- Added a new hallway to the corridor between Headquarters and Ventilation
- Added a New Ventilation Route towards Generator, going from Headquarters, bypassing Ventilation.
- Finished Detailing all the Ventilation Routes, including the new ones.
- Readded some tables and flipped them as makeshift cover in Cantina.
- Closed off the two exits, in the side of Isolation TP room.
- Added more cover and changed Routing in Gen Pop.
- Added some steel to the backdrop of Gen Pop rock wall, to make skulks stand out more.
- Added blockage to the top of servers in Headquarters, to prevent marines JP'ing between them.
- Removed ladders in Ventilation.
- Further improvements to CommanderInvisible and mini-map.
Minimap:
I started work on it in december 2012, and I am now detailing the map, for a final release, please continue to provide feedback, to ensure that the map will work it's best, when that day comes!
Roadmap:
This road map is made for you and me, so that it's easier for both parties to have a view on what's left to be done and how far the project has come.
Project started the 22/12-12
ALPHA/BETA: Greybox, balance, timings and detailing of team starts (North & South static), state: completed after 1 major rework destroying 250 hours, total process up to this point is 600h over the course of 1 year and 3 months.
0.1 - Detailed Surveillance, completed @ 10/05-14
0.2 - Detailed Quarry, completed @ 23/05-14
0.2.5 - Detailed Med. Bay, completed @ 04/06-14
0.3 - Detailed Cantina, completed @ 26/06-14
0.3.5 - Detailed Checkpoint, completed @ 11/08-14; Detailed the art piece, completed @ 24/08-14
0.4 - Detailed Isolation, completed @ 13/03-15
0.5 - Detailed Armory, completed @ 30/03-15
0.6 - Detailed Ventilation, completed @ 22/06-15
0.6.5 - Relaunched the map with new greybox, completed @ 13/01-18
0.7 - Detailed Generator, completed @ 28/01-18
0.8 - Detailed Laundry, completed @ 04/02-20
0.9 - Detailed General Population and the four connections to the rest of the map, completed @ 10/03-20
0.9.5 - Detailed Vents across the map and added gameplay changes, completed @ 04/04-20
1.0 - Optimized final lightning and performance thresholds for final release.
FlaterectomyNetherlandistanMembers, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, PistachionautsJoin Date: 2005-02-03Member: 39643Posts: 939Advanced user
Hai there, welcome to the forums! I've considered making a prison map before, I'm glad someone else is actually going for it. I'm finding it a little difficult shooting any meaningful feedback your way at this stage, though once you post the layout that could change.
HowserUKMembers, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community DeveloperJoin Date: 2010-02-08Member: 70488Posts: 654Advanced user
Nice to meet you to! Looks and sounds like a good map to me.... just don't drop the soap. I would have to advise against free-styling. Get some doodles down and show us!
Vert^MembersJoin Date: 2013-01-22Member: 181227Posts: 210Advanced user
edited January 2014
Thanks for the quick welcomes I'm a huge fan of caged!! Even had the honor of playing it with you one night flat! Keep it up I Hear your need for a layout to give feedback, since i finally find my two bases and and ready room in a nice condition. The next objective is to get a neat layout, grey box this neat layout. Then give it to you guys for flaming, then give it to the players for more flaming
HowserUKMembers, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community DeveloperJoin Date: 2010-02-08Member: 70488Posts: 654Advanced user
The lighting/colours are very unsettling in the latest shots. Maybe its just me and my fear of all things turquoise! It's monochrome, and I love me some colours! I'll be honest, you can do better There is too much glass (engines fault not that being a bad thing), too many large flat surfaces, stretched textures and the composition inst very appealing. I feel very mean saying these things, so I apologies if I come across this way. but going on your first batch of shots I know you have a good eye for this mapping game! take your time, get stuff right, plan, visualize and draw anything you make before you even open the editor! Then once in question, evaluate and think about every choice you make.
I'm impressed with your ability in Spark, I just think you should work on doing smaller more visually polished demo segments or gray boxing. The latest batch of shots is somewhere in between and its difficult to know how much criticism to give. Again sorry if this sounded harsh.
You should join our playtest sessions; most the active mappers on the forums meet up and play custom maps together every sunday. Its extremely insightful for seeing what works and what doesn't, learning some new tricks and just having some fun. Add me on steam and I'll get you setup with the details and in the steam group http://steamcommunity.com/id/howser/
Vert^MembersJoin Date: 2013-01-22Member: 181227Posts: 210Advanced user
All comments / feedback on the visuals and geometry is welcome! The map is still "VERY" WiP so please refer from bashing on the "final" look of a room, because it's not final, but flame away if you don't like it at all, and your reasons for the hate
Nice progress! The lighting looks a lot better now.
