[Port] ns2_hera
Kalopsia
Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=608817889
Overview (updated):
Yesterday I decided to mess around and perform a direct ns_hera import from NS1 so that we at least have something to play on....it actually came out pretty good. Yes I know it's not a fantastic layout but so I've made a few changes to at least make things a little better. I've thrown in a few basic entities to allow people to have a few games on it. This is a greybox only and has no occlusions as of yet....so performance may be a little crappy for some. A few other changes include:
- Removed of all doors
- Added ladders to existing ladder locations
- Added a tech point into Holoroom (5 in total)
- Added basic lighting
- Pathing has been setup for drifters, etc....might not be amazing due to some rooms having multiple floors
I'm not sure exactly what my plans are with this but I may or may not develop this further depending on community interest. Just briefly, I've been brainstorming a few high level layout designs, this is what I've come up with so far with the last one being my preference so far.
http://imgur.com/a/OLgcN
So yeah....enjoy I guess
Overview (updated):
Yesterday I decided to mess around and perform a direct ns_hera import from NS1 so that we at least have something to play on....it actually came out pretty good. Yes I know it's not a fantastic layout but so I've made a few changes to at least make things a little better. I've thrown in a few basic entities to allow people to have a few games on it. This is a greybox only and has no occlusions as of yet....so performance may be a little crappy for some. A few other changes include:
- Removed of all doors
- Added ladders to existing ladder locations
- Added a tech point into Holoroom (5 in total)
- Added basic lighting
- Pathing has been setup for drifters, etc....might not be amazing due to some rooms having multiple floors
I'm not sure exactly what my plans are with this but I may or may not develop this further depending on community interest. Just briefly, I've been brainstorming a few high level layout designs, this is what I've come up with so far with the last one being my preference so far.
http://imgur.com/a/OLgcN
So yeah....enjoy I guess
Comments
My advice is that you really need to keep it 4 tp not add in a 5th (if you keep it at current size), you also need to make the map BIGGER to account for the sizing of ns2 entites / models vs ns1 / valves hammer editor. you need to scale the map up by either x1.5 or x2 (in all directions, then maybe the layout will work and you could look at adding in a 5th tp).
I would also suggest adding in a vent between cargo and maintenance corridor
I agree. As a test, yesterday I ran around the outside of the map as a marine. It pretty much takes 11 seconds to reach each res node sprinting.
Yeah that whole section needs to be reworked because that elevator will need to go as well.
Happy to work on any of the other ports if they are still working on them. Likewise if they want to join in on this.
I laughed way too hard at that, my neighbours came over for an intervention...
wthout the elevators though im not sure i would be happy
http://forums.unknownworlds.com/discussion/130726/ns-bast-community-remake
Screenshots are a little dark but I didn't bother remaking it further because as @deathshroud mentioned, lack of elevators was a problem.
haha awesome, I felt the Oprah meme was pretty spot on for this situation :P
I'm sure stairs were invented before elevators?
but elevators are 100x more fun than stairs, hell i would settle for escalators though
new dev team should make elevators and trams work, best thing they can do with their time
Yeah, you'd need your full attention for Bast. It's either best Bast or bust.
I'm sorry. I'll get my coat.
I agree.
1. Elevators
2. Custom/larger doors
https://developer.valvesoftware.com/wiki/List_of_HL1_entities
https://steamcommunity.com/sharedfiles/filedetails/?id=107977815
Sorry for the thread derailing.
I've always been under the assumption (can't recall where I read it) that there's no point using EEM because each official NS2 update breaks the mod? That mod you linked hasn't been updated since 2013, however I haven't actually tested it myself. Is there any truth to that or should I start using it?
However if you do, please retain its atmosphere of menacing, dark, gritty with its ALIEN inspired theme, none of this "clean" looking business!
Bast was a great map on NS1 but you can't port it to NS2 like that.
You have to redo everything and take care about distances / lag / heights / layer etc... In fact every NS1 port (crude) is performing poorly or is impossible (no elevator vs Onos etc).
You can only create a remake (or reboot). It's like this map with Reactor, biodome and Furnace. Suddenly i can't remember the name, but it's clear it can't be ported like that (ladder/elevator and such).
So it's making a new map and nobody can be sure to make something that people will play (custom syndrome), enjoy, and that plays well naturally.
Ah good old Origin!
http://steamcommunity.com/sharedfiles/filedetails/?id=115795799&searchtext=origin
As mentioned previously, please focus on the layout, tech/res locations, distance between key areas, etc. Ignore the long corridors at the moment until the layout has been finalised.
Overview
Changes
- Changed to fixed spawn locations (Marines always start in loading bay)
- Removed tech point from holoroom
- Widened corridors to help with testing
- Added additional entry into Vent hive
- Updated Processing layout
- Updated Holo
- Updated Cargo
- Added stairwell to Maintenance Corridor for testing
- Added sample props around the map
- Added glass material to several rooms