Natural Selection 2

Natural Selection 2

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Modification: Map
File Size
Posted
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1.160 GB
Sep 6 @ 6:37am
Sep 22 @ 9:15am
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ns2_craft

Description
ns2_craft
10 Comments
Oct 14 @ 3:37pm 
For sure,
Your current occlusion doesn't create anything atm as it appears to be random parts of the map.

You need to create a kind of box around hallways and rooms, unless a doorway/window of course.

The best solution I have is making your occlusion geo the texture of lava or something bright and noticeable. That way you can easily see it in the editor.

Make sure your occlusion is in the occlusion group so the engine knows its occlusion geometry.

If you need some pointers you can look at vanilla map occlusion, I usually don't do sound occlusion but you can do that as well. Otherwise I'm happy to hop on a call and walk you through some things.

I have some ancient tutorial videos but they aren't the best.
https://www.youtube.com/watch?v=NozDpO2-p0I&list=PLr-f1vZbjXZ39viAry5hN3wIfkydJ9SeQ
I should probably re-do them sometime and add a lot more like occlusion and groups and such.
2104WAUDIVER  [author]
Oct 11 @ 2:46pm 
Thanks for the tip bro, I'll add some obstacles to the corridors to help the aliens out.
I haven't worked much on this lately, but your help is greatly appreciated. Gonna publish an occlusion update in a few minutes. If you can give me a small rundown on how it works in general/why mine doesn't work yet, it'd be very useful. This is indeed my first map
Oct 11 @ 1:49pm 
Some more feedback: Map appears to be very marine sided, maybe adding some more cover for aliens as there appear to be too many long corridors where marines thrive.

I am willing to help in any way including me shutting up if you want me to xD.
Sep 26 @ 2:42pm 
Also there is a syntax error when loading that gives an error, clears after loading. But causes some lag during precache.
Sep 26 @ 2:38pm 
Do you know how to map for NS2? or use the spark editor?

Just a question, I'm open to explain things more.

The occlusion geo in its current state doesn't prevent my client loading the whole map.

I checked and occlusion geo needs to "encompass" the whole room/side of things.

If you need some help, I'm happy to help.
2104WAUDIVER  [author]
Sep 24 @ 5:10am 
Exactly bro, I built the map in Minecraft, then converted it into a 3D model, then followed a very long conversion process to bring it into NS2.
Sep 21 @ 6:26pm 
No problem, always happy to help. The map looks sick, I noticed it looks like it was ported over and not built in the editor. Did you make the map in Minecraft than port it?
2104WAUDIVER  [author]
Sep 17 @ 3:43am 
Appreciate it lads, and thank you for testing. I will put occlusion, commander fixes and some other stuff in the next update.
Sep 15 @ 4:25pm 
First off, this is really sick.

But onto my concerns/issues I found.

Map needs some QOL / Perf things, Needs the commander camera's to help the commander out. (Also really dark when viewing from commander)

Noticed some massive lag when looking around.
Opened it up in the editor and you have no occlusion setup.

The perf issue is most likely not having any occlusion geo.
Absolutely everything is loaded all the time. This is fine when run locally but adds a lot to servers with multiple players running around and entities everywhere.

I will note the entity draw distance on ns2 is usually quite small. There will be many areas on this map where players and entities will appear out off thin air.

Other than that seems interesting, pathing didn't seem to have too many major issues. Unsure how much others have tested.

But the performance will tank without occlusion geo.
Sep 15 @ 11:12am 
OMG THIS IS AWESOME !!!!!