what's causing it, but it appears to be an issue with this map only.<!--QuoteEnd--></div><!--QuoteEEnd-->
When i created the greybox this map is made from, i elevated it a lot, since i had one big face with a texture of our layout for orientation on ground level. When the greybox was finished, and we started working on it, i realized it was much higher than the map center (0/0/0 coordinates). About 1000 units, if i remember correctly. Maybe not 1000 units higher than the map center, i copied something from tram i believe (didn't make it into the map, as did nothing from me), so 1000 units higher than tram. That's all i can think of, that might be different to other maps, though it's probably not the reason for the problem. Just wanted to give you a heads up on this, in case it has something to do with the bug.
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
Swalk - Thanks for the post. Its great to see the map being played.
We are still evaluating the map in terms of balance. We know that pipeline is too open, but its hard to see which team is favored. I get mixed reports of the map being too marine/alien favored.
I am open to any suggestions that people have to making the map more balanced. I don't want to make any big layout changes, but we do plan on making the map a bit less complex. (specifically offload/gravity area.
<!--quoteo(post=2059451:date=Jan 11 2013, 09:26 PM:name=3del!)--><div class='quotetop'>QUOTE (3del! @ Jan 11 2013, 09:26 PM) <a href="index.php?act=findpost&pid=2059451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When i created the greybox this map is made from, i elevated it a lot, since i had one big face with a texture of our layout for orientation on ground level. When the greybox was finished, and we started working on it, i realized it was much higher than the map center (0/0/0 coordinates). About 1000 units, if i remember correctly. Maybe not 1000 units higher than the map center, i copied something from tram i believe (didn't make it into the map, as did nothing from me), so 1000 units higher than tram. That's all i can think of, that might be different to other maps, though it's probably not the reason for the problem. Just wanted to give you a heads up on this, in case it has something to do with the bug.<!--QuoteEnd--></div><!--QuoteEEnd--> That seems extremely unlikely. I'll look at the code more and see if I can dig something up.
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
I have been working on a new version of jambi and here is the new layout. <img src="http://i.imgur.com/cqPQwGl.jpg" border="0" class="linked-image" />
The three main spawn points are Docking Waste and Pipeline. I am hoping to have the random spawns be pipe, waste, and docking.
Each spawn point has 2 close expansion RT's. The expansion TP's (Gravity/EC) do not have near rt's but are centrally located.
Changes I have fixed so far:
Pipeline has more cover Waste is smaller Repair (and the right side) has been removed. Various bug fixes.
Changes I am thinking of making: I am thinking of moving Electrical core to where skylights currently is. This would make all the expansion TP's the same distance at a 15s walk time. The distance between far TP's are all 20-23 seconds apart.
-Gravity made a bit more alien friendly -Added a hallway from gravity TP > Trash. <b>This hallway is temporary and I want feedback if it belongs in there. Hence the reason it is still grey boxed. </b>
-Added hallway from Gravity > Offload (organ side) -Moved repairs node to shipping (Another temp change I want to test) -Added a vent from trash to shipping -Added a vent from Transfer to oxy -Added a vent from Organ to Room x -Various bug fixes (including stuck stops in docking and gravity) -Waste is now smaller -Pipeline has more cover
Changes that still need to be done: Gravity TP room being reworked so it cannot be arced from 3 locations.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
There are some alien "hide from damage" areas in the map that need to be addressed. The big crate in trash ejection and the ceiling in the east side of gravity (above the tech node) allow skulks/lerks to heal without exposing yourself to the marines.
There are some alien "hide from damage" areas in the map that need to be addressed. The big crate in trash ejection and the ceiling in the east side of gravity (above the tech node) allow skulks/lerks to heal without exposing yourself to the marines.
I am aware (as I heard you guys were frusturated). The ceiling in gravity can now be accessible by marines. I am swapping crates in trash.
Nice map. Commanded a round just now and I have two things that could need improvement. The commview ain't really going to the sides of the map. It would be nice if you could hover over the corridors. And I wanted to send arcs from Oxy to the NW hive, but they couldn't go there. They always took the other route to the south.
Nice map. Commanded a round just now and I have two things that could need improvement. The commview ain't really going to the sides of the map. It would be nice if you could hover over the corridors. And I wanted to send arcs from Oxy to the NW hive, but they couldn't go there. They always took the other route to the south.
I just fixed the commander view. I was trying to make the minimap scale bigger for the player, but in the process it messed up the commander view. So I scaled down the minimap, and the comm view should work propertly. However, the player map is now smaller.
The problem with insight wasn't solved, right? Today we had a problem where the game wouldn't start with NS2Stats in tournament mode, it'd say Live but not reset the round...
I'm thinking... could these problems be related to the map having multiple NS2_Gamerules entities? just a wild guess...
