ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 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
edited August 2018
Flow Control
* Extruded glass room towards tech point to prevent sniping of structures from Extraction
* Added pillar to room to remove a large line-of-sight issue and make something of the empty space
Extraction
* Raised the big overhang thing to keep Exos and Onos from getting stuck on the stairs
* Raised the scaffolding-beams above the big overhang to give aliens a bit more cover
Transit
* Lowered lava buckets to create more cover for skulks
* Removed pathing beneath these to keep structures from being placed in possibly invulnerable places
* Re-assembled some lava buckets to better block line of sight and create alien friendly bottlenecks
Containment
* Re-added horrible horrible horrible grating on ceiling for more alien cover (probably temporarily)
Chasm
* Re-added horrible horrible horrible grating on ceiling for more alien cover (were temporarily)
Lava Falls
* Added aesthetically terrible large metal plates hanging from ceiling for more Fade/Lerk cover, likely to be replaced in the future with something more elegant and something that makes sense
Lava Falls
* Added aesthetically terrible large metal plates hanging from ceiling for more Fade/Lerk cover, likely to be replaced in the future with something more elegant and something that makes sense
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 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
edited September 2018
General
* Fixed a huge number of locations that were previously unpowered
* Fixed names on minimap to better show their locations
* Additional fixes to CommanderInvisible
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
I checked the wonitor stats on vanilla refinery recently and I was shocked about Turbine winrates..for both teams.
I knew it was bad, but I don't think that's easily fixable. Did you already disable that spawn for both teams?
Your idea about the Lava Falls - Chasm corridor going to Turbine instead might help, if there is also more cover at the exit in Lava Falls.
I've also noticed there are no ways for Aliens from Containment to get safely to the Lava Falls ceiling.
Maybe a pipe like this would help to give Skulks an easier way up there from Containment, while being covered from Lava Falls:
Also the 2 ceiling vents in Containment and Heatsink are just terrible for Skulks. They need an easy and quick route to them via map props or maybe consider moving those entrances?!
I checked the wonitor stats on vanilla refinery recently and I was shocked about Turbine winrates..for both teams.
I knew it was bad, but I don't think that's easily fixable. Did you already disable that spawn for both teams?
Turbine is disabled as a spawn, yes. There was an issue with a Shine plugin that was allowing teams to spawn there. Really bad spot, really.
Your idea about the Lava Falls - Chasm corridor going to Turbine instead might help, if there is also more cover at the exit in Lava Falls.
I agree, but it's a lot of work, and I've scaled back what I really wanted to do here with this. I might continue with that path, but for now I've just disabled the spawn.
I've also noticed there are no ways for Aliens from Containment to get safely to the Lava Falls ceiling.
Maybe a pipe like this would help to give Skulks an easier way up there from Containment, while being covered from Lava Falls:
I like this idea. I was planning on adding some chains up to the upper levels, but this seems more visible and cohesive.
Also the 2 ceiling vents in Containment and Heatsink are just terrible for Skulks. They need an easy and quick route to them via map props or maybe consider moving those entrances?!
Yeah. I made the square vent entrance a lot better for aliens entering and exiting the vent in a live update some months ago as the entrance itself was buggy, but I agree that they're really hard to reach for skulks due to location. I want to make Heatsink better for aliens as it's currently one of the most open long lines of sight in the game.
On the topic of Heatsinks, I do still have plans to make Pipeworks northern entrance more alien friendly, but things are a bit slow due to some real life business.
I really REALLY liked the previous version of refinery_refined. Especially furnace and smelting tech pt. But now it feels pretty much the same as stock. Which isn't good. But ill digress and give it time.
I really REALLY liked the previous version of refinery_refined. Especially furnace and smelting tech pt. But now it feels pretty much the same as stock. Which isn't good. But ill digress and give it time.
Unfortunately it exacerbated problems the vanilla versions had. I liked them too, but they weren't making the map better for both teams, only marines, and too much so from what I had seen, played, and monitored. Sucks, man.
