ns2_facility (previously NS2_Unnamed)
Kasharic
Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
***UPDATED POST***
Brief Story of facility -
Picture of the current minimap -
Brief Story of facility -
Ns2_facility
A relatively unknown corporation known as "Terraforming Alien Worlds" (codenamed and hereafter referred to as "TAW") set up a station on what was assumed to be an abandoned/uninhabited planet. A lack of atmosphere showed that no life could exist on the planet.
Mere days after beginning the terraforming process, communication from the facility ceased after the last received audio transmission which described an earthquake that opened giant cracks on the planets surface. Scanners reported traces of ozone pouring from the giant cracks and the sonar radars tracked movement from beneath the ground.
A security breach in the north of the facility sounded alarms and TAW began evacuation procedures but lifesigns in the facility quickly blinked out one after the other. With no other way of recovering the black box or finding out what really happened the TSF were called in to help contain any potential threat that may still inhabit the facility.
A relatively unknown corporation known as "Terraforming Alien Worlds" (codenamed and hereafter referred to as "TAW") set up a station on what was assumed to be an abandoned/uninhabited planet. A lack of atmosphere showed that no life could exist on the planet.
Mere days after beginning the terraforming process, communication from the facility ceased after the last received audio transmission which described an earthquake that opened giant cracks on the planets surface. Scanners reported traces of ozone pouring from the giant cracks and the sonar radars tracked movement from beneath the ground.
A security breach in the north of the facility sounded alarms and TAW began evacuation procedures but lifesigns in the facility quickly blinked out one after the other. With no other way of recovering the black box or finding out what really happened the TSF were called in to help contain any potential threat that may still inhabit the facility.
Picture of the current minimap -
Comments
And yeah, the choke point inbetween the 4 RTs will be alien friendly... although not "too" alien friendly if I can help it... if a skilled marine team can hold that position, they should be rewarded for it.
The vents to the TPs are intended for flanking the chokepoint mentioned above, if they went from RT to RT it would be too fast for aliens to rotate... and with the vents being attached to TPs that aren't spawns it "shouldn't" be an issue, but I will keep an eye on it to make sure it doesn't become an issue... and if it does become an issue, I will just move the vents.
Thanks for the feedback bud
If you want aliens to be able to escape an area to circle round and attack, which is the way aliens are meant to play, you need vents in every possible hive. The key is to make the vent entrance in the hive easily accessible to the marines to clear out, but the other side of the vent to come into the hive, should only be reachable by aliens and JP marines. This is a simple way to get vents working for their intended job, alien movement, without making them weaken a marines defences too much.
This is the basic idea for Marine Start
Staircase leading from marine start into crew quarters
Crew Quarters
Shower Rooms (this is the first marine natural, you have to go through all of the above to get there... standard gear etc with rifle walking it takes 16 seconds to reach the RT)
RE that first screenshot, make sure you put some collision geo over those steps. Don't want the players view to be jumping around.
The trim tool is the reason I decided to stop working on my cave map and start working on this much larger, much more difficult task... best... tool... ever.
Also, thanks for the collision geo idea... wouldn't have thought of it otherwise.
This is the hallway leading out of marine start to the east.
And this is the eastern Marine Natural RT.
This is a wiremesh look at whats been build so far.
This is the corridor leading from the RT in the room with the stairs to the western tech point (which is currently unbuilt).
This is a bar/chillout room located east of the Shower room RT.
This connects the chillout area to the eastern Tech point (currently unbuilt).
The Entrance coming from Bar.
South-Eastern wall looking towards the west wall.
West wall looking east
North-West top corner looking downwards to the south-east
South wall looking towards the TP itself.
The red boxes show the location of the 2 vents that are currently in the map... the rest is pretty self explanatory.
Its strange to think that on December 14th I said "I'm thinking about doing a map with X layout" and now 2 1/2 weeks later I'm saying "play it and give me feedback people!"
- Map has been reduced in size by approximately 15%.
- All Vents have been made more user friendly.
- certain rooms (mainly Botanical and Eastern Stairway) have had their height reduced.
- the eastern exit from marine base has been made less alien friendly.
- some minor route alterations were made to allow for the map size alteration.
- Rerouted Access (corridor from Eastern Stairway to Delivery Intake)
- changed some props and lighting in Sleeping Quarters
- changed the stairs in Botanical
- changed multiple props/pillars to a new pillar type throughout the map
- Added props to Eastern stairway
- Added Vent from Delivery Intake to Access.
- Added Vent from Botanical to Bar.
- Added Mattresses to bunks in Sleeping Quarters.
- Changed Kiosk Counters.
- Fixed cysting issues throughout the map.
- Moved a few props in Botanical.
- Re-scaled the truck in Delivery Intake.
- Fixed multiple occlusion geometry issues.
- Fixed FPS drops in Glass Hallway and Marine Start.
- Added props and detailing to Dining Area.
- Fixed commander view vent blocking medpacks.
- Fixed stair case in Y.
- Prop realignments throughout the map.
- Fixed some Commander invisible props.
- Fixed several Occlusion Geometry issues throughout the map.
Minimap update as requested.
- rebuilt Botanical From scratch
- Changed Kiosk a little
- Fixed Occlusion issues throughout the map
- Added Vent entrance to X
- Fixed pathing issues throughout the map
- Increased ceiling height in Showers
- Rebuilt Water Treatment
- Adjusted the entrance from Bar to Botanical
- Changed some lighting and props in Eastern Stairway
- Fixed Geo issues in Sleeping Quarters
- Adjusted some props in Botanical
- Made some props commander invisible throughout the map
Bare in mind that these rooms are not complete (and they won't be when the update comes either) this is just to introduce the concept properly.
Bar
Security
Bypass > Sleeping Quarters
It shouldn't be too long until the next update, I'm hoping for a couple of weeks.
Added props
Altered the theme a little
Eastern Stairway -
Added concept detailing
retextured
added props
added minivent t-junction to wall
Briefing -
Added theme and basic detailing
Glass Hallway -
changed pillar and light props
retextured
Marine Start -
retextured and relit to make it easier on the eyes
Changed line of sight blocking wall into a window
Changed mini walls to handrail props
Kiosk -
Merged Kiosk and Dining Area themes
Dining Area -
Added concept detailing, texturing and lighting
Bar -
Sleeping Quarters -
Added/Removed/Changed props
Delivery intake (no pics) -
relocated RT and TP
X -
General changes -
Hallway from bypass to sleeping quarters is semi detailed to demonstrate map concept
the room "unnamed" has been adjusted to improve flow
Mapwide pathing and occlusion improvements
Hallway from Delivery Intake to X rebuilt and given a theme
Ready Room -
***NOTE***
Main post has been updated with minimap picture and a brief story behind the map.
- Raised Botanical
- Altered X to make it less cramped
- vent in x moved to stop medpack issues.