ns2_sample

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
edited May 2012 in Mapping
tutorial/example map
QUOTE
Current compatible Spark engine build: Betabuild 208

Current map version: build188


The map can be used as an example for most things ingame currently. I will keep it up to date, for when more things need to be added with the introduction of new NS2 builds. Which will reflect in the filename.

The first release is ns2_sample-build158, the build number will be the same as the latest release of NS2 (that is if new things have to be added to the map)

I’ve put everything in layers so it is easier to load and easier to navigate. So if you want to check something out, but it isn’t visible. Make sure you have the layer set to visible.

For an up to date map content list have a look at ns2_sample on the Natural Selection 2 Mapping wiki

Release List
  • 2010, December 07 - ns2_sample-build158 OBSOLETE!
  • 2010, December 21 - ns2_sample-build160 OBSOLETE!
    • Added a death_trigger, fog_controls, egg_starts
    • Replaced the "Welcome to NS2 alpha" with the "Welcome to NS2 Beta" sign from ns2_tram
    • Rebuilt the overviews
    2010, December 23 - ns2_sample-build160_01 OBSOLETE!
    • Added a fan with shadow-casting lights at the bottom of the "pit of doom" as Wheeee suggested when testing the map. It also has an ambient_sound, The same one as the one in the ventilation
    • Added the new overview.bat, which can be used for any map by dragging and dropping the level file onto the batchfile. You can thank fsfod for providing me with an example batchfile, I could modify to be used as a drag and drop overview batchfile.
    • Changed the cast shadows setting of the beams at the glass window to true, now the spotlight outside the map can cast shadows into the room of those beams.
    • Changed the commander alpha of the glass window at the central tech_point to 0, commanders could build on it.
    • Changed the volume of the ambient_sounds from 0.5 to 1.0, they were barely audible
    • Increased the range of the spot_light casting light into the central tech_point, the shadows are more visible now
    • Moved the ReadMe text file into the map folder and now using this format "[mapname] [version]-ReadMe.txt"
    • Removed the overview-ns2_sample-build160.bat
  • 2011, May 04 - ns2_sample-build176 OBSOLETE!
    • Added a CollisionGeometry at the center tech_point
    • Added an Airwaypoint and a Groundwaypoint in Marine Start to their respective groups/layers, they were not in a group/layer
    • Added more faces around the door, when open the doors were visible trough the walls
    • Added CollisionGeometry (one face) underneath each tech_point, apparently the commander was unable to place buildings on them when it is a hole into nothingness
    • Added the faces above the door and the faces in the "pit of doom" to CommanderInvisible group and layer
    • Added the ventilation faces to the commander invisible group and changed the ventilation props commander alpha to 0
    • Build version has been changed to match the latest NS2 build
    • Changed the Alien team_location to Alien only (it was set to neutral, not that it caused an issue)
    • Changed the ceiling texture angle of one of the vents from 90 to 0
    • Fixed a "leak" inside the vent near the fan on the inside corner of the ventilation shaft
    • Textured floors make sure you actually hear footsteps
  • 2011, November 24 - ns2_sample-build188
    • Removed a face at the door, which was basically a backface to the one faces inwards (visible from inside the map)
    • Added two faces at the door so the wall looks uninterrupted from the commander perspective
    • Recompiled the minimap, it was broken as of NS2 build 178. Apparently the minimap_extends needs to be a perfect square across the y-axis. Otherwise the object and location offset is wrong.
    • Removed both team_location (no longer needed)
    • Removed all egg_start (no longer needed)
    • Removed all player_start (no longer needed)
    • Left the airwaypoints, groundwaypoint and their respective layer and group. They are no longer needed though!
    • Added the pathing setting entity, used for pathing mesh generation. It can be found in the South Techpoint room
    • Removed two location entities and renamed all the others to not have the "alien" or "marine" name in them anymore
    • Moved the two resource nodes from the central tech_point into the west and east expansion rooms
    • Added a power_point in the former alien start room
    • Added atmospherics to the light_spot down in the ventilation shaft in the West Techpoint room
    • Added atmospherics to the light_spot in the vent
    • Added a new light_spot and light prop, with atmospherics in Center Techpoint room
    • Added two reverb entities to show how they are used in the West Techpoint room
    • Added textures to the ceilings and walls (northern part has a yellow theme, the southern part has a blue theme), also to set them apart from the OcclusionGeometry mesh (which will use gray wall textures)
    • Added the OcclusionGeomtry mesh
    • Changed the depth of the fan pit, so you can see the atmospherics at work
Post edited by Unknown User on

