Remake List

[AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
edited May 2013 in Mapping
<div class="IPBDescription">Which NS1 map is still missing and your favorite?</div>I was looking through my old NS1 maps folder and jumped into some maps to make me remember them. Boy oh boy, we had really good maps with even 15 RTs and a lot of long corridors without cover at all :P They still worked, were fun to play and real relocations made the maps sugar sweet and almost every round 40+mins long. But enough with the nostalgia. Here is the list of maps that I played on a regular base without siege maps. Feel free to add your own maps if I missed your favorite one or if you are working on a remake, PM me if it is still a secret ;) [green means that I read or heared about a remake/played it]

ns_: xsim_v2, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116097" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->tanith<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125634" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->ns2_co_shiva<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125977" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->origin<!--colorc--></span><!--/colorc--></a>, <a href="http://forums.unknownworlds.com/discussion/127757/ns_nothing#latest" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->nothing<!--colorc--></span><!--/colorc--></a>, <a href="http://forums.unknownworlds.com/discussion/128731/ns2_nothing#latest" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->nothing(2)<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117981" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->nancy<!--colorc--></span><!--/colorc--></a>, mineshaft, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115735" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->metal<!--colorc--></span><!--/colorc--></a>, machina, lucid, <a href="http://unknownworlds.com/ns2/forums/index.php?showtopic=114979" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->veil<!--colorc--></span><!--/colorc--></a>, <a href="http://forums.unknownworlds.com/discussion/128992/ns2_lost#latest" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->lost<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120259" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->hera<!--colorc--></span><!--/colorc--></a>,
fahkikko, eon, <a href="http://unknownworlds.com/ns2/forums/index.php?showtopic=115970" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->eclipse<!--colorc--></span><!--/colorc--></a>, bast, <a href="http://forums.unknownworlds.com/discussion/130434/ns2_ayumi#latest" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->ayumi<!--colorc--></span><!--/colorc--></a>, altair, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120817" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->stargate<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121894" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->caged<!--colorc--></span><!--/colorc--></a>, agora


co_: <a href="http://forums.unknownworlds.com/discussion/130388/co_blackmesa#latest" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->blackmesa<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119375&hl=" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->faceoff<!--colorc--></span><!--/colorc--></a>, lemmings_b5, crossfire, tetris (glad I remembered that map), <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120369" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->core<!--colorc--></span><!--/colorc--></a>, <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119652" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->pulse<!--colorc--></span><!--/colorc--></a>, <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->daimos<!--colorc--></span><!--/colorc--></a>, <a href="http://forums.unknownworlds.com/discussion/130265/ns2_co_angst#latest" target="_blank"><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->angst<!--colorc--></span><!--/colorc--></a>



ns_siege:

So, what do we mappers need to make a map like in NS1?
- the option to make ladder entities useable by aliens too
- fluids (water, green glowing slime etc.)
- custom: elevators, doors
- weldable doors/vents
- breakable walls, glass
- a working tram system
- useable cannons :P

I miss a lot of those maps ;)

Comments

  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I added ns_agora to the list. There is the outdoor map ns2_agora, but it is not a remake, right? So I don't make it green yet ;)
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    no, even the original agora was lost by some part of the ns1

    If i remenber, the mapper lost the map source :(
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    I wish someone would remake lucid, it was a pretty fun map to play imo.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Sry to hear about agora. I think something like this won't happen with the .level files and the workshop anymore. So we can see all maps again in NS3 :P

    Yes, we had good maps. There are maps that need serious remodeling because of ladders, water and blast doors etc. But I think lucid would be a good map for a remake.
    I can't help it, but I kinda miss ayumi, machina and shiva. Good maps, but underplayed. I wonder if I should start to make remakes myself at some point in the future.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    I loved Machina. Visually it was by far the most impressive NS map, but gameplay-wise it was too big and confused too many players. Agora was a blast too, definitely one of my all-time favorites and I was really sad to see it go at some point. I'd actually like to work on a 'remake' of Ayumi some day.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    iliked bast but its a shame ns2 doesnt support moving platforms
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    Something else crossed my mind. I it just me or are all the remade NS1 maps too tight regarding the specs? At least that's my impression whenever I play them. The corridors, rooms..simply everything seems to be shrinked a lot! Why?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=2066975:date=Jan 26 2013, 01:10 PM:name=Lt.Realness)--><div class='quotetop'>QUOTE (Lt.Realness @ Jan 26 2013, 01:10 PM) <a href="index.php?act=findpost&pid=2066975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something else crossed my mind. I it just me or are all the remade NS1 maps too tight regarding the specs? At least that's my impression whenever I play them. The corridors, rooms..simply everything seems to be shrinked a lot! Why?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Funny, I find the opposite to be true.

    Sentinel, you should put links on the "green" maps to their respective threads :)
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I will include the links, good idea.

    @Lt.: I think the ns2 remakes become smaller in dimension because the gamestyle changed from enjoyable and tactical to rush rush rush we have no time and don't make mistakes or we lost it from the beginning. There is no hive travel and you need a cystchain. That means you can't send a gorge to the other side of the map in order to hold a RT, you must wait and protect the cysts. You can't afford to send two rines into the nano vents to flush out a gorge for like 3-5 mins. Then you lost too much time and ground. Combined with the "lack" of patience from todays players, the maps have to become more compact(?). Also there are still no entities in the editor that allow for a restriction or expansion (weldable vents/doors). At least that is my theory :P On the other hand, the Cargo hive from Veil is way bigger than the original hive (good against GLs, bad against JPs).

