Remade old ns1 maps?

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited August 2011 in Mapping
I wonder why nobody try to remake the old maps, of course the gameplay change a lot but the map layout was very nice.
I mean, i am the only one who get a giant retrofeeling while watching this image? ^^
<img src="http://yclo1.free.fr/galerie-ns/images/mus__e_natural_selection___maps/plans_-_layout/ns_caged.jpg" border="0" class="linked-image" />

Video:
<a href="http://www.youtube.com/watch?v=qjTrB0BQfZA" target="_blank">http://www.youtube.com/watch?v=qjTrB0BQfZA</a>
My mind explode if i see this, i play this mod. for a half year, it was so much fun, the sounds, the maps, the community, everything was just awesome.

or more at this:
<a href="http://www.lerk.de/forum/viewtopic.php?f=1&t=512" target="_blank">http://www.lerk.de/forum/viewtopic.php?f=1&t=512</a>

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->
EDIT:<!--sizec--></span><!--/sizec-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114602&st=20&p=1868805&#entry1868805" target="_blank">WATCH OLD NS1 maps in Editor without HL1.</a>

p.s. would you like to do a ns1HD remake?
«1

Comments

  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    The real issue is that the game has changed, the requirements now are for smaller maps. So, not all NS1 maps would be good candidates for re-makes. Caged looks nice though, that layout might work for all I know.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    The only big thing are the powernodes, which are simple. ^^
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1868567:date=Aug 12 2011, 12:06 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 12 2011, 12:06 PM) <a href="index.php?act=findpost&pid=1868567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only big thing are the powernodes, which are simple. ^^<!--QuoteEnd--></div><!--QuoteEEnd-->

    OK well you've convinced me, when I'm done with my map I'll remake caged. Happy?
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    edited August 2011
    I always loved eclipse more, do eclipse ;)
    To me that map felt like the 2fort of NS1, together with hera ;)
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited August 2011
    Well, I'll do something when the bio material set comes out. Since that will be a freshening thing for all mappers. Perhaps a vote on it. Cross that bridge when I come to it, though.

    I think remaking NS1 maps is a good idea for the most part, layouts/map identity can be one of the most difficult part of the creation process
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    My original idea was to remake veil. But after playing with it for a while, I gave up on the idea and progressed on my own. The layout is still similar, I replaced the central double RT with a hive, and by doing that I had to find other places for RT's, and then there was the issue that the double rt is extremely siegeable, so I had to adjust all of the surrounding area to accommodate that. After all that I figured it wasn't worth trying to remake it since the gameplay style has changed.

    Caged might be a better candidate, the thing that kept me from doing caged is that sewer has standing water, and currently theres no real good way to do standing water in NS2. Looking at the overview tho, it might be a decent remake. When I finish my map I may consider a remake of a different map as well.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    That's a mighty old map of ns_caged, it's how I remember it from back in the golden days. End-games were always fun with the spamming of babblers from the vent in marine-base.

    Anyway, I don't really yearn for the old maps in layout specfically, but more the atmosphere they carried. Hopefully that yearning will be satisfied when new (and more bright) art-assets are released.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    ns_bast
    ns_caged
    ns_eclipse
    ns_hera
    ns_lost
    ns_mineshaft
    ns_nancy
    ns_nothing
    ns_origin
    ns_tanith
    ns_veil

    nostalgia'd hard.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868564:date=Aug 12 2011, 11:57 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Aug 12 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1868564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The real issue is that the game has changed, the requirements now are for smaller maps. So, not all NS1 maps would be good candidates for re-makes. Caged looks nice though, that layout might work for all I know.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hey!
    Nobody said the maps have to be small! I don't know where the developers said "Natural Selection 2 Maps need to be smaller in size". pshhhh!
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    It would be cool to see re-envisioned ns_tanith or ns_eclipse for NS2 (really any of the staple NS1 maps). It'll probably end up being made by the community than by UWE though.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1868603:date=Aug 12 2011, 01:16 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 12 2011, 01:16 PM) <a href="index.php?act=findpost&pid=1868603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey!
    Nobody said the maps have to be small! I don't know where the developers said "Natural Selection 2 Maps need to be smaller in size". pshhhh!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm pretty sure I read it in the map guidelines, but I may have been mistaken. There is definitely a human limit, where one or two people can only make a map so large, because detailing rooms is such a burden, and bigger maps have more/bigger rooms.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited August 2011
    I like the shafts in the most ns1 maps, in ns2 there not much shafts, in summit for example.
    Its fanmade but in my opinion ns maps need shafts for the aliens.
    I realy miss the old maps, i hope they will be made, if not i will try, but i forget which was my favorite...
    ns_caged was nice, also ns_nothing...ah all maps where nice ^^.

