ls_hellevator
Kouji_San
Sr. Hινε UÏкεεÏεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
Last Stand Hellevator on the workshop
A proof of concept and can probably be used as an example for smaller maps for the Last Stand mod. It seems to work fine with 24 players even. It's hectic but due to the way Last Stand works it somehow comes together, quite surprising indeed...
Comments
Totally fixed that stuff :P
Also making the back vents a bit more interesting so marines can still camp there if they want to, but its somewhat more challenging now. Still have to add that silly OcclusionGeometry as well >: (
Added some more textures and stuff as well to the marine base and tweaked some lights...
Also fixed a stuck point at the equipment crate in the E3 hallway
I downloaded hellevator and opened it in the editor to see how to set up a ls_map... and didn't find any entities???
No spawn locations, no game_rules_stuff, etc.
I'm confused. The map is working in game but not in the editor? What am I missing?
You need first to set a mod inside the new launch pad and start the editor from it.
Hihi sorry kouji for yesterday, my ConsistencyConfig is not clear
I just used a hacky way to get it to work btw. I've simply added the Last Stand entity list to the NS2 editor_setup.xml and copied the related models over to the NS2 model folder. Setting up a mod is a safer way to do this, but it works and I don't feel like setting up a mod if it already works :P
There are only 6 entities needed for a Last Stand map:
1x ls_alien_spawn
2x ls_ammo_pile
2x ls_equip_pile
1x ls_exo
1x ls_marine_spawn
2x ls_meds_pile
If you've set up the mod correctly or used the hacky way, they will show up in your entity list. For the ammo, meds and equipment piles it's best to have two locations for each of them, one somewhere in the marine base or very close and one in the "danger zone"
Git yer stuff together MGS :P
-says the guy who's Last Stand server keeps crashing on map change