New map - ns2_mineral - need testing and feedback.

MasterG
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24 October 2014 - 15:43 CEST
#31
Beta version 1.05 of Mineral is out on the Workshop!

Change log:

- Redesigned routing between Security, Automation and Loading Bay.
- Added ventilation between Automation and Security. Added for the purpose of easier Alien counter to ARCS in in Security.
- Slightly reworked some detailing in Transfer.
- Fixed a pathing issue in Transport(stairs).
- Changed a small detail in Generators.
- Generators in Generators are now commander invisible.
- Redesigned/Detailed Production.

Enjoy!
MasterG
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28 October 2014 - 18:48 CET
#32
Mineral Beta 1.06 is out on the workshop!

Change log:
- Re-designed ventilation from Mineral Processing to Generators. It has different entry points and is shorter now.
- Added vent between Production and Lounge. Marines can enter it from Lounge(without boosting). Crouching through the vent takes longer than running for marines.
- Re-designed and detailed Stasis Chamber.
- Fixed some commander invisible props so the don't show on the minimap as well.

Enjoy!
MasterG
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7 November 2014 - 15:00 CET
#33
New version is out on the workshop!

Mineral Beta 1.07 Change log:

- Detailed the small corridor between Production and Lounge, renamed it to Water Flow B.
- Fixed stuck issue in Ready Room on the Join Marine platform.
- Removed ledge in East Path, increases Marine run time from Automation to Generators by 2 seconds.
- Added vent in East Path instead of the ledge. Marines can use it one way(from Automation side).
- Detailed East Path.
MasterG
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24 November 2014 - 11:38 CET
#34
Mineral Beta 1.08 Change log:

- Redesigned and finished(almost) detailing Mineral Processing.
- Started detailing between Mineral Processing and Generators.
- Altered path from Pump Station to Mineral Processing.

On the workshop now. GG
ryssk
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24 November 2014 - 11:44 CET
#35
MasterG says
Mineral Beta 1.08 Change log:

- Redesigned and finished(almost) detailing Mineral Processing.
- Started detailing between Mineral Processing and Generators.
- Altered path from Pump Station to Mineral Processing.

On the workshop now. GG



Is this going to be a map replacement instead of Kodiak?
MasterG
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30 November 2014 - 00:10 CET
#36
I can't answer that question. For me that would be very flattering. I don't even know who exactly makes those decisions, but if it's something the community wants I would feel a lot more satisfied with my work.
MasterG
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19 December 2014 - 15:55 CET
#37
New update on the workshop is live.

Mineral Beta 2.01 Change log:

- Reworked Loading Bay:
- Made stair less straight to shorten line of sight.
- Redid "crate area" so it's smaller.
- Moved the room slightly west.
- Increases run time from Automation to Pump Control and Transport by 1-2 seconds.

- Redid (greybox) geometry in the connection between Pump Station and Mineral Processing to favor aliens a bit more(hopefully).
MV
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19 December 2014 - 18:05 CET
#38
Strange stuff going on with medpacks :

http://youtu.be/CV-EID_x0sk
Zavaro
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#39
MV says
Strange stuff going on with medpacks :

http://youtu.be/CV-EID_x0sk


That's probably the origin point on the map. Likely that geometry that doesn't like medpacks will teleport them to the center of the map.
teams r fine
MV
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2 February 2015 - 14:41 CET
#40
Zavaro says
MV says
Strange stuff going on with medpacks :

http://youtu.be/CV-EID_x0sk


That's probably the origin point on the map. Likely that geometry that doesn't like medpacks will teleport them to the center of the map.

I posted this on the uwe forums as well, and people answered the same stuff. and G confirmed it was the very center of the spark editor grid
MasterG
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17 February 2015 - 20:50 CET
#41
New version out, Beta 2.02:

http://forums.unknownworlds.com/discussion/comment/2232374/#Comment_2232374
Hyste
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22 February 2015 - 21:14 CET
#42
I just want to say that a really like ur map ! :D
MasterG
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10 March 2015 - 16:46 CET
#43
Hyste says
I just want to say that a really like ur map ! :D


Thanks mate!

New version on workshop!

Beta 2.50 change log:

- Reduced lighting in most locations across the map, exceptions are Surface, Stasis, Security and Production.
- Moved Connection(between Mineral Processing and Generators) to put the entry points on the west side of the respective rooms.
- Moved Generators resource node to the east side of the room.
- Widened doors slightly going in to Transfer from both sides.
- Moved around and edited some crates in Storage to help Aliens push in to the room if occupied by Marines.
- Removed Automation resource node.
- Destroyed Automation tech point.
- Added to ventilation entrances to Automation, they connect to the existing ventilation between Pump Control and Generators. Should help Aliens push past Marines in Loading Bay and Generators.

