NS2_Nexus Feedback Thread! (Formerly Nyx, Updated weekly!)
Zavaro
Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Welcome to the heart of darkness.
I'm making this thread for Malpractice and I to gauge response and interface with you guys how you feel about the map.
Nyx is a facility located deep in the heart of an alien jungle. It's humid, and hostile, and dark in the canopies of the surrounding foliage, an environment mirrored within the facility itself.
This is the workshop link.
Hex for server mods is 17B0E28C
I should warn you and any server that this is a work in progress, not a finished product. Performance and detail are all subject to change (for the better).
Screenies (all WIP)
I'm making this thread for Malpractice and I to gauge response and interface with you guys how you feel about the map.
Nyx is a facility located deep in the heart of an alien jungle. It's humid, and hostile, and dark in the canopies of the surrounding foliage, an environment mirrored within the facility itself.
This is the workshop link.
Hex for server mods is 17B0E28C
I should warn you and any server that this is a work in progress, not a finished product. Performance and detail are all subject to change (for the better).
Screenies (all WIP)
Comments
Love it!
I honestly can't say, but quality is the CDT's number one concern. This map has the same chance as any other. As for other things in the pipe, I'd suggest checking out our Trello, which we update daily.
The heatsink area is very marine-friendly, and on the round we played, this was right next to the alien's starting hive.
Tough to come to any conclusions after just one round though.
Still, the lighting needs a bit of work. Right now, there's just no contrast and it's too dim. Should be more contrast, with more light. Perfectly acceptable to have some dim areas, but marines shouldn't HAVE to be using the flashlight everywhere.
Ladder in Muck Pump doesn't have a ladder entity, marines get stuck.
EDIT: The above is a reminder of my great shame. This is not the map I'm looking for.
It's a small map; as marine I found it easy to go for a quick jog and kill some RTs.
We pounded the aliens into the western tech point (after much struggling!) when we played but looking at the map there's a vent out behind where we set up so I don't think that's a map balance issue.
Also what was mentioned above - it's waaayyy too dark, in general.
Overall though this looks really promising! The areas are varied and recognisable; heatsink/the alley above it, and the walkway out of the western techpoint I thought looked particularly cool
here's a dropbox link to the individual files (253 MB):
https://www.dropbox.com/sh/ds8rdvy806o605l/AAAyCWjrGDXmlDk7GJqiWCera?lst
i really believe this map has potential. by the way, the overhead pipe system in Thermal is a gorge's dream - heh heh.
keep going with it, great work so far.
I have done a significant lighting overhaul- much of the lighting was attenuated when textures were added.
The lower end of the hazard decal signifies the deathtrigger.
*This technique is employed for every location with a deathtrigger
Only place i found too easy to attack as marine was the right side natural resnode on the bottom techpoint. Area around that resnode felt too open.
The map is also now being played on the awesome Tactical Freedom server! (Thanks, Shameless)
Any constructive criticism would be lovely!
Have fun!
As brainfood said, we commented a lot on the amount of connections/areas needed to defend i had a lot of drifters out there at one point(you'll see in the video) But overall it seemed pretty good, you can tell where some areas need to be tweaked though. We'll try and get some more games on it and i'll write up some more details for the areas i feel are a little problematic.
Ran the SCC Profiler on ns2_nyx, no glaring balance issues, but you might be able to get something out of it: imgur gallery. (generated distance based metrics, here's and old profile of ns_summit for reference).
Just a quick guide for some of the graphs since we haven't posted these publicly before:
Team presence
Shows the distance of each team to each point in the map. Gradients 0 to 27 seconds of travel (aliens red to yellow, marines blue to green). Accounts for alien only routes, doesn't account for elevation or flow control.
RT head start
Shows which team is closest to each RT, and by how many seconds. Depends on spawns,
That's amazing. For how long have you been creating these?
SCC plays NYX alien commander
I have nothing to say about Tech points, or RT locations, they seemed okay to me. There were a shit ton of check corners to do to go from one RT to the next one, lots of places to hide. Which is kind of cool. However, I found the vents maybe too numerous, or too complex (as of now) in the south part of the map. Since you knew the map, your dodgy lerk was a pain to track.
But I need to play more of it to get an appropriate opinion. Right now it's just random thoughts, pick up what you need from it, it might not really be relevant right now.