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Comments

  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Posts: 566Members, Constellation
    This is awesome. Bless your face.
    Killing off threads since Quake Three.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Posts: 815Members
    This should be linked to to the wiki as it would be a shame for such valuable information to get lost in the sea of posts and to help newcomers get the most out of the park editor .

    Thanks for this, it will save me much time in explaining these things to others.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    Thanks guys, I just thought it would be a nice thing to have for NS2 as well. Because we also had a sample map for NS1 by ChromeAngel, which I backed-up on my ISP host :D

    Fiddling around in a working map, while keeping it simple always works better then trying to explain it trough chat or forums.
    Post edited by Unknown User on

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    QUOTE (SN.Wolf @ Dec 7 2010, 05:49 PM) »
    This should be linked to to the wiki as it would be a shame for such valuable information to get lost in the sea of posts and to help newcomers get the most out of the park editor .

    Thanks for this, it will save me much time in explaining these things to others.

    wikified

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

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    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    Updated to build160:

    * Added a death_trigger, fog_controls, egg_starts
    * Replaced the "Welcome to NS2 alpha" with the "Welcome to NS2 Beta" sign from ns2_tram
    * Rebuilt the overviews

    Ns2_sample on the wiki
    Post edited by Unknown User on

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Posts: 815Members
    edited December 2010
    Just to satisfy the performance curiosity i'm hosting this map for a few day on my west coast dedi server so if anyone wants to rub shoulders on a bare bone small (very small) Sample level just jump in. Thanks Kouji for putting this example together for everyone!
    Post edited by Unknown User on
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471Posts: 2,103NS1 Playtester, Forum Moderators, Constellation mod
    edited December 2010
    I waited for about an hour on your server and couldn't get anybody to join. It would help a lot of the game auto-downloaded new maps, otherwise custom maps won't get played much.

    Otherwise GREAT testing/performance map. Would love to see how it runs with a 12-14 player server.
    Post edited by Unknown User on
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    Kinda annoying for custom maps indeed. Also:

    2010, December 23 - ns2_sample-build160_01
    • Added a fan with shadow-casting lights at the bottom of the "pit of doom" as Wheeee suggested when testing the map. It also has an ambient_sound, The same one as the one in the ventilation
    • Added the new overview.bat, which can be used for any map by dragging and dropping the level file onto the batchfile. You can thank fsfod for providing me with an example batchfile, I could modify to be used as a drag and drop overview batchfile.
    • Changed the cast shadows setting of the beams at the glass window to true, now the spotlight outside the map can cast shadows into the room of those beams.
    • Changed the commander alpha of the glass window at the central tech_point to 0, commanders could build on it.
    • Changed the volume of the ambient_sounds from 0.5 to 1.0, they were barely audible
    • Increased the range of the spot_light casting light into the central tech_point, the shadows are more visible now
    • Moved the ReadMe text file into the map folder and now using this format "[mapname] [version]-ReadMe.txt"
    • Removed the overview-ns2_sample-build160.bat


    Basically a new batchfile which can be used as a drag and drop your level file onto it. Can be used for any map now, instead of having to edit the file to suit your maps needs
    Post edited by Unknown User on

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    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    New version

    • 2011, May 04 - ns2_sample-build176
      • Added a CollisionGeometry at the center tech_point
      • Added an Airwaypoint and a Groundwaypoint in Marine Start to their respective groups/layers, they were not in a group/layer
      • Added more faces around the door, when open the doors were visible trough the walls
      • Added CollisionGeometry (one face) underneath each tech_point, apparently the commander was unable to place buildings on them when it is a hole into nothingness
      • Added the faces above the door and the faces in the "pit of doom" to CommanderInvisible group and layer
      • Added the ventilation faces to the commander invisible group and changed the ventilation props commander alpha to 0
      • Build version has been changed to match the latest NS2 build
      • Changed the Alien team_location to Alien only (it was set to neutral, not that it caused an issue)
      • Changed the ceiling texture angle of one of the vents from 90 to 0
      • Fixed a "leak" inside the vent near the fan on the inside corner of the ventilation shaft
      • Textured floors make sure you actually hear footsteps