    I am excited for official maps, i hope the new maps will be bigger then the actual ns2 maps (except summit)
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    I would love to see Eclipse and Veil make a comeback. Way back when UWE was starting to really get working on Spark, they were talking with the author of those maps. Although, he wasn't able to commit to NS2.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It seems we can't import much in the editor right now, but wouldn't it be possible to import ns1 map geometry ?

    Well I guess it would (with Crafty or such) if the editor can load any standard file format.

    So is it possible to import geometry ?
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    I don't think so. You would have to convert the old ns1 map into OBJ format and create a new prop with it, or do it in chunks. Generally speaking this would be a bad idea. There are way too many differences between HL1 engine and Spark for this to be practical.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    The layouts of the ns1 maps are simple enough that porting geometry directly would rarely be necessary or advisable. At least not in my opinion.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    measurements between goldSRC and Spark aren't the same either, now of course they could be re-sized according to player models perhaps
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    Remakes don't necessarily have to be carbon copies with better visuals, they can be readjusted, you can remake NS1 maps but shorten corridors and move things around a little bit.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited August 2011
    <!--quoteo(post=1868603:date=Aug 12 2011, 10:16 AM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 12 2011, 10:16 AM) <a href="index.php?act=findpost&pid=1868603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey!
    Nobody said the maps have to be small! I don't know where the developers said "Natural Selection 2 Maps need to be smaller in size". pshhhh!<!--QuoteEnd--></div><!--QuoteEEnd-->

    From the very outdated Mapping Guidlines:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->NS2 layouts will typically have 6-10 rooms (4-6
    large tech point bases plus small and medium sized rooms for resource
    points). Avoid the sprawling network of nondescript corridors typically
    found in Natural Selection 1 maps, corridors should always lead
    somewhere. Rooms, resource points and other high-conflict areas should
    be relatively simple geometry-wise to lower confusion and aim
    interference. They should also be overall a little bigger than in NS1 for less
    chaos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, so far from the maps released marines would be better off with a set of boxing gloves,steal toed boots, and a pistol(fear combat). so small with limited view you don't have much time to calculate when to reload or switch weapons.

    And then there is this time constraint:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Distances Between Rooms
    Travel times between tech points should be about 15-22 seconds walking
    as a marine. Here are some example distances and travel times for WIP
    official maps (MS=Marine Start, RP=Resource Point, exp=Expansion Tech<!--QuoteEnd--></div><!--QuoteEEnd-->

    EDIT: forgot to add the dev example times:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Map 1 - 5 Techpoints
    MS->1st RP = 1400, ~15 sec
    MS->1st exp = 1400, ~12 sec
    MS->2nd exp = 2000, ~21 sec
    MS->AS = 3500, ~26 sec
    Map 2 - 6 Techpoints
    MS->1st RP = 1100, ~9 sec
    MS->1st exp = 1600, ~16 sec
    MS->2nd exp = 2200, ~18 sec
    MS->AS = 6000, ~54 sec<!--QuoteEnd--></div><!--QuoteEEnd-->

    TAKE NOTE: That's marine walking time,not sprint time. So it would basically mean if you casually strolled for 45-60 seconds you would be looking at the enemy base. Imagine sprinting. some of the layouts you could kill your enemy in your base,run to his/hers and be on top of them when they re-spawn .

    Kinda sounds like guide-lines for a combat map and brings the need for phase-gates to the table.
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    Why can't we just have NS1 style maps and see how it plays.

    <b>Summit </b>plays better than <b>tram </b>and<b> rockdown</b>. I think Unknown World's original idea of having quicker games, with smaller maps, with less corridors, more open battles is bizarre. Not that a game like this can't work. It can. But I think that larger maps allow for better games. As a team, you have more to gain, more to lose, and the tension really feels like an actual battle.

