BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Feweh » 22 Oct 2016, 20:40

Any outstanding issues or EASY suggestions post here for our first live test.

User avatar
Nick123q23
Posts: 455
Joined: 07 Jul 2015, 12:44
Location: LV-1201
Byond: Nick123q23

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Nick123q23 » 22 Oct 2016, 21:19

Needs signs with directions to places, arrows, etc.
Maybe map signs too, give an overlook of the entire installation.
Player of faceless xenomorphs of the species XX121, Miranda 'Mira' Laporte, Daniel Gryphon, Kia and Akl'iiya Quatza-rij
Proudly played as and won a round as an Ancient Empress

User avatar
DeadLantern
Registered user
Posts: 289
Joined: 12 Jun 2016, 21:43

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by DeadLantern » 22 Oct 2016, 21:26

Need to make a new gas mask or make the gas mask stronger since it falls off when someone face hugs you and you die from the CO2 outside.
Here kitty, kitty, kitty. Meow. Here, Jonesy.


- Famous last words of Brett



BILL 'THE SCIENCE GUY' NYE
https://gyazo.com/b01d61873def37f2ddaf3bbae46768b8
https://gyazo.com/8492d6aad124105ce58a64b1af07f8ba
https://gyazo.com/b96aaa77c6fee23d879d8700497b1e87

User avatar
Artouris
Registered user
Posts: 175
Joined: 03 Jul 2015, 20:42

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Artouris » 22 Oct 2016, 21:28

A quick change would be perhaps make it less red. (This is a bit more of a personal choice, but its TOO red)

Image
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
fix some Emergency lockers and signs

Image
Perhaps make the intercomm/communication sign smaller. Its a great sprite, but it doesn't convey specifically important information with that massive size. As in its a great map detail but too big for what its attempting to do. (the other signs tend to be ok because theres less of them. Another suggestion is perhaps incorporate these elsewhere, like the sulaco itself.)

Image
Fix the turfs.

Fix LZ 1 so the turfs don't disappear because of the ras landing.


Image
oh and perhaps fix the border of the rocks? It takes the color of the turf so its a bit weird.

Image
Dont know if its intentional but weeds grow on water.
Image

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Sarah_U. » 22 Oct 2016, 21:32

Atmo major.
Or in short: Any form of atmospheric damage should be prevented on big red in a way or another. The map is too big and contains cannisters which creates VAST FIELDS OF HEATED FIRE due to the turfs it uses.
Aliens gotta contain fires without being able to know where is what and what is where.

Basically what I'm saying is, make all cannisters unbreakable including their pipes... Or something.
Last edited by Sarah_U. on 22 Oct 2016, 21:37, edited 1 time in total.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
DeadLantern
Registered user
Posts: 289
Joined: 12 Jun 2016, 21:43

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by DeadLantern » 22 Oct 2016, 21:35

Sarah_U. wrote:Atmo major.
Just out the molten rocks deeper into the rocks
Here kitty, kitty, kitty. Meow. Here, Jonesy.


- Famous last words of Brett



BILL 'THE SCIENCE GUY' NYE
https://gyazo.com/b01d61873def37f2ddaf3bbae46768b8
https://gyazo.com/8492d6aad124105ce58a64b1af07f8ba
https://gyazo.com/b96aaa77c6fee23d879d8700497b1e87

User avatar
LordLoko
Registered user
Posts: 830
Joined: 16 Oct 2014, 13:35

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by LordLoko » 22 Oct 2016, 21:36

Loved how complex and confusing it was.

We need a map please.

Some things I think should be added:
  • An armory, even if empty, on the security area, along with locker rooms and whatnot.
  • Expand the cantina/bar area to look like a mix between a bar and a cantina. Now it looks weird
  • PUT THE DROPOD IN ANOTHER AREA OUTSIDE - The objective of having two ships it's not because of transporting more troops, but because marines can choose an alternative landing site, maybe place the POD outside?
  • When examining the "showcase", it will always say it's a cyborg bolted on the ground, even if some kind of machine
  • Maybe only in big red maps, gas masks spawn in the lockers? Like how we have special cloathing on ice colony
Last edited by LordLoko on 22 Oct 2016, 21:48, edited 1 time in total.
My name is Ulysses Skyfall, but people call me "Meat".
Check out my dossier page

Image
Image

Image

I don't play CM, currently in a break.

