Natural Selection: NS Nexus Map

Ns_Nexus was started in sept 2005, and first released October 2006. StixNStonz made the map i always wanted; a full-fledged NS map that actu...

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Ns_Nexus was started in sept 2005, and first released October 2006. StixNStonz made the map i always wanted; a full-fledged NS map that actually felt like a ship, with really innovative gameplay, 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.

NOTE: It is possible that the screenshots are darker then they are in the real game

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Download 'ns_nexus_b2.rar' (1.84MB)

Readme
-WHAT IT IS. Ns_Nexus from the very beginning was to be a full-fledged TSA Spaceship. Many maps are set sortof on spaceships, but none have strived to give the complete ambience, 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).

-MINIMAP. The minimap has been coloured (red for vents), and labelled. Its not as clear as the other maps, due to some room-over-room, but its plenty navigable once you understand the basic layout.

-RUNTIMES. The runtimes from MS to each hive is pretty much spot-on if you have all the routes open. The runtimes from each hive to the others are spot-on as well, and even as low as 13 seconds from Port Hive to Chromo Hive, if you know the vents.

-WELDABLES. There are 8. Of the route-opening weldables, one is critical, two are very useful but not critical, one is minor, and another is to help with a secret passage. There are then two siege-opening weldables, and one vent-closer.

-SECRET ROUTES. I love them. Caged is full of them, other maps have a sparse few. I DO NOT mean illusionary walls or invisible buttons; i mean actual architecture that can be jumped/maneuvred/whatever, rather perilously, to gain a very significant advantage as a marine. Nexus has two ultra-secret routes, one secret-but-obvious route, and then tons of boostable or just plain awesome ninja'ing routes. Collect'em all. It'll take awhile.

-R_SPEEDS. They have been optimized greatly; they're practically within official limits. If you're running on Software mode, i.e. you dont even have a videocard, you're in for some s***. I have a fairly low-end comp (2.6, 1gig, geforce 5600) and i never get any slowdowns. Average for players is ~600, peaks at 1000 from certain angles. The comm peaks around 2000 in certain spots too, i'll probably fix these up in a future version.

-ELEVATORS. They cannot be broken by marines. But they CAN be broken by the comm. It should be acceptable for the comm the 'use' the elevator as he pleases, but for the comm to 'use' it during its movement - which makes it stop/start - should be considered exploiting, just like how marines can do that to the Generator elevator in Nothing. Repeat; marines cannot do this themselves.

-RES NODE LAYOUT. It is deceiving. At first glance it looks as though the majority of the nodes (7/10) are away from the bottom two hives. This is an illusion; the middle two nodes are very high up, and the far left ones are a solid walking distance from MS. Nexus Mainframe node is very close to MS (once its welded), and Railgun node is a bit farther, but the rest are fair game. This was done on purpose, mimmicking Station Access/T-Junction and Powerbanks/Flight, etc. Each team/hive can easily secure at least one extra node, then another with a bit more difficulty, then after that its pure Natural Selection. The layout is actually symmetrical a la Veil, once you know it.

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StixNStonz


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Registered 19th December 2006

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