Navalis Platform 13 - Feedback Thread

This thread is intended as a comprehensive area for any and all constructive feedback of the new map Navalis Platform 13.

All feedback is valid and I will read all of it.

Currently, we have only tested the single-z level version of the map. A multi-z version is ready to be tested at a future date.

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That looks dope. Like a small CORSAT merged with Fiorina. Thank you for making this @Steelpoint. What is the lore of this map if I may humbly ask?

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I noticed while ghosted that some bodies glued to the walls have the ability to block shots entirely


I never saw if it was exclusive to skeletal resin or not.

Also general feedback not just for this map: I would love to see skeletal resin get a sprite that doesn’t look identical to reflector resin. Thick and hardy resin looks different from standard resin because it has different properties, I don’t see why skeletal and reflective have to look identical despite being different properties too.

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This extends to all water-based maps in general that involve grates over water tiles (Trijent, Varadero), but cloaking as a pred doesn’t work. Interacts with the water tiles underneath and shuts cloaking off.

More of a coding issue but worth bringing up.

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I’d like to add to this by pointing out that, like on Trijent, explosions can destroy grates over water leaving you at mercy of the tiles below. In Trijent’s case you end up with brown water in your boots and burns on your toes, but on this map you end up with new impassible tiles. LZ2 (shown in picture) is almost ENTIRELY surrounded by grates over water, so you and I can imagine how this might turn out after a lengthy fight.


I think there are a number of solutions to this but an easy one would be indestructible grates by vital locations like the LZs, or changes to the floor tile type.

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Idk if this is intended or not but this safe in the command rig had like 9 documents, 2 Disks and a Vial Storage. I might not be a map maker but as a Semi Intel main that’s too fuckin much for something that close to FOB. Or at the very least too much into in a single Safe.

Other than that, no complaints. I love the idea of CLF Wetops, I wish other maps made unique hostile surv designs instead of just another run of the mill CLF.

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My only thing is…why is there like 4 Foldable rocket launchers all together near engineering comms. Spread them out a bit?

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@DukeofCagliostro there is map unique lore. Survivors get a small lore-dump, the CL gets a much bigger lore dump, and there is some special environmental lore dumps in certain areas. I think the CL document that is printed at round start gives the best info on the map lore: History for maps/map_briefings/cl_brief_navalis.html - cmss13-devs/cmss13 · GitHub

@BLUZero It might ber a issue with the Skeletal resin, I’ll investigate.

The sprite issue is a WHEN YOU SPRITE IT sadly. I’d be happy to accept any custom sprites if they were made.

The sprite issue on the floor will be fixed on the multiz version.

@Reunification I think this will be less of a issue on multiz, as there will be far less water, plus since the water tiles will be properly on the lower z-level, you won’t be walking on water.

@Fellowsinspess I’ll revise the amount of intel loot in that safe. Though this may or may not be less of a issue on multiz since that version will have a lot more intel spawns to dillute it.

@Yellows that’s due to the horrible balancing of the RNG gun spawns. I’ll likely just remove the special gun spawn until the Fix PR is merged. Alternative Surv Nerf. by Detective-Google · Pull Request #8373 · cmss13-devs/cmss13 · GitHub

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Map’s pretty interesting, but I can’t say i’m too much of a fan of xeno-only accessible travel paths. Burrowers setting up tunnels already does a fine job of setting up shortcuts in my book, so I was curious to know why those were added.

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Fantastic. Thank you very much.

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Yeah, I agree here. Burrower tunnels at least have the counter play of being able to bomb/shovel them. Here it’s just cade and pray

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I’ll ask around about maybe changing it that the walkways can only accept T1 and T2 xenos. I think they are good to have to give xenos more movement options, and marines can shut down some of them via blast doors on the xeno side entrance.

But if reception to them is negative I can move away from them

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That’s certainly reasonable, although I think it’d be a pretty effective buff to backliners nonetheless. Thank you for your time.

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Didn’t experience it myself, but other people who got on to play as pred the second test round noticed that there are chunks of the map that are “water tiles” and will completely disable the pred cloak in certain areas.

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On integrated GPUs (which is honestly, a large portion of the playerbase), the abundance of colored lights results in a LOT of fps lag, making the map unplayable.

it might also be something to do with how colored lights interact with z levels? Idk.

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image
New Survs for those wondering.

also i just had a brilliant idea for the nightmare insert: Colonial Coast Guard, i know they’re space coast guard but it’s funny.

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It looks super small. Is it supposed to only be a lowpop map?

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map has no rwalls, also indestructible hull walls should ideally be visually identifiable from the rest-- see chances claim

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I mean let’s be real, 90% of the combat happens in 20-30% of the map for every map we currently have. I don’t think it’s much of an issue, besides we need more non-shit lowpop maps anyways (looking at you, New Sloppydero)

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@molasses : The map does contain a lot of water tiles, plus the constant rain, plus its cramped size. All this leads me to think it will be a terrible map for Predators.

However, the multiz version has the benefit of a lot more space and greater verticality, meaning I suspect that version of the map will be far more enjoyable for Predators. For now though I concur that it feels bad man.

@birb : That is surprising to read, I would be sad if the use of a few purple lights is killing the game for some computers? This map we played was only 1 z-level but the code for multiz was running.

@LoveShacker : I suspect that if this map were to remain a single z-level, it would make for a great lowpop map.

@detectivegoogle : Each rig has a layer of r-walls on its exterior. The lack of hulls standingout is more a sprite issue I feel.

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