ns2_hydra
deathshroud
Join Date: 2010-04-10 Member: 71291Members
ns2_hydra has finally been released, this map was previously called cradle and has so far taken 1 year to make.
A few important things you should all know first.
1. the map is not finished, theres still work to do on a few areas.
2. the ready room is placeholder until the actual ready room is finished, so please no complaints about the ready room i know it sucks but it works.
3. the current start locations are not final, the map was designed with fixed start points in mind, however for release marines may start in both subnautics and hydro lift, the aliens may start in test chamber and energy core. originally the map was designed for hydro and test chamber start.
4. the map has not been tested in a multiplayer environment and so expect it to be abit rough but i will fix issues.
5. the skybox isnt finished
http://steamcommunity.com/sharedfiles/filedetails/?id=331148995
Mod ID: 13bceec3. Add this to your MapCycle.json:
{
"mods": [
"13bceec3"
],
"map": "ns2_hydra"
}
A few important things you should all know first.
1. the map is not finished, theres still work to do on a few areas.
2. the ready room is placeholder until the actual ready room is finished, so please no complaints about the ready room i know it sucks but it works.
3. the current start locations are not final, the map was designed with fixed start points in mind, however for release marines may start in both subnautics and hydro lift, the aliens may start in test chamber and energy core. originally the map was designed for hydro and test chamber start.
4. the map has not been tested in a multiplayer environment and so expect it to be abit rough but i will fix issues.
5. the skybox isnt finished
http://steamcommunity.com/sharedfiles/filedetails/?id=331148995
Mod ID: 13bceec3. Add this to your MapCycle.json:
{
"mods": [
"13bceec3"
],
"map": "ns2_hydra"
}
Comments
http://steamcommunity.com/sharedfiles/filedetails/?id=331148995
I think? Though it also had a skybox entity
Looks great!
This could DEFINATELY make for a comp map! High marks, sir!
There are a few really narrow hallways that I'm not sure about. Receiving, Array Sonar, and the hallway from Dagon to Pressure Control all seem like death-traps. Time will tell, but I feel like encounters in really narrow chokepoints are mostly random and not that fun. Especially array sonar, for such an important part of the map, it feels like it is going to be too tight.
Initially I thought the blue-green everywhere was a bit too much, but it's growing on me. You might consider knocking down the saturation and increasing the brightness a tad.
Amazing work!
. fixed cysting issue in hydro lift
. fixed spelling error with the overview
. general commander view improvements
I plan to make the underwater area of uplink and hydro lift as dark as subnautics and change the uplink radar for something else.
@deathshroud I suggest you add this info to your OP to make it easier for server admins:
Mod ID: 13bceec3. Add this to your MapCycle.json:
{
"mods": [
"13bceec3"
],
"map": "ns2_hydra"
}
https://dropbox.com/s/0wfllkcv1haomd5/buggg.jpg?dl=0
. fixed an issue with uplink res node not working
. fixed stuck issue under uplink elevator
. more work on skybox
SupaFred was kind enough to run the map on his server, everyone seemed to enjoy it quite a bit and he even recorded a video of the very first game he played of the map
. fixed exploit in catwalk that allowed skulks to escape the map
. fixed exploit in hydro lift that allowed skulks to escape the map
. moved crates about in cradle to benefit both teams in some way.
. improvements to commander view
.fixed stuck issue at subnautics res node
Occlusion issue in the vent:
Texture misalignments:
Some weird stuff going on with this ceiling:
i have noticed the light issue but it isnt an occlusion issue must be an issue with the light settings for that particular light.
quite a few misaligned textures im fixing them over time but i know about them for now
ha that ceiling is abit weird, should use the same texture rotation for it all and smooth the edges
your video is set to private
From what I could tell, it played really nicely for the most part.
I think the 3-rts next to Hydro was a bit confusing for marine spreads (kinda like what happens in eclipse at the moment). And also I'll say that from first glance I was expecting the spawn points to be veil-like (marines top, aliens 1/3 southern TPs)
I love the way cradle fits into the map!
We only played 2 rounds and I can remember most of the rooms very clearly; I know you know this is a good thing
Must... Play... More of this map... Hnnnnngg
The vents in Subnaughtics and Energy Core are both broken. The video gets into it well, but it is simple. Once Gorges go up, Marines lose.
i will change the subnautics ceiling, originally i had a room left of subnautics with a broken lift and ladder exiting the left doorway atop subnautics i might bring it back to make it possible for marine counter