ns2_forgotten
deathshroud
Join Date: 2010-04-10 Member: 71291Members
![deathshroud](https://forumsdata.unknownworlds.com/uploads/userpics/406/nYNIMQXFHDM91.jpg)
[img][/img]ns2 forgotten is a new map that is almost finished. This is no ordinary map though. It is a hacked and chopped map comprising of all the best locations from long forgotten official builds and maps. Primarily it features rooms from rockdown and early docking. The reason why i wanted to do this is because there was so much hard work put into those long forgotten rooms it would be a shame to let them go to waste.
The map also comprises of new areas that help to blend it together.
The only areas left to do to finish the layout of the map is locker and onos bar. locker being missing in the overview
after i am finished the map will have no resemblance to any current offical map since all the docking rooms that are shared between early docking and current docking will be gone from this map and replaced.
![53658A1FC244DB8F6B4B1A663443B308B3E07A7A](http://cloud-4.steampowered.com/ugc/50988718588992391/53658A1FC244DB8F6B4B1A663443B308B3E07A7A/)
The map also comprises of new areas that help to blend it together.
The only areas left to do to finish the layout of the map is locker and onos bar. locker being missing in the overview
after i am finished the map will have no resemblance to any current offical map since all the docking rooms that are shared between early docking and current docking will be gone from this map and replaced.
Comments
if i was to rotate my own custom level about it would be a nightmare
I think it's the non-planar faces that mess up the texture lock. I've got a bunch of trims on Temple that screw up even if I don't move them (ie click move gizmo with snap on, but don't actually change the position).
EDIT: What map is that second-to-last screenshot from? I don't recognize it.
I'm kidding, of course. Looks interesting, hope to play on it some time *cough*servermodsplzmorecustoms*cough*
I've wanted to make a troll map with an "east ____" area on the left, "central ____" in the corner somewhere, a room called "main" that isn't a TP area, same with "home", and "base". Also have to have a small room called "Marine Start" that isn't. Then, to top it all off, a key location called "ready room". ("guys, come to ready room", "okay", *loses all P-Rez*)
im going to try to come up with original names for the locations to make it feel like a new map.
its look is a cross between jambi and refinery, just 1 room left to do occlusion on.
im also retexturing and redoing the lighting as well in alot of areas
it does with minor changes, for example the res node in maintenance is no longer in maintenance and ballcourt has been replaced with a completely different room. Gen has also been altered. The map shares no resemblance with current docking however and most ns2 players have never played old docking and it will feel completely different to them.
Im also giving the map a complete lighting and texture pass so the rooms feel alot different
The map should be finished by tonight ready for testing so we will all find out.
Will be interesting to see how it plays and is received. I was never a fan of docking myself, I could never say exactly what is it about it though that makes me not like it as much as the other maps. Layout does look very similar to the old docking though
Mine entrance, 1 of the 2 marine start locations
east access, the first area to get a lighting, texture and prop overhaul.
the only thing stopping me is i cant remember how to build an overview, so i can then make sure its all working. If anyone can remind me please do.
START "Overview Map Generator" /d "C:\Program Files (x86)\Steam\steamapps\common\natural selection 2" Overview.exe %1 ns2
Pause
intoo a text file
then reneme the .txt part of the file to .bat
then you can move the level file onto the ... .bat file
the overwiev is generated in the natural selection 2\ns2\maps\overviews folder
there it's ready to use
this is one of 3 possibilitys if i remember well , (works if the path to ..\natural selection 2 in the .bat file is right) works for me
First update to the map and as you would expect alot of fixes. Overall feedback has been good but a few balance issues...
. No gorge should be able to bile a tech point from any vent
. Map has been made a bit brighter
. more texture and lighting work on various rooms
. A new vent added linking wooza's stand with rock down. This is to help sooth the "Old Maint" balance issues.
.more of storage ceiling has been walled up to prevent skulk access.
. some props were removed to reduce clutter
any feedback would be great on the map.
mostly lighting overhauling and a few minor tweaks.
. tech point in auxiliary node moved backwards.
. more prop work done.
. lighting overhauled in all rooms.
. res node in mine entrance moved closer to the tech point slightly
edit- was an issue with file not found, its sorted.
Bugs:
Drifters can't build Fusion Hive.
Pipe Run to Rock Down as Cysts is impossible.
Storage is filled with places you can't put buildings as Aliens.
Bad map design:
Gorges can bile bomb from tunnel on Mine Entrance.
Mine Entrance res can be sniped from System too easy.
I command. Much wows, abuse the shift.
http://www.twitch.tv/cyber_kun/b/577906747
Second game had an idiot Alien commander ruin the game. I was also eating Ice Cream for half of it so the camera sits a bunch.