Map Feedback: Mesh

Kash
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5 October 2015 - 23:19 CEST
#31
BauerJankins says
blahblahblah "insert crying here" blahblahblah


1. I don't need to explain, the problem is solved.
2. This map has been around for 18 months and this is literally the (second now) time we have ever heard of it happening on docking2.
3. Its not my map, So I don't have to do anything about your pissy attitude towards it.

In summary, the problem will be gone by the time its played in season, so unless you have any other issue with the map, shut up and move on.
"Out with the gorge, into the ready room" F4 - iSay
ryssk
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5 October 2015 - 23:51 CEST
#32
Kash says
BauerJankins says
blahblahblah "insert crying here" blahblahblah


1. I don't need to explain, the problem is solved.
2. This map has been around for 18 months and this is literally the (second now) time we have ever heard of it happening on docking2.
3. Its not my map, So I don't have to do anything about your pissy attitude towards it.

In summary, the problem will be gone by the time its played in season, so unless you have any other issue with the map, shut up and move on.


Problem is solved? Like 10 min after he made the reply? Or you guys havent just updated the map? I dont understand the word "problem is solved"

Tbh i know bauer is toxic as fuck, but how is the "problem solved" when it happened in a pcw just 10 min when bauer posted the video?

If the problem IS fixed, can you please add it to the map then or w/e its called? Cause right now when we try the map, you just get frustrated when playing the map, and i know Meph is working alot on the map, but the way your arguments are towards representing the "compmod council" is just... meh...
BauerJankins
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5 October 2015 - 23:54 CEST
#33
(forum rules)
[*]Before you post: Please ask yourself the following question: "Am I making a post that is funny, informative, or interesting on any level?" ---> *rather uninformative banter and offensive behavior by kash*

"this is literally the (second now) time WE have ever heard of it happening"

"3. Its not my map, So I don't have to do anything about your pissy attitude towards it."

Ok then. Stop defending the map please; please keep all this civil and stop offending everyone that disagrees with you. I'm only trying to express my point here, keep your hate for yourself k thx.
On topic: have the admins made a decision yet? I'd like to know what happens next, like if we need to actually play this map in the season or not....
http://i.imgur.com/hr1ud2u.png
Kash
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5 October 2015 - 23:55 CEST
#34
ryssk says
Kash says
BauerJankins says
blahblahblah "insert crying here" blahblahblah


1. I don't need to explain, the problem is solved.
2. This map has been around for 18 months and this is literally the (second now) time we have ever heard of it happening on docking2.
3. Its not my map, So I don't have to do anything about your pissy attitude towards it.

In summary, the problem will be gone by the time its played in season, so unless you have any other issue with the map, shut up and move on.


Problem is solved? Like 10 min after he made the reply? Or you guys havent just updated the map? I dont understand the word "problem is solved"

Tbh i know bauer is toxic as fuck, but how is the "problem solved" when it happened in a pcw just 10 min when bauer posted the video?


The workshop version of the map hasn't been updated yet... the problem itself has been solved, but until the workshop version is updated people can expect the bug to potentially occur.
"Out with the gorge, into the ready room" F4 - iSay
ryssk
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5 October 2015 - 23:58 CEST
#35
Kash says
ryssk says
Kash says
BauerJankins says
blahblahblah "insert crying here" blahblahblah


1. I don't need to explain, the problem is solved.
2. This map has been around for 18 months and this is literally the (second now) time we have ever heard of it happening on docking2.
3. Its not my map, So I don't have to do anything about your pissy attitude towards it.

In summary, the problem will be gone by the time its played in season, so unless you have any other issue with the map, shut up and move on.


Problem is solved? Like 10 min after he made the reply? Or you guys havent just updated the map? I dont understand the word "problem is solved"

Tbh i know bauer is toxic as fuck, but how is the "problem solved" when it happened in a pcw just 10 min when bauer posted the video?


The workshop version of the map hasn't been updated yet... the problem itself has been solved, but until the workshop version is updated people can expect the bug to potentially occur.


Ah ok, so is there gonna a news when we can play the map without expecting game ending bugs? I mean is it gonna be on the Feedback or the frontpage?
Kash
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6 October 2015 - 00:07 CEST
#36
ryssk says
Ah ok, so is there gonna a news when we can play the map without expecting game ending bugs? I mean is it gonna be on the Feedback or the frontpage?


My guess is Meph will post in this thread saying the map has been updated... I would expect it to be "fairly" soon... if not, I will slap Meph myself.

After all, when the new version is out, we want it to be tested thoroughly to make sure nothing else game-breaking happens, and *If* it does, that there is time for it to be fixed.
"Out with the gorge, into the ready room" F4 - iSay
Mephilles
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6 October 2015 - 00:08 CEST
#37
I'll try to push the update fixing this bug during this week. hopefully you can play without bugs on weekend already
ryssk
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6 October 2015 - 00:10 CEST
#38
Nice to hear!
Yaluzan
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6 October 2015 - 00:23 CEST
#39
BauerJankins says

On topic: have the admins made a decision yet? I'd like to know what happens next, like if we need to actually play this map in the season or not....

