ns2_unearthed

Kash
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22 October 2017 - 12:32 BST
#1
As some of you already know, I started working on a second build of ns2_trash, specifically for 6 vs 6 competitive play named ns2_unearthed.

I'll update here with changelogs as they come, for the full thread see here - https://forums.unknownworlds.com/discussion/153023/ns2-unearthed

Changelog based off of a scrim/mix last night -

- Removed Transfer to West Route vent
- Added Transfer to Mining Tunnel vent
- Removed some of the Overlook vents
- Rebuilt the Elevator ceiling to reduce complexity
- Altered some aspects of Routing to make routes more clear
- Added collision geometry to the Transfer staircase

Please give feedback on the changes and any further changes that may need to be made.

I'd especially appreciate feedback/ideas/comments on the Overlook vent that is remaining, is it still too strong? is there a better way for the vent to exist? should it not exist at all? etc etc.

"Out with the gorge, into the ready room" F4 - iSay
Kash
5445
For the Lolz
Posts
310
Location
United Kingdom of Great Britain and Northern Ireland
Joined
5 May 2013
26 October 2017 - 16:06 BST
#2
Changelog -

- Blocked one of the archways in overlook to stop the vent being abusable by gorges
- removed the "death pit" in Furnace
- fixed a few stuck spots and awkward "I should be able to fit through here" issues
"Out with the gorge, into the ready room" F4 - iSay
Kash
5445
For the Lolz
Posts
310
Location
United Kingdom of Great Britain and Northern Ireland
Joined
5 May 2013
12 November 2017 - 04:30 GMT
#3
Changelog: -

- Rebuilt Lookout from scratch (now named Hallway)
- Rebuilt Elevator from scratch (now named Overlook)
- Rebuilt Junction from scratch
- Rebuilt Power Supply from scratch (now named Crevice)

The above rooms now show the theme that will be slowly brought mapwide.

- changed layout of Routing to make flow feel more natural
- Opened the connection from Furnace to Lava Pit to reduce visual cluttering in the area
- altered the northern part of Testing, reducing the overall size of the room and swapping the RT and TP locations.
- Altered the West route RT platform to allow marines to see underneath
- added props and grating to Support to make Line of Sight on the RT more difficult
- Increased Transfer to mining tunnel Vent height to allow marines to bunnyhop through
- altered Expansion cover around the RT
- Changed vent textures to make them a little more interesting

EXPERIMENTAL -

After discussing changes and ideas with Herakles, he mentioned adding a vent from Lava Pit to the newly built Power Supply (Now called Crevice)
Due to the power of this vent we decided it should come with a risk and we settled on it being a "lava-vent" that will cause damage over time while you're in it.
Marines WILL need medpacks to make it through, you cannot survive.
Skulks "can" make it through, but you need to be fast and even then, expect to be very low on health.
Lifeforms can all make it through (not including the onos) but you may want to think twice if you're low on HP and trying to escape.

Due to the experimental nature of the vent, I would appreciate feedback on it, good and bad.
"Out with the gorge, into the ready room" F4 - iSay
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