Natural Selection 2

Natural Selection 2

ns2_hera2018
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Update: 11 Nov, 2018 @ 2:55am

- Maintenance RT is now socketable with the power point
- added some CommanderInvisible

Update: 11 Nov, 2018 @ 2:09am

gamesetup modified

Update: 10 Nov, 2018 @ 10:00am

- Vents now appears in Minimap
- Remove some outdoor section for Minimap (CommanderInvisible)
- Added CommanderInvisible for some brushes

Optimisations :

- Removed unused vertice/fac/lines
- Remove some Entities
- Fixed a Hole in Cargo
- added some Oclussion Geometry

Update: 28 Oct, 2018 @ 6:39am

Update: 28 Oct, 2018 @ 6:33am

preview.jpg

Update: 28 Oct, 2018 @ 6:21am

- Placed Ventilation 3-C a little bit further because ARCs
- Removed Pathing for stairs replacing it by CollisionsGeometry (fixes Drifter & bots issue)
- Lots of Optimisation !

Update: 28 Oct, 2018 @ 5:25am

Changelog :






ns2_hera for Diamondgammer server (+ NS1 mod) by Avoca & Rusty :


ns2_hera_2018 for NS2.0 (x64 only build since update) by Xale (NS1Player)






This changelog apply to Rusty's version released ~4 years ago

- April 2018 : Beginning of the project
- September 2018 : Beta Testing
- October 2018 : Released !



I wont improve this version so much since It has been original imported from NS1 trough Blender ( https://www.blender.org/ ). Technicaly, they are tons of duplicate line & point, and lots of points aren't even in the grid, making it very painfull to work on some areas.



I may plan doing a new ns_hera from schratch, or at least a descent Layout (I've drawn a new layout on small tile sheet). Oh by the wait if you know a way to contact Janos & Alibi who started to remade ns_hera (but abandonned) I'm interested.




#### Changelog ####


ReadyRoom :


- Removed Diamonds
- Added some Ready_Room_Player
- added some lights
- added my custom music ??


Entities :

- ns2_gamerules : Now in center of readyroom
- skybox : Now in center of readyroom
- path_meshing : Created in center of readyroom
- Added power_points for each room
- Added some Commander_camera

Light :

- Extra Light for some rooms especially Entrance & Reception


RT Change :

- Added a node in Maintenance Corridor
- Processing node is now downstairs
- Marine start RT replaced inside (NB : outside is blocked by a force field now sorry)
- Holoroom has 2 ress nodes (like original ns_hera) but one is not working and obstructed by a piece of metal. This is to help rookie understand this is an important place in the map, but I didn't want a double ress here (or I should have delete Cargo...).



Gameplay :



- removed some ladders and replaces by stairs or blocks. Everything has been tested so that the drifter could sort it out
- Added a corridor in processing otherwise Ventilation was a bit too isolated
- blocked Waste near entrance with crates (since they're is no weldable door marine would rush/APC this hive too fast from Marine Start)
- added an access on Ventilation-3C for the drifter to be able to go up/down
- Alpha some props so the commander has a cleaner view
- Removed the floor door in cargo and as Onos would get stucked and won't be able to go up

- Added armory for Marines at start because it's a hard map for marine I think.


Graphics :

- Entrance & Reception remade a bit (one of my favorite part of the map)
- Reworked Textures on Data Core Delta
- Added a planet prop in Holoroom
- Waterfall texture replaced with more realistic water texture
- Lots of little stuff......



Optimisation :

- Absolutely no "OcclusionGeometry" was in the map (Crappy FPS you guess...) so I added them. It's still far from perfect. But the map doesn't use much props so the framerate seems ok.
- Remove some point/lines, hope this will help too


Sounds :

- added some ambiant sound, always helps :)


Possible changes possible (depending on win/lose ratio) :


- Making Data Core Delta defaut hive for alien.
- Remove Cargo RT and put double RT in holo-room
- Remove crates in Marines start opening it to Cargo


Knowned problem :

- Some pathing for Drifter/Mac