FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Apologies to everyone watching Reddog's stream last night. It seems I was using a prop in the ready room (yes, of clogs that double as Gorge poop---don't judge me) that was removed fromn the game in a recent patch, and resulted in problems with consistency checking, causing quite the delay. It's fixed now, though. \o/
CHANGELOG [23rd of september 2013]
o Fixed the missing clog_test prop issue that broke consistency checking
o Very minor CommanderInvisible fix in Satan's Butthole
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
The location entity in Aux Gen wasn't high enough for the name to appear in spectator view (thanks @RedDog), so I had to go and release a new build.
Also, if you are the observant type , you might've noticed the incomplete beginnings of a new ready room hidden in a big box next to the old ready room in the last build already, and I figured I may as well close up the walls and ceilings and include it in this build.
CHANGELOG [28th of september 2013]
o New work-in-progress ready room
o Fixed a location entity height issue in Auxiliary Generator
o Slight balance tweaks to Lower Sewer
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I released a new build today!
CHANGELOG [17th of october 2013]
o Moved Marine Start a little further away from the center of the map
o Replaced the corridor outside the north exit of marine start with the original NS1 version
o Redesigned Purification
o Moved the Purification -> Ventilation Access vent south
o Detailed the Stability -> Generator corridor
o Detailed the Shipping Tunnels -> Upper Shipping access vent
o Added room around the Stability res node
o Changed Lower Sewer due to ARC distance
o Made Caged seasonal
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Thanks for posting these, they were good to watch. At one point in the marine video, someone said "you can't go there anymore" but I can't figure out what that was about. Do you remember?
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Small update today:
CHANGELOG [27th of october 2013]
o Started detailing the Marine Start north exit
o Added a vent between Ventilation and its east exit
o Fixed a number of OcclusionGeometry an CommanderInvisible issues
Hey, a big caged fan here from the NS1 times. Been running this map a few months in my server now and recently found a phantom wall, leading outside the map. Not sure if you're aware of this issue but reporting it anyways since it was rather hilarious to see a lerk flying right in front of my commander view.
Great job with the map by the way, people are -really- enjoying it. Always choosing to play caged when it's available in the map votes.
Last picture just shows what happens to a skulk who's trying to walk on that said wall, ending up falling to abyss. :P
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Lil' update, yo.
CHANGELOG [14th of december 2013]
o Further detailing of Monitoring
o Started detailing of Break Room
o Made things seasonal again
o RIP Satan's Butthole?
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Published a new update today. I was hoping to have more of Marine Start detailed before publishing, but with the Custom Map Cup starting soon I figured I had better release what I have now so it can be tested for bugs. The layout of Marine Start is more or less the same as before, though I moved the power node to be inside the main room.
CHANGELOG [26th of januari 2014]
o Started detailing Marine Start
o Fixed some commander invisible issues
o Deseasonalized things
o RIP Station Buttress?
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Lots of little fixes today.
Special thanks to @minsci for finding all the stuck spots.
o Fixed misaligned textures in Marine Start
o Put Colision Geometry on the Babbler on the wall in Marine Start to avoid skulks trying to hide in it
o Fixed misplaced prop at the power node in Monitoring
o Fixed flickering double texture in Monitoring
o Fixed hole and floating props on the ceiling in Monitoring
o Fixed texture misalignments and a faulty prop in Stability
o Slightly lit up some pitch black spots in Generator
o Fixed misaligned texture in Generator
o Slightly lit up some pitch black spots in Upper Shipping Access
o Fixed tiny but noticable holes in Upper Shipping Access vent
o Fixed stuck(ish) point in Upper Sewer
o Fixed a hole in Lower Sewer
o Slightly lit up some pitch black spots in Lower Sewer
o Fixed stuck point in Sewer
o Fixed a power issue in Purification
o Fixed stuck point in Purification
PCW from yesterday. http://www.twitch.tv/neoken_/b/504224464 Fast forward to 33:40. Some arcs in ventilation system were able to shoot at stuff all the way in sewer. Don't know if this is a known bug already, but thought I'd might report it anyway.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
@Neoken Hmm, it kinda looked like the alien comm echoed the structures out of Ventilation to Sewer in time, but the arc still hit. I don't think it's a map issue, but I will try to reproduce it regardless. Thanks for linking!
