<!--quoteo(post=1776058:date=Jun 24 2010, 05:01 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 24 2010, 05:01 PM) <a href="index.php?act=findpost&pid=1776058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So has anyone actually begun working on a map yet?<!--QuoteEnd--></div><!--QuoteEEnd--> I am but not nancy or any other ns1 map...
I'd like ns_tanith. Quite many maps in NS1 can be controlled from 1 point on the map (hera, origin, nothing) and I don't like that.
It'd be nice to have many more vents in NS2 maps since computers are newer and old artificial brush/geometry/whatever limits are raised/removed. If marine feels secure in a room something is wrong.
<!--quoteo(post=1775465:date=Jun 19 2010, 05:20 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jun 19 2010, 05:20 PM) <a href="index.php?act=findpost&pid=1775465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If there is enough interest in it I might start a Nancy recreation for NS2. I am working on an entirely different map to try and match the guidelines but as you may know Nancy is one of my favorites :)
Given how nice the spark editor is to work with and the fact that I own the source file a NS2 Nancy recreation would not be too difficult. Of course adding props and upgrading certain aspects are where it's going to take the most time.
Minor dredge on this thread so I can vote for ns_machina. Do yourself a favor if you've never really played this map. Load up NS1, start a game on this map, and just walk around for a while. Merkaba just GETS IT when it comes to ns mapping. Pay special attention to the "Turning Point" area. This is a perfect example of how to make a compelling arena for the timeless marine vs skulk battle. Plus it's multi-level without breaking flayra's multi-level rule! The Z-axis really comes into play all over Machina. What I really love about the map is how marines can get just about anywhere aliens can (but not as easily) through boosting, tricky strafe jumps, interestingly placed ladders, etc. Even if this map doesn't get remade, I urge you mappers to take some cues from this masterpiece.
<!--quoteo(post=1776058:date=Jun 24 2010, 04:01 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 24 2010, 04:01 PM) <a href="index.php?act=findpost&pid=1776058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So has anyone actually begun working on a map yet?<!--QuoteEnd--></div><!--QuoteEEnd-->
There's a forum dedicated to it, so I'm going to guess yeah.
<!--quoteo(post=1781647:date=Jul 21 2010, 10:42 PM:name=Lucid)--><div class='quotetop'>QUOTE (Lucid @ Jul 21 2010, 10:42 PM) <a href="index.php?act=findpost&pid=1781647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Minor dredge on this thread so I can vote for ns_machina. Do yourself a favor if you've never really played this map. Load up NS1, start a game on this map, and just walk around for a while. Merkaba just GETS IT when it comes to ns mapping. Pay special attention to the "Turning Point" area. This is a perfect example of how to make a compelling arena for the timeless marine vs skulk battle. Plus it's multi-level without breaking flayra's multi-level rule! The Z-axis really comes into play all over Machina. What I really love about the map is how marines can get just about anywhere aliens can (but not as easily) through boosting, tricky strafe jumps, interestingly placed ladders, etc. Even if this map doesn't get remade, I urge you mappers to take some cues from this masterpiece.<!--QuoteEnd--></div><!--QuoteEEnd-->
My one gripe with machina is it forces you to learn the map by keeping the map open everywhere you walk.
Granted, the place is GORGEOUS and has wonderful gameplay in many locales, but the halls are so twisty and the map so sprawling it took me 4 or 5 games to really get my bearings everywhere on the map. And even then I still found little clever secondary routes/vents for a few games.
Really ns_lucid was also really classy with its art style. The curves and the skylights had great ambiance. It was unfortunately vent heaven, which really messes with things when Skulks can basically backline everything without exposing themselves, but they tried to counter that with once a Skulk was in the open there was no where to hide.
and don't forget co_blackmesa and co_lemmings for all those co-only players.
