Natural Selection 2

Natural Selection 2

ns2_hivesiege
40 kommentarer
Brian  [ophavsmand] 4. sep. 2014 kl. 17:23 
Optimizing what, exactly?
Avoca 4. sep. 2014 kl. 8:38 
If I can get you a server to play this, would you be interested in optimizing?
Titfingers 20. aug. 2013 kl. 13:25 
That would be great, please let me know if you do!
Brian  [ophavsmand] 20. aug. 2013 kl. 9:01 
I haven't tried any of my 3 siege maps in quite some time. I had just completed a new one (domesiege) when EEM got broken, too :/

Maybe I'll set up and run a server.
Titfingers 20. aug. 2013 kl. 3:35 
Thanks for the info, glad to hear they're still working. Really interested in seeing the effects of all the recent balance changes on these awesome maps.
Brian  [ophavsmand] 18. aug. 2013 kl. 10:19 
A while ago ExtraEntitiesMod which controls the doors was broken for an extended period of time and the servers kind of died off. There is one server still running the map but I can't connect to it. That server probably just needs updated and restarted.
Titfingers 18. aug. 2013 kl. 2:26 
Really enjoyed playing these siege maps, but haven't seen any servers running them for a few months. Do they need updating or is it just that nobody's running them any more?
Mantrid 8. apr. 2013 kl. 20:07 
The map was fixed. Thank you Brian. Guys let's enjoy this great level
Mantrid 8. apr. 2013 kl. 8:14 
Extra entities mod was updated. no doors or teleports in map now ((( needs to be fixed
Brian  [ophavsmand] 11. feb. 2013 kl. 7:33 
The intent is/was to make the map work with standard NS2 game rules in addition to classic mod. Anyway I'll work on the teleporter blocking problem (probably will fix by making the immediate area unbuildable).

As for the performance, the only thing I can think of that might help is to re-do the lighting to use fewer shadow-throwing lights. Many of the lights throw shadows and have the shadow-draw-distance set at or near maximum (making them less efficient). The map geometry is already laughably simplistic and there is occlusion geometry around every room as recommended in mapping guidelines.

What server(s) is this on? I'll add to favorites in the server browser and maybe get to try it myself.
Ownkruid 11. feb. 2013 kl. 6:52 
The current version allows Marines to block the siege room teleporter. Please change it to the way it was or think of some other way to implement the teleporter.
Ownkruid 11. feb. 2013 kl. 3:21 
There is no need for a raised floor or something like that. Classic mod has no alien commander so there's no cysts either. Please work on optimization aswell cause it tends to lag allot on a full server. Cheers!
Brian  [ophavsmand] 10. feb. 2013 kl. 16:34 
I redesigned the siege room somewhat so that aliens can't cyst into it anymore from their hive. Marines can build in it once again.

However the doors are half-broken again. Marines can drive AI units through the doors even when they are closed. I assume NS2C has no AI units so this would be a non-issue IF your server runs the classic mod.
Brian  [ophavsmand] 10. feb. 2013 kl. 15:07 
I will try redesigning that siege room (raise it or lower it or something) so that cysts can't make it in. That way I can remove the no-build entity.
Ownkruid 10. feb. 2013 kl. 12:52 
Hey Brian, please put your old version back online that allowed you to build in the siege room. Classic mod is now compatible with EEM so now we only need a working siege room!
Brian  [ophavsmand] 26. jan. 2013 kl. 13:18 
I just published another revision which makes it impossible for commanders (alien or marine) to build in the siege room. This was the only way I could keep aliens from cysting into the siege room from the hive room.
Brian  [ophavsmand] 26. jan. 2013 kl. 12:22 
ARCs fire through anything (walls included), but in my most recent revisions I did add a teleporter from the hive room to the siege room so small aliens (like gorges) can go in and attempt to take out the ARCs before the hives go down.
Kassatsu 25. jan. 2013 kl. 22:02 
Do ARCs fire through solid objects or can they somehow have direct line of sight to the hive(s) without being able to get spammed by bile bombs in the siege room?
Mega 15. jan. 2013 kl. 18:41 
i didnt played it yet but your best bet to have this mod played on a lot servers is to make it easy to install (1 mod to add instead of 2-3)
and make it possible to run beside normal maps so that you can change after roundend to normal maps.

btw
(the teleport into the siegeroom i can rember old ns1 maps (like ns_weldsiege) that did that and it worked well it gives aliens some addinal time to in case of ns2)
Zwart 15. jan. 2013 kl. 16:43 
...and aliens don't have cysts and infestation.
Zwart 15. jan. 2013 kl. 16:43 
in NS1 and NS2c there is no Alien commander. Gorges build all structures. The Marines don't get personal ressources and the aliens dont get team res. The comm has to drop every single weapon.

