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.
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.
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
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.
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.
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.
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]
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.