Natural Selection 2

Natural Selection 2

ns2_yakushima
Mostrando 1-10 de 18 aportaciones
< 1  2 >
Actualización: 1 DIC 2015 a las 11:01

Actualización: 29 NOV 2015 a las 8:10

Actualización: 10 MAY 2014 a las 10:03

Actualización: 22 MAR 2014 a las 10:56

Map version 1.008c



I made some adjustments for build 264. Map runs good and stable.

- Fixed some nav_mesh problems near excavation.

- Added a second path for arcs etc. in pumpstation (over the mining-cart) and smoothed out some pathing issues. Parts of the catwalk are now CommanderInvisible for better structure placement near the CC.

- Fixed two places where Exos could not get out again.

- Small texture changes.

- Added a few more lights.

- Removed the powernodes in Observation and Old Passage. The places are not linked to the rest of the map's nav_mesh and building is impossible at the moment.

- Removed some objects that were in the line of sight of commanders.

- Fixed a texture related error message (refinery_arrows_01) .

- Had to relupload the map because of a stupid and never fixed editor bug.

- Fixed another error caused by some changed props from UWE.

- Custom sound volume reduced by 50%.

Actualización: 21 MAR 2014 a las 6:23

Actualización: 19 MAR 2014 a las 10:25

Actualización: 31 OCT 2013 a las 11:23

Actualización: 22 OCT 2013 a las 3:59

Actualización: 22 OCT 2013 a las 2:00

Actualización: 20 OCT 2013 a las 3:50

Patchnotes 1.007

- Repaired mutilated walls (thanks for adding new stuff to the builds, never makes it boring to repair a map), fixed removed or renamed props by uwe, reworked the
props/navigation mesh (introduction of pathing include and pathing walkable made two pathes in the map unusable; took me a while to find the problem).

- Added chicken ladders for an Onos to two "traps" in the map (wasn't necessary with hypermutation)

- Added new powerpoints to the map and improved the location placement (the map was originally designed for power pack use)

- Added two new ambient sounds (radios, mech) and two custom textures (name of the stationed unit with coat of arms and a danger, living Kharaa - sign)

- Improved the command view slightly

- Added smooth edges to the map

- Fixed the MS outside area because some marine models got removed. That means more standard rines, no black armor leader...

- Added a few low damage over time areas to the map (fire, electricity, 2ndary reactors) for atmosphere and a few DOT-areas at the Reactor Room ground. You still
die if you hit the ground (had to do that because Exos are imune to DOT), but you will get more "warning" damage the deeper you get.

- Beta Access Power Node took damage from the hive infestation from the alien start -> moved it to another wall, since that can't be fixed

- Exos can now pass the Laboratorium 2ndary entrance door coming from Hangar. They can also jumpjet up the elevator -> no more exo trap

- Fixed the starting IP problem

- Onos and Exo can't use the jammed Hangar door (made the opening smaller)