Welcome to Tactical Gamer

+ Reply to Thread
Page 1 of 3 123 LastLast
Results 1 to 15 of 39
Discussion: Natural Selection / Natural Selection - General Discussion - ns_machina_v2s - Hi all, I have a new version that requires URGENT feedback (ie, deadline = early
  1. #1


    Join Date
    Feb 2007
    Posts
    9

    ns_machina_v2s

    Hi all, I have a new version that requires URGENT feedback (ie, deadline = early early sunday)

    I'll let aeroripper post the link as I cannot.

    Changelog:

    -Added cover to Angels Grave Hive, added 'vent' from A'sG to Turning Point.
    -Removed all welds at Circumn. Rerouted that area so that it takes longer to get to Imine Falls from Circumn - this is now a totally legit path.
    - Removed the path from Irradiation Channels to under Imine Falls - this path now connects up to Circumn also.
    - Touched up some areas visually
    - Tweaked path out of western Maus so that it's not so quick to get to Angels Grave. Only a minor timing difference, but it now takes the same time to get to A'sG as it does to Tau Ceti.
    - Lessened the brightness of Tau Ceti's sunlight
    - Hopefully fixed a stuck error with the vent at the back of Tau Ceti
    - Added some blocks to the south of The Pit so marines can drop down without taking damage.
    - Northern Shell node tweaked to access from other side.
    -should now be able to siege from eastern maus entrance

  2.  
  3. #2

    aeroripper's Avatar

    Join Date
    Dec 2005
    Age
    28
    Posts
    2,567

    Re: ns_machina_v2s

    Here's the download link folks:

    Machina v2s Download

    Will take a look through this tonight.

    EDIT:

    Mapcycle updated.
    Last edited by aeroripper; 02-17-2007 at 03:07 AM.

  4.  
  5. #3

    aeroripper's Avatar

    Join Date
    Dec 2005
    Age
    28
    Posts
    2,567

    Re: ns_machina_v2s

    Just a visual idea for the grating going across the chasm. It seems too 'busy' with the entire texture for the walkway being the grating as used in the chasm walkway near it.

    Just a visual idea for how it could look (sorry for the crudeness):



    Make a small window slit at the bottom of the walk area, and add two huge 'observation' windows on the two sides (indicated by the arrows). The yellow dots represent light placement (or however).



    The view from the outside looking in. You could possibly also add some similar lighting that you have used on the "JP\Fade catching platform lights" below it. The whitish strip on the bottom of the walkway in this view is the window slit. If that elevator is going to stay in that spot you could make the front of the walkway sort of 'bow' around it so it would look more structured.

    The idea is that it is more of a 'passing' observation type area to get to the other side of the ship, but while still overlooking the asteroid processing operation.

  6.  

     
  7. #4

    Ferris Bueller's Avatar

    Join Date
    Sep 2006
    Location
    1123, 6536, 5321
    Age
    29
    Posts
    9,244

    Re: ns_machina_v2s

    map is mucho improved in this version. siege spots are balanced, angels grave is BEAUTIFUL. noticed that the stuck bug still exists for the elevator out of MS->crater. I believe lost has screens of other stuck points.

  8.  
  9. #5

    aeroripper's Avatar

    Join Date
    Dec 2005
    Age
    28
    Posts
    2,567

    Re: ns_machina_v2s

    Yea were were doing a full team JP rush and all piled on the elevator and it got stuck. The first round of captains tonight, marines dominated early game and aliens were making a comeback. That is until our JPs flew into the maus hive and were waiting while the hive was dropped JUST then, it was down in seconds.

    The second half aliens defended well at maus hive and won the game.

  10.  
  11. #6

    micr0c0sm's Avatar

    Join Date
    Mar 2004
    Posts
    665

    Re: ns_machina_v2s

    With all the open areas, the aliens have a nice speed advantage. This pressures marines into early phase tech or mid-game jps.

    Its pretty and one of my favorite maps, though i liked it when it was a bit more closed in / smaller.
    Last edited by micr0c0sm; 02-17-2007 at 02:08 PM.

  12.  

