Natural Selection 2

Natural Selection 2

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ns2_TinCans_Station
   
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Modification: Map
File Size
Posted
Updated
11.501 MB
Jul 11, 2015 @ 10:09am
Jan 6 @ 7:16am
170 Change Notes ( view )

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ns2_TinCans_Station

Description
ns2_TinCans_Station - publish id = 1c9636c4 TinCans_Station TinCan
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4 Comments
Katzenfleisch Dec 9, 2016 @ 2:49pm 
Beside having some fps drops on the map, and neo being too easily ARC-able from agent brown it is a nice map. The pathing is working pretty well too I have not seen bots stuck on it so far, nice work.
Las Dec 4, 2016 @ 7:13am 
How come I haven't played this map before? I need.
TinCan  [author] Jul 9, 2016 @ 2:23am 
Thanks for the comments Wise, I really appreciate it. I updated the map and think I addressed most all of your points and cleaned the level up a bunch. The thing is really starting to look like a real map.
|-DMD-| WiseChoices Jul 3, 2016 @ 7:22pm 
Review of ns2_TinCans_Station - version July 2

-make the vents wider so lifeforms can pass eachother (use the size of the vent entrance prop with the orange lights)
-add ambient sound entities to all rooms (example: agent smith, tank)
-add alot more props for hiding
-add more dark areas for hiding
-add all vents to the vent layer
-add cinematics (example: the showers)
-stairs are usually better as props not geo
-light props in Agent Jones are not flush to the wall
-on the spotlights, use the atmospheric feature (try 0.05)
-use reflection propes (try 0.05)
-use the CommanderInvisible group to hide geometry in the ceilings. Easy way to do this is look at a room from the X direction and highlight the top half of the room, unhighlight any bottom half geometry that gets selected by accedent, then add whats selected to this group.
-some props need to be set to Comander Alpha 0 (example: leautenant)

Overall: good layout, constant, appears map ready, but do these things first.