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
Caged is being played this week for the AusNS2 league. Getting played pretty often by AU teams at the moment. I hope you keep working on it and get it prettified.
A comparison, first NS1 and my initial remake attempt:
And today:
I expect to do some more work on Marine Start as I am not totally happy with all of it yet, but for now I am going to switch my attention to other parts of the map.
Comments
Anyway , im glad Caged is Back.
CHANGELOG [23rd of september 2013]
o Fixed the missing clog_test prop issue that broke consistency checking
o Very minor CommanderInvisible fix in Satan's Butthole
Also, if you are the observant type , you might've noticed the incomplete beginnings of a new ready room hidden in a big box next to the old ready room in the last build already, and I figured I may as well close up the walls and ceilings and include it in this build.
CHANGELOG [28th of september 2013]
o New work-in-progress ready room
o Fixed a location entity height issue in Auxiliary Generator
o Slight balance tweaks to Lower Sewer
Round 1 of 2:
Round 2 of 2:
CHANGELOG [17th of october 2013]
o Moved Marine Start a little further away from the center of the map
o Replaced the corridor outside the north exit of marine start with the original NS1 version
o Redesigned Purification
o Moved the Purification -> Ventilation Access vent south
o Detailed the Stability -> Generator corridor
o Detailed the Shipping Tunnels -> Upper Shipping access vent
o Added room around the Stability res node
o Changed Lower Sewer due to ARC distance
o Made Caged seasonal
New layout:
nice one^^
http://ausns2.org/showthread.php?786-mf-FPVOD-of-scrims-matches-thread
Scrim 23/10/13 - Caged - Ascension vs Lord Mayor
Aliens
Marines
CHANGELOG [27th of october 2013]
o Started detailing the Marine Start north exit
o Added a vent between Ventilation and its east exit
o Fixed a number of OcclusionGeometry an CommanderInvisible issues
Great job with the map by the way, people are -really- enjoying it. Always choosing to play caged when it's available in the map votes.
Last picture just shows what happens to a skulk who's trying to walk on that said wall, ending up falling to abyss. :P
I tried to tell you but nobody listened^^
I guess this was a pretty common issue hehe. Reported this like 2 days ago and it was promptly fixed :>
And how do you play with camera animations on...that drives me crazy with the view tilt stuff
CHANGELOG [14th of december 2013]
o Further detailing of Monitoring
o Started detailing of Break Room
o Made things seasonal again
o RIP Satan's Butthole?
It better be Santa's butthole.
CHANGELOG [26th of januari 2014]
o Started detailing Marine Start
o Fixed some commander invisible issues
o Deseasonalized things
o RIP Station Buttress?
Special thanks to @minsci for finding all the stuck spots.
o Fixed misaligned textures in Marine Start
o Put Colision Geometry on the Babbler on the wall in Marine Start to avoid skulks trying to hide in it
o Fixed misplaced prop at the power node in Monitoring
o Fixed flickering double texture in Monitoring
o Fixed hole and floating props on the ceiling in Monitoring
o Fixed texture misalignments and a faulty prop in Stability
o Slightly lit up some pitch black spots in Generator
o Fixed misaligned texture in Generator
o Slightly lit up some pitch black spots in Upper Shipping Access
o Fixed tiny but noticable holes in Upper Shipping Access vent
o Fixed stuck(ish) point in Upper Sewer
o Fixed a hole in Lower Sewer
o Slightly lit up some pitch black spots in Lower Sewer
o Fixed stuck point in Sewer
o Fixed a power issue in Purification
o Fixed stuck point in Purification
PCW from yesterday. http://www.twitch.tv/neoken_/b/504224464 Fast forward to 33:40. Some arcs in ventilation system were able to shoot at stuff all the way in sewer. Don't know if this is a known bug already, but thought I'd might report it anyway.
CHANGELOG [4th of march 2014]
o Further detailing of Marine Start
o Moved Stability res node back to Monitoring
Pics or it didn't happen
Fine! :P
A comparison, first NS1 and my initial remake attempt:
And today:
I expect to do some more work on Marine Start as I am not totally happy with all of it yet, but for now I am going to switch my attention to other parts of the map.
Couple more screenshots: