Do it mate Then I don't need to ambient mod Summit is great map (best map right now in my opinion) but you should tweak flight control area a little bit... Alien starting hive is little too weak if marines get sub acces start.. It's too open to shoot rt/hive/eggs/maybe chambers and pretty easy to defend.. With this tweak, random spawns are okay
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
A wonderful feature for this would be "Competitive Only" and "Disable for Competitive" options on relevant entities; with similar options for initial tech points.
Do it mate Then I don't need to ambient mod Summit is great map (best map right now in my opinion) but you should tweak flight control area a little bit... Alien starting hive is little too weak if marines get sub acces start.. It's too open to shoot rt/hive/eggs/maybe chambers and pretty easy to defend.. With this tweak, random spawns are okay
Yes, I know, I've considered solutions and will test them (greyboxed) in due time through the workshop or otherwise...
One curious thing you might notice. You may think that some areas (like the north/south tunnels) are brighter, but in fact, all I did was delete all lighting and leave the base lights intact -- what this does is reduce the contrast and give the impression of it being brighter, it may make it easier to see enemies without the extra lighting. I'd appreciate feedback on this...
Not sure if missing wall at platform on tram was intentional. Think the ladder is broken also ?
it's better for competitive play because it adds a component of skill to be able to walljump out of the map and back in
played it today - excellent work again. it's instantly noticeable walking into Logistics or South Tunnels. especially South Tunnels is huge - I went from 40 average to 110 average!
although, I believe it may be a bit too dark in Hub.
Awesome! The original map has that wall assigned to the same layer as "Sounds and reverbs", so when I deleted the sounds, it deleted the wall...
I'll also make adjustments to hub later today and publish an update (with the wall in north tunnels/platform!)
Edit: I just fixed the issues -- the wall in platform is there again and I restored a few lights to Hub, hopefully the lighting feels better this time, let me know if you still want it tweaked further.
PS: 1100 lights deleted from the map, gg. In summit it was close to 700.
Would this alleviate the perceived unfairness with Flight Control as aliens? In theory it adds more flanking options for aliens dealing with spawncamping marines.
Yes thats pretty much as I imagined fixing it. Looks great. Forces marines to walk a much more dangerous route to get into position, makes the position slightly less defensible.
I can't tell from the picture, but can the marines still jump onto the platform at the far end of the room, exactly in the center of the screenshot? If possible, that could still be a decent place to snipe the hive and eggs in early game rushes.
Anyway, this looks much better than the current official version of the room. Is there any chance that this change could be merged into the official map, or do you think it would be exclusive to the nsl_ version of the map?
The only changes are the crates and the wall... not sure what you mean... if marines can still get to the RT position?
I posted here because this is the most appropriate place to talk about Summit balance, but I haven't actually implemented it anywhere (except an internal testing version of Summit), if it works it will be added to the official and the nsl summit.
The point of the nsl version is to play exactly like the official one, except with high FPS. Having vastly different versions is problematic.
@Mendasp is there a reason why the NSL version couldn't end up being the official? Higher performance would be appreciated in all circles. They seem pretty much the same to me, but then again, I run the game with the lowest settings possible.
@Mendasp is there a reason why the NSL version couldn't end up being the official? Higher performance would be appreciated in all circles. They seem pretty much the same to me, but then again, I run the game with the lowest settings possible.
It looks horrible, and it will look more horrible in the future as I delete/combine more lights.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
It would be cool to be able to record matches in this version of summit, and replay them in the fully-lit one. Maybe if the idea of specifying certain lights as tournament-only or non-tournament-only as someone else suggested would make this possible. In that case, the lights could potentially be all standard for spectators, but people in the tournament would see the tourney-lighting.
Yes, like it should be. Do you want something retarded as a map sounds deciding wether or not you hear an approaching alien/marine, and thus deciding the outcome of a battle.
</harsh example>
Yeah, I'd think not.
While I'm not a competitive player, hell yes I would. Sounds work both ways. It also can introduce a tactical choice. "If I guard in this spot, I get great sight lines, but can't hear an enemy approach as well. If I move over there, I'll have better hearing and awareness, but might put myself at a disadvantage for shooting/ambushing."
As long as the sounds make sense, I'm down with them. Electrical humming noise in generator, sure! Random noise in an area with nothing that would generate it? I'll pass.
and yea, hive drops are loud as fuck. Don't think the comm should be able to hear them, but you can... I scout hives this way w/o spending the res on a scan to confirm.
Comments
Do it mate Then I don't need to ambient mod Summit is great map (best map right now in my opinion) but you should tweak flight control area a little bit... Alien starting hive is little too weak if marines get sub acces start.. It's too open to shoot rt/hive/eggs/maybe chambers and pretty easy to defend.. With this tweak, random spawns are okay
One curious thing you might notice. You may think that some areas (like the north/south tunnels) are brighter, but in fact, all I did was delete all lighting and leave the base lights intact -- what this does is reduce the contrast and give the impression of it being brighter, it may make it easier to see enemies without the extra lighting. I'd appreciate feedback on this...
NSL Tram mod ID: 7741098 - Link
some spots in tram are like...too dark? maybe it's just me. seems overly dreary and dim though.
played it today - excellent work again. it's instantly noticeable walking into Logistics or South Tunnels. especially South Tunnels is huge - I went from 40 average to 110 average!
although, I believe it may be a bit too dark in Hub.
Make the lights brighter in hub?
I'll also make adjustments to hub later today and publish an update (with the wall in north tunnels/platform!)
Edit: I just fixed the issues -- the wall in platform is there again and I restored a few lights to Hub, hopefully the lighting feels better this time, let me know if you still want it tweaked further.
PS: 1100 lights deleted from the map, gg. In summit it was close to 700.
We (Hg) are big supporters of Mendasps work, and will do our part to get nsl_summit on the ENSL list, at least!
it is already on the list lolololol xD
They will be used for season 2.
My work here is done.
Would this alleviate the perceived unfairness with Flight Control as aliens? In theory it adds more flanking options for aliens dealing with spawncamping marines.
Anyway, this looks much better than the current official version of the room. Is there any chance that this change could be merged into the official map, or do you think it would be exclusive to the nsl_ version of the map?
I posted here because this is the most appropriate place to talk about Summit balance, but I haven't actually implemented it anywhere (except an internal testing version of Summit), if it works it will be added to the official and the nsl summit.
The point of the nsl version is to play exactly like the official one, except with high FPS. Having vastly different versions is problematic.
In fairness though I had already gone over summits lights before you got it to do further changes.
It looks horrible, and it will look more horrible in the future as I delete/combine more lights.
Nevermind, I must have been thinking of another room! Now that I read your post, I remembered what the current layout is...
Are the close spawn changes also going to be merged into the official version?
While I'm not a competitive player, hell yes I would. Sounds work both ways. It also can introduce a tactical choice. "If I guard in this spot, I get great sight lines, but can't hear an enemy approach as well. If I move over there, I'll have better hearing and awareness, but might put myself at a disadvantage for shooting/ambushing."
As long as the sounds make sense, I'm down with them. Electrical humming noise in generator, sure! Random noise in an area with nothing that would generate it? I'll pass.
and yea, hive drops are loud as fuck. Don't think the comm should be able to hear them, but you can... I scout hives this way w/o spending the res on a scan to confirm.