MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
Well actually the reason for me giving a different name to the map now is that I will most likely take a break from working on it. So unless something is completely broken, don't expect any updates on the map in near future
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
@Zavaro in case you haven't noticed the re-themeing hsa started a long time ago already but I am always happy if people want ot help (in a contructive matter)
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
update changelog 09.10.2016 (the last one until ENSL season 10 ends):
- Access now leads from Central to Back Alley
- Access RT got moved to Bio-Scan
- Bio-Scan got extended to make room for the RT
- Added cover in Transit
- Added cover in Hangar
minimap
The changes had to be done rly quickly due to season 10 starting soon so most of the changes do not look as good as I wanted them to be.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited October 2016
update changelog 18.10.2016:
- fixed pathing issue in access
- fixed stuck spot in hub
- fixed occlusion issue in pipe maintenance
- removed clutter from commander view
- minimap is more precise now
- fixed that south side of hangar was not in powernode range
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
Okay we all saw Isolation, it was an experimental room design from my part and afte observing that for a while it was clear that it just didn't work out.
So it was an easy decision for me to completely redo that room (again).
so I present to you the update changelog 26.11.2016:
- Isolation completely redone
- added some additional props in Crash Site
- blocked the underpass in East-Junction
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
update changelog 28.11.2016:
- added occlusion geometry to the ready room (if someone noticed low fps in ready room it was due to that)
- fixed the typo on the minimap in generator
- changed the Bioscan - Isolation vent so people won't run into a dead end anymore
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited March 2017
I have a little update today in preperation of a larger update that is in the works atm.
so enjoy the update changelog 20.02.2017:
- Generator is not a possible spawn anymore
- Crash Site has been rebuilt (thx @Kasharic )
- Departures - Stability vent has been removed
- added a terminal prop in the center of platform
- fixed the missing floor tile in transit
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited March 2017
Well as anounced 2 weeks ago, and right on time for season 11 I can finally present the next update of ns2_mesh. I would have loved to impement more things into it but since I am running out of time... I'll update what I have.
upddate changelog 07.03.2017:
- completely rebuilt Departures from scratch (is called Security now)
- added a new room between Security and Platform (does belong to Platform though)
- removed Stability
- Cooling moved to where Stability used to be
- added a new room called "Flooded"
- Cooling RT moved to Flooded
- swapped RT and TP position in Generator
- moved the RT in Platform
- added pillars into Central
- added more routes for aliens into Central
- changed lighting in some rooms
1) I got stuck as a fade on the ground near the western wall that leads from gen to pipe.
Somewhere around here:
In Flooded:
2) The walls are too thin. I was able to shoot a lerks wing through the walls there.
3) Also, is it possible to remove those railings around the RT? The inner circle is already pretty narrow and those railings in the middle of the room are pretty annoying. Imo it would be better if it was all stairs around the RT.
4) I'm not a fan of the glass either. It looks kind of bad, and I've heard some people have problems seeing it with their alien vision. Maybe solid walls or generator like grating would be a better option.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
I've got complaints about glass too. Some ppl don't see it or realize it.
You can put the windowcracks.model prop on your glass surface or use the biodome glasstexture with the yellow markers on it.
3) Also, is it possible to remove those railings around the RT? The inner circle is already pretty narrow and those railings in the middle of the room are pretty annoying. Imo it would be better if it was all stairs around the RT.
I'm pretty sure Meph actually removed them in the most recent update.
"some bugfixes:
- fixed stuck spot for fades at the ceiling of platform
- removed the tiny pillars surrounding the flooded RT
- buildings can't be clipped into the wall next to Transit Techpoint anymore"
He posted that on the 20th of april but only on the NSL forums here.
Hopefully something can be done about the windows soonish though, because they can be quite disorienting for me with my AV too.
Comments
You were very opposed to a name change just a while ago
ns2_quay
- opened up hangar a bit
EDIT: Forgot to mention the last update where landing pad was renamed to launch bay and got altered aswell.
Also thx @Kasharic for sharing door prefabs
If you're looking for ideas on re-themeing since the change to "mesh", I'm always here to help, man. We can brainstorm all day.
about the train... I want it to be there^^
- Access now leads from Central to Back Alley - Access RT got moved to Bio-Scan
- Bio-Scan got extended to make room for the RT - Added cover in Transit - Added cover in Hangar
minimap
The changes had to be done rly quickly due to season 10 starting soon so most of the changes do not look as good as I wanted them to be.
- fixed pathing issue in access
- fixed stuck spot in hub
- fixed occlusion issue in pipe maintenance
- removed clutter from commander view
- minimap is more precise now
- fixed that south side of hangar was not in powernode range
EDIT: Wow it were exactly 10 hours^^
http://rr.tacticalgamer.com/Replay/Watch?serverName=Taunt&startTimeSeconds=1477367539&c=PKuwKzilD-g&t=7m36s
okay this is a big update even though I'm sick and I will keep it short.
- reduced mapsize by removing some areas
- changed rooms and RT locations accordingly
EDIT: I am aware of some of the bugs but due to a workshop problem I can't update a fix atm
steamworkshop ate the original mod of ns2_mesh so I was forced to make a new mod.
this is the steam URL steamcommunity.com/sharedfiles/filedetails/?id=799246861
the mod ID is: 2FA38A0D
So it was an easy decision for me to completely redo that room (again).
so I present to you the update changelog 26.11.2016:
- Isolation completely redone
- blocked the underpass in East-Junction
- added occlusion geometry to the ready room (if someone noticed low fps in ready room it was due to that)
- fixed the typo on the minimap in generator
- changed the Bioscan - Isolation vent so people won't run into a dead end anymore
so enjoy the update changelog 20.02.2017:
- Generator is not a possible spawn anymore
- Crash Site has been rebuilt (thx @Kasharic )
- Departures - Stability vent has been removed
- added a terminal prop in the center of platform
- fixed the missing floor tile in transit
upddate changelog 07.03.2017:
- completely rebuilt Departures from scratch (is called Security now)
- Cooling moved to where Stability used to be
- added a new room called "Flooded"
- swapped RT and TP position in Generator
- moved the RT in Platform
- added pillars into Central
- added more routes for aliens into Central
- changed lighting in some rooms
minimap:
1) I got stuck as a fade on the ground near the western wall that leads from gen to pipe.
Somewhere around here:
In Flooded:
2) The walls are too thin. I was able to shoot a lerks wing through the walls there.
3) Also, is it possible to remove those railings around the RT? The inner circle is already pretty narrow and those railings in the middle of the room are pretty annoying. Imo it would be better if it was all stairs around the RT.
4) I'm not a fan of the glass either. It looks kind of bad, and I've heard some people have problems seeing it with their alien vision. Maybe solid walls or generator like grating would be a better option.
PS: I really like this map. Good job so far.
You can put the windowcracks.model prop on your glass surface or use the biodome glasstexture with the yellow markers on it.
I'm pretty sure Meph actually removed them in the most recent update.
"some bugfixes:
- fixed stuck spot for fades at the ceiling of platform
- removed the tiny pillars surrounding the flooded RT
- buildings can't be clipped into the wall next to Transit Techpoint anymore"
He posted that on the 20th of april but only on the NSL forums here.
Hopefully something can be done about the windows soonish though, because they can be quite disorienting for me with my AV too.