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 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
edited November 2018
The "Big Pillar" update
Added some big pillars to Smelting to make the room more alien friendly
Added some pillars north of Routing in Lava Falls to make the room more alien friendly
Added a big pipe to the ceiling of Routing to help Lerk and Fade players a bit more
Added trick jump to upper pipe in Lava Falls (Thanks, @pSyk0mAn )
Moved barrels back to initial location to help with players biting Lava Falls
Added incredibly inelegant crate solution to Containment start to prevent marines from sniping eggs from the door
I've played with the recent update and I really liked it.
The only thing that feels a bit weird is the flow entrance from lava, but I need to play it more in order to form an opinion about
I've played with the recent update and I really liked it.
The only thing that feels a bit weird is the flow entrance from lava, but I need to play it more in order to form an opinion about
Yeah, it definitely doesn't feel natural. I've been trying to find some way of making it feel a more lived in, natural place. I've added some additional clutter to the room in the interim.
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 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
edited December 2018
The Stuff I Forgot But Psyk Told Me To Do A Second Time And Other Things Edition
General
* Forced Containment to always spawn Aliens
* Forced Flow Control to always spawn Marines
* Teams can no longer spawn in Smelting or Turbine
* Fixed some OcclusionGeo issues
* Reformatted all the layers into my typical clean layout
* Tweaked minimap extents
* Reverted glass to gross original look
Pipeworks
* Increased EW width of central pillar to help aliens a bit more
Falls Approach
* Added additional console to hallway to give aliens some cover as they enter or exit the vent
Lava Falls
* Added lava trim decals to the lava areas
* Added additional pipe to help aliens reach ceiling as well as provide some minimal cover to approach the tower
Chasm
* Cleaned up the minimap in the northern area of this room
Routing
* Added additional cubby for aliens
Extraction
* New visual pass. Redid the geo underneath the floor, as only about 1/4 was complete in the vanilla build
Still have to figure out what to do with those dumb pipes.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited December 2018
Wow that was fast!
Have you tried to use two glass planes for reflection and dirty glass?
Maybe it would be possible to combine that into one material. I think Unearthed would benefit from that too.
Wow that was fast!
Have you tried to use two glass planes for reflection and dirty glass?
Maybe it would be possible to combine that into one material. I think Unearthed would benefit from that too.
Yeah, I did, but I didn't really like it. Prefer it to be really dirty. What I really need is a "greasy" glass shader with duplicate geometry.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Flow Control is the better Marine Start compared to Containment.
That vent is basicly another route for Marines to the middle or to backstab.
It has long line of sight and Marines can even walk in the first part.
It's almost completely useless for Aliens not starting in Flow Control and makes it even harder for them to attack all that Marine backres, since Exchange and Transit are both very far away from Containment and easy to defend.
Comments
Flow Control
* Extruded glass room towards tech point to prevent sniping of structures from Extraction
* Added pillar to room to remove a large line-of-sight issue and make something of the empty space
Extraction
* Raised the big overhang thing to keep Exos and Onos from getting stuck on the stairs
* Raised the scaffolding-beams above the big overhang to give aliens a bit more cover
Transit
* Lowered lava buckets to create more cover for skulks
* Removed pathing beneath these to keep structures from being placed in possibly invulnerable places
* Re-assembled some lava buckets to better block line of sight and create alien friendly bottlenecks
Containment
* Re-added horrible horrible horrible grating on ceiling for more alien cover (probably temporarily)
Chasm
* Re-added horrible horrible horrible grating on ceiling for more alien cover (were temporarily)
Lava Falls
* Added aesthetically terrible large metal plates hanging from ceiling for more Fade/Lerk cover, likely to be replaced in the future with something more elegant and something that makes sense
I may have gone too far in a few places.
Aside from that a really horrible, horrible update!
I'm sure the gratings are very grateful you gave them their job back.
