Map Feedback: Mesh

Kash
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20 February 2016 - 20:26 CET
#61
loMe says
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.


In Generator there are angles that you can shoot the GL to hit the hive through the gaps in the glass wall also... but I think the idea is to see how it plays first.

with the hive location RTs, I agree, some of them could be moved further away from the hive points.
"Out with the gorge, into the ready room" F4 - iSay
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#62
that's actually a rly good point lome. I just changed the RT location in departures and lab. Moved them further away from the TP
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#63
released a new version of Docking2Beta (aka ns2_docking2dev)

There is the possibility that this version will be played in NSL season 9 instead of the current live version.
Needs to be approved by NSL (I think vindaloo is on the case) and will happen this week.

If this version gets a GO from NSL I will update this version as docking2.

AFAIK the map will be played in week 6 so you still have some weeks to get used to the changes if they will be implemented in season 9.
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#64
docking2 update came out. Basically just contains a slightly more polished version of the beta content but still here you have the changelog:

http://forums.unknownworlds.com/discussion/comment/2279636/#Comment_2279636

okay okay I know I'm lazy to just post links instead of redoing the whole thing... deal with it :P
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#65
The last update before season 10. I don't plan to do any changes during the season unless it is just bug fixes (stuck spots and stuff)

http://forums.unknownworlds.com/discussion/comment/2316780/#Comment_2316780
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11 October 2016 - 13:24 CEST
#66
Mephilles says
The last update before season 10. I don't plan to do any changes during the season unless it is just bug fixes (stuck spots and stuff)

http://forums.unknownworlds.com/discussion/comment/2316780/#Comment_2316780


The access changes look pretty good tbh fam.

Any plans to fix storage? It's a marine natural and it's fucking garbage to build. There's about 40 corners near the RT to check, it's kinda dumb how unfriendly it is.

Isolation is 10x worse, uncheckable spots with this double ceiling kinda thing. There's a fucking vent ABOVE the RT build spot that you just can't check, you simply can't build this rt as marine solo unless the other team are dumb. You can maybe clear the room solo if you can cross the deathtrap of darkness that's crash site (one of the shittiest places to go as a marine on the whole map) and go through the vent, without dying somehow. but no guarantee.

Both those rts make me really angry when I tried to play this map. I'm glad you fixed access, because before the entire left side was nearly impossible to hold as marines. The screams of anguish on TS the one time this map was in a gather were truly haunting, I really need to let you know.

Also, the minimap is a bit shitty. Transit/Garage and Central stick in my mind in the middle of the night as particular horrors, with walls that don't really show on the map, especially if you change the opacity of the map (which I'm sure a lot of people do). I can't begin to describe the pain bro, truly. A fresh new map to explore, so I press the trusty map key and end up finding these walls man. Truly, I wouldn't wish it on anybody.

The other changes seem OK.
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11 October 2016 - 17:23 CEST
#67
I definately want to rework Isolation. This room was an experiment that clearly failed and even if I make the room marine accessible it would play poorly for other reasons.

I was not necessarily aware about storage being an issue so I would need to know if the problem is the bottleneck entrance towards it or the amount of little corners a skulk can hide in? (or both?).

The Central Minimap is not accurate I agree but funnily enough this is intended. People used to complain alot on how complicated the minimap looks like and I thought this simplification makes it easier to see how you can rotate (while being in the room you can see the exits. If people want to have an accurate minimap that badly I can do that without problems.

Transit minimap I agree sucks and needs to be fixed...

For Isolation and Storage I have the problem that season 10 will start in 2 days and I don't want to change the map mid season. I will work on the map in the background so I can bring out the new update at the day season 10 ends
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11 October 2016 - 17:58 CEST
#68
Mephilles says
I was not necessarily aware about storage being an issue so I would need to know if the problem is the bottleneck entrance towards it or the amount of little corners a skulk can hide in? (or both?).


More the corners, IMO. I think it's ok to have an ambushable entrance, cause you can check it and it gives aliens a bit more ability to resbite on a res heavy map (well, once left side is finished being worked on I'd say). There are so many places to check with all the boxes, dark corners etc.

Mephilles says
The Central Minimap is not accurate I agree but funnily enough this is intended. People used to complain alot on how complicated the minimap looks like and I thought this simplification makes it easier to see how you can rotate (while being in the room you can see the exits. If people want to have an accurate minimap that badly I can do that without problems.

Not sure best way to fix it, don't know much about mapping, but it was something other people agreed was an issue when I played.

