Natural Selection 2

Natural Selection 2

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ns2_mineshaft_shafted
   
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Modification: Map
Compatibility: Must be run on Server
File Size
Posted
Updated
34.701 MB
11 Aug, 2018 @ 9:58am
13 May, 2021 @ 7:11pm
60 Change Notes ( view )

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ns2_mineshaft_shafted

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ns2_mineshaft_shafted

mod id - 57eb512a
8 Comments
Kash  [author] 23 Oct, 2021 @ 4:23pm 
It is bud. I'm leaving it up solely for future use.
GigaKaren 23 Oct, 2021 @ 11:24am 
Is this the version that became official?
SpaceSmoothboy 25 Nov, 2020 @ 7:58am 
Ok cool, nice to hear what you were thinking while doing the rework. I think the map is only in rotation for a month now, so if there come up any other thoughts playing it I'll mention them here.
Kash  [author] 25 Nov, 2020 @ 7:38am 
Don't worry about how the comments come across, all critique is useful. I was genuinely curious about reasons, I'm keeping an eye on stats and trying to iteratively improve things. I want to avoid outright removing anything.

Something to note is that the only spawns at the moment are -

Cave vs Operations
Sorting vs Repair

So, while Cave does have a lot of distance to cover for aliens, Marines also have more ground to cover because of their spawn too.

The idea is -

Cave vs Operations should be slower paced rounds, getting to higher tech and having central drilling mean less to the overall res flow of the round.

Sorting vs Repair will be more combat focussed, faster paced rounds, central drilling plays a large part in which team will likely win etc.

I'm all ears to all feedback and ideas that people have for potential future changes, so keep it coming, and thanks for reaching out :)
SpaceSmoothboy 24 Nov, 2020 @ 1:26pm 
Again, sorry for how impolite the first comment came over...
SpaceSmoothboy 24 Nov, 2020 @ 1:25pm 
The rework of cave itself is great! You are completely right, cavern rushes arent instant deaths to cave hives anymore. However, if aliens start in cave the distance to the other important locations is so large that it's incredibly hard to secure them or hold them. You can get one tunnel to repair or sorting, but then aliens struggle to hold central.
Cave start still is a very big handicap for aliens. I think the stats are around 2 marine wins per one alien win with cave spawn. We are regularly playing it on Wooza's playground, we don't even play the vanilla version anymore.

I'm sorry if my first commend sounded harsh or impolite, that wasn't my intention! We were just wondering that you surely have put in many hours of hard work into this rework (The Gap looks gorgeous!) and still didn't fix the one big problem that meinschaft always had, namely the cave start.
Kash  [author] 24 Nov, 2020 @ 1:06pm 
"Fix cave spawn" <--- cave spawn is being addressed, have you not noticed the drastic changes to layout of both the room AND the map to make that spawn less problematic? Cave no longer has insane height variation in the room and far better cover for aliens, it no longer has 3 entrances (the one from cavern/crusher is removed) it has a more easily taken and held natural resource node (north tunnels, moved from crusher)

What else would you have me do to "fix" that spawn? is there something consistently wrong with it still?, if so, i'm all ears.
SpaceSmoothboy 24 Nov, 2020 @ 11:58am 
Don't get my wrong, your rework is nice and fixes some problems, but there still remains one thing: why the fuck haven't you fixed cave spawn as a starting point?
It was the only thing that was really fucked on vanilla meinschaft...