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  • ns2_eclipse_clean

    Changelog
    Revision 2 changes (15/02/2014):
    - Sloop vents now working properly
    - Unblocked CC mini room
    - Added new vent from CC mini room to core access. CC mini room no longer redundant
    - Power sub powernode repositioned so you can't cover the core access entrance
    - Repositioned CC crates slightly
    - Added trash can in sloop to help with walljump chaining
    - Repositioned poles in keyhole to help walljump chaining
    - Removed glass windows outside marine exit
    - Blocked other teleporter room

    Revision 1 changes (12/02/2014):
    - Major scrubbing and cleaning
    - Opened up gen mon
    - Opened up triad
    - Opened up some tight entrances
    - Semi functional vents in sloop
    - Blocked teleporter
    - Moved triad crates to other side
    - Many crates dead
    - Powersub mini room blocked off
    - CC mini room blocked off

    Most crates gone, although power sub and core access still going to be a problem as double ramping that is beyond my puny mapping skill (hitting the delete key).

    Will probably have to add a fucking crate back to t-junction or something. See how it plays first.

    Workshop link
    Gallery link
    Ausns2 thread link
    Last edited by elodea; 15-02-2014, 02:58 PM.
    sigpic

  • #2
    +doge

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    • #3
      HAHA nice work. needs cat gifs pls.

      Comment


      • #4
        You shall not pass!
        DUCKVILLE - eSports Shoutcaster and eSports fanatic - Check me out on Facebook, Twitter and Youtube

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        • #5
          Can't you just put in more particle beams to deal with the long LoS ?
          http://steamcommunity.com/id/scatterbrains

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          • #6
            LOL Elodea!

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            • #7
              As you can probably tell, putting gandalf there helped me vent alot of subconscious rage about that bloody teleporter

              I need to work on the map a bit more, maybe you guys help me playtest revision two when i finish that? Before I announce it on uwe forums anyway.

              Oh, and i'll definitely put a cat gif in somewhere if anyone figures out how to import them into spark and have them play. I can't figure it out for the life of me.
              Last edited by elodea; 12-02-2014, 05:48 PM.
              sigpic

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              • #8
                Big improvement, not sure about blocking off those mini room things in PSJ or Comp Core though but whatever.

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                • #9
                  Originally posted by Jekt View Post
                  Big improvement, not sure about blocking off those mini room things in PSJ or Comp Core though but whatever.
                  You think? I blocked them off because i thought they were pointless rooms that had the potential to add more negative than positive. I guess there might be another place to put my shark gorge though hrm..
                  sigpic

                  Comment


                  • #10
                    Changelog
                    Revision 2 changes (15/02/2014):
                    - Sloop vents now working properly
                    - Unblocked CC mini room
                    - Added new vent from CC mini room to core access. CC mini room no longer redundant
                    - Power sub powernode repositioned so you can't cover the core access entrance
                    - Repositioned CC crates slightly
                    - Added trash can in sloop to help with walljump chaining
                    - Repositioned poles in keyhole to help walljump chaining
                    - Removed glass windows outside marine exit
                    - Blocked other teleporter room
                    sigpic

                    Comment

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