+4. In some places I'm like "ok I need my GPS cuz I can't see anything" :
element
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--Warning-- I have to play it more to give better layout feedback, I realize things I may point out as a problem may not be, but here's what I got so far with fresh eyes:
*Multiple inoperable doors are well lit and unblocked.
*Center portion of the map (inspection & taring) has adjoining hallways that can be a maze due to lack of uniquely identifying differences in the areas. Perhaps a color theme would be good (yellow trim for west side, blue for east etc) since some of these hallways are parallel to one another and are too similar.
*Resonance is a bit of a free natural for aliens, isn't it? I mean, sure 1/3 of your bullets can snipe it from Overture entrance, but that distance.. Which leads me to......
*The whole top of the map is a bit of an obvious expansion choice for aliens.. I don't know why you'd pick anything else, *ever*, in comparison. Relay room is not as alien friendly as Staging, and you sure as hell aren't going to try for RTs just outside of marine base.. Also marines have to travel so far to get to the top of the map, it takes the same time to get to Bridge RT as to alien start, 28 seconds. That's Bridge RT, not Exchange tech point. Combine this with the fact that you get Resonance for free, and you basically have an alien biased map, imo.
*Death pits and railings.... This map has got way too many imo. Both are frustrating map designs - you either accidentally fall to your death or you are boxed in / movement inhibited. These railings are also incorrectly *blocking bullets* btw... ;) You can still maintain themes (death pits) by having it below a glass floor or something - then you'd need less railings automatically. Some places make sense, like GreenPath which is an entrance to a hive, but do you really need a death pit in processing? Even areas that won't have marines traveling have railings (catwalk in inspection), and areas that seemingly don't need them (Assembly). Let the geometry guide us, please, not props :D
Great work thus far! Enjoyed playing on a fresh map, and one that feels well fleshed out, layout wise as well as visually. What I most enjoyed was the average room width. It felt just right most of the time, often pouring out into bottleneck hallways.
Can't wait to see how it progresses. :)
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Please note the minor changes below:
BRIDGE
-RT has been repositioned to the opposite side of the bridge
REACH
-Models have been added to create a skill jump to enter the vent as a marine
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In Reach, you get suck in the wall (window side) opposite the container if you walk into/strafe along it.
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I would like some name changes on the rooms. It's sometimes hard to pronounce during casting as non native English speaker. Fucking Taring and Basins. I guess, I will have to check Google translate for pronunciation...
el'pheer
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Try shaving the face, might help with the pronunciation!
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good map for woozas 21vs21
caste
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you guys do know that this layout is basically ns_nothing right?
you'd have a real rough time in ns1 if you're having difficulty with this
http://i.imgur.com/51gPAFq.jpg
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The map has been updated with the following:
-moved RT from Resonance to Overture
-moved RT from South Basin to Processing
-Connected Emerge to the Requisition hive entrance from Green Path
-Opened Taring
-Opened Bridge
-Opened Overture hallways
-Added to the Reach mezzanine
For The Lolz
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Just had a quick walk/fly around your map and have a little feedback.
1. Line of sight from emerge through taring to the door near south basin is an issue... a big one.
2. Line of sight from alien main almost to inspection through emerge is again an issue.
3. Opening emerge up to green path/Requisition I feel may be a little marine strong as you essentially have 3 entrances to alien main and 4 lanes leading to them... getting from marine base to Requisition now takes about 1 second longer than getting from marine main to staging... which is pretty damn fast anyway.
4. Moving the RT from resonance to overture I feel is even more punishment for aliens, any marine going through emerge can decyst on route via Taring, which coupled with the easy-to-get-to Staging, means that both alien Natural RTs are pretty easy to assault.
I will have a proper look around tomorrow and give more feedback as/if it is needed. I also look forward to playing this to see if my thoughts are correct or just pessimism.
"Out with the gorge, into the ready room" F4 - iSay
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Thank you for the feedback. The LOS concern may not be as significant an issue as you predict it to be, but adjustments can be made if needed. The RT placements are a test with the objective to balance map control incentive with the north. Breaking the cyst chain at Overture is approached no differently than cutting the cyst chain to the alien naturals on summit, so I don't see how this would be an issue. Overall, the same team tends to win both sides. However, several players last season shared a consensus of the map being too alien biased, so these changes are also in light of attempting to ameliorate that balance.
For The Lolz
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The reason for the imbalance I believe is due to the north side being clearly stronger so the aliens get a tunnel to bridge to hold it all, you can then ambush and take the marines in analysis over and over which should hopefully hold Requisition, staging, exchange and bridge RTs plus allow for a pretty fast second hive drop, that coupled with the ease of holding the close natural lead to many alien wins.
I think the rotation time between decysting overture and green path is a problem... but again, I haven't played on the map in its current state, so what i'm saying is based off of theory.
"Out with the gorge, into the ready room" F4 - iSay
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Exactly, there was not as much incentive for aliens (or marines) to expand south, given the RT in Resonance. Relay was just an outlier RT if not used as a TP. Now the naturals for each team are located in more southern positions, so it will pull each team into that area of the map (and aliens no longer have a 'free' natural).
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It's an interesting theoretical layout. In the earlier stages, the map actually included some of those ideas. The two main issues with it are connecting South Basin to the middle of the map, and putting two alien side RTs in the proximity of the Taring/Resonance connector.
I've been working on lots of updates lately, and I believe the new modifications will encourage more utilization of the entire map, especially the middle and south. I like the idea of the two cross spawn scenarios you suggested, and I think these changes will accommodate those conditions.
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screens of changes:
http://forums.unknownworlds.com/discussion/136103/ns2-nyx-feedback-thread?
For The Lolz
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Having played a few games on it now, I will say that my concerns were unfounded... this layout does seem more balanced, Marines can still struggle to hold enough RTs sometimes and I think this is due to the bottleneck in analysis (I think that's the name of the room, next to bridge and north basin), but in general it does feel better.
I really like the look of requisition now, its really starting to take shape.
I am still a little concerned about the line of sight in taring... the fact that from the north eastern door you can see all the way to the emerge entrance is OTT in my opinion, maybe adjust the position or size of the pillars a little to combat this?
"Out with the gorge, into the ready room" F4 - iSay
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Can you post a screenshot of the LOS?