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Sarah_U. » 22 Oct 2016, 21:40

Make the phoron fire we got an actual atmospheric event.
Make it so that some areas in the map generates gas, not necessarely flammable or dangerous, but just there to intoxicate marines and/or stop xenos.
When it occurs, lock down all external hatches and pass a warning that it's happening. Hatches being invulnerable and unmeltable off-course.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
SecretStamos (Joshuu)
Registered user
Posts: 1291
Joined: 15 Oct 2014, 12:32
Location: Stars & Stripes

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by SecretStamos (Joshuu) » 22 Oct 2016, 21:40

Image
The rush of air knocked down my squad, and the fire engulfed them. I managed to escape, and stumbled into the bio-dome.

Only to run into a hivelord.

User avatar
SecretStamos (Joshuu)
Registered user
Posts: 1291
Joined: 15 Oct 2014, 12:32
Location: Stars & Stripes

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by SecretStamos (Joshuu) » 22 Oct 2016, 21:41

Image

We do have some floor tiles under the doors that need to be replaced here.

User avatar
Doc
Registered user
Posts: 61
Joined: 15 Oct 2016, 22:14
Byond: TheDocOct

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Doc » 22 Oct 2016, 22:18

Please place gas masks in all ready-room lockers, and the vendors, much like the thermal coifs are placed on the Ice Colony map so marines aren't looting every O2 storage and emergency fire closet on the ship before deployment.

User avatar
Artouris
Registered user
Posts: 175
Joined: 03 Jul 2015, 20:42

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Artouris » 22 Oct 2016, 22:25

sometimes exploding walls does this.

Image

that or its like that already and should probably be fixed.

Image

borked poster
Image

User avatar
Recounted
Registered user
Posts: 513
Joined: 23 Jul 2016, 11:49
Location: nested

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Recounted » 22 Oct 2016, 22:35

Feels like there can be major atmos issues at the LZ 2 area whenever spitters melt the wall
Image courtesy of Manezinho
Kiss my six

User avatar
Mook476
Registered user
Posts: 505
Joined: 19 Sep 2016, 20:01
Byond: Mook476

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Mook476 » 22 Oct 2016, 23:11

The lag was really the only issue for me
ImageImage Joakim 'Mook Sundberg some meme aka BIG DOG.
Image Image Bakuub R'ka some pred.

User avatar
InterroLouis
Registered user
Posts: 243
Joined: 28 May 2016, 18:18

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by InterroLouis » 22 Oct 2016, 23:29

I imagine the lag might have had less to do with the map and more to do with the high server population.

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Feweh » 22 Oct 2016, 23:35

PAI's need to be removed.
Phoron canisters east of hydroponics near the ray gun thing need to be removed. (atmos issues)

User avatar
Gentlefood
Registered user
Posts: 540
Joined: 30 Jul 2015, 04:18

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Gentlefood » 22 Oct 2016, 23:43

The emergency authentication device description talks about Nanotransen. In the crashed ship.

Xenos can melt into LZ 1 through the blast doors, unsure if intentional. Additionally the excess of windows and meltable locations causes fun atmos lag issues.

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Surrealistik » 22 Oct 2016, 23:48

Lag is horrible.

One sided atmospheric hazards that kill only the Marines + gas masks which protect them from it that are removed by combat hugging = huge Xeno advantage.

Surface areas of the planet are largely barren without interesting features.

In general the buildings and map favour the Xenos greatly; easy to get lots of recon via Xenovision without taking risks, and countless ways to flank (wouldn't be so bad if Marines could build reinforced walls with Plassteel but they can't). Meanwhile there's loads of very narrow areas.
Last edited by Surrealistik on 23 Oct 2016, 00:17, edited 1 time in total.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
Nick123q23
Posts: 455
Joined: 07 Jul 2015, 12:44
Location: LV-1201
Byond: Nick123q23

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Nick123q23 » 23 Oct 2016, 00:00

I like the color scheme. Red makes good for the motherland.
Also,

At least one new post has been made to this topic. You may wish to review your post in light of this.
Player of faceless xenomorphs of the species XX121, Miranda 'Mira' Laporte, Daniel Gryphon, Kia and Akl'iiya Quatza-rij
Proudly played as and won a round as an Ancient Empress

User avatar
Monoo
Registered user
Posts: 736
Joined: 16 Apr 2016, 14:38
Location: Deep in the salt mines
Byond: MonocledGerbil

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Monoo » 23 Oct 2016, 00:14

DeadLantern wrote:Need to make a new gas mask or make the gas mask stronger since it falls off when someone face hugs you and you die from the CO2 outside.
Disclaimer: Have not played Big Red yet.