Check it out!
swalk
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11 March 2015 - 02:15 CET
#44
Played this for the first time the other day and I really liked it!
Didn't find any glaring issues during the match and the map felt pretty well balanced overall.
Would love to play this during the season. Awesome work man!
http://www.youtube.com/user/swalken/videos
MasterG
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12 March 2015 - 19:00 CET
#45
Thanks very much Swalk! It warms my heart :)

I know a few things that still needs to be addressed, nothing major though. I'll keep working on this until I'm done. Hopefully I can manage to have everything detailed some day not too far into the future.
MasterG
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25 March 2015 - 15:42 CET
#46
There's a new version of Mineral out on the workshop! This update is huge, so play it!!

Beta 3.10 change log:

- Reduced length and height of many stairs and slopes across the entire map.
- Added floor cover to several places in the map that needed it badly(possibly more coming later!).
- Mirrored lockers in Lockers and added two pillars to the west wall for Alien cover(adds a few seconds to Marine travel time to Production, reduces Marine travel time through Lockers/Automation going to Generators).
- Split Generators/Automation/Pump Control vent in two. Now goes from Generators to Automation, and Automation to Pump Control.
- Moved entrances to the vent between Loading Bay and Storage to new positions, Storage entrance is now a lot more accessible to Aliens.
- Removed vent between Automation and Security.
- Added vents to the ceiling supports in Loading Bay as well as above the HUGE door.
- Moved Loading Bay so it connects directly to Transport.
- Added new room(Break Room) that connects between Loading Bay, Pump Control and Automation. This is now a new lane in the area.
- Added new room(Waiting) that connects between Loading Bay, Automation and Security. This is now a new lane in the area.
(Marines can now move through either Loading Bay OR Automation to get to Pump Control. Automation route is faster. Marine travel times going from Surface(Marine start) to Alien natural RTs now reflect the timings of Jambi(almost 100%).)
- Reduced width of the center piece in Transfer to open the room up a bit more, hopefully makes gorge tunnels in the room less OP and easier to attack for marines.
- Moved center piece in Lounge to the middle of the room.
- Added more space behind RT in Lockers and edited some props and materials.
- Reduced lighting intensity in a few more areas.
- Changed all vent lights color to orange.
- Closed a bunch of unintended occlusion holes.
- Fixed some overlapping location entities.
- Added geometry under commander invisible doors to cap what would otherwise be black holes(medpacks in doorways!!).
- Replaced all commander cameras with new ones.

Layout:



The map is running on my server "G's Mineral Only" all day today the 25th of march and possibly until tomorrow morning if anyone wants to jump in, run around and check out the new changes!

Also, please forgive me for giving the map such a big update just before its week in the season. But I truly believe it is for the best that the update comes now instead of later in the season. The map itself is better off like this, and I think it will be a lot more enjoyable to play than the previous release.
Sedox
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25 March 2015 - 23:38 CET
#47
Infestation of a gorge tunnel spreads to Security RT. I guess this is not intended.
MasterG
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26 March 2015 - 02:31 CET
#48
Great stuff Sedox. Definitely not intended.

Temporary list of smaller issues to fix before minerals season week:

- Move Security RT slightly to avoid infestation through walls and also help marines to defend the RT slightly better.
- Fix a bunch of issues with CommanderInvisible geometry and models that prevents med pack drops to be accurate.
- Add a small "alcove" to the corridor south of Production as an intended ARC spot.
- Check what is going on with a possible stuck spot by the escalators in Security.

If anyone notices anything else that could be annoying or possibly game breaking during the season(or any time else in the future) please let me know here, on the mineral thread on the ns2 mapping forums or contact me on steam.
MV
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26 March 2015 - 08:52 CET
#49
Sedox says
Infestation of a gorge tunnel spreads to Security RT. I guess this is not intended.

Good shit right there. Thank you for noticing
swalk
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26 March 2015 - 09:06 CET
#50
MV says
Sedox says
Infestation of a gorge tunnel spreads to Security RT. I guess this is not intended.

Good shit right there. Thank you for noticing

Not really that big of a concern for the league though. It's not permissable to drop the RT like that as per the rules anyway. But I think it's okay to move it a bit closer to marine start, it's pretty well covered by the wall in that room when coming from marine start and it's a bit hard to hold it because of that; you have to go really close to it to be able to shoot the skulks off of it.

