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Build 262 and Eclipse Released

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  • Build 262 and Eclipse Released

    Return to Eclipse in Natural Selection 2
    http://unknownworlds.com/ns2/return-to-eclipse-2/



    Eclipse Gameplay Trailer


    Eleven years ago, Eclipse was one of the original Natural Selection battlefields. Tight corridors, multiple Hive spawns, iconic rooms, Eclipse was one of the greatest maps ever made for the original Half-Life mod.


    Marine Start

    Now, we can all return to Eclipse. Painstakingly recreated, the map is faithful to the original while allowing for the evolution of Natural Selection 2 gameplay. By taking advantage of Spark’s modern rendering techniques and UWE’s art resources, the mapping team has been able to remake every corner of Eclipse in exquisite detail.


    Triad

    The team that built Eclipse was led by Jake ‘Jonacrab’ Smith. Under the artistic direction of Cory, Jake drew together work from mappers Oliver ‘Dux’ Hobbs, Michael ‘Olmy’ Shouten, Andrew ‘Insane’ Jones, Marc ‘Sgt Barlow’ Newton, and art from Sergey and Yuri from Fox3D.


    Looking towards East Foyer

    Eclipse is included as part of Build 262, which was just released on Steam. Build 262 is free for all existing players of Natural Selection 2, and includes a bunch of other improvements to the game. Here is the full changelog:

    Fixes
    Fixed players sometimes being stuck in command station at round start
    Fixed Infestation blobs blocking commander view
    Server Browser now highlights player count yellow if the server is semi-full due to reserved slots.
    Removed texture streaming option from main menu since it wasn’t doing anything
    Fixed all structures being outlined blue when on overhead mode as spectator
    Fixed projectiles colliding with invisible movement collision group
    Fixed ECHO_HARVESTER tooltip missing when echoing an Harvester
    Fixed accidental use of voice order keys while ESC menu is open
    Fixed bug where marine buy menu did not close when player was Stomped
    Fixed Stab not having a custom icon
    Fixed round start music not playing due to incorrect path
    Fixed WhipBomb showing killed with BileBomb in console
    Fixed loading screens using the wrong art sometimes
    Fixed commander bindings reverting to default if a player joins a server before opening the options menu

    Features

    Added new map: Eclipse
    Added new main menu background
    Added egg counter for Alien Commander in the top of the commander interface
    Added Hive skill and level stats under name in main menu
    Added support for new structures in ScenarioHandler. Added one other check path that works.
    Added link to forums by clicking logo
    Added remixed NS1/NS2 main menu theme

    Balance
    Ammo packs now refill all weapons instead of only the active one

    Optimizations
    Limit hit effect messages to 100 per second
    Correctly limit max resources network field to 100 per player
    Reduced network traffic generated by static structures
    Implemented extra precaching to reduce incidence of hitching at the start of rounds
    Optimized network traffic produced by Insight spectator system
    Minor optimizations for skulk movement (optimized wall traces and removed predict wall walking)

    Improvements

    Insight spectator system now outlines players in overhead view by default
    Replaced “request enzyme” with “request drifter” in the Alien ‘commo-rose’
    Servers with cheats enabled no longer send data to the Hive stat tracking system

    SDK
    Revert auto-generation of overviews by Builder due to Overview.exe crashes
    Fixed crash in editor related to file type properties
    Allow mappers to define custom round start music in ns2_gamerules entity
    Added console command playmusic. Usage: sound/NS2.fev/pathtosound

    Refinery (Thanks SamusDroid)
    Fixed pathing in Lava Falls
    Fixed some textures and gaps
    Fixed some stuck spots
    Adjusted some death trigger scales

    • elodea
      #9
      elodea commented
      Editing a comment
      Originally posted by mf-
      My post in UWE forums regarding Eclipse crampness / corridor design

      I just cannot see Eclipse being played in competitive with nearly every hallway feeling like glass hallways on summit. Most of the map is a marine death trap with 5+ ambush spots in every room, extremely tight corridors, power nodes being built provides no LoS. Summit / Tram / Veil / Jambi all have nasty corridors that are marine death traps, but they have maybe 2-3 per map compared to the 10+ of eclipse.


      The map itself is beautiful and the texturing / detailing is amazing, but please open up the corridors and give marines the ability to have good positioning. The map almost forces early shotguns due to its corridor / cramped design, considering how the competitive community is going (mainly international vs international ), the map is not playable on anything higher then 150 ping.


      Regarding Marine premier division win percentage in your MT group, you have to allow the meta of a map to develop. I can imagine 99% of the time, your premier MT group would of played the map in the exact same style as they do in other maps with no one really going outside of the boundaries to develop a strategy to fit the map. Even on veil, there is no cookie-cutter build to deal with aliens locking down nano grid and we see many different alterations of premier level teams dealing with this problem.


      It's happened many times before, a patch is released and marines feel quite OP for a short time until aliens develop strategies / techniques to deal with marine aggression.


      FYI: For NSL version, please leave in teleporter until atleast NSL S4 begins. I want to see how it plays out...


      /tldr


      OPEN THE MAP UP, ITS SO CRAMPED
      whatever nub. eclipse was PLAY TESTED by the PREMIER DIV PLAYERS. Sheesh, if there was even one less crate, marines would be OP. who are you anyway?

      seriously though, whoever thought up the one way teleporter needs to go take a good long look at themselves in the mirror. It's nothing more than cheese vs cheese. Free derp fest flanking for aliens unless you put mines on the teleport pad to cheese the cheese. Or just armoury block it so anything that goes through gets stuck without any reasonable way of knowing in the first place. There is absolutely no way conceivable that it adds positively to gameplay. Just got dumb written all over it.

      As for ammopacks refilling all ammo. So much lols. What next, medpack instantly healing all marines on the map? Auto queue upgrades?
      Last edited by elodea; 23-12-2013, 05:22 PM.

    • Mouse
      #10
      Mouse commented
      Editing a comment
      Originally posted by elodea
      As for ammopacks refilling all ammo. So much lols. What next, medpack instantly healing all marines on the map? Auto queue upgrades?
      I actually don't mind that change.

    • bonage
      #11
      bonage commented
      Editing a comment
      Originally posted by elodea
      As for ammopacks refilling all ammo. So much lols. What next, medpack instantly healing all marines on the map? Auto queue upgrades?
      agree with mouse, this is a good change
    Posting comments is disabled.

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