ns2_nancy2019
Hey all,
So I did it again. Another (not so good) remake of an NS1 map. ns2_hera2018 has some hates because lots of different height levels, good news is Nancy don't have this problem.
It's based on one of the ns2_nancy hanging on the Workshop for years. Technically this is the Hannibal version improved (yes he gave me his permission). I'm not sure, but it seems as a raw export from the NS1 map. The geometry is sometimes messy, but it's far less messy than the hera one I worked before.
WORKSHOP LINK : https://steamcommunity.com/sharedfiles/filedetails/?id=1709422904
Objectives :
Important stuff changelog -
To do :
Important note :
Don't play this map if your not nostalgic, open-minded and/or willing to help me improving this map aswell as my Spark skills. Thank you !
Don't hesitate to draw me a layout
Overview :
Screens (DX9) :
So I did it again. Another (not so good) remake of an NS1 map. ns2_hera2018 has some hates because lots of different height levels, good news is Nancy don't have this problem.
It's based on one of the ns2_nancy hanging on the Workshop for years. Technically this is the Hannibal version improved (yes he gave me his permission). I'm not sure, but it seems as a raw export from the NS1 map. The geometry is sometimes messy, but it's far less messy than the hera one I worked before.
WORKSHOP LINK : https://steamcommunity.com/sharedfiles/filedetails/?id=1709422904
Objectives :
- Have a playable version of Nancy with NS2 Gameplay
- See what can works in this map for maybe a complete remake one day.
- For me learning Spark while having an objective.
Important stuff changelog -
- Added OcclusionGeometry
- Added Power-points
- Some Layout changes & Ress nodes
- Added/changed some locations (I try to make some name shorter)
- Invisible Vents & Props for comm
To do :
- Some BOT issue, especially on the Marine side (but ok when you give them waypoint)
- Some corridor needs to be bigger I guess
- Texturing
- still InvisibleGeometry to improve... did my best but some faces seems to be double...
Important note :
- Mother hive can't be spawn as first hive
Don't play this map if your not nostalgic, open-minded and/or willing to help me improving this map aswell as my Spark skills. Thank you !
Don't hesitate to draw me a layout
Overview :
Screens (DX9) :
Comments
Hope to test it on the spark crafter collective server !
If you have no server to run it at, i could fire up an 18slot for testing!
Yeah why not ! Add me on steam :
https://steamcommunity.com/id/xale_gc/friends/add/
or click here (this link only work once) http://s.team/p/cqtkc/NNRWHNPK
foobar's modding server
46.101.131.165:27015
I'll be online on steam later today...
Yeah don't worry I've added some crates in long corridor
The map as it exists now is mostly a direct port of the old NS1 map with a couple of corridors added to Bridge.
Some of the key points that need to be worked:
Now, having said all of that time for some solutions!
Now, on to the vents as promised
That is my current list that I am working on. I am open to suggestions as is Xale, so please feel free to make any comments on the proposed changes I listed as well as any ideas you may come up with.
I already replaced the ladders with stairs. Pathing is now ok
Iconic maybe but it's not a very beautifull room in my opinion
I moved subspace a bit as you can see
Having hive easily killed by JP/GL is NOT a bad thing ths
Yeah that's why I added another corridor.
Just about 12 256 dimension. Trust me, I counted
At first I wanted to move corridor a tiny back but, but then I realise that this ress node is already far for marines
A little bit but if you compare, veil has a lots of vents too
I don't agree.
I moved subspace because of arc range. And for Port Engine I let communication be an ARC room. Because that is the central hive, and I think it needs to be arcable, otherwise it's OP. It's a big shame central hive in veil isn't arcable anymore, I remember a lot of siege tactics to get rid of than hive.
Thus, Communication doesn't have a RT, so it's just a room for ARC strategy, I don't think it's unfair considering the power of Central hive in general.
It was too close from Port bridge access RT. Mess hall it very big and advantage Marine. And I had the Tunnel RT
Well, I based on ns2_veil timing for that ress node, and it should match, otherwise it would be too lose from Marine-Start.
The way the rooms are connected with each other is a bit problematic. You have basically one center room, where everything has to go through. The Hive location Mother has basically only one exit.
Bridge and Subspace feel like they are completely out of the map. I would suggest having a look at the default way of how NS2 maps connect their rooms (Summit, Biodome, Descent) and start from there. I would also do that without vents in mind, and then adding them as required.