Ns2_Origin
killer monkey
Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
<div class="IPBDescription">Heres the Workshop page: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=115795799[/url]</div>Hello, back in August I decided to start a remake of my favorite ns1 map, ns_origin. I loved this map for its unique feel and look as well as the lore it had with it.
<u><b>Back-story:</b></u>Although the origin of the Kharaa is shrouded in mystery, one of the very first human colonies to succumb to the alien scourge was a mining facility on a moon known as Freya IV. Perhaps the miners dug a little too deep, and released the Kharaa from their ancient sleep; none shall ever know, for those unlucky miners never lived to tell their tales. This lonely outpost became enshrined in TSA literature as "Colony Zero", the epidemiological epi-centre of the alien plague which soon ensued, as a result of bacterial contagion caused by the rash evacuation of the miners without due quarantine controls.
Within weeks, six other planets and moons in the same quadrant as Freya IV became contaminated by the Kharaa; facing the serious possibility of uncontrollable bacterial spread, the TSA unwillingly placed a cordon sanitaire around the affected planets. No-one in, no-one out. The inhabitants of these accursed colonies were condemned to infested tombs.
One year on, unmanned probes, sent in by the TSA to monitor the situation, found something extremely strange - with the human "threat" vanquished, the Kharaa had apparently disappeared - no trace of them, other than organic infestation remains, could be found. Tentatively sending in a human scouting party, the TSA soon realised that the Kharaa were not gone, merely dormant; in the presence of humans, the Kharaa once again awoke. Reporting "chuckling creatures, skulking in the shadows", the scouting party beat a hasty retreat.
For the next 50 years, Freya IV was a strict no-go area. in the intervening time, however, the TSA had not been idle. Having identified the Bacterium as the basis for the Kharaa life-form, the TSA developed a bio-chemical weapon to combat it, dubbed "Nano-Penicillin". This weapon worked on the principle of destroying the Bacterium, and hence the Kharaa. In a symbolic act, Freya IV was chosen as the first infestation site to be cleansed with Nano-Penicillin, blanket-dropped upon the site by aerial probes. The mission was a success - the TSA's monitoring equipment could detect no signs of Bacterium.
As part of the TSA's ongoing Kharaa research, Freya IV became manned once more, as part of efforts to unravel the secrets of the Kharaa by investigating the source. A new science annex was constructed to study the Kharaa and Bacterium under laboratory conditions, safe in the knowledge that Nano-Penicillin could always be used in emergency situations.
Things did not go according to plan, however...
A hive, specially cultivated in the biodome, began giving birth to immense numbers of the gargantuan Onos Kharaa, whose angry roars echoed about the entire station. En masse, they began charging at the containment doors, denting it, buckling it, straining it to its limits. Panicking, the scientists manning the biodome released Nano-Penicillin into the biodome...to no effect. The Bacterium had evolved once more, and had become resistant. At last, the containment doors gave way, and the corridors of the complex on Freya IV seethed with angry Kharaa...
Once more, Freya IV was over-run. The TSA vowed never again to be so foolhardy and reckless as to believe they could confine and contain the Kharaa on human terms. Nevertheless, the scientists on Freya IV made unprecedented headway in Kharaa research, but this research stood to be lost if it could not be retrieved from Freya IV. One last foray was needed - one last journey to the origin of species, this time with a clear objective: search and destroy.
<u><b>Screenshots</b></u>
<img src="http://i.imgur.com/Ucxbs.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/seFIy.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/mpmmy.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/5aTjM.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/psdsl.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/2T61Q.jpg" border="0" class="linked-image" />
<u><b>Back-story:</b></u>Although the origin of the Kharaa is shrouded in mystery, one of the very first human colonies to succumb to the alien scourge was a mining facility on a moon known as Freya IV. Perhaps the miners dug a little too deep, and released the Kharaa from their ancient sleep; none shall ever know, for those unlucky miners never lived to tell their tales. This lonely outpost became enshrined in TSA literature as "Colony Zero", the epidemiological epi-centre of the alien plague which soon ensued, as a result of bacterial contagion caused by the rash evacuation of the miners without due quarantine controls.
Within weeks, six other planets and moons in the same quadrant as Freya IV became contaminated by the Kharaa; facing the serious possibility of uncontrollable bacterial spread, the TSA unwillingly placed a cordon sanitaire around the affected planets. No-one in, no-one out. The inhabitants of these accursed colonies were condemned to infested tombs.
One year on, unmanned probes, sent in by the TSA to monitor the situation, found something extremely strange - with the human "threat" vanquished, the Kharaa had apparently disappeared - no trace of them, other than organic infestation remains, could be found. Tentatively sending in a human scouting party, the TSA soon realised that the Kharaa were not gone, merely dormant; in the presence of humans, the Kharaa once again awoke. Reporting "chuckling creatures, skulking in the shadows", the scouting party beat a hasty retreat.
