Original Map Recreation

AezayAezay Join Date: 2003-04-19 Member: 15660Members
<div class="IPBDescription">Where would you like to return in Natural Selection 2?</div>In Natural Selection 2, which map(s) from the first game would you like to see recreated.
Pick one of the official maps, so we all know what you're talking about, but in addition, if there is a custom map you'd like to play in NS2 as well, let's hear it.

This question is purely asked out of curiosity, I am not a mapper, in fact, I have no artistic skills at all, so I couldn't even try to make a map, even if I wanted to. Personally I would probably go with <i>ns_nothing</i>.

Here is a list of all the official maps. I decided to leave the combat map names here, in case you need your memory refreshed, but the question was only intended for classic maps.

<b>Classic Maps</b>
<ul><li>ns_eon</li><li>ns_lucid</li><li>ns_metal</li><li>ns_caged</li><li>ns_hera</li><li>ns_lost</li><li>ns_machina</li><li>ns_nothing</li><li>ns_bast</li><li>ns_origin</li><li>ns_shiva</li><li>ns_tanith</li><li>ns_nancy</li><li>ns_veil</li><li>ns_eclipse</li><li>ns_ayumi</li><li>ns_altair</li></ul>
<b>Combat Maps</b>
<ul><li>co_sava</li><li>co_angst</li><li>co_niveus</li><li>co_faceoff</li><li>co_daimos</li><li>co_kestrel</li><li>co_umbra</li><li>co_core</li><li>co_ulysses</li><li>co_pulse</li></ul>
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Comments

  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    ns_origin.

    Perhaps one of the most atmospheric maps in NS1. Not the best balanced, but who cared.
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    Definitely ns_nothing. I just loved that map so much. If I wasn't terrible at mapping and had the time, I'd already be doing a remake. :p
  • brownymasterbrownymaster Join Date: 2009-07-11 Member: 68110Members
    Veil didn't have that good of a visual atmosphere (goldsrc/hl engine limited mainly), but probably the best map gameplay wise. Would like it back maybe looking nicer.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It's hard to pick between Nothing and Nancy...
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    nancy, nothing, hera and bast
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    tanith best map but thats because the gameplay and layout were perfect for ns1. It actually managed to encourage variations in alien play in a much more viable way than veil ever did.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2010
    <!--quoteo(post=1775410:date=Jun 19 2010, 03:57 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Jun 19 2010, 03:57 AM) <a href="index.php?act=findpost&pid=1775410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ns_origin.

    Perhaps one of the most atmospheric maps in NS1. Not the best balanced, but who cared.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Aren't we already getting that? Although now the entire map is called "biodome" instead of just the area.

    Personally I want ns_nancy, because I just ###### love being able to go from any point in the map to another just using the ventilation system.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Always had a fondness for hera, in all versions.
  • MetroMetro Join Date: 2007-09-15 Member: 62316Members
    ns_Bast all the way. I have so many fond memories of that map.

    GO ROTATING DOOR-THING! GOOO!
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1775430:date=Jun 19 2010, 04:11 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Jun 19 2010, 04:11 AM) <a href="index.php?act=findpost&pid=1775430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nancy, nothing, hera and bast<!--QuoteEnd--></div><!--QuoteEEnd-->

    These too are my favourites.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Eclipse was original. Taking that style and applying it to the NS2 universe seems like it would work.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited June 2010
    If there is enough interest in it I might start a Nancy recreation for NS2. I am working on an entirely different map to try and match the guidelines but as you may know Nancy is one of my favorites :)

    Given how nice the spark editor is to work with and the fact that I own the source file a NS2 Nancy recreation would not be too difficult. Of course adding props and upgrading certain aspects are where it's going to take the most time.

    Opinions?
  • ZenoZeno Join Date: 2007-09-05 Member: 62183Members
    I still like the older maps best, (especially the 1.04 - versions): bast, nothing, tanith, nancy, eclipse and caged. My 3 favs of the newer ones are origin, lost and metal. If i could vote a few of them for a remake i'd choose tanith, nothing and hera.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    There are a lot I guess..

    Bast and Nancy are some oldschool and really had the deep sci-fi horror feeling.

    Hera and Nothing were great in term of epic landmarks and unique rooms ..

    Eclipse or Veil would be nice as they are classics but I fear for the gameplay compatibility.


    But if I had to pick only one.. I'd toss a coin for Hera or Bast :D
  • AezayAezay Join Date: 2003-04-19 Member: 15660Members
    I'm surprised no one has said ns_siege XD
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    I had always enjoyed ns_tanith a good bit, and unlike most people I wasn't particularly fond of the eclipse/veil combo that dominated throughout most of NS's lifespan.

    It would possibly be neat to see some of these recreated into an NS2 form, but I'm pretty sure that the developers are trying to push a different map design style for the sequel.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1775464:date=Jun 19 2010, 03:54 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jun 19 2010, 03:54 PM) <a href="index.php?act=findpost&pid=1775464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eclipse was original. Taking that style and applying it to the NS2 universe seems like it would work.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wouldn't you need an all new set of textures and props for that?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    You certainly would.
  • ParanoyakParanoyak Join Date: 2009-05-28 Member: 67527Members
    edited June 2010
    ns_veil
    ns_nothing
    <b>co_blackmesa</b>
    oh yeah forgot ns_eclipse of course
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    MACHINA!

