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(2) Nexus

17 Jul 2018, 22:37 PM
#21
avatar of AmiPolizeiFunk
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19 Jul 2018, 16:17 PM
#22
avatar of Nosliw

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Replay on Nexus

sovietssovietsNosliwsovietssoviets vs ostheerostheerB-Sky-IIRevolutionIIostheerostheer

19 Jul 2018, 17:57 PM
#23
avatar of WhiteFlash
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jump backJump back to quoted post19 Jul 2018, 16:17 PMNosliw


Replay on Nexus

sovietssovietsNosliwsovietssoviets vs ostheerostheerB-Sky-IIRevolutionIIostheerostheer



<444>3 thanks bro
19 Jul 2018, 18:29 PM
#24
avatar of Nosliw

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Another 40+ min game

19 Jul 2018, 18:46 PM
#25
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jump backJump back to quoted post19 Jul 2018, 18:29 PMNosliw
Another 40+ min game



REBORN! Thanks good lookin ;)
21 Jul 2018, 21:04 PM
#26
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22 Jul 2018, 00:10 AM
#27
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<444>3 Thanks very much AE and Sturm, leme know what you guys think
23 Jul 2018, 00:42 AM
#28
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Thanks very much to all who played v0.1.5, and to all who participated in the impromptu tournament.

As a result of the data collected, version 0.1.6 is released and is pushed to the public! Please enjoy and if you play games on it post them here!

You can obtain the map from the first post of this thread.
3 Aug 2018, 04:38 AM
#29
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V0.1.7 is up

Will be updating this version repeatedly until the day of the grudge match tournament to tighten up the map
5 Aug 2018, 02:33 AM
#30
avatar of ZombiFrancis

Posts: 2742

V0.1.7 is up

Will be updating this version repeatedly until the day of the grudge match tournament to tighten up the map


Scrawled this up between matches.



Northside building totally needs more health. Some cover north of the building can help prolong/enable combat in that northern section. Adding some green cover in the upper left would help balance the cover addition.

Moving the walls around gives a slightly larger area of combat/sight for the garrison. It doesn't lock down swathes of the map, but it wouldn't be blind on half its sides.



As far as the southside building, the power plant, it has a very strong view of righthand side player's approach, unlike in the north. The three panels of wall with the fuel tank on the right is the only real sight blockers to the right of the power plant. By wrapping the wall around the cover behind the electric consoles, the east has wider breadth to approach.

The reason I suggest the changes to the left of the power plant moving the wall are from observations of lefthand players retreat paths. By shifting the gap further right, it should hopefully improve retreat paths without impacting righthand player maneuverability through the area. It also lines up the hedgerow with the building to (help) keep a sight blocker around until heavy crush.

Grudge match offered actually a great variety of games despite being between the same two players. :D
5 Aug 2018, 03:40 AM
#31
avatar of WhiteFlash
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thanks for the feedback zombie, will consider <444>3
23 Sep 2018, 19:09 PM
#32
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V0.1.8 Posted. Keep the feedback coming ladies and gents!
28 Oct 2018, 16:49 PM
#33
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Greetings all, bumping this thread

Trying to get people to this map more and post replays to the this thread for my consumption. If you want to go the extra mile its appreciated if you post detailed feedback (example feedback shown below).



Your help is appreciated and your help is what helps make outstanding maps.

Sincerely, WhiteFlash
31 Oct 2018, 05:27 AM
#34
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26 Dec 2018, 04:34 AM
#35
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V0.2.0

This is intended to be the near final version of this map, may keep the name Nexus not sure yet, will be getting a tactical map and a final loading screenshot made from the gentlemen Trux. Some relatively major changes (shown below). Other changes are pathing improvements, aesthetic improvements, some red cover removed and one change recommended by Zombiefrancis implemented (shown below).







1 Jan 2019, 00:05 AM
#36
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Nexus nearing its final form. patch notes to follow, new ver has many tweaks, all good plus tac map & loading screenshot added to map. many thanks to Trux <444>3
1 Feb 2019, 05:41 AM
#37
avatar of WhiteFlash
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New update, 0.2.2 fixed some small a symmetric green cover near bases in certain areas that didn't feel right.

The map is more or less complete unless something comes up, always open to suggestions.

All the testing by everyone over the months of development was very much appreciated.

And thanks to A_E and Stormless for surprising me by tossing Nexus into KOTH, I do believe it is 100% ready for tournaments.

Cheers all

24 Jul 2022, 13:21 PM
#38
avatar of TickTack

Posts: 578



I recommend playing more than a handful of games before these conclusions are reached. Its easy to make assumptions and "feel" certain ways because of wins or losses. Especially on a new map and before more than a few games have been played. Post replays please! Thanks

Also "Overall the map lacks the simplicity that good COH2 maps have." it isnt my intention to make a simple map. Simple maps rapidly become stale. This is a competitive map so it will be complex in the potential scenarios and approaches players will be able to take. Good COH1 or 2 maps are never simple.

the map feels strong to OST, because of north points covered by MG in buildings, and easy to camp at southern part with defensive emplacements. Can lock RUS t1 out pretty easily.
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