Cool that transit minimap + isolation are things you're gonna work on as well.
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18 October 2016 - 22:36 CEST
#69
did a little patch today that fixes a few things:

- fixed pathing issue in access
- fixed stuck spot in hub
- fixed occlusion issue in pipe maintenance
- removed clutter from commander view
- minimap is more precise now
- fixed that south side of hangar was not in powernode range
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13 November 2016 - 19:43 CET
#70
okay really important for the server operators:

steamworkshop ate the original mod of ns2_mesh so I was forced to make a new mod.

this is the steam URL steamcommunity.com/sharedfiles/filedetails/?id=799246861

the mod ID is: 2FA38A0D

so the gather servers probably want to remove the old mesh and add the new one

oh btw I updated it and is significantly smaller now. Would appreciate feedback pn the new size.
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13 November 2016 - 19:53 CET
#71
Mephilles says
oh btw I updated it and is significantly smaller now. Would appreciate feedback pn the new size.


This update is heavily inspired by the feedback of Starcetereus. If anyone agreed with his idea of removing certain rooms on the main 3 lanes to reduce rotation times, you may want to check out this version of the map.
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13 November 2016 - 22:09 CET
#72
WOrkshop "ate" a map?
Kash
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#73
Home says
WOrkshop "ate" a map?


Yeah, not sure what happened there but basically when publishing the map it went screwy by making a replica, when that was attempted to be fixed, it just outright removed the original Mesh from his steam workshop uploads all together... so after hours of messing around he finally got the map uploaded and updateable, but its under a different mod id now :/
"Out with the gorge, into the ready room" F4 - iSay
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21 December 2016 - 04:34 CET
#75
now that dockign2 got played in the season finals we can all praise its great map design
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#76
Ok. Can you stop being completely retarded now and don't abuse a map feedback thread for your whine? Thanks.
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#77
thank you for playing the map in the finals. I got some valuable data from that and will be used for further progress on the map (for example a new design of the generator hive room)
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23 February 2017 - 18:46 CET
#78
Oh btw in case you didn't notice I made a small update to the map. You can read about the details here:

https://forums.unknownworlds.com/discussion/comment/2339161/#Comment_2339161

Also here have a little sneakpeak for the next update:


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#79
So I updated my map for season 11 now. This time I made it before the season actually started so you guys have some time to get used to the changes.

further details here: https://forums.unknownworlds.com/discussion/comment/2342411/#Comment_2342411
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7 April 2017 - 03:15 CEST
#80
It is possible to place buildings inside the wall around the CC in Transit. Should probably fix it before the next NSL game.
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7 April 2017 - 11:25 CEST
#81
inside which wall?
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#82
http://imgur.com/a/GKKDe
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7 April 2017 - 23:38 CEST
#83
ok thx
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20 April 2017 - 16:19 CEST
#84
some bugfixes:

- fixed stuck spot for fades at the ceiling of platform
- removed the tiny pillars surrounding the flooded RT
- buildings can't be clipped into the wall next to Transit Techpoint anymore
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29 April 2017 - 10:08 CEST
#85
I think flooded room is too strong since u can easily arc both hives from one room.
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#86
you can't reach generator hive from inside flooded and the arcspot to security will be adressed ao arcs have to be more exposed aswell. However with a PG in flooded you will still be able to support arc pushes on both sides.

But I think if you can get and hold a PG between 2 hives I think you deserved that.
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29 April 2017 - 22:20 CEST
#87
Same can be said (but in a different way) for Jambi... a PG in Oxy allows you to potentially push arcs to both waste and pipe hives.
"Out with the gorge, into the ready room" F4 - iSay
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#88
Jambi has rooms between the tech points and oxy. So there is more distance. In mesh the room is directly side by side with both techpoints
Kash
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#89
Rammler says
Jambi has rooms between the tech points and oxy. So there is more distance. In mesh the room is directly side by side with both techpoints


Yeah but on mesh the rooms are all fucking HUGE! XD
"Out with the gorge, into the ready room" F4 - iSay
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28 June 2017 - 11:47 CEST
#90
So I went through some Wonitor Data (actually every wonitor I had access to) to check the spawn and map balance since the last big update on 7th March 2017. I quickly summarised the wins by spawns in 2 tables below. I have included the pub stats because they still show the problem with the map in it's current state



So appearently security spawn is way too strong for aliens atm. I assume it is due to the short distance to Flooded and Generator and with a reinforced Gorge Tunnel in Pipe Maintenance Generator is pretty save to claim as second hive early.

My idea to deal with that is to move Flooded further towards cooling and replacing cooling with something else.

If anyone has other ideas feel free to post them here
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