    I think someone should make an NS1 style map and see how it plays, because I really believe that with infestation/power node contrast, more room is needed.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1868704:date=Aug 12 2011, 07:16 PM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Aug 12 2011, 07:16 PM) <a href="index.php?act=findpost&pid=1868704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think someone should make an NS1 style map and see how it plays, because I really believe that with infestation/power node contrast, more room is needed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    When i first got my hands onto the editor and fooled around with the stock maps I too was perplexed as to why so small so i built ns2_tempest. see vid as that is all that remains of it after swift flames of critics burned it down. You might find that a lot of the mappers who started maps are scrapping them due to the "OMG!--It's too big" fear.
    I stretched the boundaries of the guidelines on clandestine and i'm afraid that level will to become just a collection of videos so i put it on hold until mapping guidelines are updated.
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/TnQVBuHY6To"></param><embed src="http://www.youtube.com/v/TnQVBuHY6To" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/nQ5zoiaKpzU"></param><embed src="http://www.youtube.com/v/nQ5zoiaKpzU" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/3fGwAmSgbCs"></param><embed src="http://www.youtube.com/v/3fGwAmSgbCs" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/ppWnrcEjQFc"></param><embed src="http://www.youtube.com/v/ppWnrcEjQFc" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    As far as large maps go, one problem I ran into which has forced me to limit the size a bit is power nodes. All of the rooms with RTs, and tech points need a power node, but I found myself making the paths to tech points shorter because I didnt want to place a power node that didnt actually have an RT or a TP near. That would be sorta wasted, aliens would have to waste time killing a power node that doesnt have any real use, unless marines build there. But leaving large areas that dont have a power node, (always powered) could lead to abusing with turret farms. Perhaps this is a problem... in NS1 you could immediately plop down a phase gate, now you have to build the power node, assuming aliens bit it down already. Being able to build a phase gate quickly(without need of the power node) would allow the maps to be bigger, because there would be less chance of an alien ambush thwarting their efforts. So... maybe bringing back turret factories and getting rid of power nodes is the answer :\

    Just a thought....
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Actually, areas within a location entity that doesn't have a power node are un-powered even though the lighting is unaltered and to build in those areas it would require a portable power pack.

    another scenario:

    if you have a location entity with a power node in it then make several location entities with the same name, when the power point is taken out all location entities with that name will go to an un-powered state and would remain that way until the original power point was repaired then restoring power to all location entities with matching names.

    I think i just gave away the secret to a siege scenario with a twist...lol.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited August 2011
    <!--quoteo(post=1868643:date=Aug 12 2011, 10:18 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 12 2011, 10:18 PM) <a href="index.php?act=findpost&pid=1868643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems we can't import much in the editor right now, but wouldn't it be possible to import ns1 map geometry ?

    Well I guess it would (with Crafty or such) if the editor can load any standard file format.

    So is it possible to import geometry ?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sure, i did it for a test.


    1. Download NS
    <a href="http://www.unknownworlds.com/ns/download/" target="_blank">http://www.unknownworlds.com/ns/download/</a>

    2. Download Milkshape (modelling programm, you can try 3ds max with 30 days trial too)
    <a href="http://chumbalum.swissquake.ch/ms3d/download.html" target="_blank">http://chumbalum.swissquake.ch/ms3d/download.html</a>

    3. extract ns + milkshape

    4. go to your ns folder and create your folder:
    for example
    Steam\steamapps\common\natural selection 2\ns1HD\
    in this folder you create 2 folders:
    Steam\steamapps\common\natural selection 2\ns1HD\modelsrc\aliens\sensorychamber
    Steam\steamapps\common\natural selection 2\ns1HD\models\aliens\sensorychamber
    in modelsrc\aliens\sensorychamber\* you create a textfile and rename it to (for example)
    sensorychamber.model_compile
    paste this in:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> <model>
       <geometry "sensorychamber.dae" />
       <materials_path "models/aliens/sensorychamber" />
       <physics "sensorychamber.dae" />
       <scale 1.0 />
    </model><!--c2--></div><!--ec2-->
    save.