I think the ceiling in Server Room might benefit from some love. Flat ceilings are often a death trap for Skulks and I learned that the hard way when I made maps for NS1, which is why I tend to make them with different levels of elevation and little alcoves. The ceiling props really repeat themselves as well. The rafters and pillars could create interesting ambush and vantage spots, I like that. I'd use something else than these grungy girder/rafter models if I were you though, they look kind of weird in a room such as this one which is using a lot of Descent props.
Keep it up, prison maps are always interesting. Alien 3, despite being arguably a poor Alien movie, had a truly awesome prison with a great atmosphere and I've always wondered how a prison map would look like in NS.
Punching Gorges in the face since 2002.
--Gorge Clooney in game
Vert^MembersJoin Date: 2013-01-22Member: 181227Posts: 210Advanced user
edited January 2014
Getting ready to start adding various game elements for hiding and combat, will insert alot of props and architecthure to set the feel of some areas. This map will very soon be published for gameplay on the greybox Here is some screenshots of the progress since I started in December.
Still need to create the mid area, this will be the prison area, lots of cool stuff inc!
Enjoy! Hope you will help to test it out very soon!!
Thanks to Flaterectomy for helping me out last night with alot of stuff, you deserve respect!
Screenshots:
Map in editor, falcon view:
RR start:
Cargo room infront of alien spawn, lots of Line of Sight will be added here!:
Underpass from West -> East side of the map, and entrance from W -> Cargo:
Big intersection:
Boiler room:
Lava room with the corridors that act as entrances, adding a big pipe that's going to look like it's sucking the heat out in arcs to the rest of the prison:
"Welcome" Hall, going to act as the entrance for a landing bay with a prisoner transport ship:
New overview, updated first post aswell:
Ventilation, west = underpass in screen 3, south entrance to cargo and east to cantina:
Looking down from the missing fan in Ventilation, this vent system runs the entire way from the alien base it's the bridge also seen in cargo!:
Edit; Changed the threads title, it's still WiP, but not early anymore
FlaterectomyNetherlandistanMembers, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, PistachionautsJoin Date: 2005-02-03Member: 39643Posts: 939Advanced user
Was good to play this map! Aside from the big map bug, we noticed that the RT in Prisoner Ejection isn't in the same location that the power node is in.
HowserUKMembers, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community DeveloperJoin Date: 2010-02-08Member: 70488Posts: 654Advanced user
edited March 2013
Also the commander view would drop very low into the map at certain locations. Cargo hive was in one hell of a bottle neck too. it needs another route in and out.
The far west tech point is far too small too.
I look forward to the next game. Its got a lot of potential. Keep at it!
Check the height of commander_camera as Howser said. I think the hall was "Path of Justice" - when I was trying to build in there it would build in the vent above.
Vert^MembersJoin Date: 2013-01-22Member: 181227Posts: 210Advanced user
edited January 2014
So the map had it's debut sunday with alot of obvious flaws. People were really confused because the mini map was totally out of place, due to a publish error from my part. People quickly adapted tho' and it was fun to see alot of scenarios, I had already thought of, spring to live in my rooms
I have tossed some updates at the map since sunday, due to the things I saw and other people wrote to me about. I expanded the Alien start room, made it into a location of it's own and adding another entrance for assault. I also made the comm view more steady in it's zooms, but due to really varying ground levels they got to wiggle a lit, I will try to improve it overtime, right now armory is the only one that might cause frustration, but the tight space in there might make the zoom good, if it gets combat heavy enough so drops are needed.
Next up is expanding the west side tech point room, and fixing some occulision geo being visible for the commander. I also need to place bars on the cell doors in the middle and fix their placement. I might tweak the line of sight placeholders for next sundays play test, but I'm not sure yet. I want to see a round, where people can view the map by pressing "c" first
We aliens dominated General Population most of the round, so I'll lay some screens in of the room here, along with the change screenshots.
Screenshots of changes:
Screenshots of General Population:
Tech point seen from node catwalk, you can see the top of the ladder from the ground up, on the side of the yellow container.
- Power node.
- Ladders for the marines to reach the power node faster than running to 2nd catwalk.
- First level catwalk.
- Resource seen from ceiling.
New "fixed" overview:
- Updated first post aswell.