* Fixed a huge number of locations that were previously unpowered
* Fixed names on minimap to better show their locations
* Additional fixes to CommanderInvisible
Lava Falls
* Reverted tower change
* Reverted southern Lava Falls RT
Furnace
* Removed Furnace due to marine rotation ease
Smelting
* Reverted Smelting EW mirroring
Chasm
* Added nooks near the Turbine entrance to better help Aliens close distance with Marines
* Re-re-re-added the ceiling gratings (Grrr)
I knew it was bad, but I don't think that's easily fixable. Did you already disable that spawn for both teams?
Your idea about the Lava Falls - Chasm corridor going to Turbine instead might help, if there is also more cover at the exit in Lava Falls.
I've also noticed there are no ways for Aliens from Containment to get safely to the Lava Falls ceiling.
Maybe a pipe like this would help to give Skulks an easier way up there from Containment, while being covered from Lava Falls:
Also the 2 ceiling vents in Containment and Heatsink are just terrible for Skulks. They need an easy and quick route to them via map props or maybe consider moving those entrances?!
Turbine is disabled as a spawn, yes. There was an issue with a Shine plugin that was allowing teams to spawn there. Really bad spot, really.
I agree, but it's a lot of work, and I've scaled back what I really wanted to do here with this. I might continue with that path, but for now I've just disabled the spawn.
I like this idea. I was planning on adding some chains up to the upper levels, but this seems more visible and cohesive.
Yeah. I made the square vent entrance a lot better for aliens entering and exiting the vent in a live update some months ago as the entrance itself was buggy, but I agree that they're really hard to reach for skulks due to location. I want to make Heatsink better for aliens as it's currently one of the most open long lines of sight in the game.
On the topic of Heatsinks, I do still have plans to make Pipeworks northern entrance more alien friendly, but things are a bit slow due to some real life business.
Unfortunately it exacerbated problems the vanilla versions had. I liked them too, but they weren't making the map better for both teams, only marines, and too much so from what I had seen, played, and monitored. Sucks, man.
Added some big pillars to Smelting to make the room more alien friendly
Added some pillars north of Routing in Lava Falls to make the room more alien friendly
Added a big pipe to the ceiling of Routing to help Lerk and Fade players a bit more
Added trick jump to upper pipe in Lava Falls (Thanks, @pSyk0mAn )
Moved barrels back to initial location to help with players biting Lava Falls
Added incredibly inelegant crate solution to Containment start to prevent marines from sniping eggs from the door
The only thing that feels a bit weird is the flow entrance from lava, but I need to play it more in order to form an opinion about
Yeah, it definitely doesn't feel natural. I've been trying to find some way of making it feel a more lived in, natural place. I've added some additional clutter to the room in the interim.
General
* Forced Containment to always spawn Aliens
* Forced Flow Control to always spawn Marines
* Teams can no longer spawn in Smelting or Turbine
* Fixed some OcclusionGeo issues
* Reformatted all the layers into my typical clean layout
* Tweaked minimap extents
* Reverted glass to gross original look
Pipeworks
* Increased EW width of central pillar to help aliens a bit more
Falls Approach
* Added additional console to hallway to give aliens some cover as they enter or exit the vent
Lava Falls
* Added lava trim decals to the lava areas * Added additional pipe to help aliens reach ceiling as well as provide some minimal cover to approach the tower
Chasm
* Cleaned up the minimap in the northern area of this room
Routing
* Added additional cubby for aliens
Extraction
* New visual pass. Redid the geo underneath the floor, as only about 1/4 was complete in the vanilla build
Still have to figure out what to do with those dumb pipes.
Vents
* Added Turbine-Chasm vent
Have you tried to use two glass planes for reflection and dirty glass?
Maybe it would be possible to combine that into one material. I think Unearthed would benefit from that too.
Yeah, I did, but I didn't really like it. Prefer it to be really dirty. What I really need is a "greasy" glass shader with duplicate geometry.
That vent is basicly another route for Marines to the middle or to backstab.
It has long line of sight and Marines can even walk in the first part.
It's almost completely useless for Aliens not starting in Flow Control and makes it even harder for them to attack all that Marine backres, since Exchange and Transit are both very far away from Containment and easy to defend.