revised, The creator of this map started this map ages ago to fix many of the things wrong with the original Achio. The overall layout is roughly the same, but the size of the map is smaller. Also everything has been tweaked to resemble an actual space ship, with levels (or decks). The hallways bend around architecture which would be located on the different levels, but extend into the lower of higher levels. Overall, Kouji_San gave the lighting a complete revision. With the use of more contrasting and more colorful lights. This was to counter the washed out look the old Achio had. [b]Most important additions/fixes:[/b] [*] New gameplay addition: Hives Based Bacterium Lockdown Resnodes, information included in readme [*] New gameplay addition: Alien only trough wall teleporter at aft engine, information included in readme [*] 5 new weldables (total of 6) [*] Port ION-Cannon has an initially marine only resnode due to weldable [*] Fixed siege issue at Port Material Displacement Core The first image below will show you the mini map, the rest for the map previews.
other minerals which are then processed in Oasis and used as a power supply. Phosphorus is being melted and mixed with other matters and the result is a chemical which is reflecting beautiful, pure green light.
for a long time. If a beginner player will play this map and finish it, you can be assured that the new player will learn a lot more about the game. Do remember that this won't be a map that you can just install and select the map in game. Let's say this acts as a mod, so this shows up in the Game List in Steam.
Stargate. Beware though, the stargate is not the only way to go to the place you are wanting to be. As you can see on the mini-map below on the screenshots, you can also take a detour. [b]Note:[/b] More images will be added shortly.
been found our self, and hence our escape plans have been . . . delayed. Please rescue us from these alians - and i know you will use the resource pockets that we have built to full advantage[/quote]
which should make it a good choice for new players who wish to get used to Natural Selections gameplay without of having to memorize maze-like layouts. Generally, it\'s a rather corridor-heavy map, which means that ramboing skulks will have the life expectancy of a squid in a blast furnance. Plenty of ambushing points and dark corners should make up for this, though. [/quote]
original Achio. Things which changed/were fixed compared to the old achio: [*] Lack of cover/large open spaces through out the map and hallways [*] Over stressing the engine resources used (lag on slower pc’s and overall netlag) [*] The overall style and texturing used [*] Added more detail through out the map The overall layout is roughly the same, but the size of the map is smaller. Also everything has been tweaked to resemble an actual space ship, with levels (or decks). The hallways bend around architecture which would be located on the different levels, but extend into the lower of higher levels. Overall, Kouji_San gave the lighting a complete revision. With the use of more contrasting and more colorful lights. This was to counter the washed out look the old Achio had.
look and feel. The main map has a castle, an evil dragon nest(hive area) and a cave between these two areas. There is plenty of small stuff to discover in the main map. He always put some secrets in my maps and this time it's the trophy room and the ReadyRoom Adventure. The ReadyRoom Adventure is a small dungeon located somewhere in the ReadyRoom with puzzles that require teamwork(like in Sven-coop). The trophy room is a room dedicated to the players at the Voogru server. [*] [b][u]Features:[/b][/u] * A partly destructable castle (the drawbridge and gate can be opened and closed) * A dragon cave * A mage tower with magic weld (THIS WELD OPENS THE SECOND RT AT THE CASTLE) * A dark cave * Custom textures * Custom sky * Custom sounds [*] [b][u]Secrets:[/b][/u] * The ReadyRoom Adventure * The trophy room, also found somewhere in the ReadyRoom (this room also has a secret admin room) [*] [b][u]Problems and bugs:[/b][/u] - After changing to this map the gamma is very high, pressing escape twice fixes it. (I added an env_gamma to the map set to 1.0, but to no - Less annoying, but the r_speeds at the castle area are a little high. It would be nice to get some tips to optimize this area. - There is a very slight chance you can get stuck in the doors in the ReadyRoom Adventure, just be careful not to walk in the door opening when the round restarts. - The jumping puzzle(the one with the pushers) in the ReadyRoom Adventure acts weird after the round resets. - Players can be crushed by the bridge, just don't walk near it when it goes up.
feedback is, it will absolutely be considered before ns_nexus_b3 is released all over. The main drawback of this test is the minimap. The beta 2 minimap had everything labelled and coloured; there have been a few significant changes to the minimap, and the Author of this map hasn\'t been able to get it updated yet. But, he included a basic build minimap file, so you\'ll still have the basic mini map. Everything else should be near-b3 release. The author might darken the pulsating Nexus Mainframe light a bit, but that will be determined after a bit of testing.