The differ much stronger.
Brian  [ophavsmand] 15. jan. 2013 kl. 15:14 
Updated. Increased door sizes, fixed pathing through them, and set the door timers back to normal.
Brian  [ophavsmand] 15. jan. 2013 kl. 13:21 
In other words I hope to test this level under normal and "classic" game modes in the near future :D

But I've never played NS2C so I don't know how well it works yet.
Brian  [ophavsmand] 15. jan. 2013 kl. 13:19 
I've strongly considered it but until today it was incompatible with ExtraEntitiesMod.

Depending on how it plays in each game mode, I might branch this level into an ns2 version and an ns2 classic version with some map tweaks.
Zwart 15. jan. 2013 kl. 11:59 
Have you looked into using mechanics from NS2 classic? Instead of an robotics factory the marines get a turret factory. You can place several turrets around it and after upgrading it you can drop stationary (!) siege turrets (currently they are using the arc model).
Brian  [ophavsmand] 15. jan. 2013 kl. 10:10 
I'm actually considering making the siege room inaccessible by foot (only via teleporter behind timed door). This way the marines can't just stack up two dozen arcs and drive them in the moment the door opens. ARCs don't go through teleporters.
Brian  [ophavsmand] 15. jan. 2013 kl. 10:06 
Recent changes:
+ Added a 2-way teleporter from the corner of the hive room into the siege room. This is locked away until the siege door opens, and only small aliens cant fit through to the teleporter. The teleporter source in the siege room is disabled for marines so they can't use it as an express highway to the hive room.
+ Reworked the Ambush room
+ Increased the size of the Secondary Command room
+ Added a vent between Ambush and No Man's Land
- Doors got bugged so MACs and ARCs couldn't drive through them anymore. Ran out of time last night and couldn't fix.
- Current live version I think has crazy short door timers accidentally left in from testing.

Upcoming changes (today):
+ Will try to fix door passibility by MACs and ARCs - but no guarantees - this is halfway out of my hands.
+ Larger doors to make it harder to block them with structures.
+ Re-set the door timers to their proper values

Expect my server to be up again one way or another by 6 or 7 pm EST.
Zwart 15. jan. 2013 kl. 7:06 
any known servers that run this one. I MUST check NS2's first siege map!
NewbNewb 14. jan. 2013 kl. 21:52 
awesome map :D
Brian  [ophavsmand] 13. jan. 2013 kl. 9:36 
Update: Everything works as intended now, as far as I know. If there aren't any doors, then you aren't running ExtraEntitesMod.
Brian  [ophavsmand] 8. jan. 2013 kl. 13:01 
You may be right but we'll have to see what it is like with the extra resource nodes. The game also goes a whole lot slower if the commanders don't START by building all the resource nodes. In my brief testing I saw extra IPs and armories come first!
-=Luckystar=- 8. jan. 2013 kl. 9:26 
It works, but the map is to small. 5 min. for the first door is to fast & siege door open after 10 mins ist not good. I think 10 min. for the first door and 20-30 min. for the Siege door. :)
Brian  [ophavsmand] 7. jan. 2013 kl. 15:44 
Oh and it won't be possible for aliens to build in the siege room from game start anymore either.
Brian  [ophavsmand] 7. jan. 2013 kl. 15:44 
It isn't uploaded yet, but I've added 6 more resource nodes to the alien side and 3 more to marines. Also fixed the lockable doors thing.

Awaiting a fix for ARCs and MACs being able to go through closed doors. After that, the level should be playable.
Brian  [ophavsmand] 7. jan. 2013 kl. 15:41 
server admin probably didn't install ExtraEntitiesMod as it says above
Dee0gee 7. jan. 2013 kl. 15:27 
All doors open from game start....fail
Brian  [ophavsmand] 6. jan. 2013 kl. 12:00 
I put up a server and played this a bit today. It is completely broken.

1. Doors can be closed by any marine, and they can't be opened again EVER.
2. ARCs and probably MACs too can path straight through a closed door as if it wasn't even there.
3. The alien hives put infestation in the siege room, meaning Aliens can build in there from the start of the game.

And I don't think I put in enough resource nodes for either team.
Brian  [ophavsmand] 6. jan. 2013 kl. 9:58 
We won't really know how long the door timers should be without trying it. The Marines second CC is right next to the first set of doors, making it very vulnerable. And the Marine resource nodes are spread out whereas the alien nodes are all in one well-protected place. I think games could go either way...
Zeyon 5. jan. 2013 kl. 23:06 
10 minutes seems like an awful short ammount of time for the aliens to win the game
Brian  [ophavsmand] 5. jan. 2013 kl. 22:08 
I haven't seen any siege levels in NS2 so I decided to make one today. This level is mostly untested, so I am SURE this is unbalanced and/or broken in many ways. If you play on this level, please comment so I can improve it!