For the next 50 years, Freya IV was a strict no-go area. in the intervening time, however, the TSA had not been idle. Having identified the Bacterium as the basis for the Kharaa life-form, the TSA developed a bio-chemical weapon to combat it, dubbed "Nano-Penicillin". This weapon worked on the principle of destroying the Bacterium, and hence the Kharaa. In a symbolic act, Freya IV was chosen as the first infestation site to be cleansed with Nano-Penicillin, blanket-dropped upon the site by aerial probes. The mission was a success - the TSA's monitoring equipment could detect no signs of Bacterium.
As part of the TSA's ongoing Kharaa research, Freya IV became manned once more, as part of efforts to unravel the secrets of the Kharaa by investigating the source. A new science annex was constructed to study the Kharaa and Bacterium under laboratory conditions, safe in the knowledge that Nano-Penicillin could always be used in emergency situations.
Things did not go according to plan, however...
A hive, specially cultivated in the biodome, began giving birth to immense numbers of the gargantuan Onos Kharaa, whose angry roars echoed about the entire station. En masse, they began charging at the containment doors, denting it, buckling it, straining it to its limits. Panicking, the scientists manning the biodome released Nano-Penicillin into the biodome...to no effect. The Bacterium had evolved once more, and had become resistant. At last, the containment doors gave way, and the corridors of the complex on Freya IV seethed with angry Kharaa...
Once more, Freya IV was over-run. The TSA vowed never again to be so foolhardy and reckless as to believe they could confine and contain the Kharaa on human terms. Nevertheless, the scientists on Freya IV made unprecedented headway in Kharaa research, but this research stood to be lost if it could not be retrieved from Freya IV. One last foray was needed - one last journey to the origin of species, this time with a clear objective: search and destroy.
<u><b>Screenshots</b></u>
<img src="http://i.imgur.com/Ucxbs.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/seFIy.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/mpmmy.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/5aTjM.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/psdsl.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/2T61Q.jpg" border="0" class="linked-image" />
Comments
<img src="http://i.imgur.com/UDhvW.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/9UHbe.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/QdJ8J.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/e6Wag.jpg" border="0" class="linked-image" />
Good advice, its more of a rush to get it playtested than to finish and be done with it, until its at least a little similar in quality to the official maps.
Dont worry it was my personal favorite too, both for its unique biodome and its gameplay,I plan on bringing it justice
Also does any one recognize the areas in the screens?
If this is your first map I would suggest following the same method Flaterectomy is doing with ns2_caged : <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121894" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=121894</a>
He's basically creating a greybox of the entire original map with almost exact details that were in ns1.(some changes due to cysts and onos not climbing ladders etc)
I think it would be a good way to learn how to do some advanced geometry in editor since you can focus on doing just the geometry without having to worry about textures and props and models etc Its also a very quick way to get the map up and running with most of its gameplay features representing the final product quite accurately.
Once you know things work well you can go back and decorate and detail one room at a time :)
That is of course if you want to do a very similar version of origin which it looks like you do :)
Find it <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=115795799" target="_blank">here</a>
Thank you thank you!
The problem with the layout is there's too routes connecting each area, and the vents really don't help matters. Especially when the marines get access to so many of them. This made it hard to pin the marines down in the end game, and was just a bit annoying rushing all around the map trying to deal with the odd marine that had sneaked through to chop our stuff.
Now this is my personal opinion and I know you liked the vents in the original but they just don't work so well in ns2. if you want the map to succeed you have to be prepared to remove anything that causes frustration even if it was in the original. But its your map, and that's just my opinion on the vents. You'll have to see what the others say to get the general consensus on them.
And to state the obvious some low long corridors are just death traps for aliens and boring in comparison to the other areas.
I liked the more open rooms of the map, you used height variation well, and they're really fun to scrim in, More of that and less corridors/vents please :P
Keep at it man, its got lots of potential!
my advice is make the game work with the current feature list. Moreover I was an alien and the marines were using the vents to be a general pain. If you're gonna build them so the marines can weld to control the alien movement, maybe they should be allowed to use them themselves?!
- I like the bright and colorful style. The (apparently) redesigned rooms (top left stuff) are really well designed (PLANTS!!!)
- this long hallway with the Alien lifeforms in the test tubes is Alien unfriendly (try to flee through it with an Onos)
- those long vents are a bit strange. As an Onos, you have to go through Cargo to get anywhere. The ventilation TP is isolated in this regard.
- an Obs placed in the bottom center TP (Marine start I believe) will cover a big part of the western "east corridor", almost into cargo. This isn't really a problem per se, but felt a bit strange when it happened.