Small layout changes [*] Mirror textures misalighment [*] Solved elevator bug [*] Removed med-sci door [*] Usable door in crew sector are now different from others [b]Change Log - Beta 2 [8.3.2004]:[/b] [*] Added third path to the hive [*] Added weldpoints [*] Fixed bug with mdl.files [*] Deleted some cyclers and infodecals [*] Small layout changes [*] Clipnodes tweaking [b]Change Log - Beta 3 [17.3.2004]:[/b] [*] Solved sprite bug [*] Added weldpoint [*] Added ventilation system [*] Small layout changes [*] Clipnodes and leaves tweaks [*] Added custom signs [*] Added speaker [*] New ReadyRoom [*] Added custom music and ambience sounds Any Combat Lovers should definitely get this map. For further information, check the readme below.
text. [b]Change Log - Beta 3 [31.10.2004][/b] [*] gamma back to 1.5 [*] new weld point [*] solved crashing(?) [b]Change Log - Beta 2 [23.10.2004][/b] [*] marinespawn fixed [*] vents fixed [*] added and fixed sounds/MP3 [*] fixed null textures [*] lighting fixies [*] elevator button [*] fixed stuck points [*] other small fixies [*] lowered gamma ramp from 1.5 to 1.3 [*] added info_locations
issues: [*] the door in the glazed indoor/outdoor section extends through the wall when operated [*] polycounts are generally quite high, esp. in the hive [*] Circe needs to reference the wad file, checking where he got everything from & giving appropriate credit As said, Circe really wants to know what you think of the map.
some kind of fun map, but it is actually a serious map. It appears to be alien friendly on Pubs, but I think that is because the marines tend to think that because the MS is easy to defend they do not have to move out. This gets them killed. There is also a very complex vent system. I plan to make no more changes to it unless NS goes to source, then I will make some changes, and rebalanced it as needed.[/quote]
a func_nobuild in the infested hallway at Port Generator For more information regarding this map, check out the readme below.
layout, and especially, vent system. This is a full-fledged NS map, and it is very detailed. it will take a while to learn all the routers. Especially the vents. StixNStonz made them as intuitive as i thought possible; they\'re as useful as the Nancy vents but they aren\'t such a cryptic maze. Save harsh criticism until you at least play a few rounds on it. Every map feels like a maze until you get the feel for it. Ns_Nexus from the very beginning was to be a full-fledged TSA Spaceship. Many maps are set sort of on spaceships, but none have strives to give the complete ambiance, layout, and detailing of the real deal. Enjoy getting lost in its multitude of rooms, and especially in the huge ventilation system behind the access panels (which happens to be rather ninja-friendly). Check out the readme below for more information regarding this map. [b]NOTE: It is possible that the screenshots are darker then they are in the real game[/b]
crappy semitransparent texture. i do think the range of sieges is correct, as to siege a hive you gotta be very near it and if aliens do let marines that far, they deserve it.[/quote]
underground. A malfunction in the lab caused clocks all along the arm to go haywire, alerting the TSA to an alien presence.[/quote]
basic stuff missing. It has all spawn points, resources, hives, locationnames (beta) and an incomplite marine-spawn location [/quote]
teeming biosphere; not too different from that of Earth. Naturally the TSA had a great interest in this planet, seeing a chance to create a colony and learn more about the Universe around them. Now, many years later, as the war on the Kharaa rages around the galaxy, TSA High command began to stop receiving comm signals from Alloraine. With their limited resources being funneled into more and more advanced weapons and equipment for the Fronteirsman, the TSA had to leave Alloraine in the dark. A cargo ship containing information on advanced light machine gun schematics has recently crashed on Alloraine, near one of the old research outposts. Bio-scans indicate that the Kharaa have beaten the Fronteirsman there, but have only recently arrived. The battle for a lonely biologic research station is about to begin.[/quote]
be infested. Celtic station was placed under quarantine after a service deck has somehow became infested. The effected deck has sealed off from the rest of the station and the frontiersmen summoned. If the frontiersmen arrive in time they will be phased into the (as yet) unaffected data centre. The station\'s 800 workers and 200 passing traders are relying on the TSA to prevent the spread of the alien threat and save their lives.[/quote]
As you can see on the screenshots below, the map itself looks like one big laboratory.