     
  13. #7

    Stupid's Avatar

    Join Date
    Jul 2004
    Location
    God's Country - Texas
    Posts
    637

    Re: ns_machina_v2s

    The area around Turning Point / Ante is still bothersome to me. The problem is that when you're headed North out of TP and you want to make a right into Ante, there's a light RIGHT NEXT TO the door and you walk right into it thinking that it's the doorway because of the lighting change. If you smoothed that area out a touch more I think it'd be perfect. I do like all the new pathing in the maps and think the accessibility is great. Like the work in Imine Falls. There are a few "dead-ends" where corridors used to be and I killed (and got killed) running in there a few times.

    Tight map!
    Former TGNS admin until WoW blinded me with flashy lights.

  14.  
  15. #8


    Join Date
    Aug 2006
    Location
    west TN
    Posts
    163

    Re: ns_machina_v2s

    Not sure how concerned you are with the map, but we noticed there is an important new vent going into a hive that doesn't show up on the map. Maybe someone else can remember where it was...
    aka Roland (the Headless Thompson Gunner; not of Gilead)

  16.  
  17. #9

    aeroripper's Avatar

    Join Date
    Dec 2005
    Age
    28
    Posts
    2,567

    Re: ns_machina_v2s

    Probably that new one in angel's grave hive.

  18.  

     
  19. #10

    Ferris Bueller's Avatar

    Join Date
    Sep 2006
    Location
    1123, 6536, 5321
    Age
    29
    Posts
    9,244

    Re: ns_machina_v2s

    Quote Originally Posted by bentring View Post
    Not sure how concerned you are with the map, but we noticed there is an important new vent going into a hive that doesn't show up on the map. Maybe someone else can remember where it was...
    Angels grave to Turning point. The vent/walkway at the top of AG doesnt show on the minimap

  20.  
  21. #11

    Eternaly_Lost's Avatar

    Join Date
    May 2005
    Location
    Milford MA
    Age
    24
    Posts
    399

    Re: ns_machina_v2s





    Here is the images I started with. Like I said in the image, There was so many that I gave up on taking screen shots, after all, I wanted to play some captains.





    Current game name : |TG| Lost the Phantom Thief

  22.  
  23. #12

    aeroripper's Avatar

    Join Date
    Dec 2005
    Age
    28
    Posts
    2,567

    Re: ns_machina_v2s

    The more games I play on this the more marine wins I see. Maybe its because marines hold to many easy nodes and its hard for aliens to get all the way over to them and keep on them unless marines really screw up a siege.

  24.  

     
  25. #13


    Join Date
    Feb 2006
    Posts
    363

    Re: ns_machina_v2s

    Is the pronunciation fixed in this version?

    I have, and will continue to, describe this map as "a work of art".

  26.  
  27. #14

    Stupid's Avatar

    Join Date
    Jul 2004
    Location
    God's Country - Texas
    Posts
    637

    Re: ns_machina_v2s

    Quote Originally Posted by aeroripper View Post
    The more games I play on this the more marine wins I see. Maybe its because marines hold to many easy nodes and its hard for aliens to get all the way over to them and keep on them unless marines really screw up a siege.
    I think east-west access is pretty good. There's cover for skulks to get around so they can cross the map and work the "non-hive" side rts. You might be getting used to the great north-south routes that give marines access to the whole map pretty quickly.

    This map is no worse (to me) than ns_eclipse. If you start in Eclipse hive, aliens have just as hard a time clearing the nodes on Maintenance side as the aliens on this map will have clearing Angel's / Tau sides if they start on the opposite side. The difference is, ns_machina has better vents/cover for aliens to get over there and better ambush points along the way.

    Part of the problem could be that that people just don't know the map well enough and are still trying to drive by the mini-map.
    Former TGNS admin until WoW blinded me with flashy lights.

  28.  
  29. #15

    aeroripper's Avatar

    Join Date
    Dec 2005
    Age
    28
    Posts
    2,567

    Re: ns_machina_v2s

    A vent could also be added from imine falls into the area right outside of circumn with the high walls to the ceiling. It's bothersome for aliens to have to go all the way around that big wall to get there.

  30.  

     

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top