This map will be played. its a bug with a DOT death trigger(like lava on refinery) which does this. it has been a bug in NS2 for ages and no one has been able to figure out why. The only reason it happens is because of those DOT death triggers which meph has taken out in the next version(from my understanding). There will be work done to find out the reason WHY the DOT death triggers do this tho.

Again IT IS NOT THE MAP, its a bug in NS2. this happens on refinery and other maps with DOT death triggers.
maxamus
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6 October 2015 - 13:43 CEST
#40
Apart from that issue, i didnt notice anything else wrong with the map, looking forward really to playing it more now.
Mephilles
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6 October 2015 - 16:02 CEST
#41
ok just updated docking2:

- landing pad is now called landing bay (and is indoors now)
- landing pad RT got moved to storage
- changed some lighting
- removed all death trigger entities on the map

I am 99% certain that this fixes the "death on spawn" bug
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23 November 2015 - 20:40 CET
#42
don't want to redo everything here so pls just check this out: http://forums.unknownworlds.com/discussion/comment/2259805/#Comment_2259805
Mephilles
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3 December 2015 - 19:29 CET
#43
beta update changelog 03.12.2015:

- redirected the maintenance - back alley vent to maintenance - access
- made a smoother transition from water treatment to east junction

- fused water treatment and east junction to Pressure Control
- opened up the grate above the closed door in maintenance
- departures is not arcable anymore from cooling
- it's more difficult to GL a Hangar hive now
- fixed some stuck spots
- improved some lights

minimap:
Mephilles
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8 December 2015 - 20:05 CET
#44
update changelog 08.12.2015:

- ported docking2beta to docking2 now that season 7 is finally done
- added a vent in pipe maintenance
- made central slightly more alien friendly
- fixed some stuck spots
Cr4zy
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9 December 2015 - 05:28 CET
#45
The layout works better than it was last season.

Although as it stands every room is really small and full of clutter, so many annoying things blocking Line of sight or movement that just feel "in the way".

For example, Hangar has two dropships in it, they just fill the entire room aliens have a field day hiding and a single marine can almost do nothing at all. The room is full of positions to hide as is.

The same applies to almost every single room or corridor on the map, it just feels claustrophobic to move around in. If you compare it to Summit or Tram, rooms are smaller and yet have much more "stuff" filling them up, it hurts the flow.
Kash
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9 December 2015 - 16:10 CET
#46
Cr4zy says
The layout works better than it was last season.

Although as it stands every room is really small and full of clutter, so many annoying things blocking Line of sight or movement that just feel "in the way".

For example, Hangar has two dropships in it, they just fill the entire room aliens have a field day hiding and a single marine can almost do nothing at all. The room is full of positions to hide as is.

The same applies to almost every single room or corridor on the map, it just feels claustrophobic to move around in. If you compare it to Summit or Tram, rooms are smaller and yet have much more "stuff" filling them up, it hurts the flow.


Me and Meph actually discussed exactly this last night after a PCW. There will be a point sometime soon where a "declutter" of some rooms will happen.
There may be another slight alteration to the map layout, but there is no timeline on that as of yet, just that its being discussed.
"Out with the gorge, into the ready room" F4 - iSay
Mephilles
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9 December 2015 - 16:23 CET
#47
yeah the changes I will try to focus on are decluttering rooms, increase rotation time from RT to RT a bit and bring most of the "underground" vents that I use mor upwards. Appearently aliens don't like to use vents that are under the floor (guess vents are expected to be more on ceiling height)
tudy
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10 December 2015 - 10:18 CET
#48
Mephilles says
yeah the changes I will try to focus on are decluttering rooms, increase rotation time from RT to RT a bit and bring most of the "underground" vents that I use mor upwards. Appearently aliens don't like to use vents that are under the floor (guess vents are expected to be more on ceiling height)


That's an interesting psychological(?) effect... or is it just players being used to search and use vents in the ceilings?

Yeah, but I agree on the decluttering-thing. It could maybe be as easy as just to push some of these boxes and stuff more towards the walls...
Mephilles
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10 December 2015 - 12:16 CET
#49
I guess it is in the interest of everyone here that docking2 gets balanced and fun at the same time since it is played in the season: I noticed due to imbalance of last season the map has quite a bad reputation atmbut since it is still in development I decided to make the route of development a bit more transparent to you. That way you are able to point out problems in planning stages already. Maybe you have other and better solutions. Also know that I hear and read every bit of constructive criticism from everyone (that means if something is bad try to desribe why as detailed as possible) and I will adress this criticism.

But now for the interesting part: Tests showed that the new docking2 layout works better than last seasons however it still is marine favoured. Reasons for that is mainly rotation times between each RT being too small (as example if you spawn and the RT at the next TP is getting bitten you can still save it). Another point of criticism was that the northern rooms are built too complex with too many options. So many that even aliens get confused (looking at pipe maintenance especially). The next criticism was the placement of vents being mainly below floor level which appearently is hard to find for aliens. Vents usually are at or above eye level. Also appearently it is still too easy to laneblock the southern RTs by a marine standing in central.

