pSyk0mAn · Nerdish by Nature

About

Username
pSyk0mAn
Location
Germany
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Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
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662

Comments

  • I don't see his name being credited, so yes, you did ;)
  • I like the rearranging of the "stations" in plaza.
    The stairs will make it even harder for Aliens starting in Fabri to defend Plaza, since Marines have more evasion/backpeddal space there, while shooting the Harvester.

    In general I…
  • Nominating @Kasharic for ns2_unearthed and continuous support of ns2 and its (mapping-) community.
    Don't give it to him before finishing that damn map tho!
  • Some of the recent changes:
    -Made the techy pillar in the middle of Maintenance slightly smaller to improve that room for Marines
    -Removed the Biodome-Skylights vent (sorry, I loved it too, but had to go)
    -Improved the look of the …
  • I would like to nominate @AmbivalentAmbiguity ( [TA]Red ) for Squad 5 Blue for providing the TA servers, which are popular and well admin'd.
    Just dum…
  • I just checked the map, because of your vent issue.
    I suspect it happens, because you also have a "vent" layer.
    Try this:
    Mark the vent layer so you select all the parts in it. Then uncheck the vent layer they are in. Then uncheck …
  • Since I made skylights bigger and moved the RT more away from the entrance, it is already harder to retreat to the vent or the other side. Hence the crate to give a Skulk a better chance to get to the left side and wait for the Marine to come closer.
  • Update:
    -Added a crate in Skylights as los-blocker so it's easier for Skulks to move from behind the res node to the left wall, when Marines approach.
    -Added a crate in East Junction to make it easier to jump over the railing, when going…
  • Update:
    -Made custom location labels and added more location signs throughout the entire map
    -Added halloween ready room stuff (not activated yet)
    -Another little, visual story outside of Marine Start window (similar to Xenoform Re…
  • Sorry, my cam broke :p
  • Update:
    -Removed the vent between Ore and Scanning (wasn't really contributing anything anymore except confusion for newer players, after the hallway between those two locations was added)
    -Made Scanning slightly more Marine friendly by …
  • Unfortunately without those glass tubes there is zero cover in that room and Aliens are easy targets as soon as they enter from either side.
  • Update:
    -Opened up the area between Skylights and Xenoform Research (one less generic doorframe prop and a bit more marine friendly)
  • I actually agree with that. I found the "purple mass" too much in some areas, but figured it's not on a refined level yet.
    Like that spot in furnace, where I told you already to tone down the purple near the water.
    I think it's good to …
  • Wonitor says Server is just as bad or even worse for Aliens than Shipping.
    Shipping is already improved on Tram_nextstop, because ET is a more viable Hive due to my changes.
    I'd rather say Warehouse is the problem of being too good, beca…
  • -Created more space at the sides and ceiling of the door leading into Repair Room from Logistics, which should give Skulks coming from Shipping a better way to get closer to Marines in Repair.
  • I've seen these games too, where Marines don't know how to handle that vent. It's definitely contributing to the fact that this map is hard to learn and confusing at first.
    Unfortunately Aliens starting in Biodome really need that vent.
    <…
  • Updates:

    -Added a broken catwalk ramp on the right side between Ore and Generator to improve the flow and fighting in that area.
    Makes it a bit easier to attack Ore PG , powernode and structures, because of the ramp shortcut.
  • 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 a…
  • Radimax, I actually agree with you about the disk and memory usage, although I don't know how much impact it'd really had compared to the work that'd be needed to change all that.
    There are also multiple instances of props, which look identica…
  • Lol nice! Clog-tac-toe anyone ? :D
  • -Added more cover to the area between Hub and ET to make it harder for Marines to attack ET Hive.
    -Added more dodging spots in the hallway between Warehouse and Ore; Gorges can get closer to bile too.
  • Update:
    -Moved the Vent Entrance leading from Pipeline to Cargo lower, so it's more obvious and easier to reach. Also slightly easier to cover by Marines holding Pipe side.
    -Added 2 alcoves between Pipe and Neck for Aliens to dodge some …
  • Unfortunately it's more than just a distraction and a lot of ppl agree with that.
    A Gorge can kill the power node with babblers and spit in no time!
    A Gorge can spit the welding Marine the whole time without being killed. So you either n…
  • Some of the recent changes from the last weeks/months :
    -Moved the powernode in Observation around the corner. Gorges can't spit it from the vent anymore.
    -Added more obstacles in Logistics to improve the Shipping Hive situation (being a…
  • Awesome changes. Should be played on more server!

    Can some Mod move this to the mapping forum?
  • I've seen servers die from too much shuffling.
    People get frustrated for the game not starting or being resetted, for being shuffled to the other team, and they just leave.

    I think there needs to be a bigger cool down for shuffle v…
  • That overhang thing in Extraction was annoying me for ages, good job!

    Aside from that a really horrible, horrible update!
    I'm sure the gratings are very grateful you gave them their job back.
  • I would think about doing something like this to spice up the gameplay in Central.
    Basicly the crashed stairs and catwalks act as ramp up to the tower. The players just have to jump from the stairs on the catwalk in this screenshot:
    (Of …
  • The skylight changes are only related to Sub Start, because when you compare it to Topo - Pipe Start it is much easier to skulk-drop on Marines in Skylight and deny/kill the Extractor early, which has a rather big impact on the early game.
    Fur…