Map Feedback : ns2_fracture

Zefram
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28 January 2014 - 17:34 CET
#1
This thread is reserved for any feedback for:

ns2_fracture
http://steamcommunity.com/sharedfiles/filedetails/?id=150058573

maintained by Howser
http://steamcommunity.com/profiles/76561197961118209/

All thoughts are greatly appreciated.
www.twitch.tv/Zefram0911
Stranger
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Canada
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30 January 2014 - 03:06 CET
#2
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.
Tico
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BEAST INFECTION
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30 January 2014 - 10:48 CET
#3
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
Howser
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ns2_fracture
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Earth
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19 September 2013
30 January 2014 - 18:48 CET
#4
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
ZEBROE
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31 January 2014 - 15:54 CET
#5
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
SkogsMulle
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Jolly Cooperation
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Faroe Islands
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3 February 2014 - 00:32 CET
#6
This stair is a real mess walking in, running in, anything with a marine is aweful, sometimes you get stuck, sometimes you just get stuck and then released and sometimes there is no problem at all, which ends up me jumping in the stairs because I don't want it to be different everytime I am trying to get up the stairs!
http://imgur.com/TUIrJZ3
Howser
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3 February 2014 - 05:20 CET
#7
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.
Mega
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Germany
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4 February 2014 - 20:24 CET
#8
you can watch our glorius match here if you like: http://www.twitch.tv/m/395574

the map is just amazing big and so maybe a bit alien favored

and the first time i was loading the map and checking out the vents i was like god dammit these vents are pitch black dark.... and the entraces are hard to spot

never saw an other map where the vent entraces are so hard to spot

but then i saw the vents on the left side have all this red emergency lightning in it and thought

all vents need this or at least a yellow thing around the entrance
Howser
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ns2_fracture
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7 February 2014 - 21:41 CET
#9
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
SkogsMulle
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10 February 2014 - 00:18 CET
#10
I found another stair today that annoy me, it is at the node in Ceremony I think.. West side tech point!
It's just the same thing like the other stair I posted about!
http://imgur.com/7qgusGb

Also, you are amazingly fast at fixing stuff, love it! :D
Howser
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10 February 2014 - 00:50 CET
#11
Ah nice post! I must of missed that one. I'll fix that and the stuck spot in upload for tomorrow.
I'm currently unsatisfied with how the view is so hard to contest for marines. I'll review that over the next few games and try come up with decent solution.
Also preparation is bit of a nothing room atm I'll redesign that once a good idea comes to mind.
I managed to get a lot of information for watching wonga Vs frequencey so thanks to you guys for suffering it. If you have any suggestions of opinions of areas please contact me or leave them here.
Thanks

http://steamcommunity.com/id/howser/
jope
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Team Awesome
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7 April 2013
10 February 2014 - 23:46 CET
#12
Thank you for being so active with your involvement.
We only played a short marine round yesterday on your most recent changes.

Couple things:

There is problems sometimes for dropping med packs. I was in uranus near the vents and the meds would just drop in the vent. This also happened somewhere else but I can't remember.

One opinion I have is, some people mentioned the vents were too hard to see and such, however now I notice some vents are super super bright, when running up to anti chamber and just after reception. They are yellow and then also inside it looks like a light is on. I think the vents are better when they are like the couple of ones which are on the right side or near upload. just covered in red but you can still see if a skulk is inside it.

Also one of our players got stuck when he jumped down near the pillar in upload. it was the same spot i hid as a gorge in our crazy 75 minute map. I think you said you made a change there(vent above it)
The marine round map was streamed on http://twitch.tv/tagwolftv if you want to review our marine rd vs wonga. sadly it wasn't another 75 min match
cheers
blind
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onFire
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Mannheim, Germany
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3 November 2009
16 February 2014 - 01:44 CET
#13
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.
Howser
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16 February 2014 - 20:06 CET
#14
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!
Howser
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25 February 2014 - 16:38 CET
#15
New update today. A few minor fixes but one quite significant change that I would really like some feedback from comp players on ASAP.
The problem I noticed is aliens were having too much of an easy time sitting back and playing the res waiting game while marines often struggled to establish a forward base out side of the middle line (Ceremony, The park and Cold storage). Another issue was that the View was extremely hard for marines to harass if aliens had setup in cold storage. So the best solution i came up with is to rework 'the bigfanthing' with a room that not only gave marines a staging ground on the alien side of the map but much easier access for assaulting arrivals and the view RT locations. The choke points leading to this new area (marked in green)are purposely set-forward to encourage aliens to take the fight for territory to the marines and be more risky with their forward base building.

http://i.imgur.com/fSGi6P8.jpg
http://i.imgur.com/1Oqt4S7.jpg

Well that's the thought process behind the changes. It's a fairly risky change so I'd like to hear about how it actually plays in a competitive game.

The other changes are:
*Downsized the central space in marine start to make it easier for aliens to assault.
*Fixed a Stuck spot in antechamber (thanks Yaluzan).
*Made vent in upload accessible by marines so aliens cannot safely sit and wait for marines to pass before harassing the RT.


Yaluzan
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25 July 2015 - 18:23 CEST
#16
Bumped for new CMC
6am6p
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26 July 2015 - 17:57 CEST
#17
Area without powernode
http://www.twitch.tv/ns2rus/v/8538955?t=31m34s
CRaZyCAT
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26 July 2015 - 22:00 CEST
#18
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
Battle.net: CRaZyCAT #222106
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