decided it was time to head for a spaceport for some much needed R&R. The captain set the autopilot and then he and the crew went to have a look at their salvaged booty. The ship is now one week out from a highly populated spaceport and communication with the crew cannot be established…[/quote]
out long enough they will gain access to the siege room which is their only hope. Supply is also important. There is one secure resource room and one vulnerable one per team. This means the team that pushes the hardest can cut the other team\'s resource collection speed in half. [/quote]
problems. So I consider this to be my first map. [/quote]
for an hour, I AM NOT RELEASING ANOTHER VERSION OF THIS. [/quote] :lol:
Nodes and other things as well depending on the Map Maker. As you can see on the screenshots below, you will see a lot of wide and open space, which makes it easier to build. If you are a type that likes to have some fun, then this is the type of map you should go play. Check out the screenshots below to see some previews of this Siege Map.
someone on the bridge the fall down and die, On the Marine side there is a door and the door can be opened by the comm and by the normal marines, bye 2 buttons each side of the comm chair. On the alien side there is a canon like thing which if you go inside it shoots you out of it and you fly away, and each side of both bases there is 3 rt's and in the middle on the side of both bridges there is to rooms they are pitch black and there is 3 rt's in both sides and you have to put you flashlights on to go in there.
was lost to them. Reclaim it. For the detailed back story and map information, check out the text file in this file package in the maps folder.
engine and veared off coarse. Now both engines have stalled and the ship is adrift in Gamma-Hydra Section Ten. The ships security and bio-monitoring equipent has identified the presence of Kahraa bacteria, but that it is contained in the rear of the ship. Normally a ship this small and it\'s crew would simply be sacraficed, but TSA has ordered the ship recovered. The cryo units on the ship are still intact and the crew are still alive. TSA intellence believes the Kahraa were being smuggled aboard the ship by one of the crew. It is imparative that we regain control of that ship so that we can rescue and then interogate the crew. Game Type : Marines vs. Aliens
called \"Starved\", due to the nature of it\'s objectives. A relatively small planet had been reported to be under alien control, and due to the large amounts of resources situated on the planet, the Frontiersmen had decided to take it. However, due to few resources being available, they could only send a small number of marines. Because of this, they decided on a new strategy - to starve the aliens out. The marines conducted quick sharp attacks on the entrances to all of the underground systems that the aliens were living in, and managed to completely block off the exits so that the aliens could not reach the surface at all. After only 2 weeks, scouts sent underground reported no sign of alien life, and that the mission had been successful. The planet was free of all alien life. Or so they thought... After the ship \"Starved\" took off to return to a nearby spacestation, about 2 days into the journy, an alarm went off. Security was fairly lax due to the fact that they didn\'t expect any hostiles as the mission was a success. The alarm was investigated, and to the horror of the crew, an alien settlement was discovered in the very low decks of the ship. As nearly all of the crew had been out fighting on the planet, no-one had noticed in the virtually unused storerooms of the deck, a few aliens had managed to get past the siege blockades, and found their way to the empty ship. As soon as the alien presence was discovered, officers sealed off the sections of the ship that had been taken over, and a small but extremely competent team of marines were sent down to eliminate the alien menace. Over to you....[/quote]