ns2_facility (previously NS2_Unnamed)

KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
edited April 2016 in Mapping
***UPDATED POST***

Brief Story of facility -
Ns2_facility

A relatively unknown corporation known as "Terraforming Alien Worlds" (codenamed and hereafter referred to as "TAW") set up a station on what was assumed to be an abandoned/uninhabited planet. A lack of atmosphere showed that no life could exist on the planet.

Mere days after beginning the terraforming process, communication from the facility ceased after the last received audio transmission which described an earthquake that opened giant cracks on the planets surface. Scanners reported traces of ozone pouring from the giant cracks and the sonar radars tracked movement from beneath the ground.

A security breach in the north of the facility sounded alarms and TAW began evacuation procedures but lifesigns in the facility quickly blinked out one after the other. With no other way of recovering the black box or finding out what really happened the TSF were called in to help contain any potential threat that may still inhabit the facility.


Picture of the current minimap -
K1DR0hJ.jpg

Comments

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited December 2015
    Just to mention it, vents into techpoints are often tricky and not very friendly to marines. The area between the four resource points just below the alien start will need to be very alien friendly, because if marines can hold a phasegate there it will shutdown all alien res. Not that this is a bad thing, it looks like you might be able to arc from rt room to rt room.These are very initial thoughts, after all it is just a layout.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    The distance between rooms should prevent Arcing from RT to RT, but if it is possible to arc I will make the layout of the room such that it won't be possible for long.

    And yeah, the choke point inbetween the 4 RTs will be alien friendly... although not "too" alien friendly if I can help it... if a skilled marine team can hold that position, they should be rewarded for it.

    The vents to the TPs are intended for flanking the chokepoint mentioned above, if they went from RT to RT it would be too fast for aliens to rotate... and with the vents being attached to TPs that aren't spawns it "shouldn't" be an issue, but I will keep an eye on it to make sure it doesn't become an issue... and if it does become an issue, I will just move the vents.

    Thanks for the feedback bud :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Vents in TP's in and of themselves aren't a bad things. Vents in TP's that Marines can't get into easily to clear out are a bad thing.

    If you want aliens to be able to escape an area to circle round and attack, which is the way aliens are meant to play, you need vents in every possible hive. The key is to make the vent entrance in the hive easily accessible to the marines to clear out, but the other side of the vent to come into the hive, should only be reachable by aliens and JP marines. This is a simple way to get vents working for their intended job, alien movement, without making them weaken a marines defences too much.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    All of the following should be considered VERY greybox :pensive:


    This is the basic idea for Marine Start

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    EF472822352834E9416B514016E616F668CE2A17

    Staircase leading from marine start into crew quarters

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black

    Crew Quarters

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black

    Shower Rooms (this is the first marine natural, you have to go through all of the above to get there... standard gear etc with rifle walking it takes 16 seconds to reach the RT)

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
  • Saffron_bakerSaffron_baker Sweden Join Date: 2015-06-09 Member: 205352Members
    That looks great even with so much greyboxed!
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited December 2015
    Trim tool spotted... :)

    RE that first screenshot, make sure you put some collision geo over those steps. Don't want the players view to be jumping around.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    BeigeAlert wrote: »
    Trim tool spotted... :)

    RE that first screenshot, make sure you put some collision geo over those steps. Don't want the players view to be jumping around.

    The trim tool is the reason I decided to stop working on my cave map and start working on this much larger, much more difficult task... best... tool... ever.

    Also, thanks for the collision geo idea... wouldn't have thought of it otherwise.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    A few more pictures to show some work in progress. (Note: Just like last time, these should be considered greybox for now, i'm just getting room layouts and a basic theme started :smile: )

    This is the hallway leading out of marine start to the east.

    D83156357B20B22EB81B26A66C64F13DBD89FB1A
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black

    And this is the eastern Marine Natural RT.

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    More pics. (as usual... greybox blah blah blah.)

    This is a wiremesh look at whats been build so far.

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black

    This is the corridor leading from the RT in the room with the stairs to the western tech point (which is currently unbuilt).

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black

    This is a bar/chillout room located east of the Shower room RT.

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black

    This connects the chillout area to the eastern Tech point (currently unbuilt).

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:696&composite-to=*,*|1024:696&background-color=black
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    A few pictures of the Eastern Tech Point room (Name - Botanical) as usual this is just a basic concept idea and should be considered greybox for the most part.


    The Entrance coming from Bar.
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black

    South-Eastern wall looking towards the west wall.
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black

    West wall looking east
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black

    North-West top corner looking downwards to the south-east
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black

    South wall looking towards the TP itself.
    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:692&composite-to=*,*|1024:692&background-color=black
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Progress Shot -

    The red boxes show the location of the 2 vents that are currently in the map... the rest is pretty self explanatory.

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:699&composite-to=*,*|1024:699&background-color=black
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    edited January 2016
    Okay, I have published the map on steam (see original post for link) so that people can give feedback and see what its like etc. any and all constructive feedback is greatly appreciated.

