New map - ns2_mineral - need testing and feedback.

MasterG
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12 April 2015 - 15:39 CEST
#91
Released a quick hotfix with some minor fixes for stuff that is mostly unrelated to game play.

B3.31:

- Fixed some minor holes(lines where it was possible to see the skybox through geometry) in Pump Control and Connection.

- Built custom collision on the drill heads hanging in the ceiling of Repair for better alien movement flow through the ceiling part of the room.

- Fixed some black spots(lighting) in Pump Control and Pump Station.

- Removed some geometry from commander view in Pump Station that was forgot when adding the cyst lane in the previous update.
Satyr
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NannyStateLeague
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12 April 2015 - 22:01 CEST
#92
maps good. annoying how you can bile every phase gate from vents. the vent-bile thing needs to be nerfed.
MV
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12 April 2015 - 22:11 CEST
#93
We agree, that was annoying, we're thinking about moving the vent, or building a new one taking many other factors into account. Even though you could have placed the PG elsewhere (3 bad pg placements in a row) it's no excuse that a pg in Gen isn't a viable option. So that will be changed fairly soon, so that other matches can avoid this issue.
Again sorry about that, hope you still had good times on the map. That was fun to cast these games, very entertaining.
Iots
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el'pheer
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13 April 2015 - 14:18 CEST
#94
Ehh, don't place pg's there..?!

Map seemed much better, would've liked to try the minpro arcspot but at least the hive room was less retarded.

Drill Site hive room is pretty dumb tho, could we just get rid of that thing in the middle and lower the room? It's really clumsy to play in.
MasterG
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13 April 2015 - 15:14 CEST
#95
Satyr says
maps good. annoying how you can bile every phase gate from vents. the vent-bile thing needs to be nerfed.


I'm guessing this is pretty much only about the Generators vents? If not, please specify other places where this can be annoying!

Will be looking into how to change the Gen vents. I have a few ideas but more ideas are welcome. Some screenshots with red circles to point out possible positions would be awesome!

Iots says
Drill Site hive room is pretty dumb tho, could we just get rid of that thing in the middle and lower the room? It's really clumsy to play in.


By that thing in the middle I'm assuming you're talking about the drill structure itself. Removing this would completely ruin the LoS in the room and call for a rename to "Cave". What I have been thinking about is expanding the cave where the hive is to give it some more room. In addition to that I can lower the central platform, making the stairs shorter and other stuff to make it more viable to go up on it. However I think trying the mentioned cave expand would be a good thing to do first. If that is not enough then lowering the platform can be done to check how that works.

Any larger changes to the map will have to be postponed, because unfortunately I have a Bachelor's thesis to worry about as well. I'll do my best to give smaller fixes as soon as possible.
MasterG
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16 April 2015 - 19:06 CEST
#96
Quick update is out.

Change log:

- Fixed gorge tunnel spot under catwalk in Drill Site(again), hopefully it sticks this time!
- Tried fixing a few stuck spots around the map(East Path -> Transfer vent, some boxes in Repair)
- Removed one of the ceiling beams in Lounge and raised the others to avoid having too many hiding spots for skulks.
- Re-scaled some doors to avoid "ledges" on top of them, now cr4zy's horrible fade shouldn't land on them any more.
- Redid Connection slightly to remove some alien hiding spots. Fewer corners to check for marines.
- Changed entry points for the vent in Generators/Mineral Processing. Also split the vent in two, aliens need to expose themselves in Connection to get all the way through.
- Moved around some crates in Storage to help aliens get in to the room from Repair.

Probably some more stuff I forgot. Check it out in game. Map is still the same other than these very small changes/fixes.

Heads up though, 1-2 weeks before NSL finals I will be releasing a new update to Mineral that changes the layout and flow of the map in a big way. More details on this later as the plan is still being worked out!
MV
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10 May 2015 - 19:19 CEST
#97
New update inc soon (tomorrow or late tonight)
Here is a sneak peak at what is gonna happen :
MasterG
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11 May 2015 - 21:17 CEST
#98
Since all week 6 matches have now been played, a new build is out on the workshop. Minimap above still legit.

