Map Feedback NS2_summit_andabove

pSyk
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4 August 2017 - 10:53 CEST
#1
I know, it's a silly name, but Iept called dibs on redux :p
As the original mapper of Summit this is a very passionate project for me.

Improvements to Summit, especially for Aliens.
Following on what Wob and Loki started a few months ago..

publish_id = "38c69d9d"
Screenshots can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=952540573

Changelog so far:
Summit_andabove - Work in Progress

-Some visual improvements, and low_lights look better, because the the dull NS2+ ultra low lights arent used in this version
-Added more cover and los-blockers around the map,
especially Flight Control, Sub Access, Crossroads, Crevice, Atrium
-Added half closed doors around Computer Lab area for more cover/ambush spots
-You can move faster into Ventilation coming from Data Core through that pipe-gap (Thanks Mephilles!)
-Added more starting-cysts around Harvester, so Marines need more time to harass it
-Made corridor between Crossroads and Summit Reception more alien friendly
-Turned some railings in Crevice and Ventilation into railings with cover
-Fixed hidden cysts exploit in Crevice
-Added more cover to Flight Control entrance from Computer Lab
-Gorges can now place a tunnel in the north-west corner of Flight Control
-Created more space behind resnode in Atrium, more dodging space for skulks, gorge tunnel possible
-Adjusted pipes in Reactor Core, easier navigation around them and dodging of marine bullets
-Added more cover geometry/spots to Crossroads, which can be used to dodge marine fire or approach easier.

No big layout changes or new vents so far!

Hoping to make the map more popular for competitive play again, but maybe it's just doomed due to the layout and the short travel times, which I'm not sure if I really wanna change those.
BauerJankins
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4 August 2017 - 13:25 CEST
#2
CUT DOWN THE TREE!!!!!!!
http://i.imgur.com/hr1ud2u.png
mortmann
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4 August 2017 - 13:29 CEST
#3

BauerJankins says

CUT DOWN THE TREE!!!!!!!


!!!!!!!
Mephilles
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4 August 2017 - 15:22 CEST
#4
cutting it down like removing that cover entirely or replacing it with something more fitting?
Keats
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4 August 2017 - 22:13 CEST
#5
can we get a map overview here? or at least use url tags, i'm lazy. thank
Mephilles
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5 August 2017 - 13:40 CEST
#6
map overview is the same as summit. The layout didn't change, justcover got added here and there
Knox
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5 August 2017 - 17:08 CEST
#7
Pretty good stuff, Nerdish! Thank you for taking the time to do this.

*I've put the map on the NA server in case anyone wants to play it and offer feedback.
DCDarkling
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5 August 2017 - 18:50 CEST
#8
r..r...remove...tree?
/gasp.
/opposed.
pSyk
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6 August 2017 - 12:12 CEST
#9
I'm not a fan of the tree, but it was added for a reason, and for now I can't come up with something better than crates or pipes, which dont fit there.
I made the tree area smaller tho and increased the size of the 4 nearby pillars in exchange like Wob and Loki already did with the pillars in Crossroads and Sub Access.
I also moved the IPs away on the other side, so you don't spawn next to a wall.
herakles
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6 August 2017 - 14:47 CEST
#10
Map looks amazing, a little concern though like Bauer pointed in a gather, making a corridor clamped up with cover doesn't only help aliens, it helps not parasited sgs (the strongest field asset of a marine team) to trap aliens.

To put it simple in ns meta most of the time here is how I cut a map in my mind: a room = alien friendly, the corridors between those rooms = marine friendly. You check a corridor fast, a room more thoroughly.

As an alien you want to hold room chokepoints (doors, ceilings etc...), as a marine you want to cut off / lane corridors between those rooms. (I know it's a bit more complicated than that depending on the map's layout etc...)

But to come back on Bauer's point for exemple as a lerk summit recep. is now a nightmare if a sg is hiding inside it, he can easily cut off cross from anything coming his way.
pSyk
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6 August 2017 - 16:24 CEST
#11
That's well written good advise I'll keep in mind and a fair point.

