[wip] ns2_co_battlechamber
Hello world.
Just published the first functional version of my new map ns2_co_battlechamber.
Here is the link to the map on steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=143703374
Please subscribe, put on your grayboxing gloves, and test it out.
Big thanks to DarkSeraph who raised me from a newborn baby mapper to a toddler mapper.
Screenshots to come soon.
Map Description:
A fast-paced map designed for the combat mod of Natural Selection 2.
It was the week before graduation for the military cadets on the human colony Spark30.
The cadets were conducting combat exercises in the new training chamber, a chamber with walls that could move to simulate various hostile environments. Mobile Action Cameras (MACs) tracked the action. Drill instructors could watch the action unfold on their holoscreens.
The drill instructors watched proudly as their cadets completed objective after objective - just as the instructors had taught them. The last objective involved building two command stations in a facility overtaken by hostile forces.
The cadets cleared the first main room and successfully installed the first of the two command stations.
After clearing their way to the second main room at the opposite end of the chamber, they noticed a green ooze pouring in from the vents along the floor. The ooze appeared to be pulsating and alive.
Then they heard a monstrous chuckle.
"Run," said the squad leader! The squad of cadets bolted for the chamber exit.
The drill instructors watched in horror as a pack of what looked like miniature hippos began vomiting rapidly on the cameras. Their holoscreens went dark.
It was time to send in the Marines.
The cadets were conducting combat exercises in the new training chamber, a chamber with walls that could move to simulate various hostile environments. Mobile Action Cameras (MACs) tracked the action. Drill instructors could watch the action unfold on their holoscreens.
The drill instructors watched proudly as their cadets completed objective after objective - just as the instructors had taught them. The last objective involved building two command stations in a facility overtaken by hostile forces.
The cadets cleared the first main room and successfully installed the first of the two command stations.
After clearing their way to the second main room at the opposite end of the chamber, they noticed a green ooze pouring in from the vents along the floor. The ooze appeared to be pulsating and alive.
Then they heard a monstrous chuckle.
"Run," said the squad leader! The squad of cadets bolted for the chamber exit.
The drill instructors watched in horror as a pack of what looked like miniature hippos began vomiting rapidly on the cameras. Their holoscreens went dark.
It was time to send in the Marines.
Comments
Whuuut!
New storyline:
http://forums.unknownworlds.com/discussion/130229/wip-ns2_co_battlechamber
That's simply not true, it's just not as robust of a texture/decal set as we had in ns1. There are 2 infestation props and around 3 textures. There's just no reason to use them with dynamic infestation - but you can't spread dynamic infestation in combat yet. See co_skylight, where I have faked infestation.