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Posts: 641Members, Constellation, NS2 Map Tester
    Thanks for the update to this map! I was able to learn a lot about NS2 map making with this sample. I even would not mind playing it for fun once, just to test out what its like. We should get a server going for it one day.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    We ran it on wolf's server once, to test if a greybox dev map would increase performance. The result was that it increased the FPS by about 10. Not sure if the long straight corridors and lack of depth will make for good gameplay though :P

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    2011, November 24 - ns2_sample-build188
    • Removed a face at the door, which was basically a backface to the one faces inwards (visible from inside the map)
    • Added two faces at the door so the wall looks uninterrupted from the commander perspective
    • Recompiled the minimap, it was broken as of NS2 build 178. Apparently the minimap_extends needs to be a perfect square across the y-axis. Otherwise the object and location offset is wrong.
    • Removed both team_location (no longer needed)
    • Removed all egg_start (no longer needed)
    • Removed all player_start (no longer needed)
    • Left the airwaypoints, groundwaypoint and their respective layer and group. They are no longer needed though!
    • Added the pathing setting entity, used for pathing mesh generation. It can be found in the South Techpoint room
    • Removed two location entities and renamed all the others to not have the "alien" or "marine" name in them anymore
    • Moved the two resource nodes from the central tech_point into the west and east expansion rooms
    • Added a power_point in the former alien start room
    • Added atmospherics to the light_spot down in the ventilation shaft in the West Techpoint room
    • Added atmospherics to the light_spot in the vent
    • Added a new light_spot and light prop, with atmospherics in Center Techpoint room
    • Added two reverb entities to show how they are used in the West Techpoint room
    • Added textures to the ceilings and walls (northern part has a yellow theme, the southern part has a blue theme), also to set them apart from the OcclusionGeometry mesh (which will use gray wall textures)
    • Added the OcclusionGeomtry mesh
    • Changed the depth of the fan pit, so you can see the atmospherics at work

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Posts: 503Members
    Kouji, with the removal of team locations, what do you do if you require a fixed start location for one team. Because, it seems a bit presumptuous on the developers behalf, to assume that all maps will want to use it all the time -- not all maps are meant to be played the same way. Is there no way to do this?
    image
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    Set your alien start to 'random alien start', set your marine start to 'random marine start', set all other TPs to don't use as random starts
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited November 2011
    QUOTE (Zuriki @ Nov 25 2011, 09:38 AM) »
    Kouji, with the removal of team locations, what do you do if you require a fixed start location for one team. Because, it seems a bit presumptuous on the developers behalf, to assume that all maps will want to use it all the time -- not all maps are meant to be played the same way. Is there no way to do this?

    I'll add the tech_point to the wiki, but it's indeed what Evil_bOb1 said. You have full control over random maps. ie: ns2_sample has now been set to use random starts with the center tech point excluded from random start
    Post edited by Unknown User on

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  • WilsonWilson Join Date: 2010-07-26 Member: 72867Posts: 1,397Members
    The overview for the 188 version is named incorrectly.
    In-game name: Wilson

    My Crosshair Pack: LINK
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2011
    QUOTE (Wilson @ Dec 14 2011, 11:38 AM) »
    The overview for the 188 version is named incorrectly.

    Thanks for the heads up, I fixed it :)
    Post edited by Unknown User on

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    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Posts: 361Members
    Damnit Kojui, stop being more popular than I D:
    http://concretenmetal.blogspot.com/
    "I think my alcohol stream is getting some blood in it"
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,429Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    QUOTE (UncleRay @ Jul 31 2012, 04:27 PM) »
    Damnit Kojui, stop being more popular than I D:

    NEVAH :P

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

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    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

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