ns2_eon_remake
SamusDroid
Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I'm currently remaking ns_eon http://steamcommunity.com/sharedfiles/filedetails/?id=227841562
It's the same situation as Machina, it's a WIP and it is currently in layout testing.
It's the same situation as Machina, it's a WIP and it is currently in layout testing.
Comments
http://www.twitch.tv/cyber_kun/b/503612262
Last before that I was the Marine commander and won that.
NS1 layout
As you can see in the image, the blue is the new geometry, the unselected geo is the exact replica of the NS1 layout. I've completely redone all the geo from scratch and hope to have something playable for SCC on Sunday
Also in the update includes new flickering signs and an animated conveyor belt
this map still plays rather well even considering its just a greybox at the moment. This remake has a lot of potential
my suggestions for the layout
.cooling, make it into an actual room but keep the basic principle the same, large cooling pipes or whatever on either side of the middle creating a walk area between but with more room for fade, lerk and skulks to move about above the pipes
.room A should be renamed and made a little larger
.sleeping area should be renamed to something like cryostasis. It should also be extended south creating a larger room by merging with the corner south of it.
. repair bay should be extended south creating a larger room
.engineering should be made wider extending it to the east
.engine walkway should be abit more direct and the res node moved to core power
.the core should be made larger
. add in some vents
an image of a modified layout
One is in the ready room
One is in bridge, and all the windows in the map
Flickering stars in the skybox
The Core
First glance: WOW, it's so cool.
Got closer: Meh.
Nice job doing that though.
Ugly and no stars.
Hum. I don't know how this works in US. But in France, tables aren't that big. And what are these shining paintings?
PS: expect me to say that really often.
No but really, props on this map are really too big.
Vent of the death. Can you see the end?
Death. Really too long.
First of all, I don't like the Node being too far from the RT or the fact that there's no way we can see each other in a reasonable range. Second, Node isn't working. Or should I say that it isn't connected to this room and RT.
Rooms too big? Even the game knows.
Paintings' hallway of the death.
This one is the worst. No way.
That is the worst thing I've ever seen on NS2 man. Node is here and the RT is behind the wall where the lerk stands up. lol
Good to know that you picked up that model. But that's again too big.
No but really, these hallways are hugeee. Look at the size of the beds.
Infinity.
Where are the stars?! Don't fool me!
Overall impression I've gotten so far: I can't tell right now if that map will be good or will fall into oblivion since the whole map is grey textured (or blue?) and that we can clearly claim that's an alpha version at best. I dunno whether I'm gonna like it or not. But you really have to rework it almost entirely. Dimensions and sizes are really bad (in my nicest words). Hallways are too long, same are the vents. Ceiling are too high. Props are too big (tables, boxes, doors). Is that a vessel or is that a giants world? Or a giants' ship? Never played NS1 and didn't know the map before tested it today but a lot of work needs to be done before going to the texturing step or whatever you call it. It really needs deeper thinkings, size reducing, and so forth. Otherwise, this map will never be balanced. It's far from a finished product but that's the best time to give feedbacks in my opinion. I went mostly on the trolling looking at my comments above but there's content to do something really good. I like the idea. I'll have another look once the dimensions of the map are back to a normal human being. I have expectactions on this map now and will follow it very closely.
Argh, I can't see anything with all this SPACE in the way! If only there was some device that could observe for me!
EDIT: Wow, spoiler tags do NOT like embedded youtube videos. Removing them.
If not, good luck getting this balanced for all 3 starting locations
Imho Cooling and Core Power res nodes should be way more north and away from the center.
Life Support phasegate looks super powerful.
Hangar to Sleeping Area connection probably reduces travel time for Marines too much.
If there is one thing pubber Aliens dont like these days, it's Marines being all over them too early, from different directions and forcing Aliens to rotate to different defending positions based on map-intel instead of natural flow of the map.
Also way too many Core locations on the map.
Try Core, Power Supply, Monitoring and Access, to get rid of the multiple Core locations.
There's also cross spawns, where Marines can start Hangar or Bridge. There's been problems in the past with Life Support but after today I plan on adding some vents and possibly another door to that room connecting to core monitoring.
That hallway leading to sleeping area may need to be removed, I agree.
Also Life Support, Room B, Hangar, and Engineering still need reworked
The map is a little deceiving down at the bottom near Hangar. It doesn't actually go through on both sides, the right opening is a window.