Natural Selection 2

Natural Selection 2

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Modification: Map
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15.875 MB
Aug 4, 2018 @ 11:51am
Sep 4, 2019 @ 10:21pm
50 Change Notes ( view )

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ns2_veil_cured

publish_id = "575b854c"

Improvements to make all Alien Starts even and to reduce System Waypointing stalemates.
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10 Comments
Nerdish by Nature  [author] Jul 16, 2019 @ 4:50am 
Changelog 07_16:
-Removed the corridor between Neck and Dome
-Moved Pipeline closer to the rest of the map
-Made Dome-Pipe-Cargo area more Alien friendly
-Moved the Pipeline - Cargo vent to be easier accessable from Pipe
-Re-arranged the broken pipe stuff and forklift between Cargo and Dome to offer more cover and a quicker route to the ceiling vent
-Re-opened the Dome-C12/East vent
-Added two more pillars in East to help Aliens
-Made a direct connection from East/Nano to the hallway leading to the Dome from Nano
Nerdish by Nature  [author] Apr 23, 2019 @ 10:04pm 
-Reverted the Skylights change, a single Marine can't get into the vent anymore.
-Changes to Dome
Nerdish by Nature  [author] Apr 22, 2019 @ 11:53pm 
Update (new changes planned for 328):
-Fixed minor pathing issues in some locations
-Moved Marine Start power node in the middle so Aliens can attack it from both entrances.
-Moved Sub Sector power node more to the right, so Aliens from System entrance can attack it more easily.
-Added a few more obstacles/cover spots in Sub Sector
-Increased height of the crate in Skylights to enable a single Marine to get into the vent (in your face vent Gorges).
-Added a crate in West Junction to make the trick jump into Overlook vent easier.
-Added a few more obstacles/cover spots to Topo
Nerdish by Nature  [author] Mar 1, 2019 @ 9:44pm 
-Added more cover inside Sub Sector
-Moved Y-Junction power node out of Bile Bomb range from the vent
-Created more space for ARCs outside of the left Cargo entrance.
Nerdish by Nature  [author] Feb 23, 2019 @ 7:39pm 
Update:
-Added more cover in Overlook
-Added another vent exit on the other side of the System platform towards Nano.
-Increased the floor between Y-Junction and System, Onos/Gorge can hop up the platforms in
System now, less effective Armory blocks
-Moved the big containers at the left Cargo entrance closer to the Hive. This helps Marines to
attack Cargo without jetpacks and also helps Aliens, when there is no Hive in Cargo in the early
game.
-Added a vent from Dome to East. Marines can get inside easily from Dome side, but not from
East.
Nerdish by Nature  [author] Oct 26, 2018 @ 9:12pm 
Update:
-Added a crate in Skylights as los-blocker so it's easier for Skulks to move from behind the res node to the left wall, when Marines approach.
-Added a crate in East Junction to make it easier to jump over the railing, when going from Topo to Nano.
-Lowered the entire half ring around the C12 res node area to hopefully improve that area for Marines without screwing with early game Skulks spawning in Pipeline.
-Added some crates in Y-Junction near System entrance to improve that area for Skulks and Gorges to either bile more safely or be able to get into vents.
-Created more space at the Cargo entrance coming from Y-Junction for ARCs shooting at Cargo so they don't have to be placed in the doorway.
-Fixed Occlusion Geo in West causing muffled shooting sounds (Thanks Handschuh).
-Fixed EXO stuck bug in Y-Junction (Thanks Ironhorse).
Nerdish by Nature  [author] Sep 3, 2018 @ 6:35am 
Update:
-Moved the Vent Entrance leading from Pipeline to Cargo lower, so it's more obvious and easier to reach. Also slightly easier to cover by Marines holding Pipe side.
-Added 2 alcoves between Pipe and Neck for Aliens to dodge some bullets in these long hallways.
Nerdish by Nature  [author] Aug 18, 2018 @ 2:27am 
-Created more space in Dome to the north to improve that PG position compared to System.
-Added more starting Cysts in Pipeline and Cargo
-Created more space in Skylights to nerf Sub Start.
-Added another Terminal and Pipe in Topo for more cover.
Nerdish by Nature  [author] Aug 4, 2018 @ 11:11pm 
Update:
-Added a straight connection from east to west vent below the Nanogrid floor
-Added a hanging container crate in Cargo to make it easier for skulks to get straight up to the crane and challenge jetpackers
Nerdish by Nature  [author] Aug 4, 2018 @ 11:55am 
-Moved Pipeline and Neck closer to the center of the map
-Removed vent exit into pipe
-Added another big crate in Cargo near the res node
-Added half closed door in Sub Sector similar to the ones at the res node platform
-Added and moved crates in Overlook for better Gorge Tunnel spots and defense
-Added a vent from Overlook to System Waypointing
-Minor changes to System Waypointing geometry and more Terminals on upper level for cover