Jonacrab

About

Username
Jonacrab
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Members, NS2 Playtester, NS2 Map Tester
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Comments

  • Everything up until the 31st are early prototypes of the game. On the 31st you will get to see our current state of the game.
  • If someone wanted to take over Tanith, feel free. ATM I just don't have much time to invest in it. There also doesn't seem to be much interest in it, if there were more, I could probably invest some time in it, but I've tried to get some feedback …
  • To clarify, there weren't unrealistic expectations that Eclipse would be a competitive map, I had some hope that the competitive community would pick it up based on positive feedback from the maptest team, but suffice it to say that only half of the…
  • Seeing as the official maptest team involved a rotation of nearly all of the high level competitive players through its lifetime (titus, saunamen, snails, imagine, godar, and many others) which attempted to meet twice a week, every week, to test the…
  • (Quote)
    Not sure why this didn't get added in the changelog, but here are the changes to eclipse:

    -Expanded Core Access hallway to be larger and more favorable for aliens facing arcs from the bottom corner
    -expanded the a…
  • There will be at least one update to eclipse in the future, so any feedback is welcome. I haven't made any concrete decisions on what will change, mostly because the map needed time to settle before I could look at balance. That being said I will …
  • This map throughout development was always marine sided, so much so that Remedy had virtually scrapped the entire center of the map to try and resolve the issues, which really didn't work, because the problem wasn't the layout, it was the size of th…
  • (Quote)
    Remedy was involved in the development of the map for a long time until he fell off the face of the earth, and it was always assumed he would still continue developing the map after it became official, but he just disappeared one d…
  • The geo in mineshaft was indeed done with the displacement tool, but there are some rules and workarounds for some things with the displacement tool. I ended up making the most recent changes to mineshaft and sgt barlow was the original creator of …
  • (Quote)
    ya looks like theres a bug there, I will report it to the other devs.
  • NonCollisionGeometry will make geometry passable, but there is no group for not allowing aliens to stick to some geometry. Also groups will probably go away at some point, we want to make it all on layers instead, but haven't gotten around to it.
  • Update:
    -comm wont get stuck on exit from sat comm hive
    -fixed pathing so drifters should be able to build hive in waste
    -fixed a stuck spot in a vent

    let me know if any of these fixes don't work, or of any new issues
  • Grissi and I talked about it, just seems OP. Mostly because its right above the RT, marines need a tech point to hold and satellite in a lot of cases will probably be the one they have to hold, so having a vent above the RT and tech point seems off…
  • Added a new workshop section "NS2_tanith" with an updated and fixed version of this map. Should be a big improvement over the last version.

    Changelog:

    -Retextured and relit all the greybox areas with something more along the…
  • I will be dabbling in working on this map. I cant guarantee I wont lose interest along the way, and because I am an official mapper I have other responsibilities, and so this will only be done in my free time. So if others have interest in finishi…
  • (Quote)
    Be more vocal about the problems you see with maps, and get more people involved in the discussion. I have had a hell of a time getting constructive criticism in which to make decisions about maps. I've even directly contacted hi…
  • This prop and other props were outsourced to a group outside of the US, we missed some stuff when looking them over.... Theres actually another new prop that still has a typo in it, who can find it first? Hint: It is a prop made specifically for des…
  • (Quote)
    Considering trams total size is 6593x6593 inches, and descent is 8588x7465 your hypothesis is incorrect.

    Why are you so afraid of different maps? competitive players play on it, pubbers play on it, the balance is mostly…
  • Both shipping and water treatment were designed as cross map access for marines, without forcing them to go through a possibly taken hive location. I saw from initial testing that these would not be used very much except to get across the map. The…
  • Nah, at least for the moment its fine for you to work on it, im not taking it over, I'm currently busy with other projects :P and since theres no official combat mod it shouldn't be an issue for you to work on it. The official maps are however prop…
  • I don't see a problem with it for now (making a CO version that is).

    Map textures are misaligned all over tho, and the skybox entity for the planet is totally out of place. Youll have to figure out where to place the entity in the map …
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    I dont necessarily disagree, but I dont agree either. The vents on this map have been one of the biggest challenges, because i always wanted the alien team to have a "flank vent" that they could access from the hive room. I never…
  • (Quote)
    It's Descent, not decent

    Regardless. While we enjoy the gritty feel from the first set of maps released, we saw alot of potential for some cleaner assets, to give ns2 its own flavor. We really did not want to regurgi…
  • It is a known bug that exists for all maps, but may be more prevalent on descent, I hope we can get it fixed soon
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    I've been known to frequent the mapping forums from time to time.

    And yes, I did take alot of time to create an area that made a good playing space, but also offered a glimpse into what could lie beyond the boundaries o…
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    It's nice to know someone noticed that :) I put alot of effort into trying to create realistic looking reflecti…
  • (Quote)
    The multilevel bits of descent were always sort of an experiment to see what could feasibly work in a map. Ultimately plaza didnt originally have the glass windows up top... they were placed there after determining through multiple…
  • The vent above hydroanalysis is by design. Its a huge advantage for either team to hold that tech point, and so it needs to be a high risk high reward scenario. The hive is extremely siegable, and is also very easy to assault for aliens.