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Old 02-14-2007, 01:37 PM   #16 (permalink)
 
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Re: Machina v2r Feedback

Extending that corridor by a few seconds is one of the things I have planned.

It looks bad because I haven't yet made it look good (I'm more concerned with testing its gameplay before making it pretty).

Thanks again, all. Another change I will be making is adding some cover to Angels Grave hive, perhaps changing how that half of the area looks altogether.
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Old 02-14-2007, 01:53 PM   #17 (permalink)
 
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Re: Machina v2r Feedback

I understand that the weldable from circumm into angel's grave is probably temporary (or just testing), but just to toss the idea round, what if the weldable was removed entirely allowing free access to and from that area? It seems to be a fairly safe node for marines, and aliens have to go a long way around to get access to it.
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Old 02-14-2007, 03:02 PM   #18 (permalink)
 
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Re: Machina v2r Feedback

I liked the weldable before you changed it, where marines had to go all the way around and weld it open (now that there is a shorter way to get around to circum it might work out to be not too much effort but definately more than now).

it adds a few seconds for the marines to get the left side of the map, letting skulks set up ambushes in the middle and right sides.

It also looked hella cool with those platforms extending.
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Old 02-14-2007, 11:22 PM   #19 (permalink)
 
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Re: Machina v2r Feedback

I've never terribly liked nodes that required marines to weld them open before aliens could use them. Aliens shouldn't be reliant on marines to offer them nodes, especially since its so often a good strategy just to leave the node inaccessible to deny it to aliens.

How about leaving the node always open, but returning the need to weld the pathway that leads to it? It won't be quite so annoying to reach the weld point, now that you have that extra pathway leading to Circumn.

Oh yeah, and whats up with that spelling with the random "N" hanging off the end? I keep wanting to extend it into "Circumnavigate".
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Old 02-15-2007, 01:15 AM   #20 (permalink)
 
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Re: Machina v2r Feedback

Kero, the reason why the n is left on the end is the same reason why you want it taken off...

If it were called Circum, it just wouldn't be as cool. If it were called Circumnavigate, it also wouldn't be as cool. Circumn is a nice balance between the two, and I think adds a small element of mystery to the nature of the area.

I am not sure about adding in those extended platforms again - I am actually quite interested in making it look how it used to a year ago, which was like this:

Damn, well I can't post it due to not having enough posts yet. Copy the line below into your browser:

http://img245.imageshack.us/my.php?image=09vi6.jpg

There is no pit beneath the walkway there, so if it were blocked off it'd have to be through some other means, like a door.

Another problem with blocking off that path from the marine side is that aliens starting in Angels Grave get an extra node that is very close.

Quite possibly, the best solution could be to remove the path I added to Imine Falls, and extend the route through Circumn slightly. How does that sound?

Last edited by Wyzcrak; 02-15-2007 at 01:28 AM. Reason: link edited in
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Old 02-15-2007, 01:29 AM   #21 (permalink)

 
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Re: Machina v2r Feedback

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Originally Posted by merkaba View Post
Just skimming this thread, but sweet JESUS that's a beautiful screenshot.

Sure am proud to see the mapper getting such good feedback from our lil' forum. Well done, guys.
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Old 02-15-2007, 01:33 AM   #22 (permalink)
 
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Re: Machina v2r Feedback

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Quite possibly, the best solution could be to remove the path I added to Imine Falls, and extend the route through Circumn slightly. How does that sound?
You mean the weldable that leads into imine? Either way, I really like the look of circumn in that pic.
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Old 02-15-2007, 03:08 AM   #23 (permalink)
 
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Re: Machina v2r Feedback

also, something to look into (dont know if its intentional or not) but the weldable door at circumn/imine is bullet-transparent. rines relocated there during a game yesterday and had their comm chair sticking halfway through the door, and we were getting lit up while biting it from the "cover" of the door.
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Old 02-15-2007, 03:59 AM   #24 (permalink)
 
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Re: Machina v2r Feedback

Does anyone else think maus hive is too easy for marines to reach now? It seems like the past few games marines establish a foothold in angel's grave (or even just a quick PG) and very quickly are all over maus hive since its just a short run from turning point. Anybody else observe this?
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Old 02-15-2007, 09:44 AM   #25 (permalink)
 
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Re: Machina v2r Feedback

maybe a pro should do a little timing run to compare with other maps...
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Old 02-15-2007, 10:28 AM   #26 (permalink)
 
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Re: Machina v2r Feedback

The new paths are probably good additions - but it's tougher to get to know the map when the angles are so sharp. It seems there are hallways that I stumble into randomly now. Maybe once they're better integrated into the map I can comment better. But the area around Ante/TP is just wacky to me right now.

I agree with aero - with the improved access from Crater to Maus it's a pretty fast run from MS through the Relocation lift. It might be better to revert to the "no elevator" at the end of the Crater platform (like it was between this vers. and the first I saw). Perhaps add in a ramp from Crater up to Southern Shell forcing a bit of a delay but allowing the same path accesses?

I happened to like being able to swim in Imine Falls/Northern Shells as skulk - better ambushes that way.0



I *really* like the vents and the use of the z-axis on this map; it's always impressed me. Most other NS maps are pretty damn flat in comparison. I also love the pits that seemed to plague everyone so badly two revisions ago (esp. around Circumn and Crater). If I were an evil mapper, I'd take the railings back out.


Great map. AND STICK TO YOUR GUNS -- don't let them change the name to MOCK-ina.
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