ns2_xyllery
Thesaltyseacaptain
Canada Join Date: 2018-07-11 Member: 242113Members, NS2 Community Developer
This is what it looks like.
Still in development (Many rooms are still grey box)
Mod id 509ef49f
workshop link
https://steamcommunity.com/sharedfiles/filedetails/?id=1352594591
Still in development (Many rooms are still grey box)
Mod id 509ef49f
workshop link
https://steamcommunity.com/sharedfiles/filedetails/?id=1352594591
Comments
Most important is that every room has its identity / color
Tech points
RT rooms
Other rooms
rebuilt pumps and power and moved lobby and cookie closer to the rest of the map.
Before After
Current layout.
Some of the rooms.
Hope you all enjoy. Feedback is always welcome.
Also, that sure is a lot of reflections :P
Consuela was hard at work!
Also add more ambiant sounds
Oh and not fan of the readyroom altough there's an original idea...
Marines usually have an advantage in a phase like this. Ambient sounds would be a part of the detailing phase which usually comes at the end of map development. During that phase the map should get more alien friendly aswell.
Yeah of course... thus it really needs lots of testing to better get what's wrong or not at that phase
In my opinion, as long as your layout follows something "logical" to NS2 gameplay it shouldn't be a problem.
Thus, in it's actual form, luna seems a bit hard to get (believe me I was killed a hive just after dropping). Marines always check this hive since it's not very far. I think the map should evolve more of a biodome/summit layout with an additional hive command point on the south of the map.
New loading screen (temporary)
New layout
Some of the "more done" rooms
If you switch pumps and dive anchor with each other you could have a classical pinwheel map though.
Also the way from rielle to pipes seems a bit awkward on the minimap + if rielle is a possible alien spawn I think I might see a problematic arc position in pipes.
Also not sure how strong the arc position from hangar to pumps is. There is an "arc_range_circle" entity in the editor. If you put that on the techpoints you can see the spots from where you can arc possible hivespots and maybe see any problematic positions.
LOL.
I am sure I said this before, but you should really establish a layout before building a map. And then adjust accordingly the problems, so the layout improves over time instead of just changes. You are basically always begin from anew, which is very ineffecient.
No room changes or visual improvements.
Whole idea is nerf aliens but still keep it fun for them
-moved some rooms
-built new rooms
-removed lots of vents and cover
- 10 rt (from 11)
Enjoy!
Assuming 327 allows my builder to build custom textures again they will be re implemented then. (broke while building in 326)
Old layout has been saved for upcoming project (after Xyllery is complete).