    IMPORTANT!
    Copy the .mdl file to some single folder, otherwise your model folder will explode of animation files and stuff!
    Also some .mdl files need 2 files like the sensory chamber "ba_sensory.mdl" and "ba_sensoryt.mdl"
    Alternative you can if you decompile the .mdl just set a mark at "reference" and "textures"
    5. Start Milkshape -> Tools -> Half-Life -> decompile normal HL MDL File -> for example the sensory chamber "ns\models\ba_sensory.mdl"
    6. File -> Import -> Half-Life SMD -> search for your file (most time it has reference in the word or the biggest file) "upgrade_alien_sensory_reference.smd"
    7. Do not change anything, just :
    File -> export -> COLLADA (reg. only)
    If milkshape is bad, you can use some other programm which can import SMD, like Blender (FREE) but i could not export collada right with blender.
    8. Copy the sensorychamber.dae to your model file where you create the sensorychamber.model_compile:
    Steam\steamapps\common\natural selection 2\ns1HD\modelsrc
    9. Now the textures, convert the 2 (ns1 has most times 2 textures, but this is not a problem!) like "bld_aliensens1.bmp" and "bld_aliensens2.bmp"
    Convert it with any programm which can export XX to .DDS (i use DXT5 + generate all mipmaps + 2D Texture)
    10. now copy the "bld_aliensens1.dds" and "bld_aliensens2.dds" to your model folder of your mod/models :
    Steam\steamapps\common\natural selection 2\ns1HD\models\aliens\sensorychamber
    11. Create a textfile -> rename it to -> bld_aliensens1.material open and paste
    For a test you could use this:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><material>
        <maps>
            <map type="texture" value="models/aliens/sensorychamber/bld_aliensens1.dds" />
        </maps>

        <properties>
            <property type="surface" value="organic" />
        </properties>

    </material><!--c2--></div><!--ec2-->
    or this if you want to use all the textures you need...(BETTER!)
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><material>
        <maps>
            <map type="texture" value="models/aliens/sensorychamber/bld_aliensens1.dds" />
            <map type="bump" value="models/aliens/sensorychamber/bld_aliensens1_normal.dds" />
            <map type="emissive" value="models/aliens/sensorychamber/bld_aliensens1_illum.dds" />
            <map type="specular" value="models/aliens/sensorychamber/bld_aliensens1_spec.dds" />
            <map type="opacity" value="models/aliens/sensorychamber/bld_aliensens1_opac.dds" />

        </maps>

        <properties>
            <property type="surface" value="organic" />
        </properties>

    </material><!--c2--></div><!--ec2-->

    12. Do 10-11 with the other textur called "bld_aliensens2.bmp" too

    13. Now create all the other normal, illum, spec and opac files of your two textures.

    14. start steam + "run launch pad" -> create game -> ns1HD
    Choose it from the droplist
    15. start builder -> file -> load setup -> builder_setup.xml
    Builder -> Settings -> Source directory -> paste your path to your ns1HD for example:
    X:\Steam\steamapps\common\natural selection 2\ns1HD
    Build -> Build
    16. now you can launch the viewer in the launchpad to watch your model

    Problems:
    1. The model is to big even with scale of 0.1 (no changes?)
    2. no physics


    I hope this helps a tiny bit.
    Milkshape will not be supported so i guess its pointless to do that and the other bad thing is, there is no free version of 3ds max.
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b> i realy wish the UWE team would do some exporter for GMAX which is free:</b><!--sizec--></span><!--/sizec-->
    <a href="http://www.turbosquid.com/gmax" target="_blank">http://www.turbosquid.com/gmax</a>
    Such a great programm (its a free version of 3ds Max)!

    NEEDED:
    physics and animations
    i have no idea how to do that right now.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1868704:date=Aug 13 2011, 02:16 AM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Aug 13 2011, 02:16 AM) <a href="index.php?act=findpost&pid=1868704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why can't we just have NS1 style maps and see how it plays.

    <b>Summit </b>plays better than <b>tram </b>and<b> rockdown</b>. I think Unknown World's original idea of having quicker games, with smaller maps, with less corridors, more open battles is bizarre. Not that a game like this can't work. It can. But I think that larger maps allow for better games. As a team, you have more to gain, more to lose, and the tension really feels like an actual battle.