Mineral beta 3.40 change log:

- Broke up Mineral Processing - Generators vent into two vents that both connect to Connection. No longer OP for bile-bombing gorges.
- Dimmed lighting in Generators.
- Closed off the center part of Connection a little bit to give aliens less hiding spots. Still loads of spots to take cover though!
- Expanded East Path southwards and connected it to Automation closer to the entrance(to Automation) from Lockers. Removes the U-turn in East Path.
- Moved and rotated Break Room. It now connects to the north of Automation and goes further north to Pump Control. Removed its connection to Loading Bay.
- Opened up entrance to Automation from Waiting. Expanded Waiting slightly north.
- Opened up Automation to make the room more viable for marines zoning/blocking lanes.
- Widened Pump Control.
- Detailed Pump Station. Still keeps generally the same game flow as the previous version.
- Vent from Generators going westwards now connects to Break Room.
- Moved vent entrances in Storage/Loading Bay and added a connecting vent to Pump Control.
- Moved vent entrance in Transport.
- Removed the silly vent going from East Path to East Path(lol).
- Added new location, Leak, in the corridor between Pump Station and Mineral Processing.
- Probably something else that I forgot. And some other stuff as well!

Have fun!
Pelargir
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12 May 2015 - 13:28 CEST
#99
Pretty impatient to watch out how it plays. Really nice work MasterG, keep up!
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
MV
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12 May 2015 - 13:38 CEST
deleted by MV
MasterG
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12 May 2015 - 14:11 CEST
Hotfix B3.41 is out:

- Toned down lighting on Mineral Processing to match the lighting of the rest of the north of the map. Added brighter lights above the doors in there to highlight them.
- Blocked off a small pit behind some pipes in Pump Station.
- Added the cover type railings around some pipes in Pump Station, like MV requested.
- Made the southern part of Pump Control less wide and added some cover to the more open side of it.
- Removed all vent ceilings from the commander view.
- Removed some other stuff around the map from the commander view.
- Added skybox materials to the correct folder!
- Added some neat detail to Lounge.
MasterG
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31 May 2015 - 19:44 CEST
Beta version 3.50 is out on the workshop.

Changelog:

- Rebuilt stuff in Mineral Processing, reflected much of the feedback received lately.
- Removed the blue crate in Mineral Processing as it is no longer needed because of the changes to the room.
- Moved vent entrances in Generators and lit them better to feel more intuitive.
- Rearranged and removed some crates in Storage.
- Fixed issue where automatically placed cyst chains would place a cyst inside the generator structures in Generators.

Enjoy!
MasterG
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5 June 2015 - 19:44 CEST
Beta 3.60 is out on the workshop.

Change log:

- Updated theme style for Generators to match the rest of the clean locations in the map.
- Redid lighting for Generators.
- Moved vent entrance for the Generators/Break Room vent in Generators and made it shine more. Should be more intuitive to enter.
- Added the middle vent in Generators back in, but it doesn't connect to any other places.
- Toned down lighting in East Path, removed some lights and changed some colors.
- Added variation of a Descent door model with red lights instead of blue to help players identify that the doors are in fact closed.
- Updated detail in Lockers to match the rest of the clean theme better.
- Redid Lockers lighting completely.
- Added some detail to the previously boring walls in Automation.
- Increased ceiling height in Leak.
- Added liquid "mineral"(water) material in Leak. Justifies the location name.
- Removed a left over face in Water Flow B.
- Removed some stuff around the map from the commander view.
- Brightened lights for the vent entrance in Storage to highlight it slightly.
- Probably some more random stuff that I forgot about.

I would post some screens of the new details but I really can't be bothered to do it at the moment. Feel free to check it out for yourselves!
MasterG
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24 March 2016 - 18:04 CET
Mineral Beta version 4.00 is now LIVE!

Change log:

- Updated/switched materials in a lot of locations around the map, to unify theme. This is still a work in progress and not all areas have been updated with new textures.
- Opened up connection between Pump Control and Pump Station a little to help the Alien team with engaging Marines in this area.
- Completely redesigned connection between Storage and Repair. It is now a lot larger and should provide more fluid motion through this part of the map.
- Redesigned and fully detailed Repair. This includes some changes to the vents connecting to Drill Site and Transport.
- Started detailing Loading Bay, includes some re-positioning of cover in this location.
- Fixed some holes in Occlusion/regular geometry between Waiting and Repair.
- New font for Welcome to Mineral screens.
- Added "Thank You" screens.
- Probably some stuff that I forgot because it has been so fucking long since the last update!!!!!!!!


Please notify me of any issues, small or big, and I will make sure to hotfix stuff ASAP!


Thanks for all your support everyone and thanks for the Squad5!
Simba
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31 March 2016 - 20:16 CEST
screenshot?
MV
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1 April 2016 - 16:19 CEST
http://aspelund3d.com/wp-content/uploads/2016/02/min_repair01.jpg
http://aspelund3d.com/wp-content/uploads/2016/02/min_storage01.jpg

two that were posted on the uwe forums.

MasterG is working on Loading Bay now (detailing)
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