ns2_caged
Flaterectomy
Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
[b]INTRODUCTION[/b]
Hai folks, I am Flaterectomy, and this is a remake of the classic NS1 level Caged made by Nelson "manah" Ferryman. While most parts of the map are still under construction, the map [i]is[/i] currently playable and released on the Steam Workshop.
Download map: [url]http://steamcommunity.com/sharedfiles/file...s/?id=104617372[/url]
Steam id: [b]63c559c[/b]
Click on the [b]subscribe[/b] button, then start up NS2 and click on [b]mods[/b] in the menu. There, toggle 'no'; to 'yes' in the [b]active[/b] column, and you should be downloading the map and can now play it. If you wish to get to the files, it will be saved to a horribly named folder starting with [b]m63c559c_[/b] in [b]%AppData%\Natural Selection 2\Workshop\[/b] (on Windows 7, at least).
- My Twitter feed: [url]https://twitter.com/flaterectomy[/url]
- My Twitch channel: [url]http://www.twitch.tv/flaterectomy[/url]
- My YouTube channel: [url]http://www.youtube.com/user/flaterectomy[/url]
- My Caged playlist on YouTube containing progress videos, competitive PCWs, NS2HD ModSpot videos, and NSL casts by RedDog: [url]http://www.youtube.com/playlist?list=PLW5TkpQg0JuB6IQs1K4rPY2SPj5LDuOvD[/url]
[b]CHANGELOG[/b] [28th of september 2013]
o New work-in-progress ready room
o Fixed a location entity height issue in Auxiliary Generator
o Slight balance tweaks to Lower Sewer
[b]CHANGELOG[/b] [23rd of september 2013]
o Fixed the missing clog_test prop issue that broke consistency checking
o Very minor CommanderInvisible fix in Satan's Butthole
[b]CHANGELOG[/b] [15th of september 2013]
o Made Central Processing a single res node location
o Detailed the Upper Sewer-side exit of Satan's Butthole
o Re-greyboxed and then re-textured Upper Sewer
o Added some more cover throughout the entire map
[b]MEDIA[/b]
Most recent progress video [19 Aug 2013]
[url]http://www.youtube.com/watch?v=gASgje9yMGg[/url]
NS2HD #557 ModSpot episode featuring ns2_caged 1/2, with interview [15 Dec 2012]
[url]http://www.youtube.com/watch?v=pkVxU25jz6w[/url]
NS2HD #558 ModSpot episode featuring ns2_caged 2/2 [15 Dec 2012]
[url]http://www.youtube.com/watch?v=JxfZl96zo3Q[/url]
Hai folks, I am Flaterectomy, and this is a remake of the classic NS1 level Caged made by Nelson "manah" Ferryman. While most parts of the map are still under construction, the map [i]is[/i] currently playable and released on the Steam Workshop.
Download map: [url]http://steamcommunity.com/sharedfiles/file...s/?id=104617372[/url]
Steam id: [b]63c559c[/b]
Click on the [b]subscribe[/b] button, then start up NS2 and click on [b]mods[/b] in the menu. There, toggle 'no'; to 'yes' in the [b]active[/b] column, and you should be downloading the map and can now play it. If you wish to get to the files, it will be saved to a horribly named folder starting with [b]m63c559c_[/b] in [b]%AppData%\Natural Selection 2\Workshop\[/b] (on Windows 7, at least).
- My Twitter feed: [url]https://twitter.com/flaterectomy[/url]
- My Twitch channel: [url]http://www.twitch.tv/flaterectomy[/url]
- My YouTube channel: [url]http://www.youtube.com/user/flaterectomy[/url]
- My Caged playlist on YouTube containing progress videos, competitive PCWs, NS2HD ModSpot videos, and NSL casts by RedDog: [url]http://www.youtube.com/playlist?list=PLW5TkpQg0JuB6IQs1K4rPY2SPj5LDuOvD[/url]
[b]CHANGELOG[/b] [28th of september 2013]
o New work-in-progress ready room
o Fixed a location entity height issue in Auxiliary Generator
o Slight balance tweaks to Lower Sewer
[b]CHANGELOG[/b] [23rd of september 2013]
o Fixed the missing clog_test prop issue that broke consistency checking
o Very minor CommanderInvisible fix in Satan's Butthole
[b]CHANGELOG[/b] [15th of september 2013]
o Made Central Processing a single res node location
o Detailed the Upper Sewer-side exit of Satan's Butthole
o Re-greyboxed and then re-textured Upper Sewer
o Added some more cover throughout the entire map
[b]MEDIA[/b]
Most recent progress video [19 Aug 2013]
[url]http://www.youtube.com/watch?v=gASgje9yMGg[/url]
NS2HD #557 ModSpot episode featuring ns2_caged 1/2, with interview [15 Dec 2012]
[url]http://www.youtube.com/watch?v=pkVxU25jz6w[/url]
NS2HD #558 ModSpot episode featuring ns2_caged 2/2 [15 Dec 2012]
[url]http://www.youtube.com/watch?v=JxfZl96zo3Q[/url]
Comments
I love this map so <3
Good Old times !!