Those are the best maps to start porting. But the best part is when someone ports some of these classic NS maps while ignoring that NS2 is balanced differently, which may result in marine win more often then it did in NS1 :P
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
I am actually remaking ns_tanith, but its going to be different. The rooms will almost all be the same and I am thinking of only putting 4 tech points in it.
I'll post screen shots when I have a few rooms done
Nancy -If it is remade for NS 2 I would like it if the doors were just like in the original NS 1. I have so many fond memories of killing onos, and blocking fades with those doors by marine start and up by port engine. Same as a skulk hitting the door button and smashing a marine.
Bast - Nothing like the long ominous tram tunnel, and long elevator shafts.
Cage - The vents, hallways rooms, cat walks, rafters, limited lighted areas, corners prefect ambush spots for aliens and the Marines last stand in sewer hive.
also ns_lucid... do yourself a google image search and observe. I had some great times via NSArmslab on this map... great map great map great map... looks like it would transfer fairly well to ns2 because of its layout
Comments
I am but not nancy or any other ns1 map...
It'd be nice to have many more vents in NS2 maps since computers are newer and old artificial brush/geometry/whatever limits are raised/removed. If marine feels secure in a room something is wrong.
I never understood why that map isn't in DoD:S :( (dod_caen2)
Given how nice the spark editor is to work with and the fact that I own the source file a NS2 Nancy recreation would not be too difficult. Of course adding props and upgrading certain aspects are where it's going to take the most time.
Opinions?<!--QuoteEnd--></div><!--QuoteEEnd-->
:D
You are my most favorite person ever!
Nancy rocks!
These and in this order.
The one with a res node out on a platform surrounded by mountains.
:)
There's a forum dedicated to it, so I'm going to guess yeah.
My one gripe with machina is it forces you to learn the map by keeping the map open everywhere you walk.
Granted, the place is GORGEOUS and has wonderful gameplay in many locales, but the halls are so twisty and the map so sprawling it took me 4 or 5 games to really get my bearings everywhere on the map. And even then I still found little clever secondary routes/vents for a few games.
Really ns_lucid was also really classy with its art style. The curves and the skylights had great ambiance. It was unfortunately vent heaven, which really messes with things when Skulks can basically backline everything without exposing themselves, but they tried to counter that with once a Skulk was in the open there was no where to hide.
ns_stargate_nsa
ns_digsiege_fnl
ns_supersiege_003
ns_supersiege_005
ns_cerbsiege
possibly ns_biosiege
and don't forget co_blackmesa and co_lemmings for all those co-only players.
Those are the best maps to start porting. But the best part is when someone ports some of these classic NS maps while ignoring that NS2 is balanced differently, which may result in marine win more often then it did in NS1 :P
I'll post screen shots when I have a few rooms done
Nancy
-If it is remade for NS 2 I would like it if the doors were just like in the original NS 1. I have so many fond memories of killing onos, and blocking fades with those doors by marine start and up by port engine. Same as a skulk hitting the door button and smashing a marine.
Bast
- Nothing like the long ominous tram tunnel, and long elevator shafts.
Cage
- The vents, hallways rooms, cat walks, rafters, limited lighted areas, corners prefect ambush spots for aliens and the Marines last stand in sewer hive.
also ns_lucid... do yourself a google image search and observe. I had some great times via NSArmslab on this map... great map great map great map... looks like it would transfer fairly well to ns2 because of its layout
Will be an official NS2 map.
But would really enjoy seeing some of the underplayed, yet great ones there, like ns_metal, and ns_ayumi! Two excellent maps
True, although it isn't based in any way on the old NS1 Mineshaft. It just shares a "mine" theme.
ns_nothing that is.
however I still like ns_metal and ns_ayumi the most.
A pity noone likes ayumi. :(
<b>Classic Maps</b>
<ul><li>ns_caged</li><li>ns_lost</li><li>ns_nothing</li><li>ns_bast</li><li>ns_origin</li><li>ns_tanith</li><li>ns_eclipse</li></ul>