    Machina was by far the prettiest, most atmospheric and most interesting map in NS. It's a shame it doesn't get played much because people like boring repetitive maps (despite what people say on the forums).
  • huhuhhuhuh Join Date: 2005-01-07 Member: 33190Members
    I don't want any of them.
    Anyone with a brain can figure out by the latest news on this very website that the general layout will be totally different from what it was in NS1.
    And it you wanted to adapt one, you would have to make so many changes, it wouldn't even look like the previous map.

    For example, Origin : remove biodome, furnace, lower a bit power core / ore extraction, shorten the map to a good 60%, remove most corridor by doubling space of most areas ( industrial, cpu lab, laser, corridor to double, scanner, double ) etc...
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited June 2010
    I don't see why they wouldn't work with the new game play style. Symmetrical maps could have the middle hive as the alien spawn, outside hives as tech points, and then another tech point in the center (if exists) such as Veil's double. It would still play out similar except the start hive is always known. Plus the Spawn->Spawn walk time is supposed to be the same as NS1 (~30 seconds?)
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    Or just use them with the inevitable "classic" mod.
  • xposed-xposed- Join Date: 2007-09-23 Member: 62412Members, Constellation
    ns_metal
    ns_bast
    ns_origin
    ns_tanith
    ns_veil
    ns_eclipse
  • huhuhhuhuh Join Date: 2005-01-07 Member: 33190Members
    <!--quoteo(post=1775547:date=Jun 19 2010, 10:50 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jun 19 2010, 10:50 PM) <a href="index.php?act=findpost&pid=1775547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't see why they wouldn't work with the new game play style. Symmetrical maps could have the middle hive as the alien spawn, outside hives as tech points, and then another tech point in the center (if exists) such as Veil's double. It would still play out similar except the start hive is always known. Plus the Spawn->Spawn walk time is supposed to be the same as NS1 (~30 seconds?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    2nd and 3rd hive were made to be accessible by Aliens easily.
    Seriously, how can you even say that. Have you seen the ns2_tram's layout ? I mean there's just one big corridor between the two bases and that's all. The only map that has this kind of layout is Faceoff ...
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited June 2010
    <!--quoteo(post=1775556:date=Jun 20 2010, 12:51 AM:name=huhuh)--><div class='quotetop'>QUOTE (huhuh @ Jun 20 2010, 12:51 AM) <a href="index.php?act=findpost&pid=1775556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2nd and 3rd hive were made to be accessible by Aliens easily.
    Seriously, how can you even say that. Have you seen the ns2_tram's layout ? I mean there's just one big corridor between the two bases and that's all. The only map that has this kind of layout is Faceoff ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmmm maybe because I looked at the NS2 mapping guidelines and noticed ns_tram's layout IS NOT THE ONLY LAYOUT RECOMMENDED. Aliens go for one hive, marines go for the other. Is that not one of the old viable strategies? Lock down a hive and as the aliens go for their 2nd hive the battle heats up. With the center being a tech point it could be a fight over the center or try and expand leftward or rightward. I don't see how this wouldn't work. And ya, if for some reason this doesn't (but I still don't see why not) work then there will be 'classic' mod I'm pretty confident.
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    <!--quoteo(post=1775495:date=Jun 19 2010, 08:08 PM:name=Aezay)--><div class='quotetop'>QUOTE (Aezay @ Jun 19 2010, 08:08 PM) <a href="index.php?act=findpost&pid=1775495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm surprised no one has said ns_siege XD<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm pretty sure everybody around here considers a siegemap beeing made at some point or another a given :p

    Personally i don't need to see the originals anymore. It would be nice it they where to be re-worked, but with such a visual difference from the old days i'd doubt i'd recognise them anyway. I'm more interested in seeing the crazy custom maps we'll be seeing after alpha/beta starts. I distinctly remember a huge vertical combat map where aliens spawned uptop (no fall damage yay) and the marines at the bottom. That map was loads of fun.

    This only because i'm pretty sure the new maps will become memorable in their own way. let classics be classics, and lets see what crazy stuff we can come up with in this engine :p
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I agree with huhuh.
    It makes no sense to port one of those maps, when you have to butcher them in order to adapt them to ns2 gameplay.

    Veil for example, you'd have to switch overlook with sub and c12 with pipe and change the routes so you have two outer expansions viable for both teams and double res is the 3rd expansion or whatever.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited June 2010
    I understand the point with Veil switching overlook/sub etc... but what about caged for example? Double makes a good center tech point and between any hive location there is 1 node. (Vent->Cargo has 2 but because of double being a tech point it is technically still 1 between tech points) The only real issues I see are the abundance of nodes and the vent between Vent and Pumping Station. Obviously this is too much of a shortcut if we are trying to keep similar distances.

    <img src="http://www.brywright.co.uk/ns/manual-104/ns_caged.jpg" border="0" class="linked-image" />
    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->NOTE: <b>This image credits the wrong author. ns_caged was made by Nelson "manah" Ferryman</b>.<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->

    Obviously not every map would work, however some have layouts that do roughly follow the NS2 guidelines.
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