Natural Selection 2

Natural Selection 2

64 ratings
NS2 Kleos
   
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Tags: level
File Size
Posted
Updated
2.064 MB
May 31, 2012 @ 8:03pm
Dec 10, 2012 @ 8:41pm
19 Change Notes ( view )

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NS2 Kleos

Description
Kleos is still work in progress (Beta) - please remember this before providing any feedback :)

Changelog:

update 11/12/2012 - version 326b

- Deleted stray commander camera.
- Seems like vents still does not appear on the minimap.

update 08/12/2012 - version 324b

- Fixed falling through floor areas of map. (sorry this took so long but only one player reported this)
- Added vents to minimap.
- No extra props or geometry added since people like how fast this map runs compared to the official maps.

update 20/07/2012 - version 323b

- cosmetic changes all over map
- tidier mini-map
- lighting tweaks

update 22/06/2012 - version 306b

- I know I said I wouldn't update in a while, but I promise this will be it for a while :P
- Getting stuck in Refinery vent - fixed.
- Part of Ready Room appearing on minimap - fixed.
- Pressure Control and Rotunda, shadows not casting on floor fixed.

update 21/06/2012 - version 303b

- Added new route from engineering to Distribution.
- Fixed some occlusion issues from Distribution to Pressure Control.
- Minor lighting, geometry and commander camera tweaks across the map.
- Updates will be less frequent from now on.

update 19/06/2012 - version 301b

- Better access to Engineering res node.
- Complete remodelling of Processing.
- Distribution res node now more protected.
- Moved Control Room tech point.

update 15/06/2012 - version 288b

- Moved res node from Processing to Calibration.
- Increased Location size of Engineering, and added more level build space.
- Slightly adjusted route from Rotunda to Calibration.

update 14/06/2012 - version 282b

- Remodelled Refinery Entrance so less cramped.
- Moved entrance to Cooling from Rotunda to the south.

update 12/06/2012 - version 274b

- Rebuilt Core area for more open gameplay

update 11/06/2012 - version 272b

- Increased size of Distribution room
- Minor fixes

update 10/06/2012 - version 268b

- Issue with Refinery tech point now fixed (Thanks to ScardyBob and Industry!)
- Distribution resource node moved to same room as tech point.
- Added more build space level with tech point in Refinery.
- Tidied up commander view.

update 06/06/2012 - version 258b

- major change to east corridor (Thanks Soul_Rider!)
- newly improved commander camera movement (should be easier to comm)
- Distribution is no longer a random spawn
- cosmetic and lighting changes (brighter)

update 22/02/2012 - version 5.0a

- added resource node to Rotunda
- removed cargo bay as random spawn

update 14/02/2012 - version 4.0a

- Brighter lights, greater visibility
- Default fog removed - map is clearer to play
- Tidier geometry so infestation does not leak through walls
- Moved power point in Core
- Added ladder to Refinery Entrance/ ladder in RR now works!
- Staggered long Distribution corridor with new room
- Fixed power grid issues in Cargo Bay (overlapping locations)
- Another new room 'Tunnel' towards pressure control to reduce corridor length
42 Comments
|-DMD-| WiseChoices Feb 1, 2015 @ 11:39pm 
LEVEL REVIEW:
Lots of detail, dark corners, places to hide, snake paths, straight paths, big rooms, small rooms, high ceilings. This is a big map though, so consider rushing PGs and Tunnels.

You should color the vents orange on the minimap. Other than that, great job with this level.
Umdum Apr 6, 2014 @ 5:50pm 
This will go great with the organic infestation mod! Thanks this is awesome!
Lee Bee  [author] Sep 6, 2013 @ 11:20pm 
Hey, I've decided to give NS2 Kleos to the community, feel free to mod and improve this map, and please give credit to me, 'Zombiehellmonkey'!
Amateur Linux Gamer Sep 4, 2013 @ 3:07pm 
bump for great justice. Inquiring server admins wanna know...
Bloodhound 🅱🅻🅾🅾🅳 Jul 21, 2013 @ 7:33am 
Any updates planned? The RT in Rotunda can't be placed as marine commander...
[ZM] Darkflame Jul 17, 2013 @ 12:05pm 
Ahhh, that kind of sucks.

They are clearly not thinking about existing maps, it's not like someone is going to keep fixing their finished maps for years because the developer keeps changing things.

If this map is still in the development, you may want to think of a way of making the tech point at engineering more accessable for macs as in the test game i played with a full server, our marine base was there and the macs couldn't get to it.
Lee Bee  [author] Jul 16, 2013 @ 11:05pm 
The holes in the floor appeared later. I did fix them if you look at my changelog. The reason that the holes are appearing is because the developers changed the collision mesh of the referenced object after I tested the map myself.
[ZM] Darkflame Jul 15, 2013 @ 6:45am 
Dan, i think he means that since the map was first posted on 1 Jun 2012, there has been not many feedback comments on this workshop page.

Zombiehellmonkey, i think this map is one of the few custom maps that is equally fair to both aliens and marines, i hope you finish it as i'm sick of playing the same stock maps over and over again.

I've played through all the custom vanilla maps so far and unfortunately the majority of other custom maps are just far too big in size so marines get a massive advantage over the alien side.

NS2 Kleos is a well balanced quality map with just a few teething problems :)

Keep up the good work!
Foam Hat Hero Jul 15, 2013 @ 12:08am 
By "little feedback" im assuming your reffering to yourself, as someone clearly said there was an issue with falling through the floor and you have not replyed to say its fixed nor has it been said that its been fixed in the changelog, so one would naturally assume the map is no longer in development...
Lee Bee  [author] Jul 14, 2013 @ 12:44pm 
It's hard to work on this with such little feedback, but thanks for the comments.