Interesting map, have you had games played on it yet? SCC could help you out with that if you wished? is it up on the workshop yet? what are your plans for the map?
If the publishing thing is fixed then I'll put it up on the workshop by next week. It was suppose to be out last month but I couldn't publish anything on steam.
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
Where does this map come from? I mean, I used to see mappers posting their thread about a greyboxed map at first and then, being able to see their evolution. Yours looks just awesome and never heard about it before that. Stratos apart of course!
Looks really awesome, by looking at the overview map. It looks as there may be a lot of vents. But thats speculation, seeing as ive never played it. But it looks visually beautiful and cant wait to check it out.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
wow, looks amazing and I agree with the previous comments, where has this been hiding? How could you have done so much work and not teased us beforehand :P
If the publishing thing is fixed then I'll put it up on the workshop by next week. It was suppose to be out last month but I couldn't publish anything on steam.
I had this error too, Steam always created a new mod for me instead of overwritting. here is the solution:
1.Open mod.settings file
2.Change publish_id = "xy" to the right id if launchpad has changed it
3.Close file and rightclick, properities.
4. Make it read-only
5. Open launchpad and mod again. Before you publish click build and rebuild
6. Et voila, steam should update your mod
You should fix starting spawn points. It appears that you can spawn in the middle of the map both as marines and aliens
Mineshaft :
Big blue container next to the Mineshaft hive RT feels out of place. It seems hard to jump out of the hive and go defend that RT in cas it is sniped by marines from the entrance of the room.
The big fan in Mineshaft is visible in spectate/commander POV and shouldn't be (too large)
You can place structures on the broken minecart in front of the tech point, but can not on the ground right after and before it it. It think it's because of the light props. Suggestion : you might want to remove it so there can be enough space for marines to put all their basic structures. Without them being so close to each other that one bile bomb could hit all of them
Mineshaft tunnel : you cannot drop anything in this corridor, all ends up in the ceiling.
Light prop still appearing in spec in Engine.
Pipeline : props not comm invisible
Almost all vents are too small to get in : I've only manage to get in one of them and I almost got stuck
Missing room names on the minimap
I don't have any more time for this today, but map looks great. I like the tech points.
But you really need to get rid of these one-way corridors. They are no fun and a pain for both sides to go through.
ps : I have some screenshots if you want, don't have time to upload them right now but if you need it, ask me, I'll do that tonight
You should fix starting spawn points. It appears that you can spawn in the middle of the map both as marines and aliens
Mineshaft :
Big blue container next to the Mineshaft hive RT feels out of place. It seems hard to jump out of the hive and go defend that RT in cas it is sniped by marines from the entrance of the room.
The big fan in Mineshaft is visible in spectate/commander POV and shouldn't be (too large)
You can place structures on the broken minecart in front of the tech point, but can not on the ground right after and before it it. It think it's because of the light props. Suggestion : you might want to remove it so there can be enough space for marines to put all their basic structures. Without them being so close to each other that one bile bomb could hit all of them
Mineshaft tunnel : you cannot drop anything in this corridor, all ends up in the ceiling.
Light prop still appearing in spec in Engine.
Pipeline : props not comm invisible
Almost all vents are too small to get in : I've only manage to get in one of them and I almost got stuck
Missing room names on the minimap
Sweet. I'll resume my feedback tonight. I had to go to work, so I just spent 20mn on it, most of them in mineshaft testing building drops etc. I'll do a more in depth look around when i have time
Database- The hallway connecting database to mineshaft tunnel. Needs more cover would suggest pipes similar from one of the rooms on caged. (Don’t remember the name) *
Pipeline- would highly suggest moving the res node location to shown ping.( could remove pipe and put res node there). And removing the current room where the rt is. I suggest this because it makes base VERY open and easy to just walk in as skulk and just bite and kill the rt.
Central Hub- At its current state, if taken by aliens. The only way to take back the room is actually arcing it. Although that’s not a problem. But it makes the room REALLY alien friendly and impossible to take, from an alien hive.
