Map Feedback : ns2_caged

Zefram
3639
Posts
235
Location
United States of America
Joined
16 November 2012
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
1942
pubstars
Posts
225
Location
Germany
Joined
28 September 2009
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
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
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
Noavatar
something funny
Posts
2
Location
United States of America
Joined
2 April 2013
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
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
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
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
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
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
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
6308
Doctors
Posts
77
Location
Maldives
Joined
1 June 2014
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
5295
Div2orDisband
Posts
46
Location
Bruges, Belgium
Joined
6 April 2013
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
5803
Ctrl+Alt+Defeat
Modder
ns2_docking2
Posts
331
Location
Germany
Joined
29 September 2013
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
Noavatar
ELOgain
Posts
44
Location
Germany
Joined
1 April 2014
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
Noavatar
ELOgain
Posts
44
Location
Germany
Joined
1 April 2014
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
3786
Admin Abuse
Posts
174
Location
Netherlands
Joined
18 November 2012
25 July 2015 - 18:23 CEST
#13
Bumped for new CMC
CRaZyCAT
4159
Horror Show
Admins
Ref Admin
Posts
105
Location
Omsk (Siberia), Russian Federation
Joined
3 December 2012
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
Noavatar
GIEF ROBOT
Posts
25
Location
Europe
Joined
6 July 2014
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
3786
Admin Abuse
Posts
174
Location
Netherlands
Joined
18 November 2012
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.
New Reply