Season 2 custom maps?

xtcmen
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26 February 2013 - 08:40 CET
#31
http://steamcommunity.com/sharedfiles/filedetails/?id=129599221

New version of jambi up. Had to create a new mod bc the steam workshop is a POS.
xtcmen
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26 February 2013 - 10:05 CET
#32
So after checking with NS2 stats

http://ns2stats.org/map/map/65

Jambi appears to be marine favored. But after looking at the spawn locations, EC spawn has almost a 90% loss ratio and the other 2 spawn locations are about even.

EC is no longer a starting hive :D
swalk
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27 February 2013 - 04:32 CET
#33
We will not pick up the maps if they don't get appropiate changes before the season begins. Even if they have majority "Yes" votes.
Here is my current tally of the votes considering the changes go in:
triad
Yes: 8
No: 10

icarus
Yes: 12
No: 7

jambi
Yes: 17
No: 2

jambi already seems like a 100% winner, with icarus being the close runner up. The mappers already replied in this thread that the maps are going to get the needed changes. And the triad mapper is also working on the problems with sniping harvesters and the nasty siege spots in Respository. Though right now, it doesn't have majority "Yes" votes anymore. But could still change, now people know that icarus and triad won't go in, in their current state.

Still open until friday.
http://www.youtube.com/user/swalken/videos
xtcmen
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27 February 2013 - 04:36 CET
#34
Triad:
No
too many long narrow hallways

Icarus
no
Not untill the arc spots are fixed.

Jambi
Yes
constant updates, and the most competitive ready map.
swalk
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27 February 2013 - 04:45 CET
#35
whiiiiI think ns2_jambi is definetly the one to consider being in the next season.

Also ns2_icarus has potential, but the actual "map" is horrible. Can't tell how many times I tried to navigate through it and end up facing huge doors that doesn't show up in the map, screenshot here: http://imgur.com/GMxGIff - these are the small little things that drive people insane, atleast I'm getting the shakes already. Needs more vents

Lazer is already fixing a ton of issues(stuck, siege spots etc) and adding vents to the map, I'm sure he could fix that issue as well if you report it to him.
http://www.youtube.com/user/swalken/videos
ScardyBob
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27 February 2013 - 04:53 CET
#36
Yes:
Triad
Icarus
Jambi
Sure, they have problems, but none of the official comp trio (summit, tram, veil) are perfect either. As long as the mappers are willing and able to update the map from feedback, I think they should be included.

Maybe:
Turtle
- I make this one conditional on whether evil_bob intends to continue supporting the map. I know he was working on an update of the current version about a year ago that never seemed to get to the Steam Workshop version.

No:
Honorguard
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alCalDe
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27 February 2013 - 05:01 CET
#37
Jambi maybe, the rest no.
Lazer
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28 February 2013 - 00:46 CET
#38
Hoping to have fixes for Icarus out in a day or two. I realize those siege spots are game-breakers so trying to get them corrected for you guys. Also a few vents to add and some adjustments to the map so it renders the big closed doors as walls.
Brainmaggot
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28 February 2013 - 09:52 CET
#39
Personally I didn't get the impression that any of the custom maps were anywhere close to being ready for competative play. They didn't feel balanced and they didn't even feel stable enough to walk around in. You get stuck, rooms often feel to cramped and on lots of the maps, there are an abundance of alien favoured rooms to fight in.

I think it's a big, big mistake to include more than perhaps one of these maps in the upcoming season.
In NS2 map feel and knowledge is essential to how good you can play. If newer teams have to learn 5-7 entirely new maps (for them) it will be even more difficult to get into this game. Especially in the competative scene. I just remember quake most of the time not surpassing 5 maps in a competative map pool because it was just too much work for the competative players to practice all of them. That says a lot since the quake maps are so much simpler and have fewer angles to learn than a NS2 map.

I'd say that 3-4 really good maps should be the maximum in a NS2 competative map pool. Otherwise it will require too much time for anyone who wants to play competatively to learn them all well. Unless NS2 is all you do ofcourse but that's not really a demographic you want to focus on since it polarizes the community.
Lazer
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1 March 2013 - 16:50 CET
#40
Ok new version of Icarus (1.1) out this morning:

-Vents to either side of Power Core to help prevent sieging.

-Communications has some layout tweaks.

-Excavation is moved out of range of sieges in Central and the entrance to Mineral Transport adjusted a bit. These changes are a little rough visually but should definitely fix some of the Excavation issues.

I'm also trying to have another version out later today which will hopefully cover the following:

-Cargo hive position to be adjusted. I also have to account for sieging from Junction but the way the vents go overhead shouldn't be too hard for a gorge to bilebomb down. (I'll have to double check this and make sure it works)

-Trying to fix the perma-closed doors to look like walls on the minimap no luck yet though, might just draw them in for now lol.

-Couple small drifter pathing issues. Had one get hung up somewhere in a test but was pretty easy to get moving again.
swalk
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2 March 2013 - 09:44 CET
#41
Sounds great Lazer! Surely this, together with descent will be tested out by alot of teams after the Invitational cup this weekend!
http://www.youtube.com/user/swalken/videos
Jekt
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2 March 2013 - 16:35 CET
#42
That's awesome Lazer. Thanks for supporting the map and acting so quickly on critique.
swalk
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5 March 2013 - 06:13 CET
#43
Found more issues that needs fixing before we can pick up icarus for season 2, posted in the icarus thread on the official ns2 forums.
http://www.youtube.com/user/swalken/videos
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