ns2_nothing Dev/Release Thread
Kalopsia
Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
Hi everyone,
Over the three weeks I had off over Christmas, I spent countless hours bringing an old beauty back to life in NS2........today i present to you ns2_nothing.
I managed to import the original level from NS1 into Spark, then I spent many many hours removing useless brush based geometry. The map is a 1:1 scale of the original.
At the moment I'm sitting at about 87% completion before I will post the level up for testing. However I do have a few screenshots to tease
DOWNLOAD LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=220935709
Original NS1 Overview
NS2 Nothing Overview
Previews
Here is a breakdown of what rooms are done:
So post up what you think. Suggestions, ideas, criticism, just let it fly.
Also in the next few days I'm looking to obtain your input on making one of the last rooms. I'm stuck for inspiration so I'm looking for ideas The room is docking wing and has a converyor belt running from Miasma Walkway. I will post some screenshots up soon of what I have done to give you an idea on the direction.
p.s Points to the first people who can guess the rooms in the screenshots
- Kal
Over the three weeks I had off over Christmas, I spent countless hours bringing an old beauty back to life in NS2........today i present to you ns2_nothing.
I managed to import the original level from NS1 into Spark, then I spent many many hours removing useless brush based geometry. The map is a 1:1 scale of the original.
At the moment I'm sitting at about 87% completion before I will post the level up for testing. However I do have a few screenshots to tease
DOWNLOAD LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=220935709
Original NS1 Overview
NS2 Nothing Overview
Previews
Here is a breakdown of what rooms are done:
So post up what you think. Suggestions, ideas, criticism, just let it fly.
Also in the next few days I'm looking to obtain your input on making one of the last rooms. I'm stuck for inspiration so I'm looking for ideas The room is docking wing and has a converyor belt running from Miasma Walkway. I will post some screenshots up soon of what I have done to give you an idea on the direction.
p.s Points to the first people who can guess the rooms in the screenshots
- Kal
Comments
I have to ask, how did you import the old map into Spark? What tools did you use? I'd be very interested to know
Some of the screenshots show some big flat surfaces, and could do with some finer detailing. Does 100% done on a room mean you feel it's complete, or are you planning further detail passes?
How did you deal with the elevators?
- First I used a BSP to vmf converter (e.g http://nemesis.thewavelength.net/index.php?p=30).
- Opened up the vmf in hammer
- Selected absolutely everything, opened up a new level in hammer and pasted all the brushwork back in.
- Opened the .vmf in spark
I will put together a step by step guide on it and post a new thread up because I think a few people might want to know this. The key point was copying all of the brushwork into a brand new .vmf file because otherwise spark will crash everytime.
Yep will do. The progress I'm showing so far is up to the point where I want people to start testing it out for gameplay, bugs, etc so I can modify it accordingly. I know it will still be a long way off even after that point.
Regarding flat surfaces, yeah I agreee. I've been meaning to fix the floor in the first screenshot for a while. However I'm waiting until I've completed the other rooms first before I come back and detail it further.
Unfortunately given the current entities with standard NS2, there will be no elevators. I've had to bring the entire map up to the same level.
I for one will appreciate all your hard work when it's finally playable
Aww just joking, good job on this remake and good luck with further tuning.
Edit: As for NS1 map conversion, also Mem's BSP viewer is quite handy, it alows to save BSP as a .map which Spark can read, but the resulting mesh is very bad though.
Nope not yet.
what you should be careful about is marine start being so turtle friendly from what i can tell (also PS and viaduct are very open). so like others already mentioned it, have it tested before adding too much detail. would be a shame when you had to redo certain rooms / corridors because of bad balance.
Do any pub servers have it on rotation alrdy?
Yeah it's a problem I think will exist with most of the tech points. I suspect I will have to maybe put in more vents / change entry points.
http://steamcommunity.com/sharedfiles/filedetails/?id=220935709
Please rate it up in the workshop if you like it.
@aeroripper Yeah agreed. I managed to have a few rounds last night however some people kept falling out hahah
I also need to add the hurt triggers back in for Foreboding and Silo water.
Please post your hammer options settings as to how you get the .vmt files to show up. Your game config and the other settings in the option list. What version of hammer are you using. Please be as precise as you can, Thanks
- Added power node to Viaduct Access West
- Removed large holes to prevent access to outside world
- Adjusted vent going from Viaduct to Red Room to prevent the hive blocking access
- Ongoing maintenance removing small holes in the map.
- Adjusted pathing in communications and Ventilation to prevent ARCs riding the wall.
- Adjusted Occlusion outside Cargo
- Added CommanderInvisible group to Viaduct
- Removed high wall in Pipe Room from Commander View.
- Added cavity in Threshold to provide more cover.
- Added steam jet to Threshold
- Fixed holes in Ready Room
- Added hurt triggers into Silo water and Foreboding pit.
- Removed res node from Docking
- Adjusted Occlusion behind Viaduct hive
- Fixed ceiling in Silo Access South so aliens could fit between pipes and ceiling
- Raised ceiling in Intimidation to allow Alien access above pipes
- Removed holes from Silo Access North
- Finished Silo Access North
- Lowered vent in Ominous to prevent line of sight from hallway
@prevertmaximus I will make a seperate thread on the exact import guide I used so people can easily find it in the future.
Also received a lot of good feedback for changes and improvements.
http://www.gameserverdirectory.com/search.php?q=&players=&game=natural-selection-2&bots=&country=&pwd=&map=ns2_nothing&type=&version=&claimed=&tags=
- Completed Docking Station
- Added vent between Marine Start and Painted Corridor
- Updated pathing
- Modified occlusions