Map Feedback : ns2_caged

Zefram
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28 January 2014 - 17:31 CET
#1
This thread is reserved for any feedback for:

ns2_caged
http://steamcommunity.com/sharedfiles/filedetails/?id=104617372

maintained by Flaterectomy
http://steamcommunity.com/profiles/76561197962321440

All thoughts are greatly appreciated.
www.twitch.tv/Zefram0911
Mega
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4 February 2014 - 20:32 CET
#2
i like the change to purification station and to upper sewer good job there also the long hallway @satans...

is fixed but maybe still a bit shit for an onos to escape
Kaneh
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26 February 2014 - 02:25 CET
#3
marine naturals are still too far away, and central is still too important because the paths are really short from the middle to the edges.
Mikan
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15 May 2014 - 19:08 CEST
#4
Recently played a pug on map. I don't think Aliens should spawn in Generator (top right). It seems way to easy to cut off alien expansion at Auxillary while dealing with pressure at the hive. I know all spawns have their pros and cons as well as counters but this spawn feels like it has the problem associated with close spawns such as on maps like Summit. South spawns just feel more appropriate.
Flaterectomy
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6 June 2014 - 15:12 CEST
#5
The most recent build of Caged includes significant changes to the Auxiliary generator / Bypass / Upper Shipping side of the map. Changelog and screenshot of the new layout on the NS2 forums:

http://forums.unknownworlds.com/discussion/comment/2198598/#Comment_2198598
Flaterectomy
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10 July 2014 - 22:56 CEST
#6
Crosspost from my Caged thread on the NS2 forums:
http://forums.unknownworlds.com/discussion/comment/2205074/#Comment_2205074

EDIT: Never mind, I was just told the event was cancelled. Will release a new build for Sunday though.

Flaterectomy
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24 November 2014 - 09:13 CET
#7
With Caged being played in Week 7, I'd like to remind everyone that feedback is very welcome. I'd like to hear any and all issues players have with the map. So far, this season, the competitive feedback has been absent, but I know there are strong opinions out there. Let me have it plx.
MV
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24 November 2014 - 14:01 CET
#8
Flaterectomy says
With Caged being played in Week 7, I'd like to remind everyone that feedback is very welcome. I'd like to hear any and all issues players have with the map. So far, this season, the competitive feedback has been absent, but I know there are strong opinions out there. Let me have it plx.

A friend of mine thinks the Aux/Gen side is too isolated now. When you kill something in Aux, you have no other option than back or go into the hive.
Suggestions (might be bad ideas though) : bring aux/gen closer to the rest of the map. (have to think of travel times though). Or, build a secondary path (from aux, or just before) to like the corridor on the right of Central. Might fuck up zoning.
Neoken
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24 November 2014 - 19:33 CET
#9
Generator needs to connect a bit better to the center of the map. It feels a bit too far away compared to other spawns. Maybe you could move the entire north-east side a bit closer to the center, so it's less isolated. Also sewer hive still is a problem because it only has one true natural RT. I'd suggest adding another RT between upper waste and sewer, and move upper waste a bit closer to marine base.
Mephilles
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ELOgain
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25 November 2014 - 13:03 CET
#10
Laneblocking for marines is very hard on this map, because there are more or less 3 lane reaching directly to the hives (with that I mean you can get to the center before you pass a natural RT as alien).

A good alien team will be able to win with baserushes when marines apply early game pressure on multiple sides or marines stay more defensive and are not able to pressure and leave res to the aliens

(partly quoted from a prem div player)
LyDDa
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26 November 2014 - 18:50 CET
#11
- the left/middle rt should be more close to marine start
- the left bottom spawn of aliens is too close to the rt (purification?) on the right side (maybe put the spawn a bit up)
- remove the way from the middle to that rt (purification?) (better laneblocking possible like on the right side)
- the way between the top/middle rt to the next rt on the right is to far compare to others
- dont remember completly about the map (have no pic), but I guess some of the vents allows aliens to cut long ways to hard.
LyDDa
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13 February 2015 - 22:59 CET
#12
I like the changes you did.
But now there are too many rts on the map and the left/bottom alien spawn is still too near to the rt on the right hand side.
Yaluzan
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25 July 2015 - 18:23 CEST
#13
Bumped for new CMC
CRaZyCAT
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1 August 2015 - 22:13 CEST
#14
We played 5th match on this map and that was VEEERYY bugged. (server ns2-fr)
Don't know if that build 275 ussues but I'll put this here:

1) 3 Weapon slot issue
https://youtu.be/6rwTpvROQ-U
2) Our comm saw doubled players on GUI (it's NOT hallucinations, P.S. keo doesn't drink)
http://images.akamai.steamusercontent.com/ugc/437199178116014243/15B48F44BF58A15C5A0DAD7F720BD267F7CDC7F1/
3) Eggs on Sewer didn't spawned by commander's egg spawn ability
4) ARCs sunk into the ground in tube between Ventilation and Purification
5) Common lags and warps sometime. Don't know if that was server problem. I think that map bugs overloaded server and that was reason of lags.

In spite of this, matches was very fun :-) GGs
(first round: 5 dead exos, 6 dead onoses, about 5 dead fades, 51 minute, second round: 4 dead hives, 5 onos alive in game end, 28 minute)
Battle.net: CRaZyCAT #222106
removed_6348
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2 August 2015 - 00:35 CEST
#15
We played against Handwashers tonight and I can confirm 2 and 4. As comm I saw lots of player name and health bars at one point (don't think the others did though).

The rounds were fun though. Balanced and long.
Yaluzan
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2 August 2015 - 19:28 CEST
#16
CRaZyCAT says
We played 5th match on this map and that was VEEERYY bugged. (server ns2-fr)
Don't know if that build 275 ussues but I'll put this here:

1) 3 Weapon slot issue
https://youtu.be/6rwTpvROQ-U
2) Our comm saw doubled players on GUI (it's NOT hallucinations, P.S. keo doesn't drink)
http://images.akamai.steamusercontent.com/ugc/437199178116014243/15B48F44BF58A15C5A0DAD7F720BD267F7CDC7F1/
3) Eggs on Sewer didn't spawned by commander's egg spawn ability
4) ARCs sunk into the ground in tube between Ventilation and Purification
5) Common lags and warps sometime. Don't know if that was server problem. I think that map bugs overloaded server and that was reason of lags.

In spite of this, matches was very fun :-) GGs
(first round: 5 dead exos, 6 dead onoses, about 5 dead fades, 51 minute, second round: 4 dead hives, 5 onos alive in game end, 28 minute)


1, 2 and 5 are more likely to be from 275, That isn't anything the map can do. 4 MIGHT be 275 or the map, please give a screenshot or something of it if you can recreate it.
and 3 might be a small map bug yea.
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