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.
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.
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.
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
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.
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.
- 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
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.
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 :/
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)
- 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
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.
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