    I think someone should make an NS1 style map and see how it plays, because I really believe that with infestation/power node contrast, more room is needed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I feel like I've talked about this a million times now, but I guess it won't stick until we actually get some of our other internal maps released to the public (hopefully soon).

    Rockdown = test map. Was never meant as an official map, but due to performance issues and lack of other maps we kept this in rotation and did some retrofitting to make it a bit more playable. Do not judge NS2 map sizes by rockdown, because we aren't making any other maps that are that small.

    Tram: This map ended up coming out smaller then we intended, and, in particular the travel time between start bases via the Tram tunnel is too short. We are currently adding travel distance between starts, and also expanding the size of the map, a bit.

    Mineshaft and Docking are two official maps in development that are much larger, and as large as any NS1 map. We've never said that we wanted smaller maps, we just didn't want maps that were a confusing network of corridors as many NS1 maps were. So, having some larger, landmark areas that break up the hallways makes it easier to navigate the map and learn it as a first time player. In general, hallways and rooms should probably be a bit larger in NS2, as we want to accommodate the larger Onos size, as well as have more fun areas for flying around as a Lerk and Jetpacker.

    Mainly, we want a range of map sizes on release. So, if people want to play a faster paced game and only have a handful of people, they can load up a smaller map. If they want longer games, or have a larger number of players, then maps like Mineshaft and Docking should work for them.

    --Cory
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited August 2011
    I'd tend to agree there, I also personally rather like tram, summit is OK but is getting a bit boring, I'd prefer to play tram at this point, if only for a change.

    A bit more tram tunnel would be nice, it does feel kinda short as is.

    Tram has that nice east/west asymmetry going, which works better than summit as on summit both sides have a habit of ignoring the other and capping one side each, tram encourages more conflict over the central areas with the double res node and the nice way operations and elevator transfer work with each other. Lot more variety on tram, summit is kinda just five big identically purposed rooms with corridors connecting them.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited August 2011
    How remake old ns maps without half-life?
    its easy, download the bps viewer:
    <a href="http://nemesis.thewavelength.net/index.php?p=31" target="_blank">http://nemesis.thewavelength.net/index.php?p=31</a>


    download ns1
    <a href="http://www.unknownworlds.com/ns/download/" target="_blank">http://www.unknownworlds.com/ns/download/</a>
    (ScootrNova.net is fast)

    then just open the map e.g. ns_bast.bsp
    <img src="http://img834.imageshack.us/img834/381/aaaaaaaaaaaaaaaaaaa2.jpg" border="0" class="linked-image" />
    <img src="http://img845.imageshack.us/img845/5846/nsbast.jpg" border="0" class="linked-image" />

    textures are missing, i don't know why, but they are not needed to see the layout ;-)
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1868805:date=Aug 13 2011, 02:55 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 13 2011, 02:55 PM) <a href="index.php?act=findpost&pid=1868805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How remake old ns maps without half-life?
    its easy, download the bps viewer:
    <a href="http://nemesis.thewavelength.net/index.php?p=31" target="_blank">http://nemesis.thewavelength.net/index.php?p=31</a>


    download ns1
    <a href="http://www.unknownworlds.com/ns/download/" target="_blank">http://www.unknownworlds.com/ns/download/</a>
    (ScootrNova.net is fast)

    then just open the map e.g. ns_bast.bsp
    <img src="http://img834.imageshack.us/img834/381/aaaaaaaaaaaaaaaaaaa2.jpg" border="0" class="linked-image" />
    <img src="http://img845.imageshack.us/img845/5846/nsbast.jpg" border="0" class="linked-image" />

    textures are missing, i don't know why, but they are not needed to see the layout ;-)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes but you can't edit anything this way, can you?
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    The point is to use it as a guide to create NS1 maps in NS2 from scratch.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Im assuming you just use it as a direct reference... the advantage would be that you dont have to guess the dimensions, you just have to build around it, and delete it later. Would save you alot of effort from having to go back and forth looking at screenshots, or loading the map in NS1. That was one of the other reasons I stopped trying to remake veil, I took tons of screenshots from multiple angles to try and get dimensions of things, it was a headache :P. Perhaps this would make things easier.
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