Bonus Screen:
- As I was skulking around in the server room, I saw 2 exos and a marine staring out this window, first realised later that you could see the RR planet as a bonus
also fix the door in the command center area, i got stuck as onos in the doors
I looked at this aswell, I didn't find any problems with the main door, the animated doors on the glass room I can't scale Onos will have to duck through here.
that is going to be a problem for aliens side, since the onos will lose speed in that area and will get stuck if doesnt know why cant pass the door.
I just made alot of changes today and updated the publish of the map with them I went away from the animated doors and the map is now 100% onos enjoyable! The first post of this thread has been updated to reflect that the map has gone public Thanks for your feedback!
WhiteDevilMembers, Reinforced - ShadowJoin Date: 2012-09-16Member: 159559Posts: 143Advanced user
I gave it a little runaround and the map is taking up shape nicely, but there are a lot of places that cause concern here.
- Main reactor is now better for a base but it only has one route to it. It needs another route so it won't cause a bottleneck. The doorways are also a little too tight and hard to get a cyst chain out of there.
- Path of justice has a container right in front of a corridor, also making cysting hard.
- Power point in general population is too hard to defend for the marines and will be impossible to hold a base there.
- The overall distances from the bases are huge, average cyst chains from a base to the nearest RT is 9 to 11 cysts. You should look some of the official maps how much distance they have between the bases and to the nearest RT. I think the average distance was around 6-8 cysts.
- Corridors and hallways are at a comfortable size and in the playtest they were a good place to fight in.
Distances are a big problem since in ns2 every second it takes to run out of the base is a second you need to react to your enemy. If it takes too long then it's easy just to zerg rush.
I know you've worked hard on this map so I hope this feedback wasn't too harsh. I think it's a very unique map and would be nice to see it finished.
LokiMembers, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, PistachionautsJoin Date: 2012-07-07Member: 153973Posts: 564mod
I did like playing this map on sunday was confusing with out the minimap but still fun.
As a general rule all techpoints do need atleast 2 ways in and out, If you do want to make 1 way in / out of a tech point id like to suggest then either that one entrance in/ out is huge (think generator on caged) or you could create a single (but large) corridor in but in the middle there are various obstructions pillars random walls etc (http://guides.gamepressure.com/dukenukemforever/gfx/word/-2069748968.jpg but the gaps between pillars is smaller)
- The overall distances from the bases are huge, average cyst chains from a base to the nearest RT is 9 to 11 cysts. You should look some of the official maps how much distance they have between the bases and to the nearest RT. I think the average distance was around 6-8 cysts.
distances on my map are around the same if not bigger but thing to remember if you are creating a larger map you need to limit the paths / routes as to not overcomplicate it and create deadzones where nothing happens at all
Creator of ns2 Kodiak, ns2 Derelict, ns2_Undercity, ns2 Discovery, sws ctf Eden
, ls_hera, ls_storm, ls_frost, ls_troopers and undertaking the remake of ns2 Shiva and ns2 Ayumi ns2_hera(maps currently on hold)
Vert^MembersJoin Date: 2013-01-22Member: 181227Posts: 210Advanced user
edited January 2014
Feedback is never to harsh Rather get some than none at all! Your points are all valid Whitedevil, and the listed things, I have already considered myself. I will have to rearrange some containers, I placed them to block vision, so that important structures couldn't get sniped from other rooms, or the draw distance wouldn't reach it's limit, but I do see that it's messing up the nav_debug around Path of Justice and the Main reactors left door. I think the problem with one entrance into the Main Reactor room, can be solved by adding another corridor towards the Boiler Room side of the Path of Justice. Will try to get that change in later, I'm glad you like the rooms and the corridors size, they were of major concern to me
Regarding the cyst distance, I don't think that 2-3 more cyst per RT will make THAT much of a difference, I also have more RT's than most maps, so the economy should be there to do it. I set out to make a bigger map than the official ones (that was before descent xD), so if the cysts chains reflect that the map IS bigger, I'm actually quite happy. That will also slow the Alien side a little, so the marines have time to get out of their holes.
The power point in General Population started out on the ground and the catwalks was only connected by the stairs, so to reach the 2nd level, marines would have to run the entire route around the room, to utilize the high ground advantage, by moving the node up into the middle and adding ladders, the marines got an easy way to reach the catwalks different levels. The node might be to hard to defend, but this haven't been tested yet The aliens had the room for almost the entire round. I do think that since the main room only has 2 access points, the base in there for marines, should be kept by either placing turrets and the PG up near the node, for instant access to the high ground, or just locking down the two main door entrances. Time will tell if the node should be on the ground or up, but I would like for the marines to utilize the catwalks, and have an easy time doing so.
