- Posts
- 18
- Location
- Canada
- Joined
- 30 September 2013
Just scrimmed on it, I played marine commander. There are too many overhangs for medpacks to hit. Probably around 50% of my medpacks hit a beam.
StrangerJust scrimmed on it, I played marine commander. There are too many overhangs for medpacks to hit. Probably around 50% of my medpacks hit a beam.
this is just user error tbh i was rine comm as well and i was fine... but tbh if walls could be texture, the map would be awesome. it plays very well. :D
- Modder
- ns2_fracture
- Posts
- 10
- Location
- Unknown
- Joined
- 19 September 2013
Hey guys just to let you know the remake wont be released till Saturday morning! This is not ideal but real life slowed me down this month. It'll have a light art pass, and fix all the issues we've found through testing. I'll post a proper, informative update later tonight.
Thanks
- Posts
- 73
- Location
- SAIGON, Nepal
- Joined
- 12 August 2013
StrangerJust scrimmed on it, I played marine commander. There are too many overhangs for medpacks to hit. Probably around 50% of my medpacks hit a beam.
This map has elevated levels in many rooms, which may seem to cause medpack struggles but from my experience, the levels don't seem to block a clear path of meds to your marine from top-down view. I think the med issue is fine on the map.
J
- Modder
- ns2_fracture
- Posts
- 10
- Location
- Unknown
- Joined
- 19 September 2013
I've Updated after the last two long games.
The marine run times to the marine natural RTs and Neutral areas have been reduced by a few seconds on all routes. This will have some large implications for balance. But the map is too big and so I'll have to try balance more through cover, vents and chokes rather than the run distances.
Stairs fixed. And Capped a few holes
Thanks for playing the map. Please keep the feedback coming and I'll keep improving.
- Modder
- ns2_fracture
- Posts
- 10
- Location
- Unknown
- Joined
- 19 September 2013
Thanks for all the feedback and I've got a lot of information from watching the games played. Here's the changes for this Sundays release:
*fix the vents for this Sunday and Im downsizing alien side run times a bit too.
*The view and cooling tanks are being merged into one room which can be a suitable staging ground for marines.
*Arrivals is also getting opened up a little so marines have a bit more room for a base there.
*Atlas is getting expanded a bit to be a bit more interesting both visually and in terms of gameplay.
*Flow central coloum is getting down sized and the corridor to the park is getting moved up to the north so there isn't a blind spot near the powernode.
*Screening simplified so there's not that awkward loop outside ceremony
The logic that lead the map to be as big as it is was to discourage marines rushing alien start. I've since changed my mind on this. I'll try balance more through cover and vents as opposed to extending run times.
Please keep the feedback coming! :D
onFire
- Posts
- 578
- Location
- Mannheim, Germany
- Joined
- 3 November 2009
Generally put, I love the map, think it has most potential out of the custom maps. Especially like the *clean* design, so sick and tired of all the ns2_more_crates_and_shit_all_around maps.
- Modder
- ns2_fracture
- Posts
- 10
- Location
- Unknown
- Joined
- 19 September 2013
Thanks Blind. Its a punishing map for pub games as you have to be an aggressive marine side with the three RT's with an alien bias.
The latest build is built around the Idea of having 'lanes' much like a MOBA map. One thing I have noticed as marines is choosing 2 lanes and pushing up into aliens territory is a much better approach than trying to maintain the marine side (all three RTs) of the map.
I had a break this week but next week I'll crack on with improving the right side of the map, specifically prep and the view.
So if any of you guys play it please post your thoughts and outcomes of the games... Crates are so 2010, Pillars are the new crates!
- Posts
- 1
- Location
- Russian Federation
- Joined
- 15 January 2014
Area without powernode
http://www.twitch.tv/ns2rus/v/8538955?t=31m34s
Horror Show
- Admins
- Ref Admin
- Posts
- 105
- Location
- Omsk (Siberia), Russian Federation
- Joined
- 3 December 2012
6am6p says
Area without powernode
http://www.twitch.tv/ns2rus/v/8538955?t=31m34s
https://youtu.be/WMVHjLP-3N4?t=18m19s
18:59 and 19:23
PGs not powered
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