Natural Selection 2

Natural Selection 2

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ns2_FTL
 
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9.551 MB
Dec 6, 2012 @ 8:03am
Dec 6, 2012 @ 8:39am
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ns2_FTL

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Description
Hello Community,

ns2_FTL (Version 1.0)

I've been playing around with Spark Editor and created a "FTL" map, which features; i)The Kestrel ii) The Torus iii) Drone Ship.

This is my first map so any constructive criticism is welcomed. Hopefully the map itself will work 'strategically' but I am more than willing to modify the map (new vents, bigger rooms etc) pending comments/feedback.

I occasionally run a Server named "DaneNET Map Test" (or very similar), so do feel free to try it out. (Quad Core 4ghz - 8GB DDR3 RAM - 30MB Connection).

I look forward to any feedback you guys have.

Regards,

SuSaT
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14 Comments
|-DMD-| WiseChoices Feb 1, 2015 @ 11:21pm 
MAP REVIEW:

I couldnt even move in the ready room, but from the looks of it, there was no detail to the ready room. The stairs were too tall to freely run up. You had to jump up each step.
ReLLiK_pt Apr 13, 2013 @ 6:58am 
any update?
SuSaT  [author] Dec 14, 2012 @ 2:40pm 
@ Crusha - I would agree, lighting needs more consideration/effort. Essentially the ships details 1 or 2 types of lights (varied slightly by ship). Only the Drone ship features "side" wall lighting I think your suggesting and the "healing pool" area (last room I produced), details about 6 or so light types/colours etc. It was also the same time I upgraded my GT240 to a GT560ti 448 (big upgrade), so the "lighted" option on Spark Editor became more 'friendly' :)
Crusha Dec 14, 2012 @ 1:51pm 
You should also experiment more with lighting. The monotonous single light in almost every room is getting pretty boring quickly. You should experiment with more light variations, maybe some closer to the walls. And use even more props to break up the blocky cubic shape of the rooms. Give it some more depth.

The texture and prop work on the marine side of the map also looks far more fleshed out than the alien side, which looks a bit uninspired and flat with too much toying around. (If each of those clogs is an individual prop, it will probably crank up the draw calls quite a bit and thus also lower the performance).
SuSaT  [author] Dec 14, 2012 @ 12:56pm 
Very useful comments, thanks guys! It will help the not only on this map but my thought process for any future maps :)
Crusha Dec 13, 2012 @ 1:53pm 
The map-internal clogs on the ceiling also makes it impossible for commanders to build in some location, which handicaps aliens even further. There is also not much cover in the long open hallways for aliens to successfully approach without being torn apart from marines.
Vents also need more ups and downs and interruptions that make them less accessible for marines. The vent in the main hallway can be locked down by marines easily because it ends directly on their level and they can look right into it - it doesn't help aliens one bit to get closer.
╰_╯ Copies cardfarm Dec 11, 2012 @ 4:15pm 
only bad thing about this map is to few vents and shipping weapon room and the other one are to close to drone ship, cuz it just can get arced wich is not good and is useless to aliens
Astigos Dec 10, 2012 @ 12:05pm 
TBH I think this is unsalvagable for an NS map if you're trying to keep the FTL feel. This would probably make a good CO map as it is now.
SuSaT  [author] Dec 10, 2012 @ 7:26am 
Thank you for your comments, I can resize the rooms etc, but would move more away from the "FTL" feel I think? Failing that, perhaps an additional (much larger) ship with 2 hives, to the west of "docking port" opposite Drone Ship? Removing 1 Hive from both starting ships?
Astigos Dec 10, 2012 @ 7:10am 
I'm sorry to be so negative, but this map is very bad. The rooms are tiny which makes jetpacks, lerks and fades useless. A single, well placed marine observation tower is renders alien ambushes useless. You are freely giving each side 2 tech points, neither of which can be fairly contested.

Scrap this map and make it combat. That's the only chance at saving it.