Edit: Screenshot of what I'm talking about regarding the node. This could be one way to do it.
hard to tell without playing but if that pic shows the size of that room on your map, the rest of the map looks very very narrow.
Neat concept though i like it.
It's a little more trickery than it seems This node is located in a path that is carved directly through the mid pillar splitting the room general population.
Better view of it's entrances:
The debate here is, if marine can hold it up there or not, even with ladders, TP and RT is located on ground level in separete sides of the room. The node started on ground level, but I moved it up to utilize the catwalks more.
Comments
Looking forward to seeing this progress.
Maps: ns2_caged | ns2_entropy | Church of Onos for ns2_co_portals | ns2_sws_gorgasm | ns2_sws_refinery
Mods: Skulks with Shotguns
Art: Rave Room (The Ballad of Charlie Cleveland) (music) | Gorge (digital painting)
Spark Detailing Exercise: SDE#1: Snowed-In | SDE#2: Spaceship | SDE#3: Day & Night | SDE#4: Man vs Nature | Meta
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
I'm impressed with your ability in Spark, I just think you should work on doing smaller more visually polished demo segments or gray boxing. The latest batch of shots is somewhere in between and its difficult to know how much criticism to give. Again sorry if this sounded harsh.
You should join our playtest sessions; most the active mappers on the forums meet up and play custom maps together every sunday. Its extremely insightful for seeing what works and what doesn't, learning some new tricks and just having some fun. Add me on steam and I'll get you setup with the details and in the steam group
http://steamcommunity.com/id/howser/
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Updated server room
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
I think the ceiling in Server Room might benefit from some love. Flat ceilings are often a death trap for Skulks and I learned that the hard way when I made maps for NS1, which is why I tend to make them with different levels of elevation and little alcoves. The ceiling props really repeat themselves as well. The rafters and pillars could create interesting ambush and vantage spots, I like that. I'd use something else than these grungy girder/rafter models if I were you though, they look kind of weird in a room such as this one which is using a lot of Descent props.
Keep it up, prison maps are always interesting. Alien 3, despite being arguably a poor Alien movie, had a truly awesome prison with a great atmosphere and I've always wondered how a prison map would look like in NS.
Still need to create the mid area, this will be the prison area, lots of cool stuff inc!
Enjoy! Hope you will help to test it out very soon!!
Thanks to Flaterectomy for helping me out last night with alot of stuff, you deserve respect!
Screenshots:
Map in editor, falcon view:
RR start:
Cargo room infront of alien spawn, lots of Line of Sight will be added here!:
Underpass from West -> East side of the map, and entrance from W -> Cargo:
Big intersection:
Boiler room:
Lava room with the corridors that act as entrances, adding a big pipe that's going to look like it's sucking the heat out in arcs to the rest of the prison:
"Welcome" Hall, going to act as the entrance for a landing bay with a prisoner transport ship:
New overview, updated first post aswell:
Ventilation, west = underpass in screen 3, south entrance to cargo and east to cantina:
Looking down from the missing fan in Ventilation, this vent system runs the entire way from the alien base it's the bridge also seen in cargo!:
Edit; Changed the threads title, it's still WiP, but not early anymore
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Maps: ns2_caged | ns2_entropy | Church of Onos for ns2_co_portals | ns2_sws_gorgasm | ns2_sws_refinery
Mods: Skulks with Shotguns
Art: Rave Room (The Ballad of Charlie Cleveland) (music) | Gorge (digital painting)
Spark Detailing Exercise: SDE#1: Snowed-In | SDE#2: Spaceship | SDE#3: Day & Night | SDE#4: Man vs Nature | Meta
Maps: ns2_caged | ns2_entropy | Church of Onos for ns2_co_portals | ns2_sws_gorgasm | ns2_sws_refinery
Mods: Skulks with Shotguns
Art: Rave Room (The Ballad of Charlie Cleveland) (music) | Gorge (digital painting)
Spark Detailing Exercise: SDE#1: Snowed-In | SDE#2: Spaceship | SDE#3: Day & Night | SDE#4: Man vs Nature | Meta
I fixed the mini-map /facepalm
I fixed the occu bug in armory
I fixed the RT in ejection not being powered
Thanks for the great feedback I got, will start to look at improvements
The map can be found on the workshop if you want to try it / host it. Just search for prison under the filters "level"
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
The far west tech point is far too small too.
