Natural Selection 2

Natural Selection 2

ns2_metal
delnaxsis  [developer] 31 Aug @ 3:46pm
Feedback
Post any type of feedback and suggestions here
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Showing 1-4 of 4 comments
Bleu 21 Sep @ 4:44pm 
It's great that some one is making maps for ns2, especially from ns1. This said, in terms of balance considerations the amount of RT nodes seems to be a bit excesive. Currently low RT maps have 9 nodes (summit, biodome, descent, etc). medium res maps have 10 (Veil, tram) and high res maps have 11 (mineshaft, refinery, caged)
delnaxsis  [developer] 22 Sep @ 4:34pm 
Originally posted by Bleu:
It's great that some one is making maps for ns2, especially from ns1. This said, in terms of balance considerations the amount of RT nodes seems to be a bit excesive. Currently low RT maps have 9 nodes (summit, biodome, descent, etc). medium res maps have 10 (Veil, tram) and high res maps have 11 (mineshaft, refinery, caged)


Thanks for the feedback mate, i'll take the RT node count on the map into consideration when i do my next update.

I've been casually working on a update to this map plus another 'ns1' map.
Maybe there's some way to make excess nodes present but non-functional; like they're still there but they're broken because aliens gunked it up or whatever reason you can think of for broken nodes.
delnaxsis  [developer] 18 Oct @ 2:58am 
Originally posted by THX 1138 4EB:
Maybe there's some way to make excess nodes present but non-functional; like they're still there but they're broken because aliens gunked it up or whatever reason you can think of for broken nodes.

I did a small update the other week and 'disabled' the RT in the receiving location on the map. There were some other minor details added/fixed, but probally won't do another big update until the end of the year based on feedback thats collected.
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