Excited to play this map during the season. I really like a lot of the geometry of this map, it's really well thought out and creative in many places imo. With continued support and improvements this could easily become the new jambi; another much played community map :)
http://www.youtube.com/user/swalken/videos
MasterG
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26 March 2015 - 11:36 CET
#51
I think the bigger issue is that the Marine RT will take damage from GTs/Cysts placed there. Could easily be abused. I just wish cysts were coded in a way that they didn't spread through walls.

I bet it could be achieved with some code through cutting the infestation spread where Occlusion geometry is placed. Would pretty much solve this issue for every map where you can infest to antoher room through wall(regardless of there being an RT).

Edit:

Another issue that was brought to my attention is that Mineral Processing as a room can be very difficult to push for marines. I have already taken measures and changed the room enough to make this easier. It will be in the hotfix hopefully tomorrow.
Sedox
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26 March 2015 - 23:26 CET
#52
Probably unintended Gorge Tunnel spot under the catwalk at Drill Site. Makes it possible to spread infestation to the harvester and even up to the hightened platform.




Snix
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27 March 2015 - 11:44 CET
#53
When you shoot with pistol the bullet casings "get stuck" in your FOV. They kinda slide down slowly, before disappearing.



Mephilles
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27 March 2015 - 13:02 CET
#54
yeah the thing with the pistol happens to me aswell. It also happens on caged and no one knows the cause of it or how it can be fixed
swalk
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27 March 2015 - 13:24 CET
#55
MasterG says
I think the bigger issue is that the Marine RT will take damage from GTs/Cysts placed there. Could easily be abused. I just wish cysts were coded in a way that they didn't spread through walls.

That is also a good point.

MasterG says
Another issue that was brought to my attention is that Mineral Processing as a room can be very difficult to push for marines. I have already taken measures and changed the room enough to make this easier. It will be in the hotfix hopefully tomorrow.

The one time I played it, we were pushing that hive with ARCs and it wasn't a problem as long as we stayed around the RT area, coming from our Pump Station phase gate.

But it does indeed seem pretty hard to push without ARCs.
http://www.youtube.com/user/swalken/videos
MasterG
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27 March 2015 - 16:10 CET
#56
Ok the map has now been updated to version B 3.20.

Change log:

- Removed a bunch of geometry and props from the commander view for easier drops of structures, meds and ammo across rooms. Possible still some "issues" but hopefully nothing crucial.
- Moved the Security RT a bit south(closer to Marine start in Surface), can no longer be cysted through any walls. Also helps Marines to defend it a little bit better.
- Added ARC spot to the small corridor just south of Production tech point. Should help Marines to push the area a bit, but not in an OP way as it's still possible to bilebomb.
- Fixed stuck spots around the escalators(and other places) in Security.
- Redid the inner room layout/detailing in Mineral Processing a little to help Marines out a bit when pushing a Hive. Still plenty of cover for Aliens. Should generally be a better room to fight in for both teams now.
- Removed the silly double-U-turn going from Waiting to Loading Bay.
- Moved Surface, and Waiting slightly south(to give more "air" between Waiting and Break Room(reduces how far cysts stretches through the walls). Had to expand Automation a little bit south to match said movement of rooms.
[The two changes above makes sure that the Marine run timing from Surface to Transport or Pump Control or Production stays pretty much the same(possibly 0.3 second difference)! Also helps with movement through Waiting towards loading bay because there aren't 9000 corners any more.]
- Removed OP Gorge Tunnel spot under the catwalks in Drill Site.
- Fixed minimap in East Path so it doesn't look like it's possible to walk through the wall.

That is all. This change doesn't alter the way the map plays in general, just a tiny bit in two specific areas(Waiting and Mineral Processing). Minimap mostly looks the same so I won't post it here now. Enjoy!

Edit: In reply to the pistol bullets, I will check it out. But like Mephilles says I will probably not be able to fix it.
Sedox
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27 March 2015 - 17:33 CET
#57
Great update, I love my personal rock ;-)

Found a way to get out of the map. Get rekted Marine Base :o

MasterG
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27 March 2015 - 17:46 CET
#58
Wtf how??? I must have fucked up something when I moved those rooms. Need to take a look.

Edit: ok so we know how it's done. Not sure how to fix, but will make some attempts as soon as I'm ble to!
MV
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27 March 2015 - 20:06 CET
#59
Dem gorge tunnels :D
MasterG
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27 March 2015 - 23:41 CET
#60
Ok!

The issue with being able to unstuck out of the map in certain(let's not name them!) spots has been fixed and the map re-released 5 minutes ago.
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