So here are the changes I planned on doing:
- increase rotation time from cafeteria to lockers
- increase rotation time from hangar to departures
- declutter/rebuild rooms so they have a better feel and better flow
- adjust and remove some vents so they are more intuitive to use
- add a second lane from central to storage or make it a big lane that is harder to block

here is a badly drawn image if changes I thought of:


Any comments and feedback (if positive or negative) is very welcome and more or less needed.
Furs
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10 December 2015 - 14:34 CET
#50
Good to see you working and trying to solve some of the issues of this map. :)

In case people wanna play it during a gather/pcw, I have added the map (ns2_docking2dev) to the server "Wraith - NSL - Amsterdam".
Cookie?
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10 December 2015 - 16:27 CET
#51
+1, keep working bro :)
i like your map, i mean your idea in whole. possibly need some changes, but i believe in you !!!
1) Generator very easy to kill from cooling with GL, all what you need stand in entres
2) Can you make "central" little bit bigger, like on all another maps (tram, summit ...)
3) I think we need to do something with "pipe maintenance", i don't like this place (my opinion)
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10 December 2015 - 17:32 CET
#52
yeah pipe maintenance is a clusterfuck of one big ass room splitted up by loads of props and kinda makes the room feel like 3 rooms
BauerJankins
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24 December 2015 - 03:26 CET
#53
Map LAYOUT got improved, thumbs up for that (although i still don't like to see it in official rotation)
However, some rooms got changed into a clusterfuck.
-The coolant room (i think it is? on the top right of the map) has a major problem with fps... it's horrible, although I usually never have fps problems with ns2 it breaks even my game. Apparently the same goes for hangar, don't know about that though.
-Hangar and the room to the left of hangar are a joke, WAAAYY too many spots for players to hide in, you should change that immediately, remove the props and change it too only one wall imo.
-I also think you should change or remove some of the vents, but I don't have any suggestions for that since that's really deep stuff.
http://i.imgur.com/hr1ud2u.png
Mephilles
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24 December 2015 - 12:22 CET
#54
yeah thx for that. plans are on the role and I think I figured out what causes the fps drops in cooling.
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24 December 2015 - 20:56 CET
#55
update changelog 24.12.2015:

well on time for the second birthday of this map (date when I started developng this map) I got an update out which ended up bigger than I expected it to be

- Hangar opened up a bit to make it easier for marines

- Excalators wall splitting up south and north part of the room got replaced by a railing

- the right way from Platform to Departures has been closed off
- the window between Cooling and Departures has been replaced with a solid wall, this should boost the framerate in Cooling a bit
- Pipe Maintenance has no underground passage anymore
- vents in Pipe Maintenance are at the ceiling now
- southern part of Pipe Maintenance has been opened up

- the wall in Access at the entrance of bar is gone now

- Excalators RT has been moved to Platform
- Bar RT has been moved to Access
- removed Back Alley - Access vent
- added Access - Transfer vent
- added Pressure Control - Excalators vent

minimap:


hope I didn't forget anything
wish you all nice holidays and merry christmas
Kash
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25 December 2015 - 00:32 CET
#56
Me and Meph have been trying for a long time today to figure out what the hell is causing FPS issues in cooling. a few things have been changed and it has improved for me, Meph didn't really notice the issues at all (bad pc getting bad frames normally, so bad room = normal play for him :P)

If anyone else has issues, let us know, please try to provide screenshots with and without R_stats if possible and anything else you think that could be of use.

Thanks guys :)
"Out with the gorge, into the ready room" F4 - iSay
Alite
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25 December 2015 - 19:00 CET
#57
We played a gather on this map a few days ago... I just wanted to point out that one thing that me and a couple of people on my team found was that it was extremely hard to push generator hive as marine.

I may be the only one with this opinion, but my reasoning is that most maps, when you push a hive, there's a pretty good position for the marine team to get into where they will have a wall behind them (making it harder for them to get flanked) and the hive in front of them, so they can shoot it and cover each other.
Generator doesn't really have that, if you want a clear shot at the hive you kind of need to put yourself out in the open, basically in the middle of all the eggs and alien pve.

My understanding of the game isn't great, so I could probably be wrong, I just wanted to point out something that we encountered during the gather, food for thought really.

EDIT: I know you can use a GL, but what I'm referring to is a classic hive push with lmgs and sgs
lebra
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25 December 2015 - 19:55 CET
#58
My play on the map is limited, but what I've heard & seen of Generator is that it's difficult to push. It's an alien starting location sure, but maybe a tad too unfriendly towards marines.
Mephilles
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20 February 2016 - 12:09 CET
#59
so next update rolled out today:

check here to see the changelog
loMe
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20 February 2016 - 16:16 CET
#60
I don't like the RT placements being directly next to the CC/Hive location at basically every hive room. It's too easy to drop a Gorge Tunnel and throw up strong PvE for quick Hives. Also, Generators Hive can now only be shot from one angle (or ARC'd) and there is an RT already in the way to soak up bullets.
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