ns2_eclipse_andhow
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
Been working on a version of Eclipse that's got some pretty big changes. It's called Eclipse_andhow! More updates coming soon!
Workshop link!
Layout!
Current build
Power Sub Junction
* Opened up eastern entrance to Computer Core * Moved location of Power Node toward doorway to help gorges harass it better * Added pillars to help skulks in middle section * Increased lighting to better spot aliens against dark background in this corner * Increased total height of Power Sub by a couple meters * Increased height in other areas further to facilitate three-dimensional alien movement * Removed fins from Power Sub exits
Computer Core
* Removed a lot of excess crate-age and added some pipes for aliens to move around * Closed west "server room" * Added additional vent exit in less risky location in the heart of Computer Core
Core Access
* Changed hallway to eliminate gigantic line of sight from Computer Core to Power Sub Junction * Increased width of Power Sub Junction - Core Access connector * Opened up upper Core Access and added multiple entry points (Thanks, @pSyk0mAn) * Increased floorspace by monitors
Generator Monitors
* Removed all the stuff in the RT room
Eclipse
* Removed a lot of the crates at the northern entrance from Triad
Triad
* Redistributed crates to offer some protection for fleeing lifeforms
West Route
* Removed an LOS crate
Marine Start
* Renamed Lounge
* Shrunk TSA checkpoint
Access Alpha
* Moved Power Node closer to Skulk ambush location
Maintenance
* Added gigantic LOS blocking wall to better help aliens defend * Increased space around the back wall and tech point
South Loop
* Removed glass paneling * Modified screen texture for aspect ratio warping
Workshop link!
Layout!
Current build
Power Sub Junction
* Opened up eastern entrance to Computer Core * Moved location of Power Node toward doorway to help gorges harass it better * Added pillars to help skulks in middle section * Increased lighting to better spot aliens against dark background in this corner * Increased total height of Power Sub by a couple meters * Increased height in other areas further to facilitate three-dimensional alien movement * Removed fins from Power Sub exits
Computer Core
* Removed a lot of excess crate-age and added some pipes for aliens to move around * Closed west "server room" * Added additional vent exit in less risky location in the heart of Computer Core
Core Access
* Changed hallway to eliminate gigantic line of sight from Computer Core to Power Sub Junction * Increased width of Power Sub Junction - Core Access connector * Opened up upper Core Access and added multiple entry points (Thanks, @pSyk0mAn) * Increased floorspace by monitors
Generator Monitors
* Removed all the stuff in the RT room
Eclipse
* Removed a lot of the crates at the northern entrance from Triad
Triad
* Redistributed crates to offer some protection for fleeing lifeforms
West Route
* Removed an LOS crate
Marine Start
* Renamed Lounge
* Shrunk TSA checkpoint
Access Alpha
* Moved Power Node closer to Skulk ambush location
Maintenance
* Added gigantic LOS blocking wall to better help aliens defend * Increased space around the back wall and tech point
South Loop
* Removed glass paneling * Modified screen texture for aspect ratio warping
Comments
I always get stuck as fade/lerk in the clutter leading to power core...
But tbh I feel like the real issues of this map haven't been adressed yet, it will not really change anything for those hating the map for various reasons.
Try to reduce as many sharp corners as is possible across the map as the lower half of the map feels like it is comprised entirely of ambush spots.
Simplify the maintenance vent entrances so it is easy to see and get into which would help both teams with that location.
Expand the gen.mon res closet.
Either push the eclipse tp room further away from computer core, or pull maintenance closer to computer core as the distances makes the eclipse tp the optimal second hive location if aliens start in computer core.
Move the hive in computer core away from line of sight of the western door as marines don't even need to enter computer core to kill the hive, or move the core access entrance to the center of the room where the west server room currently is.
@pSyk0mAn, the corners are coming. I started working a bit with some corners around Comp Core. Hopefully this can be expanded throughout the rest of the map.
@IeptBarakat I plan to implement more of yours and @SamusDroid's changes in future builds. Thanks for handing me a useful list here.