I look forward to the next game. Its got a lot of potential. Keep at it!
co_skylight: forums . workshop
co_angst port: forums . workshop
xs_mineshaft: forums . workshop
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
I have tossed some updates at the map since sunday, due to the things I saw and other people wrote to me about. I expanded the Alien start room, made it into a location of it's own and adding another entrance for assault. I also made the comm view more steady in it's zooms, but due to really varying ground levels they got to wiggle a lit, I will try to improve it overtime, right now armory is the only one that might cause frustration, but the tight space in there might make the zoom good, if it gets combat heavy enough so drops are needed.
Next up is expanding the west side tech point room, and fixing some occulision geo being visible for the commander. I also need to place bars on the cell doors in the middle and fix their placement. I might tweak the line of sight placeholders for next sundays play test, but I'm not sure yet. I want to see a round, where people can view the map by pressing "c" first
We aliens dominated General Population most of the round, so I'll lay some screens in of the room here, along with the change screenshots.
Screenshots of changes:
Screenshots of General Population:
Tech point seen from node catwalk, you can see the top of the ladder from the ground up, on the side of the yellow container.
- Power node.
- Ladders for the marines to reach the power node faster than running to 2nd catwalk.
- First level catwalk.
- Resource seen from ceiling.
New "fixed" overview:
- Updated first post aswell.
Bonus Screen:
- As I was skulking around in the server room, I saw 2 exos and a marine staring out this window, first realised later that you could see the RR planet as a bonus
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
I looked at this aswell, I didn't find any problems with the main door, the animated doors on the glass room I can't scale
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
I just made alot of changes today and updated the publish of the map with them
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
- Main reactor is now better for a base but it only has one route to it. It needs another route so it won't cause a bottleneck. The doorways are also a little too tight and hard to get a cyst chain out of there.
- Path of justice has a container right in front of a corridor, also making cysting hard.
- Power point in general population is too hard to defend for the marines and will be impossible to hold a base there.
- The overall distances from the bases are huge, average cyst chains from a base to the nearest RT is 9 to 11 cysts. You should look some of the official maps how much distance they have between the bases and to the nearest RT. I think the average distance was around 6-8 cysts.
- Corridors and hallways are at a comfortable size and in the playtest they were a good place to fight in.
Distances are a big problem since in ns2 every second it takes to run out of the base is a second you need to react to your enemy. If it takes too long then it's easy just to zerg rush.
I know you've worked hard on this map so I hope this feedback wasn't too harsh. I think it's a very unique map and would be nice to see it finished.
As a general rule all techpoints do need atleast 2 ways in and out, If you do want to make 1 way in / out of a tech point id like to suggest then either that one entrance in/ out is huge (think generator on caged) or you could create a single (but large) corridor in but in the middle there are various obstructions pillars random walls etc (http://guides.gamepressure.com/dukenukemforever/gfx/word/-2069748968.jpg but the gaps between pillars is smaller)
- The overall distances from the bases are huge, average cyst chains from a base to the nearest RT is 9 to 11 cysts. You should look some of the official maps how much distance they have between the bases and to the nearest RT. I think the average distance was around 6-8 cysts.
distances on my map are around the same if not bigger but thing to remember if you are creating a larger map you need to limit the paths / routes as to not overcomplicate it and create deadzones where nothing happens at all
Regarding the cyst distance, I don't think that 2-3 more cyst per RT will make THAT much of a difference, I also have more RT's than most maps, so the economy should be there to do it. I set out to make a bigger map than the official ones (that was before descent xD), so if the cysts chains reflect that the map IS bigger, I'm actually quite happy. That will also slow the Alien side a little, so the marines have time to get out of their holes.
The power point in General Population started out on the ground and the catwalks was only connected by the stairs, so to reach the 2nd level, marines would have to run the entire route around the room, to utilize the high ground advantage, by moving the node up into the middle and adding ladders, the marines got an easy way to reach the catwalks different levels. The node might be to hard to defend, but this haven't been tested yet
Edit: Screenshot of what I'm talking about regarding the node. This could be one way to do it.
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Neat concept though i like it.
twitch.tv/current1y
It's a little more trickery than it seems
Better view of it's entrances:
The debate here is, if marine can hold it up there or not, even with ladders, TP and RT is located on ground level in separete sides of the room. The node started on ground level, but I moved it up to utilize the catwalks more.
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Screens:
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.
Cantina:
Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build 0.9.5 update: 04/04-2020
SWS DM map: ns2_sws_cube - forum thread.