Release: co_reactor

SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer Posts: 1,122 Fully active user
edited October 2012 in Mapping Forum
This was the first map I ever made to release. It originally started off as a Marine V's Marine map. That died when ns got updated one day long ago thus breaking the hack. So it got changed to Alien V's Marine, had a blast! with this back then.

DOWNLOAD : co_ractor.rar ( 2.89 MB )


Textures by: Flaterectomy & dz-freezer
See co_reactor.txt in the RAR for details.

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Post edited by Unknown User on

Comments

  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer Posts: 1,122 Fully active user
    edited October 2012
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    Post edited by Unknown User on
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members Posts: 1,115 Advanced user
    This is by far one of the most detailed maps in the NS world, but that's about it.

    The layout is pretty bland all around; Basically the entire map is two small rooms on the opposite sides of the map connected by long corridors that lead into other corridors and other corridors, with the occasional badly placed vent and pretty pointless underground passageway. There isn't any height variation in the level, bar the 4 ramps that lead up to the raised marine and alien areas. The extreme use of large and detailed textures also makes the r_speeds very high in most of the level (floats around in the ~400-600 range, goes up to ~900 in MS and hive room.)

    The hive room sharing the MS layout isn't ideal because the hive blocks access to the back portion of the room, making it very difficult to get there as any other class but a skulk and lerk without ability upgrades.

    Seeing as there is no beta or RC tacked on the end of the map, I don't think you'll be making any changes to the map in the future so I'll leave the bugs I found out of this post.
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


    My Website
    NS Map Archive
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer Posts: 1,122 Fully active user
    The map is exactly they way it was intended to be, it was a test run to see how a high action map would perform, release was uninteded but huge success led to release by demand.
    The reson why it's the same at both ends is because it was a marine v marine map to start with, I had made half the map and flipped it as my mates wanted a quick map makin plus because it was mirrored the winnig team was determined by skill and teamwork alone, no advantages created by them map.
    When NS got updated to 2.0, back then I changed it to normal combat and infested one end and testing began for the change to see how it would do, I thought i would end up throwing it away.

    It's small so clashes are quick and not a long walk like on most co maps and not spread out so much. Main action is focused in one divded area to create high conflict (Outside the readyroom)..
    It was made in such a way that most of the combat would occour in the middle of the map rather than at either of the spawns when the game was ending and even when a team was loosing players where not getting bogged down in their own spawns as much, This aim was successfull. The short distances between spawns aided in vital fallbacks as observed in testing so the length was left as is.

    Results was nailbiting game endings and very long very fun games.
    One game lasted 91 Mins and this was found to be a very good thing in this case as none of the games where prolonged ending looses for either team, they was very close with the hive or comchair both nearly dead towards end. Not one person had left, they all played from start to finnish and came out havin had an excellent game.
    The underground access was used a lot, when people had played the map once and learnt to open both ends (Force team work to get the alien end open and worked nicely). It was added during testing because of a balance issue, the map being identicle lead to the marines loosing all the time. The underground route helped a little.

    Then the side route was created and the route was useable by marines only ( I thought it not really possible for aliens to 1. Open doors & 2. Supposed to be able to climb ladders.. ), The new route worked perfectly and compleatly balanced the map out.
    A one way vent was added so aliens could not get trapped and maines had another way out. A button at the top of the door alien side so they could escape there too, mainly for onous sake.
    Small vents from the corridoors to the main combat area allowed skulks and lerks to bypass the choke points to be given a chance to attack the base. these worked very well too.


    It had a huge amount of testing 4 years ago when it was finalised.
    At this point I deemed it not necessary to make the Alien Area any bigger.
    The reason was from my observations of combat in that room, when Jetpackers got in the game ended too soon as seen on other maps having a big room. The alien spawn being tight gave the skulks a chance to get the JetPackers but the jet packers not get eaten away so easily by fades and onous. Plus nobody had any issues with not being able to get behid the hive. This stopped onous rapage on Heavy. heavy, fade, lerk, gorge, skulk is able to get down the side of the hive to access the back, they aint supposed to get up their easily for the sake of protecting spawnins at the back of the hive, this too plays vital to the balance that I observed.

    As for r_speeds, they aint much of an issue these days. Hence they are higher now than back then.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members Posts: 369
    I don't get it why you didn't made it an MvM ?

    There's an updated version for that. www.nsmod.org ;D
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer Posts: 1,122 Fully active user
    edited July 2009
    QUOTE (Seker @ Jul 4 2009, 07:48 PM) »
    I don't get it why you didn't made it an MvM ?

    There's an updated version for that. www.nsmod.org ;D



    Seems that woody has the old MvM version in his archives. No idea if it would still work.. I dont have the original file for it anymore to make any changes to the entities.
    Unless stripper 2 could be used to do whats needed to make it work.

    http://www.kustomkarnage.com/GAMEdownloads..._mm-reactor.bsp
    http://www.kustomkarnage.com/GAMEdownloads..._mm-reactor.res
    http://www.kustomkarnage.com/GAMEdownloads..._mm-reactor.txt

    I have no idea what floor.wad and natural.wad is all about in the res file, I cant remember at all.
    Maybe the bsp can be altered to just used the wads from co_reactor. it might work.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members Posts: 369
    You are still able to change that, with the almighty, entripper ? :o
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer Posts: 1,122 Fully active user
    QUOTE (Seker @ Jul 15 2009, 08:53 PM) »
    You are still able to change that, with the almighty, entripper ? :o



    Well, Does MVM still work these days, is there mods for it, If so and you really want the MVM version, I the time to rip the hive to bits.
    I just need to find any tutorials on doing MVM for NS 3.2 if there is any??

    This MVM map was made for 1.0 when I used an entity trick for MVM, It no longer worked when 2.0 was released..
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer Posts: 1,122 Fully active user
    edited July 2009
    It's on its way now, I am doing a final compile of the map.
    I will post it today.

    Err, everytime I compile it I think of something else to change.. :(
    Post edited by Unknown User on
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