ns2_ayumi
Loki
Join Date: 2012-07-07 Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Iam remaking ns_ayumi for ns2. Originally created for ns1 by Par Fredriksson (also known as Drunken.monkey / Toad). The map will not be an exact carbon copy as there are a few limiting factors in NS2 over NS1 (no lifts / weldable vents to name a few). 9 Resource Points 4 Techpoints. I am debating if I should make it 5 or keep it at 4 but only playtesting I guess will tell me that.
The ALPHA greyboxed version is out now on the workshop
Link ->http://steamcommunity.com/sharedfiles/filedetails/?id=148367618
Mod ID 8D7E902
The original map
As it currently stands in my editor ( No vents are added yet + not quite sure how the gorges hideout will work in ns2!) As it stands 8 out of the 9 RT points are in there ns1 positions. I have only moved 1 so far to avoid arc ranges / level over level (to which there is only 1 remaming that I need to solve (In the Star Child room)).
There is still quite a lot to do (basic geo wise and there are some stupidly long corridors) before I release it but expect a "GREYBOXED" testing version very very soon.
Some more random pictures
Ayumi Central (Marine Start, Fixed)
AE35 (Techpoint, Random Alien start 1of 3) - Changed this from the original but might change it back
Hamasaki (Techpoint, Random Alien start 2of3)
The ALPHA greyboxed version is out now on the workshop
Link ->http://steamcommunity.com/sharedfiles/filedetails/?id=148367618
Mod ID 8D7E902
The original map
As it currently stands in my editor ( No vents are added yet + not quite sure how the gorges hideout will work in ns2!) As it stands 8 out of the 9 RT points are in there ns1 positions. I have only moved 1 so far to avoid arc ranges / level over level (to which there is only 1 remaming that I need to solve (In the Star Child room)).
There is still quite a lot to do (basic geo wise and there are some stupidly long corridors) before I release it but expect a "GREYBOXED" testing version very very soon.
Some more random pictures
Ayumi Central (Marine Start, Fixed)
AE35 (Techpoint, Random Alien start 1of 3) - Changed this from the original but might change it back
Hamasaki (Techpoint, Random Alien start 2of3)
Comments
what you mean this bit
Some good remakes in the works, metal, caged ellipse, hera
That is glass hallway, if your going to include it you'll need to do some work. Like the window and outside along with a couple textures, but I guess its better than doing it from scratch. I got bored and wanted to map something other than Origin. Here's the original for comparison:
Thank you !
http://www.twitch.tv/carnage134/b/411781173
We played a round on Ayumi last night and a couple of issues were highlighted.
Firstly, this vent in Pressure Control is beloved by gorges
And secondly both doorways into pressure control are easily blocked off with just two armouries each. Led to a nice little turtle.
It's the 148367618 number converted to hex. Not that anyone could figure that out themselves. : p
Increased ceiling height across most of the map
AE35 Techpoint moved + RT to avoid the long line of sight
New vent added from server room to near marine start
Map rotated so that it matches the ns1 version in the minimap
The long east to west corridor in the center of the map has been cut in half a new room added to the west end RT / Power node moved to there from Power Access III. This room is part of the Power Access III section
Pipeline route from hamaski has been cut off and moved so that it joins in to the eastern entrance
Central Junction is now a T junction offering routes to Cold turn / hamasaki, Eastern Entrance, Section Zero
Pipeline room has been remade
Server Outlet room has been partly remade
Section Zero has had its power node + RT moved
Section zero will be the next room to be remade
Stay tuned for some pictures of finishe areas!