*- I *’ed? everything thing I believe needs cover. And the reason its * is because these changes can all be fixed with similar solutions. Solutions that are literally just adding more detail to the rooms, such as just adding props, crates, rafters in ceilings, etc. . Because most of the rooms are just empty hallways, ATM which makes them SUPER marine friendly. Although you have the vents in each of these hallways. That isn’t enough to stop a well skilled marine from BLASTING down skulks at the other end of the hallway.
This map is very beautiful atm and I love it. I really hope you do take these suggestions into consideration because this is beatuful with an awesome layout. But these changes I feel will really balance the map.
P.S. I do still have more suggestions and if you’d like to add me on steam id gladly tell you them, just don’t want to bore you here.
Mineshaft- In picture, the platform above hive makes it very difficult to drop structures.
Room is very easy to GL. Suggest putting in more rocks in ceiling to make it difficult to do so.
Added a rock ceiling
Database- The hallway connecting database to mineshaft tunnel. Needs more cover would suggest pipes similar from one of the rooms on caged. (Don’t remember the name) *
Added props to block LoS
Pipeline- would highly suggest moving the res node location to shown ping.( could remove pipe and put res node there). And removing the current room where the rt is. I suggest this because it makes base VERY open and easy to just walk in as skulk and just bite and kill the rt.
West Corridor- Needs cover. Suggest piping in ceiling. That way it gives aliens alternate paths down the hallway.*
Added props to block LoS
Central Hub- At its current state, if taken by aliens. The only way to take back the room is actually arcing it. Although that’s not a problem. But it makes the room REALLY alien friendly and impossible to take, from an alien hive.
East Passage – As stated before needs cover.*
Added props to block LoS
South Tunnel- Cover*
Shortened Tunnel. Added ceiling props
Most of the problems are hopefully fixed. As for Pipeline and Central, I think they might need a bit more testing before I change anything else to them.
If you want, feel free to add me on steam. Same name, same picture.
So I had a round on the map the other night on The Thirsty Onos server, although it was at 3 AM. But here's my thoughts.
From the first look so you have details everywhere and no grey boxes. But the second thing I noticed was how the whole map is basically just hallways. And it is simple and wide hallways. I have no idea how the aliens would even have a chance. Playing on the marine team I just shot down every skulk from afar before getting into any kind of danger.
This trend did not stop in the hallways. But continued to the big Tech Points with not that many props.
TL;DR. Hallways should be connecting rooms. Not another hallway. And try to mix up the geometry. Not just the texture.
(To be honest. I only managed to see ½ the map in that round. Was too easy as marine)
I got complaints about holes in the map so I've removed it from The Thirsty Onos servers for now. I didn't get any details about where the problems are.
Comments
https://steamcommunity.com/groups/SCC-P Here is the link to our group if you wish to join up.
We playing/test sunday nights 8pm GMT
Also it looks like some copy and paste have happened around the center which also reminds me of an old political symbol
And why publishing a map that looks so grea already? Isn't it hard to make layout changes, if needed, on a detailed map?
also looks almost too symmetrical for my taste^^
So I'm guessing 9 RT's, and 5 tech points?
If the map needs some major changes I don't mind doing an overhaul.
I had this error too, Steam always created a new mod for me instead of overwritting. here is the solution:
1.Open mod.settings file
2.Change publish_id = "xy" to the right id if launchpad has changed it
3.Close file and rightclick, properities.
4. Make it read-only
5. Open launchpad and mod again. Before you publish click build and rebuild
6. Et voila, steam should update your mod
Remember the 6 billion goy.
I'm sure he was inspired by that. lol.
the map is symmetrical from top right to bottom left, te swastika is not symmetrical
Map looks gorgeous.
So he's buddhist.
Woopty fuckin do.
You should fix starting spawn points. It appears that you can spawn in the middle of the map both as marines and aliens
Mineshaft :
Big blue container next to the Mineshaft hive RT feels out of place. It seems hard to jump out of the hive and go defend that RT in cas it is sniped by marines from the entrance of the room.
