Natural Selection 2

Natural Selection 2

NS2_Outer_Rim_Ark
Showing 1-7 of 7 entries
Update: 26 Apr, 2018 @ 2:39pm

Changed file name. ns2_ora.level it is.

Fixed a path problem in Transfert (near Botanic)

Nano Workshop:
Made lightning a little darker
Extended the vents so there is room for occlusion geometry, and room for gorges to make a party in there.

Finally enabled the secret room.

Some other fixes here and there.

Update: 26 Apr, 2018 @ 1:29pm

Update: 3 Sep, 2016 @ 4:10pm

Mapping : LOS : Killed 2 LOS in Analysis
Mapping : Converter : Heavy change to block most of the LOS problems. It seems better.
Mapping : Converter : "Fixed occlusion that disappeared i don’t know how On a side note it’s not the first time i see something vanish."
Mapping : Nano : Fixed colission that was out of position and was an obstacle while nothing was there.
Mapping : Generator : Lowered the ceiling so the it diminishes the alien ability to use heights (Fade + Lerk)
Mapping : Catwalk vents : Modified the vent so it is less powerfull in Launch (big LOS)
Mapping : Ancient Palace Ready room : Added the spectator entry
Mapping : Botanic : Added some occlussion geometry
Mapping : Vent – Botanic : Changed the « launch side » exit so it’s not OP anymore
Mapping : Stairs : "Replaced all 90° arc stairs by a new set of geometry and props that suits better the theme. Replaced doorways where i could to suit the theme."

Update: 19 Aug, 2016 @ 5:00pm

Mapping / Fixed a Cyst chain bug
Apparently when you have several floors and ceiling like layers the game have trouble to find the right path for cyst or medpack location. It looks like another bug/problem it seems.

In this example it was a grate in Exchange (North to Purification). There was a set of faces (geometry) that made the following stack « ceiling, floor,  ceiling, floor ». Apparently the cyst isn’t following the path mesh (which was fine).
Same kind of things happened to Catwalk but that day i did something else due to the configuration of the room.


Texture / Rocks
Removed some "Normal test" and harmonized the colors between the different rock textures.

Mapping / Misc
Replaced some doors and blocked some LOS. Tweakings on commander cameras and view.

Update: 9 Aug, 2016 @ 2:03pm

Mapping Game entities Fixed location boxes that were not correctly a fit for a room or was completely out of position (I moved some rooms, you know.)

Update: 1 Aug, 2016 @ 11:55am

This is a new version of this map including heavy changes.

This map needs playtesting :
http://www.rootwave.net/NS2_ORA/ORA_Testing_Protocol.odt

Pls use this document to help you test this map.
The more you show interest the more i can enhance this map.
Thank you very much.



Change log:

Texture ora_metal_peint_001: Added grooves
Texture ora_vaisseau_paroi_ext_001 & 002: New texture for geometry and the new prop

Modeling + texutre ora_arche_001: New prop to replace some geometry in Northern rooms
Modeling + texutre Skybox: "Remake. 3D scene (in Blender). Added a rotating plannet"
Modeling ora_vaisseau_paroi_ext: New prop to replace the early « Exporter Proof » in place but really ugly


Mapping Mapping: "Remake New configuration and some modification on the adjacent rooms."
Mapping Botanic: "Removed shadow from Spots. The rendring engine has become weak about shadows and even shows flikering effect when too much lights with showdows are in the same area. Sad. Replaced wall by Lab style wall"
Mapping Transfer: More decorations
Mapping Exchange: Some prop have been adjusted and modified
Mapping Converter + Launch + Mapping + Bridge + Captain’s room / Exterior: Remake of the exterior so it looks better
Mapping Ready room A: "Remake. Better shape, texture and lightning in there"

(Damn i'm fast)

Update: 14 Jul, 2016 @ 5:34am

This is a new version of this map including heavy changes.

This map needs playtesting :
http://www.rootwave.net/NS2_ORA/ORA_Testing_Protocol.odt

Pls use this document to help you test this map.
The more you show interest the more i can enhance this map.
Thank you very much.


Change log (summarized)

Room : Holographic (Connector SW): Remake. Welcome Transfer"
Room : Q SW Hole : Remake. Now there is plenty of pipes in there"
Room : Catwalk (Connector SW-E): Remake. Now there is plenty of pipes in there"
Room : Maintenance (RT West): Modified the North LOS to avoid long range RT shooting
Room : Pipelines (Connector E-SE): Remake. Welcome CO2-O2"
General : Pipes are replaced by an ORA model as much as possible.
General : Textures are replaced by an ORA one as much as possible.
Room : Converter (RT East – Geometry): Replaced some geometry with 1/2 circle shaped volume
Added ready room B: Something to visit
Added ready room C: Something to visit

All material "All have been reviewed and eventually Debugged, Enhanced, Re-made, Removed. ~90 materials"

Modeling: A set of 248 models have been included
144 pipes (different shape and colors)
46 beams (different shape and colors)
1 set for vents
1 set of colums
1 set of rocks
2 sets of doorway (& door)
1 container (will make more)
1 lab set (13 model, wall, corners etc)
1 set of bio storage (sphere like)
1 set of light column"