ns2_origin
pSyk0mAn
Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
- Remake of ns1_origin -
http://steamcommunity.com/sharedfiles/filedetails/?id=859097492
I put together some NS1->NS2 comparison shots for anyone interested or who never played the NS1 version
I always wanted to make this remake. Even asked Cadaver for permission years ago.
The idea, layout, etc was growing in my head the last months and I finally started like two weeks ago.
I'm using a kinda veil-layout as blueprint, because obviously the NS1 version with all the vents between hive locations won't work.
I will add almost all vents tho, except the exit into marine start.
Edit: Changed to a kinda caged-layout to improve balance for aliens.
NS1-Overview:
Current Overview:
http://steamcommunity.com/sharedfiles/filedetails/?id=859097492
I put together some NS1->NS2 comparison shots for anyone interested or who never played the NS1 version
I always wanted to make this remake. Even asked Cadaver for permission years ago.
The idea, layout, etc was growing in my head the last months and I finally started like two weeks ago.
I'm using a kinda veil-layout as blueprint, because obviously the NS1 version with all the vents between hive locations won't work.
I will add almost all vents tho, except the exit into marine start.
Edit: Changed to a kinda caged-layout to improve balance for aliens.
NS1-Overview:
Current Overview:
Comments
The distance from marine base to double is almost natural RT distance, which means that it will fall into marine hands most of the time.
I think you should either:
A ) scratch double and add a ventilation hive natural RT in coolant / generator
B ) greatly increase the marine start to cargo distance by blocking the industrial to cargo path and rerouting the lava catwalk to cargo path to increase distance
C ) keep cargo as marine double, but increase computer lab and laser drilling natural RT distance beyond the usual natural RT distance
Furnace spawn lane Biodome spawn lane
Those spawn lanes mean where teams meet first time in regards to travel time?
I checked travel times as non-sprinting rifle marine and compared them to Veil.
In Veil marines need ~30 seconds to Nano, here marines need 25s via Industrial and 30s via Drilling.
Travel times to naturals are ~12s.
I'd like to keep the layout as close to the original as possible, so I'd rather prefer to move industrial and cargo closer to enemy territory or hive locations closer to the middle.
Also keep in mind cargo and industrial are more alien friendly compared to nano in veil due to vents and elevations.
If things won't work out at all I can still change it.
Edit: Well, I'm glad you brought it up. I rechecked alien travel times and the hive locations are a few seconds too far away for sure.
Idk what i did there lol, cause I checked first when I made the floor layout.
I have a few mapping questions tho:
-Is it possible to rotate the skybox or would i have to create a new cinematic (sun location; dont wanna rotate the map) ?
-Vertices still go off the grid, when you keep transforming and copying the same faces and cause these tiny flickering cracks. Is there a solution?
-I can't properly search textures in the browser unless I remove "^materials/", but then I also get textures of props and other unwanted stuff.
Other than that, this is a dream come true and I'm looking forward to seeing how it plays.
Unfortunately, no. A new skybox is needed if you want to rotate it.
Make sure, when you're transforming, if you want to keep it relative to the grid you're on, use the "Move Origin Cycle (Previous)" option from the Edit menu (with the move tool). This makes the translation tool itself snap to the grid before you start dragging, so it doesn't force everything you've got to go off grid to put itself back on grid. Default is "," (comma) I believe...
Put a space between "^materials/" and your search terms By typing immediately after the "/", you're specifying a sub-folder to restrict results to.
I would just CTRL + A and rotate the map (with texture lock on if needed) until it is situated the way you want it to be.
I use snap to grid, but it can be very risky in some situations... also, don't forget that you can weld vertices together to avoid certain overlap issues.
Thanks BeigeAlert, that space so simple yet genious lmao.
I didn't mean the moving of complex geometry tho. More like copy and pasting geometry over and over, scaling and changing it. Eventually you'll notice coordinates like xx.99 or yy.01
..it had something to do with meter and inches stuff in spark, if I recall correctly.
Oh... my... god.
Why is it set to comma/period... when rotation is set to apostrophe/semi-colon!
I've been living without this for so long! #SadPanda
No, no, it's where (I guess) the marines will most likely try to contain the aliens in order to win. It's where the marines are able to lane block enough ground in order to not let the aliens get three techpoint or more than 3 RTs, while having at least 4 RTs themselves.
I'm trying to wrap my head around why Veils double works and I think it is because of its dead end design. Pushing nano means not blocking lanes , which makes you prone to base rushes.
A double res node in a central / hub room design means that pushing equals lane blocking. Like: you have to lane block industrial antechamber anyway, so you might as well push cargo double.
Killer Monkey did this version of the map a long time ago that we played as SCC regularly for a while. Might be worth looking at (if you haven't yet) to see some of his choices.
Thanks.
..and I'm planning to keep those vents above the hallway to cargo. Not sure about the vent connection from Lava to Industrial tho.
I know NS2 can't suffice with ladders but a ramp or staircase leading down to coolant monitoring would keep a lot of the flavor of the original map as opposed to the vertical sameness NS2 maps generally suffers with.
They will retain their lower elevation tho, but with stairs instead of an elevator shaft.
recent Overview:
Ore Scanner shot from outside the map:
Smelting Room:
I'll play around with some content creation and attempt to make some holograms.
Looks pretty cool.
No time off for you, get mapping!
Thanks for the offer, I'm open for these kind of suggestions once the map is playtested.
Kinda finished Furnace. Too much symmetry due to copy paste, I know lol, but its good enuff for playtest.