Navalis Platform 13 - Feedback Thread

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New CLF sprites.

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Hi!

I’ve really enjoyed the Mutli-Z tests of Navalis Platform - The chaos of figuring out a new map with Z-Levels in addition to everything else we fun - the map being an oil rig brings an interesting take on the usual ‘Weyland-Yutani colony in jungle/desert/tundra’ that we have had so far.
I personally felt like a genius when I walked off a ledge to avoid being captured.

Though, navigating through the map is a pain - I spent ~6 minutes trying to find a communications tower while cloaked as Scout in the backlines - I couldn’t figure out how to read the TacMap. Additionally, it seemed like carriers and whatnot would place eggs near stairwells - I do not believe there was a way to look down a stairwell to check before going down them.

TLDR: Its a good map, and I heavily enjoy the Multi-Z system - I think it would be detrimental for the map not to be Multi-Z.
Bonus: I encountered a dead cow in the ocean. Poor cow :pensive:.

(I meant to post this like a week ago. Whoops!)

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eggs and such can not be placed near staircases anymore

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Missed a lot of the pushes from a lead-ridden CLF intervention, but the fluff of the map is Hybrisa Prospera levels of pure kino. Seeing red glow from the dark lighting up a sign from base SS13 saying some shit like EVACUATION IN PROGRESS literally sent shivers down my spine and made me flash back to my first SS13 experiences like that one scene from Ratatouille.

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Zero alternate entrances, also completely unable to OB half the map.

And the singleZ map revolves around being three major 3x3 chokes that are ABSURDLY abused by praes and boiler and that will also give instant bone break if you get thrown off it.

Hmmmm, not my cup of tea.

ah that is a bit outdated, the area already got reworked with extra passages from west. and we were able to push it with said changes preaty well on both levels at the same time. same with the 3x3 chokes, extra two got added on top level AND iceber on front for extra like 3 huge passages, the iceberg is like 7 wide at the tigtest point. so all the issues were already adressed. thanks for the feedback anyway

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Yeah, this is from a slightly older test.

Following this round, I re-mapped the entire area to try to eliminate this issue.

  • I removed the central staircase
  • I set the upper deck of the residential area to be vulnerable to CAS/OB
  • Significantly expanded the upper-deck by adding a lot of new corridors to the west, a general overview can be seen here: Navalis Platform 13 - Feedback Thread - #41 by Steelpoint
  • Expanded the stair length so there is more room to look up before you walk up the stairs
  • A code change was made that disallows placing eggs and traps near stair

From what I saw this has significantly improved the flow of this area.

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This is for Multi-Z

I love the map, it is very good on high-pop and feels like CM being expanded significantly more.
Very well done! (140 players)

Downside,
When you fall into the ocean, it is complete ass to get out of the final Z-level.

Could there be a chance to make it easier/more clear on how to get out?

I am thinking lights that guide players towards areas they can climb to escape the sea, more areas to be able to climb UP out of the ocean.

I do think that this should still be punishing, you should not be in the ocean (Cant hold out a gun, very slow). But spending 15 minutes lookin for the way back up is annoying.

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you are not meant to be able to get to the ocean and are supposed to ahelp if you get there. sorry, we are trying to prevent all the ways of getting there

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Thank you. Currently, its not intended for players to fall into the ocean, this is a bug we are working to squash.

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I think taking a look at how the iceberg 2 Z-level staircase impacts the ability of marines to shoot down at xenos is warranted. (Multi-Z version)

From what I’ve seen, marines had no trouble dealing with xenos 1 Z level below or above them, but when they reached the staircase (where xenos were literally resting in plain sight 2 Z levels below), marines simply… did not hit any of them. Even when they were actively shooting, I didn’t see much of an effect on the xenomorphs below.

This resulted in marines camping the top of the staircase 4 tiles from xenos who were resting at the bottom of the staircase, with marines only really starting to shoot and hit xenos when they went down to the middle-section of the staircase, where xenos were only 1 Z-level below them.

I don’t think marines are so stupid (at least, I hope not!) as to… not shoot xenomorphs which are resting in plain sight, so I feel like there must be some larger issue at play.
Perhaps the staircase into the iceberg’s ground floor could be shortened to 1 Z level somehow? Albeit that would likely require a bigger rework of the entrance into the iceberg as a whole…

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Making the map more vehicle accessable would be great, for example the stairs at FOB let you go up and down it with an ARC but the stairs at the iceberg just prevent you from going up, aka your STUCK down there which isnt really good

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Multi-Z specific version complaint. Broader complaint about Multi-Z but just really noticable on this map because of the amount of verticality.

Queen eye falling off Z-levels is incredibly annoying. The amount of one tile paths I have to skirt to avoid falling are annoying. Bonus points if there are no weeds where I fall so it just shunts me back to the hive and I have to find my way over again or remember who was nearby where I was.

Please just make the Queen eye a floating object and only make me change levels if I manually select to do so. Like the AI eye from every SS13 server with multi-Z ever.

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I don’t know if anyone else already said this, but the map could use more obvious ledge markings. Like yellow hazard stripes that run the outer lip of the tiles, something that makes it really easy to identify the edges without having to take the time to deliberately scan the area. I think the multiple z level system could work, but this map in particular is so built around it that it’s disorienting to navigate. I think you could take a map that we all already know, like solaris, and then add a second level to areas like the general store or administration and it would work just fine aside from balance considerations.

By the way, how do pods function on this map when they crash? Can they “crash” onto open air?

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Sorry if this is irrelevant butttt I’m on a Thinkpad E490 (from 2018) and the map doesn’t lag for me, at all… As im new to vanilla SS13, is it possible the issue for all you people is just not updated BYOND? Topic of hot conversation in OOC rn but yeah i get 0 performance issues and im on the newest BYOND.

I think they merged a change recently even and it was causing a ton of issues for people but i was one of the only ones with 0 bugs – again, new updated BYOND

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queen eye kinda needs to fall off z levels else it can not realy get down, it would indeedrequire some better rework that might eventuly be needed anyway

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Through playing more there is big issues.

One of the xeno spawns for queen is entirely OB IMMUNE However the others are only MORTAR IMMUNE allowing you to literally CAS the hive in an area which is suppose to be a sort of ‘cave?’

Also alot of the hive spots that permit a queen spawn seem open…like really open for people above and below to keep firing and making it nearly impossible to hold, even more so around the hive location for the ice berg thing. You can literally shoot deep into the hive and even have a 2x1 hole to throw people direct in the hive / shoot into it.

The map for the xeno side could use ALOT less marine advantaged z level shooting angles and more of a locked down fighting zone solely for 1 z level (roofs need to be placed) otherwise it’ll remain heavily marine advantaged even in xeno bias areas.

I get that you want to have the oil rig to be an open CASable ground but even the dug in iceberg can be CASed which is silly.

In short, less CASABLE zone and more Cave zones

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multiz doesnt work for this map, singlez is the way to go

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So about the the Heavy plated armor, that the CLF spec gets… although i find it annoying as runner player i don’t frankly find it to much of a issue. players will learn that its a thing in do time and largely i got mad about it because i got caught off guard, as didn’t even know that it was a thing.

but it doesn’t have any skill or ID lock on it which given time is going to be a issue as USCM ungas are going to take and use it… which is going to cause a number of issues first off the fact that others may FF them to death thinking they are CLF… i mean they are wearing CLF kit.

second thing is going to be power gaming USCM specs who take the armor makeing them that much harder to deal with.

now is this a massive issue? not really but do think the armor needs to be restricted in some capacity.

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