NS1 map archive
DarkSeraph
Join Date: 2004-06-07 Member: 29174Members
in Mapping
Here is a great archive of NS1 maps:
http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/
You can use the good old Hammer editor, or Nem's tools (will be without texture)
I personally am eying co_airlock... so don't steal it!
http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/
You can use the good old Hammer editor, or Nem's tools (will be without texture)
I personally am eying co_airlock... so don't steal it!
Comments
Circa year ago I have been "sightseeing" trough a lot of NS1 custom maps, so still I have some personal favorites in my memory. I haven't been definitely trough all the custom maps and maybe I have missed some masterpiece, but anyways here are few of my personal picks:
ns_achio - this maps is so huge that it will blow your head out, some locations are very memorable, it was made by Kouji_san
ns_altair - it has a submarine !!
ns_eon - this map is really well made, it has excellent architecture
ns_hydrosity - that one is by Mouse, it has original setting and different mood from other ns maps
ns_machina - this one by Merkaba was included in NS 3.0, but is such blast of awesomeness that everyone should go and see it :-D
ns_mazion - it has very well made veil/eclipse-like architecture
ns_rust - one of my favorites, it has distinctive atmosphere and some really neat details
ns_shiva - a masterpiece by Moultano, one big eye-candy :-D
ns_source - one of the unfairly forgotten pieces - unfair to the amount of effort put by lt.Gravity in this map
ns_thorstation - I feel big potential from this map which was not 100% realized, but still nice map
Also I would like to advertise my maps: ns_hulk and co_overmind
I might try to take one on instead of making something new; I think angst was my favorite ns1 co map.
I hope we still have the source .rmf or rather the .map files for these most of these maps. those could probably be opened in SparkE already right? But it still would be a complete rebuild, I guess. What with SparkE using faces for geometry while Goldsrc uses brushes...
I've picked up the editor again a couple of days ago and am now working on a ns2_co_deimos (yes, with an "e"). It will not be a "recreation" of my old co_daimos, but more of a "reimagination" (missing entities and no ladder-climbing for Gorge/Onos just being two of the reasons). It will have all the key locations of the originals "chained" together in the same way, but with a little different layout. Of course it'll feature all the old-school NS1 stuff, like conveniently-placed-crates[tm] for cover, deadly space-sewer-slime and a cheesy little ready room secret.
If anybody feels the need to recreate a 1:1 "port" of co_daimos, go ahead though.
EDIT: i did some research...
Convert: .bsp to .level = not available, BUT:
- manually: how-to-recreate-ns1-map-to-ns2-map (THREAD)
- automatically a):
- open the .BSP in Crafty and export it as...
- .vmf & open the .vmf with Spark Editor - not working
- .vmf & open the .vmf with Valve Hammer Editor & save it as a "valid" .vmf & open the .vmf with Spark Editor - did not try this
- .map & open the .map with Valve Hammer Editor & save it as a "valid" .vmf & open the .vmf with Spark Editor - did not try this
- .obj & open the .obj with ??? & save it as ???... - did not try this
- automatically b):
- use the free & open source HLLIB (Half Life Library) to open BSP-Files
- use this thread to get an info about the .level file format
- implement a program to convert .BSP to .LEVEL
Convert: .rmf / .map to .vmf to .level = available!File Formats:
HLLib: (Link)