Make fast and Finish the Map
On a side note, I saw when I first started on Marine Start that the CC and RT were in different spots from where I remember. I just made the trip to Central Processing and found out it's no longer a double res node room. Seems like a few things changed since I last played NS1. :D
<img src="http://i.imgur.com/76WMP.jpg" border="0" class="linked-image" />
Though seeing your screen shots i have a feeling you will do a better job in the end than i would have ended up with anyways. Good Luck to ya!
Nostalgic!
<a href="http://www.youtube.com/watch?v=zht_LwZLf0s" target="_blank">Old Caged play ;)</a> 1.04
<img src="http://i.imgur.com/qC7ZV.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/yV6nP.jpg" border="0" class="linked-image" />
As I connected the loop with the vent running from Central Processing to the north, I was 64 units off. I found the problem areas and fixed them without too much trouble. Small personal victory. \o/
Getting there! Chop chop, there's a few hours left of today!
Once there are working lifts/elevators in the game, someone better remake ns_nothing. So much fun on the quadlift :)
Today I connected Central Processing to the Generator hive via Upper Shipping Access and Auxiliary Generator. Naturally, as I connected these areas I found out I was off again, but this time by just 36 units and it was very quickly and easily fixed. \o/
<!--quoteo(post=1993548:date=Oct 19 2012, 03:39 AM:name=[R8]DJBourgeoisie)--><div class='quotetop'>QUOTE ([R8]DJBourgeoisie @ Oct 19 2012, 03:39 AM) <a href="index.php?act=findpost&pid=1993548"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
I have one request, keep the main corridors nice and wide like the original. Veil I think is a good remake, but there are some areas with heavy traffic I feel are way too cramped. Just something to think about moving forward.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps that's because current Skulks are overweight compared to NS1? ;) I'll keep freedom of movement in mind. As things are going right now, I'm sticking exactly to the hallway-widths of the original, but I'll review everything once it's playable.
<img src="http://i.imgur.com/Ygp7H.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/nArVH.jpg" border="0" class="linked-image" />
Looking Good :D
Looking Good :D<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a happy coincidence that I happen to have some time off from work at the moment. ;)
<img src="http://i.imgur.com/uXLT2.jpg" border="0" class="linked-image" />
Looking Good :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Due to my observations over the past couple of days I've come to the conclusion that sleep is no longer needed in that part of the world and thus Flaterectomy has evolved past that need.
Shhh. That's a secret. ;)
<!--quoteo(post=1995757:date=Oct 23 2012, 10:48 PM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Oct 23 2012, 10:48 PM) <a href="index.php?act=findpost&pid=1995757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->wow pretty cool cant wait to see it on the workshop<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll put it on the Workshop once it is playable, and hopefully I can find some people with custom map servers so it can be tested. :)
Also, I thought I was done for the day when I posted the last screenshot, but then I went and added a little to Ventilation Access and Upper Shipping Access. I really am done for the day now, though. Really. :|
<img src="http://i.imgur.com/N1YD9.jpg" border="0" class="linked-image" />
I will now have to drop temporary lights all around the map, add all required entities, and spend some time moving around the map in various lifeforms to see where I will need to adjust geometry. Ramps to replace ladders and the lone elevator in the map, possibly change some vents, etc. Once all that has happened I will figure out how the Steam Workshop works. ;)
The map:
<img src="http://i.imgur.com/zFXJW.jpg" border="0" class="linked-image" />
The ready room:
<img src="http://i.imgur.com/WjM9L.jpg" border="0" class="linked-image" />