The thing is tho that I always felt this particular corridor part between Cross and Reception was too simple and too easy for Marines to go from Cross to Crevice or Flight Control, especially since it is the closest exit to the usual phasegate position in Cross.
It's an attack or fall back situation for skulks, no circling around an obstacle to prolong the fight and draw fire unlike the other exits out of Crossroads, especially Pipe Junction. And those other exits and many other corridors even in other maps have sharp corners and hiding spots for Shotgunners too.

I appreciate the feedback, I'll keep this point in mind, but I also have to consider players being too lazy to get out of their comfort zone :p

Anyway, Tyr told me about the complaints due to missing nsl-lights option, so I copied the ns2+ summit lowlights to use them in this map variation too.
ydy
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7 August 2017 - 21:41 CEST
#12
Changes so far are great.

Can the spot of Atrium hive south of the tech point, behind the box, still be hit with arcs from the corner of Crossroads that leads to Glass Hallway? Might consider changing that--it's cheesy and there are already so few decent spots in Atrium for upgrades and tunnels. Probably would only have to draw back that corner in Crossroads by like two feet; maybe cut it into a shallow diagonal instead of a proper corner.
pSyk
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8 August 2017 - 09:43 CEST
#13
Thanks, I completely forgot about those ARCs

Update:
-Added another little alcove in Atrium for upgrade structures, cover or a gorge tunnel (enjoy your new "trickjump" via the new crates to get up there)
-Created bit more space behind the other, big container crate
-Fixed by adjusting pathing mesh: Arcs being able to hit these spots in Atrium from Glasshallway / Crossroads (Thanks ydy)
pSyk
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10 September 2017 - 17:34 CEST
#14
So..I wanna pimp the visuals of that flat Reactor Core vent area and I was also thinking about changing the vent a bit to improve Atrium as start location for both teams.
It seems to me, it's too much of a problem for aliens that marines can get inside that vent from Glass Hallway and easily cover that rather long line of sight.
At the same time it is a problem for marines starting in Atrium that they can't get inside the vent from Atrium side without help, which always leaves them open to some skulk sneaking through into mainbase.
I'd like to add something to Atrium Reactor vent exit to enable a single marine to jump/get inside and make the exit on Glass Hallway side higher, so a single marine can't get inside. It would also be harder for a marine on the lower level to shoot all the way through that vent.
Also thinking about making it easier for marines in the vent to shoot bilebombing gorges hiding up there at the Reactor Core vent exit by increasing the floor height or giving the marine something to jump on. Maybe even a ladder? It's the only res-location where a bilebombing gorge has such an advantage and so much time to do damage before marines can react.

Would love some opinions on that matter before I change something. It seems like a minor change, but maybe I'm missing something here and it's important for you guys to get inside that vent from Glass Hallway side.
Mega
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10 October 2017 - 01:32 CEST
#15
So yesterday in the PUBLIC ensl discord general channel http://discord.gg/tHte2pS we where discussing fixed spawns for S12 and then we came to Summit fixed spawns and you might get some valuable feedback or ideas how to change summit in between these lines of text hf:

https://docs.google.com/document/d/1VeTotTM5iUbuU_Llw8ruBgaB0VVjBEo8BA5RCByCvkA/edit
BauerJankins
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10 October 2017 - 13:17 CEST
#16
nice of you to cut away the part where people say things against changing atrium
http://i.imgur.com/hr1ud2u.png
pSyk
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10 October 2017 - 13:48 CEST
#17
Very interesting feedback and opinions. Thanks!
I won't change the map until the season is over tho.
Also I can't really modify the nsl-lighting used in NS2+ (can only add lights with a workaround),
so unless Mendasp is still around and has the source file of the lights he used to generate the ns2+ low lights, i won't be able to make big changes without resulting in some weird/buggy lighting effects.
Mendasp
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10 October 2017 - 14:31 CEST
#18
Crazy linked me this thread. So insults and object throwing to him, etc.

Here you go.
pSyk
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10 October 2017 - 14:56 CEST
#19
Awesome, thanks a lot Mendasp!
(you are still disappointing :p)
Cr4zy
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10 October 2017 - 15:14 CEST
#20

Mendasp says

Crazy linked me this thread. So insults and object throwing to him, etc.

Here you go.



They will be welcomed
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