    Its strange to think that on December 14th I said "I'm thinking about doing a map with X layout" and now 2 1/2 weeks later I'm saying "play it and give me feedback people!" :D
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Changelog:

    - Map has been reduced in size by approximately 15%.
    - All Vents have been made more user friendly.
    - certain rooms (mainly Botanical and Eastern Stairway) have had their height reduced.
    - the eastern exit from marine base has been made less alien friendly.
    - some minor route alterations were made to allow for the map size alteration.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Changelog:

    - Rerouted Access (corridor from Eastern Stairway to Delivery Intake)
    - changed some props and lighting in Sleeping Quarters
    - changed the stairs in Botanical
    - changed multiple props/pillars to a new pillar type throughout the map
    - Added props to Eastern stairway
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Changelog:

    - Added Vent from Delivery Intake to Access.
    - Added Vent from Botanical to Bar.
    - Added Mattresses to bunks in Sleeping Quarters.
    - Changed Kiosk Counters.
    - Fixed cysting issues throughout the map.
    - Moved a few props in Botanical.
    - Re-scaled the truck in Delivery Intake.
    - Fixed multiple occlusion geometry issues.
    - Fixed FPS drops in Glass Hallway and Marine Start.
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
    pics or it didn't happen. And pls if you do any layout changes make a picture of the minimap. Preferably ingame so you can see the RT locations aswell
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    edited January 2016
    I'll post the minimap update later on today.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Changelog:

    - Added props and detailing to Dining Area.
    - Fixed commander view vent blocking medpacks.
    - Fixed stair case in Y.
    - Prop realignments throughout the map.
    - Fixed some Commander invisible props.
    - Fixed several Occlusion Geometry issues throughout the map.

    Minimap update as requested.
    [img][/img]2016-01-08_00001_zpsh8nt2zgk.jpg
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Changelog:

    - rebuilt Botanical From scratch
    - Changed Kiosk a little
    - Fixed Occlusion issues throughout the map
    - Added Vent entrance to X
    - Fixed pathing issues throughout the map
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    edited February 2016
    Changelog:

    - Increased ceiling height in Showers
    - Rebuilt Water Treatment
    - Adjusted the entrance from Bar to Botanical
    - Changed some lighting and props in Eastern Stairway
    - Fixed Geo issues in Sleeping Quarters
    - Adjusted some props in Botanical
    - Made some props commander invisible throughout the map
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    A few teaser pics ready for the update that will be coming soon.

    Bare in mind that these rooms are not complete (and they won't be when the update comes either) this is just to introduce the concept properly.

    Bar
    kUJygDy.jpg

    Security
    laPyFkO.jpg

    Bypass > Sleeping Quarters
    HrD3zs7.jpg

    It shouldn't be too long until the next update, I'm hoping for a couple of weeks.
  • ChrisStarkChrisStark Germany Join Date: 2016-02-11 Member: 212895Members, NS2 Playtester
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    edited April 2016
    Access -
    Made the walls more curvy
    Added props
    Altered the theme a little
    Pics -
    cniX4Yz.jpg
    lk3sSao.jpg

    Eastern Stairway -
    Changed name to Security
    Added concept detailing
    retextured
    added props
    added minivent t-junction to wall
    Pics -
    bfzKIdg.jpg
    eOJJ3CE.jpg

    Briefing -
    Named the corridor between Security and Sleeping Quarters to "briefing"
    Added theme and basic detailing
    Pics -
    wXiRSca.jpg
    1NHrhMo.jpg

    Glass Hallway -
    relocated "trench" to the middle of the hallway
    changed pillar and light props
    retextured
    Pics -
    Mevj2vy.jpg
    Vdturmy.jpg

    Marine Start -
    Renamed to Communications
    retextured and relit to make it easier on the eyes
    Changed line of sight blocking wall into a window
    Changed mini walls to handrail props
    Pics -
    w1NNd52.jpg
    vk0d0c7.jpg

    Kiosk -
    Rebuilt and Renamed to Cafe
    Merged Kiosk and Dining Area themes
    Pics -
    6q4TDZO.jpg
    KtFTDSG.jpg

    Dining Area -
    Rebuilt and Renamed to Bypass
    Added concept detailing, texturing and lighting
    Pics -
    wse9Ewa.jpg
    02zGl5b.jpg

    Bar -
    Rebuilt and added basic detailing
    Pics -
    d8gto4R.jpg
    hR24xHI.jpg

    Sleeping Quarters -
    Altered Bunks
    Added/Removed/Changed props
    Pics -
    hwXZed2.jpg
    JWLAS2m.jpg

    Delivery intake (no pics) -
    Increase size of room
    relocated RT and TP


    X -
    Added theme and very abasic detailing
    Pics -
    EJBBbbk.jpg
    brsoOCy.jpg

    General changes -
    A few minor vent changes to improve flow
    Hallway from bypass to sleeping quarters is semi detailed to demonstrate map concept
    the room "unnamed" has been adjusted to improve flow
    Mapwide pathing and occlusion improvements
    Hallway from Delivery Intake to X rebuilt and given a theme

    Ready Room -
    Thats right folks, I now actually have a ready room... how many secret rooms can you find? (all are accessible as marine)


    ***NOTE***

    Main post has been updated with minimap picture and a brief story behind the map.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    edited April 2016
    Changelog:

    - Raised Botanical
    - Altered X to make it less cramped
    - vent in x moved to stop medpack issues.
Sign In or Register to comment.