Wouldn't it be possible to have the huggers punch through the mask so that it keeps it on the face, but allows them to infect the host?

I'm wondering if that would be possible to code into the hugger behavior to prevent everyone and their brother dying of suffocation during hugger combat.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.

“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Sarah_U. » 23 Oct 2016, 01:04

Feweh wrote:PAI's need to be removed.
Phoron canisters east of hydroponics near the ray gun thing need to be removed. (atmos issues)
I'm personally fine with pAIs. There's like 1-2 and I thought they were EXTREMELY NICE to have as I first-hand tested the new features and whatnot.
They're vulnerable to Xenos, can't translate and generally only serve as RP interactions and general minor assistance. CL could even somehow get an objective about retrieving the pAI device as it would be a costly piece of hardware.

All in all, I believe I would even double that reply with a suggestion as to make the translation feature work with IBs (Not xenos) as to make negotiations possible between the various human factions.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Feweh » 23 Oct 2016, 01:20

Sarah_U. wrote: I'm personally fine with pAIs. There's like 1-2 and I thought they were EXTREMELY NICE to have as I first-hand tested the new features and whatnot.
They're vulnerable to Xenos, can't translate and generally only serve as RP interactions and general minor assistance. CL could even somehow get an objective about retrieving the pAI device as it would be a costly piece of hardware.

All in all, I believe I would even double that reply with a suggestion as to make the translation feature work with IBs (Not xenos) as to make negotiations possible between the various human factions.
We use have to have them but removed them awhile back.

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Sarah_U. » 23 Oct 2016, 02:09

Feweh wrote:We use have to have them but removed them awhile back.
I know, but I believe that my experience with the pAI in the test round was sufficient to say that they are currently balanced and would not impact the game in any negative way.
If anything, they would even boost the variety and give some slightly needed change and flavour to the server when Big Red is in play. Not asking for their return, just that this one is kept so that the item can be worked on, improved and potentially simply give opportunities to expand on that.

So yea, just asking that the pAI stay, or that they make a return under certain scenarios as they don,t overlly break anything currently. (Humanoid robots with personality > pAI in compexity, pAI can be counted as a prototype if anything)
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Eenkogneeto
Registered user
Posts: 536
Joined: 14 Aug 2016, 02:44

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Eenkogneeto » 23 Oct 2016, 03:15

Two Mr.Wriggles is a unacceptable immersion breaking issue that MUST be fixxed.
Also consider removing the PMC gear from the various dead guards, maybe use old sec gear from standard SS13? Iunno. But their gear is better than marines unless i'm wrong, so you can grab the spec gloves and polished shoes and be a cool dude.
Slime cores are incredibly likely to need to be removed so that they dont have to be melted every round, someone who knows what they are doing (such as myself for example) can do some massive bullshit with them easily enough.
Remove any and all coins from the map due to how CM handles the specialist vender.

I would suggest some-kind of paths between buildings to help get bearings, like how LV has the dirt roads.
Image

User avatar
Bigchilly
Registered user
Posts: 172
Joined: 27 May 2016, 21:23

Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Bigchilly » 23 Oct 2016, 11:26

Lag is bad, it was extremely hard doing anything, picking up stuff, dragging it around. Also needless to say the map feels too big, and there are some random stuff that doesn't really have a purpose. Ex. Ladders take people over to the caves in the northeast, the weird biodome thing north of the southern compound area, etc. Also it would be nice if the survivors were ACTUAL pmc's (not all of them) with their proper guns and what not. Perhaps showing that W-Y was attempting to control the situation, but didn't inform USCM. I dunno, just food for thought.
| Flitz 'Rook' Waldmuller |

Locked