ns2_Tanith

Decoy
Noavatar
Posts
73
Location
United States of America
Joined
6 October 2012
1 October 2013 - 05:13 CEST
#1
Are we going to play Tanith for week 5?

I've been talking with Jona. He didn't recommend//ask for Tanith to be played in this season. He recently updated it, but there's still a lot of issues with it. It's very marine favored. I'm not sure how much Jona can do to fix it with such short notice. He spectated a scrim of Scurvy vs Titus just a few minutes ago. He said he's looking at moving Cargo more Northwest on the map so it isn't quite as OP and is more of an expansion point.

In the future there should REALLY be a custom map cup instead of just throwing maps into the season. Let's try that between season 3 and season 4 please?


Personally, I think we should play Descent a second time instead of Tanith. What do you guys think?
Flaterectomy
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
1 October 2013 - 11:20 CEST
#2
Being someone who is making one of the custom maps that's in the season now, I am happy with it being featured in a custom map cup instead until a map is deemed "finished enough" or whatever criteria there would be.

Don't get me wrong, when I heard there was a chance of Caged being in the regular NSL season I jumped at the chance, simply because I wanted people to play the map so I can get the feedback I need to balance the map out. The feedback I have been getting is invaluable, and once the week 3 matches on Caged are done I will be making various layout changes in order to hopefully give aliens a better chance in week 7.

On a side note, so far it seems more marine biased in the premiere division than in lower divisions... marine skill ceiling issue instead of broken map, anyone? Pleeaase? :p

Back on topic, a custom map cup would offer the chance I've gotten in season 3 to other community mappers, and more maps would get the feedback required to improve them. I'm all for it.
Yaluzan
3786
Admin Abuse
Posts
174
Location
Netherlands
Joined
18 November 2012
1 October 2013 - 12:59 CEST
#3
Decoy

I think we should play Descent a second time instead of Tanith.


Yes please
swalk
2129
Xeon
Posts
908
Location
Copenhagen, Denmark
Joined
9 May 2010
1 October 2013 - 15:42 CEST
#4
Yes, tanith will not be played and I will take up on your suggestion to replace it with descent.
As for the topic of a custom map cup; we have some time until christmas which will be filled with cups. I will make sure that a custom map cup is one of them.

FlaterectomyOn a side note, so far it seems more marine biased in the premiere division than in lower divisions... marine skill ceiling issue instead of broken map, anyone? Pleeaase? :p

That's a general thing. Not directly linked to caged ;) But still, it affects how caged plays. LOS problems are usually more evident in higher tier games. My suggestion is that you take a good look at the higher tier games to find positions that need line of sight blockers.
http://www.youtube.com/user/swalken/videos
Frozen
5408
Posts
80
Location
United States of America
Joined
24 April 2013
1 October 2013 - 18:12 CEST
#5
I completely disagree with removing tanith and turtle.
ritual
3578
The Boys
Extra-Staff
NYC server NA Ombudsmen
Posts
47
Location
United States of America
Joined
15 November 2012
2 October 2013 - 04:24 CEST
#6
Now if we can just go back in time and remove caged :D
Osku
Noavatar
Posts
9
Location
Finland
Joined
30 January 2007
2 October 2013 - 08:09 CEST
#7
Tanith>caged
ritual
3578
The Boys
Extra-Staff
NYC server NA Ombudsmen
Posts
47
Location
United States of America
Joined
15 November 2012
3 October 2013 - 06:13 CEST
#8
I agree... tanith is pretty bad but it's a lot more fun (imo) than caged is.
xtcmen
Noavatar
Modder
ns2_jambi
Posts
38
Location
United States of America
Joined
19 October 2006
3 October 2013 - 07:46 CEST
#9
Unfortunately NS1 remakes do not work well in NS2.
Flaterectomy
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
3 October 2013 - 11:47 CEST
#10
Can you guys figure out what the unfun factor of Caged is? Aside from the current imbalance, that is.
Kaneh
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
4 October 2013 - 06:32 CEST
#11
central being so vital to every hive.

partly because vents don't work like they do in NS1, cyst requirements.

either central needs to be further away/more windy hallways from marine start, or new back alleys need to be added so aliens can actually go around.
Kaneh
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
4 October 2013 - 06:32 CEST
#12
whoa now doublepost.

pretty much everything important only happens in central. Gen and Sewer are large loops around the outside edge where it's just 1v1s, no real pushing/fighting.

again, its somewhat of a byproduct of central being so vital. Very well connected as well as being the fastest way to most parts of the map.
ray
Noavatar
Posts
14
Location
France
Joined
17 May 2005
4 October 2013 - 11:38 CEST
#13
Good news there...

But well, why putting descent a second time while it's not really balanced and needs a lot of rework imo... Especially with these new last builds.

Having ventilations that give direct access to marine main base wtf ? (This is one of the most disturbing points of this map)

Why not putting biodome in a second time ? I have not heard a lot of bad feedbacks from this map, and I personally find it more interesting than most of the always-played maps. Seriously, it's easier to get a 2nd hive than all the other maps imo, and it's good for the actual gameplay / metagme.
Flaterectomy
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
4 October 2013 - 12:02 CEST
#14
In the next version of Caged marine start will be slightly further away from the center of the map (It's fairly subtle, but I want to see how this works before I possibly change how Butthole connects to Central), and I will change Purification and how it connects to Ventilation Access so that cysts aren't so easily sniped anymore.

Also, Kaneh, thanks for casting those week 3 matches on Caged, I've watched the VODs and they've been pretty useful for me.

I'll stop derailing this thread now and will just make a separate ns2_caged thread for feedback. :>
Jonacrab
Noavatar
Damage Networks
Posts
4
Location
United States of America
Joined
11 November 2012
6 October 2013 - 07:15 CEST
#15
I have updated Ns2_Tanith on the workshop if anyone is interested in testing. I have addressed most of the issues that been discussed here, and from watching gameplay.

Changelog:

-Redesigned Sat Comm with more cover
-Added a vent connecting to the lower part of sat comm
-Moved resource node in chemical transport to acidic to make a more defendable RT for aliens, also to de-emphasize the importance of chemical, which favored marines more
-Redesigned cargo, by making the cover more alien favored also redesigned the connection to storage entrance so that it has to be entered from the lower part of cargo
-Moved resource node in cargo to storage entrance
-Storage entrance redesigned to be a resource room, more easily expandable to by the alien team from either fusion reactor or Waste hive locations.
-Renamed connecting corridor between Central access and waste to "Drainage" (this is to make more logical sense of the power nodes for these areas)
-Added cover in drainage and altered lighting
New Reply