Is it only your map that broke or did all customs break? It's a very strange bug, that's for sure. Hopefully UWE can shed some light on what's happening.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
It seams like its only jambi. I haven't tested all maps nor in all conditions. I think Mendasp might be on to something though. As several people took part in this project there might be overlapping entities. It's the only thing I can think of that is different with this map.
steam workshop is a troublesome bugger atm it could be that. Caged's physics mesh and visual geometry were from two different builds! And last time I played icarus it had some odd invisible walls that smelt of the same issue. Not entirely sure whether its my server, i'd need more investigation. so it might be worth committing it as a new separate build to see if the issues remain.
I've gone ahead and edited the map, I've found the duplicate ns2_gamerules and a number of other issues... people were not very careful when placing entities, lots of prop_static with no model specified, and other entities apparently placed by error and never noticed... I haven't been able to test it, as I obviously cannot publish into the workshop, but get in touch with me and I'll send you the file.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
wow! thanks mendasp
I guess that was bound to happen with so many people working on the map, and having lots of different layers etc etc - the editor doesn't have a feature were you can list all of the entities yet does it?
I guess that was bound to happen with so many people working on the map, and having lots of different layers etc etc - the editor doesn't have a feature were you can list all of the entities yet does it?
Nope, I had to roam around the map hunting for these things...
Comments
Not usre if it was just coincidence or if the map is balanced in favor of marine play but im certainly gonig to give it a few more tries. I like the map.
I don't know what's causing it, but it appears to be an issue with this map only.<!--QuoteEnd--></div><!--QuoteEEnd-->
When i created the greybox this map is made from, i elevated it a lot, since i had one big face with a texture of our layout for orientation on ground level. When the greybox was finished, and we started working on it, i realized it was much higher than the map center (0/0/0 coordinates). About 1000 units, if i remember correctly.
Maybe not 1000 units higher than the map center, i copied something from tram i believe (didn't make it into the map, as did nothing from me), so 1000 units higher than tram. That's all i can think of, that might be different to other maps, though it's probably not the reason for the problem. Just wanted to give you a heads up on this, in case it has something to do with the bug.
We are still evaluating the map in terms of balance. We know that pipeline is too open, but its hard to see which team is favored. I get mixed reports of the map being too marine/alien favored.
I am open to any suggestions that people have to making the map more balanced. I don't want to make any big layout changes, but we do plan on making the map a bit less complex. (specifically offload/gravity area.
Maybe not 1000 units higher than the map center, i copied something from tram i believe (didn't make it into the map, as did nothing from me), so 1000 units higher than tram. That's all i can think of, that might be different to other maps, though it's probably not the reason for the problem. Just wanted to give you a heads up on this, in case it has something to do with the bug.<!--QuoteEnd--></div><!--QuoteEEnd-->
That seems extremely unlikely. I'll look at the code more and see if I can dig something up.
The three main spawn points are Docking Waste and Pipeline. I am hoping to have the random spawns be pipe, waste, and docking.
Each spawn point has 2 close expansion RT's. The expansion TP's (Gravity/EC) do not have near rt's but are centrally located.
Changes I have fixed so far:
Pipeline has more cover
Waste is smaller
Repair (and the right side) has been removed.
Various bug fixes.
Changes I am thinking of making: I am thinking of moving Electrical core to where skylights currently is. This would make all the expansion TP's the same distance at a 15s walk time. The distance between far TP's are all 20-23 seconds apart.
<img src="http://i.imgur.com/5BR69A5.jpg" border="0" class="linked-image" />
-Gravity made a bit more alien friendly
-Added a hallway from gravity TP > Trash. <b>This hallway is temporary and I want feedback if it belongs in there. Hence the reason it is still grey boxed. </b>
-Added hallway from Gravity > Offload (organ side)
-Moved repairs node to shipping (Another temp change I want to test)
-Added a vent from trash to shipping
-Added a vent from Transfer to oxy
-Added a vent from Organ to Room x
-Various bug fixes (including stuck stops in docking and gravity)
-Waste is now smaller
-Pipeline has more cover
Changes that still need to be done:
Gravity TP room being reworked so it cannot be arced from 3 locations.
Wanna try this version in a real game =)
I am aware (as I heard you guys were frusturated). The ceiling in gravity can now be accessible by marines. I am swapping crates in trash.
Thanks for the feedback.
Note: the mod ID is 6d28b78
I just fixed the commander view. I was trying to make the minimap scale bigger for the player, but in the process it messed up the commander view. So I scaled down the minimap, and the comm view should work propertly. However, the player map is now smaller.
I'm thinking... could these problems be related to the map having multiple NS2_Gamerules entities? just a wild guess...
Yeah
I guess that was bound to happen with so many people working on the map, and having lots of different layers etc etc - the editor doesn't have a feature were you can list all of the entities yet does it?