The big fan in Mineshaft is visible in spectate/commander POV and shouldn't be (too large)
You can place structures on the broken minecart in front of the tech point, but can not on the ground right after and before it it. It think it's because of the light props. Suggestion : you might want to remove it so there can be enough space for marines to put all their basic structures. Without them being so close to each other that one bile bomb could hit all of them
Mineshaft tunnel : you cannot drop anything in this corridor, all ends up in the ceiling.
Light prop still appearing in spec in Engine.
Pipeline : props not comm invisible
Almost all vents are too small to get in : I've only manage to get in one of them and I almost got stuck
Missing room names on the minimap
I don't have any more time for this today, but map looks great. I like the tech points.
But you really need to get rid of these one-way corridors. They are no fun and a pain for both sides to go through.
ps : I have some screenshots if you want, don't have time to upload them right now but if you need it, ask me, I'll do that tonight
Fixing the tunnels and the vents now.
Update: Fixed Mineshaft tunnels.
http://steamcommunity.com/sharedfiles/filedetails/?id=382044269
Room is very easy to GL. Suggest putting in more rocks in ceiling to make it difficult to do so.
http://steamcommunity.com/sharedfiles/filedetails/?id=382044172
Database- The hallway connecting database to mineshaft tunnel. Needs more cover would suggest pipes similar from one of the rooms on caged. (Don’t remember the name) *
http://steamcommunity.com/sharedfiles/filedetails/?id=382044152
Pipeline- would highly suggest moving the res node location to shown ping.( could remove pipe and put res node there). And removing the current room where the rt is. I suggest this because it makes base VERY open and easy to just walk in as skulk and just bite and kill the rt.
http://steamcommunity.com/sharedfiles/filedetails/?id=382044077
West Corridor- Needs cover. Suggest piping in ceiling. That way it gives aliens alternate paths down the hallway.*
http://steamcommunity.com/sharedfiles/filedetails/?id=382044280
Central Hub- At its current state, if taken by aliens. The only way to take back the room is actually arcing it. Although that’s not a problem. But it makes the room REALLY alien friendly and impossible to take, from an alien hive.
East Passage – As stated before needs cover.*
Oasis- Cover* http://steamcommunity.com/sharedfiles/filedetails/?id=382044298
South Tunnel- Cover*
*- I *’ed? everything thing I believe needs cover. And the reason its * is because these changes can all be fixed with similar solutions. Solutions that are literally just adding more detail to the rooms, such as just adding props, crates, rafters in ceilings, etc. . Because most of the rooms are just empty hallways, ATM which makes them SUPER marine friendly. Although you have the vents in each of these hallways. That isn’t enough to stop a well skilled marine from BLASTING down skulks at the other end of the hallway.
This map is very beautiful atm and I love it. I really hope you do take these suggestions into consideration because this is beatuful with an awesome layout. But these changes I feel will really balance the map.
P.S. I do still have more suggestions and if you’d like to add me on steam id gladly tell you them, just don’t want to bore you here.
Most of the problems are hopefully fixed. As for Pipeline and Central, I think they might need a bit more testing before I change anything else to them.
If you want, feel free to add me on steam. Same name, same picture.
UPDATE: New version is up.
Change log:
-Changed the ramps in Mineral Junction, Database, Crossroad, and Engine.
I'm thinking of adding 3 new rooms to connect the hallways leading to central. Any Feedback would be appreciated.
Update:
New Version is up.
-Added more props to fix LoS issuess and added 3 news rooms near central.
From the first look so you have details everywhere and no grey boxes. But the second thing I noticed was how the whole map is basically just hallways. And it is simple and wide hallways. I have no idea how the aliens would even have a chance. Playing on the marine team I just shot down every skulk from afar before getting into any kind of danger.
This trend did not stop in the hallways. But continued to the big Tech Points with not that many props.
TL;DR. Hallways should be connecting rooms. Not another hallway. And try to mix up the geometry. Not just the texture.
(To be honest. I only managed to see ½ the map in that round. Was too easy as marine)