    But what definately increased is the amount of cover inside a corridor. Run towards the rines and scream for more cover seems to be the motto of many players. It doesn't matter if there is enough cover at the ceiling or at the end of the corridor or that you could go gorge and use clogs. Players search the direct fight. How shall a mapper respond to that? More cover and smaller maps? ;)

    I still have to test the classic mod. If it works fine, there should be no problem with 1to1 remakes. Also Gorge tunnels will make bigger maps suitable again.

    Can someone with remake experience tell us about his problems and changes from the original layout?
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I can tell you that the scale of ns2_caged is the same as ns_caged. If it feels different than the original, that might have to do with FOV or some other type of view angle difference between NS1 and NS2.
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    edited January 2013
    <!--quoteo(post=2067010:date=Jan 26 2013, 03:46 PM:name=[AwE]Sentinel)--><div class='quotetop'>QUOTE ([AwE]Sentinel @ Jan 26 2013, 03:46 PM) <a href="index.php?act=findpost&pid=2067010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    I will include the links, good idea.

    @Lt.: I think the ns2 remakes become smaller in dimension because the gamestyle changed from enjoyable and tactical to rush rush rush we have no time and don't make mistakes or we lost it from the beginning. There is no hive travel and you need a cystchain. That means you can't send a gorge to the other side of the map in order to hold a RT, you must wait and protect the cysts. You can't afford to send two rines into the nano vents to flush out a gorge for like 3-5 mins. Then you lost too much time and ground. Combined with the "lack" of patience from todays players, the maps have to become more compact(?). Also there are still no entities in the editor that allow for a restriction or expansion (weldable vents/doors).<!--QuoteEnd--></div><!--QuoteEEnd-->

    indeed! that's a pity because we might lose a lot of the good old original gameplay that required patience and various tactical decisions rather than repeating 2 or 3 different tactics all over again. I also have to add that it's really a pity that you don't get the time to check out the nice map designs the mappers have put in so much effort to create. I'm really fascinated about small details and I can remember a few times I used to freeze in the middle of a game just to check out the incredible architecture or small details in some NS1 maps without getting killed in the process simply because it took longer to get to certain places on the map.

    I really miss weldable vents/doors and I hope that someone brings these options back into the game.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Fun fact: When I was deciding what map to remake I started on ayumi but moved to Origin
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    edited February 2013
    Added ns2_nothing to the list!

    If so many people are talking about ayumi, you might think someone would start to remake it.

    P.S.: The edit and preview text is the most confusing format I know, can't we get the old simple stuff back? This is just crazy :P
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Added a second ns2_nothing to the list!
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    And yet another NS1 map (lost) of the list made its way into the NS2 universe ;) A few more to go!
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Whenever i am done with Lost i will most likely start on Ayumi, always loved that map and it was made by a swede <3
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I really wait for Ayumi, great news :D I wonder if I should start machina or lucid then...
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    I almost did ayumi, I did origin instead
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Added the link for blackmesa. Still waiting for news on ayumi ;) And I am working on two other maps right now, so I won't have time to make a remake soon.
  • SolarisSolaris Join Date: 2003-05-11 Member: 16213Members
    I know an ns2 version of co_daimos is currently being worked on by Hypergrip (who I think also created the original map).
    According to the text "The 'New Deimos Training Facility' (ns2_co_deimos) this is not a 1:1 remake of co_daimos, but a reimagination. The 'landmark' locations are still there, but there are a lot of changes in the way the locations are designed (some are necessary because aliens can't climb ladders, other were me just fooling around). My hope is that players who played the original version co_daimos will find the locations and the layout to be familiar. [...]"
    I had a chance to take a look at the current build, it's different in a lot of ways, but somehow really does feel very familiar. I think there was a thread about it, but I can't seem to find it for some reason (search broken again?)
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    co_angst feels pretty left out of this list. Not sure how one of the most played combat maps was left out.
  • SolarisSolaris Join Date: 2003-05-11 Member: 16213Members
    btw: has anybody solved the erady room "puzzle" on new Deimos yet?
    I know mathematically it's only a matter of trying a couple pf times, but I hate the notion of "brute forcing" it. (and I promised not to take a peek at it in the editor :D)
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I haven't looked at it yet. But I just tried to open NS1 and look the two maps up. It won't start over steam...was working a while ago O_O Is your NS1 still working? Every day a new problem :D
  • =Mr.P==Mr.P= Join Date: 2012-02-20 Member: 147025Members, Reinforced - Shadow
    I haven't looked at it yet. But I just tried to open NS1 and look the two maps up. It won't start over steam...was working a while ago O_O Is your NS1 still working? Every day a new problem :D

    i use Crafty and open the bsp (map file)
    if you don't have it you can get it here

    http://nemesis.thewavelength.net/index.php?p=45
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Wow, that's a neat programm! Thanks for the link Mr. P
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Solaris wrote: »
    I know an ns2 version of co_daimos is currently being worked on by Hypergrip (who I think also created the original map).
    Yes, it's in the works. No forum thread yet, though. I'll make a post comparing what has changed and what elements were carried over, after i put some more work into it. (thanks to Flaterectomy for providing the screenshots of the original co_daimos and saving me the time to reinstall NS1)
    Solaris wrote: »
    btw: has anybody solved the erady room "puzzle" on new Deimos yet?
    If you actually read the complete text of the email you'd had noticed that only 4 people have the current beta build right now for some initial feedback. So my magic crystal ball says the answer to your question is no :p

  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Added a link to ayumi and angst/daimos to the co_maps list.
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