updated maps to 3.2 official versions

This commit is contained in:
pierow 2018-08-16 00:01:50 -04:00
parent 4ab6c6c9af
commit 44c956c694
21 changed files with 107 additions and 67 deletions

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@ -3,16 +3,17 @@ co_sava by Mendasp
Map information:
----------------
NS 3.0 version
NS 3.1 version
Credits:
--------
The custom sounds used are from Marr's Ambience Pack
Nanotech texture by spacer
Scrolling smoke texture by Elcle
Water tank model by CoolCookieCooks
Water tank and broken RT models by CoolCookieCooks
Thanks to:
----------
Lordy
tankefugl
tankefugl
Crispy

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main/maps/co_umbra.bsp Normal file

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main/maps/co_umbra.txt Normal file
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co_umbra by Kalessin
co_umbra is a large combat which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory.
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 145/400 9280/25600 (36.3%)
planes 4662/32768 93240/655360 (14.2%)
vertexes 12197/65535 146364/786420 (18.6%)
nodes 5059/32767 121416/786408 (15.4%)
texinfos 5886/32767 235440/1310680 (18.0%)
faces 8775/65535 175500/1310700 (13.4%)
clipnodes 10320/32767 82560/262136 (31.5%)
leaves 2581/8192 72268/229376 (31.5%)
marksurfaces 11684/65535 23368/131070 (17.8%)
surfedges 40389/512000 161556/2048000 ( 7.9%)
edges 21051/256000 84204/1024000 ( 8.2%)
texdata [variable] 4900/4194304 ( 0.1%)
lightdata [variable] 1560849/6291456 (24.8%)
visdata [variable] 53694/2097152 ( 2.6%)
entdata [variable] 56849/524288 (10.8%)
86 textures referenced
=== Total BSP file data space used: 2881488 bytes ===
Many thanks to everyone who helped test this map, it has come a long way since its initial release and none of this would have been possible without you!
Thankyou!

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@ -1,3 +1,7 @@
=====================================================================
Natural-Selection Map Spec Sheet
=====================================================================
@ -6,9 +10,10 @@
Title : Altair Underwater Mining Facility
Filename : ns_altair.bsp
Author : Paul "KungFuDiscoMonkey" Traylor
Michael "Olmy" Schouten
EMail : kungfudiscomonkey@gmail.com
URL : http://kungfudiscomonkey.net
Date : February 21, 2005
Date : November 05, 2006
------Play Information-----------------------------------------------
@ -18,15 +23,11 @@ How Many Players: 32
------Map Information------------------------------------------------
New Textures : Yes (ns_altair.wad embedded in BSP)
Some Textures taken from Poke646 by Marc Schröder
Button Textures, damaged door, and new monitors by
Samejima
Some Textures taken from Poke646 by Marc Schröder
Button Textures, damaged door, and new monitors by Samejima
New Sounds : No
New Skybox : Yes based on deepsea1
by Darc
http://telefragged.com/soup/
New Models : Not yet
New Prefabs : Yes Tube Container by KungFuSquirrel
New Skybox : Yes based on deepsea1 by Darc (http://telefragged.com/soup/)
New Models : No
------Construction---------------------------------------------------
@ -37,52 +38,7 @@ Editor(s) used : Valve Hammer Editor 3.5
Compile Machine : 3 Ghz P4, 1 gb RAM
Compile time : ~1 hour
------Changelog------------------------------------------------------
v1-6 OLD Versions
v7 (11/8/04)
Version number incrimented by request to reflect the massive number of improvemts since the b5 version of the map
Added vent from Omega to Zeta with two exits into Phi
Added vent from Muck Pump to Parts Room RT
Rspeed optimizations
Adjustments to Surface Umbilical to reduce LOS
Adjustments to MS top entrance
New monitor textures by Samejima
Covered up pit in Omega
More details
New minimap built for new changes to rooms
v7b (1/29/05)
Removed Diving tanks and connected Nanite Regulation and Settling tanks
Rerouted path from Settling tanks into Communications
Moved weldable to Muck Pump
Optimized Sub Bay
Moved node from outside Parts room into parts room
v7c (2/10/05)
Moved Parts Room RT to Sigma Test Site
Added new info_locations to help navigation and direction
Split up Life Support info_location
Split up Sub Bay info_location
Removed weldable door
Reopened path between Sub Bay and Parts Room
Moved some alien spawns into Life Support instead of being a bit outside the hive room
v7d (2/14/05)
Played with HLRAD compile settings a bit
Added a few new lights to sewer
Misc detail to parts room and Station Monitoring
Small tweek to fix minimap glitch till I have time to do a full sprite again
Added new vent weldables
v7e (2/21/05)
Reopened route from Settling Tanks to Consistancy
Combined Station Monitoring and Sub Refueling node into one node at SM-Power.
Moved Settling Tank node back to Nanite Regulation
Added small ledge in sub bay to help get around pool
Fixed custom minimap.
------Additional Info------------------------------------------------
Any feedback or suggestions, please send them to kungfudiscomonkey@gmail.com
@ -91,15 +47,21 @@ Any feedback or suggestions, please send them to kungfudiscomonkey@gmail.com
I give NO permission whatsoever to decompile this map or use the textures in any other mapping project. Also, please no using ripent or similar to modify the map, if you want something changed, email me about it and if i consider it to be valid i'll sort it.
------And Finally----------------------------------------------------
------Thanks---------------------------------------------------------
Thanks to the NS Dev team for making this great mod that has kept me from doing as much homework as I should.
Thanks to the NS Playtester team for helping me with good feedback and taking time to disuss with me the changes and updates to help make the map that much better.
Thanks Plaguebearer for taking my mediocre layout and turning it into something awsome. Without his help you wouldn't be playing this map.
Thanks Plaguebearer for taking my mediocre layout and turning it into something awsome which was the layout for the first Altair in b5.
Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better. Half the reason you are reading this file is because this guy helped make Altair what it is.
Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better through 3.0.
------Dedication-----------------------------------------------------
Altair is dedicated to my friends from Wake Christian Academy, Cary Alliance Church, and Grace Community Church who will never realize how much their lives have impacted mine and made me a better person because of it.
Thanks to kmart and routerbox for helping me adjust the layout to be more condusive to competitive play.
Thanks to JazzX, Zephor, and Ken for being the top three playtesters when it comes to giving well thought out and detailed feedback.
Thanks to Olmy for really pushing me to improve Altair with several new ideas which lead me to rebuild several areas of the map to push Altair to be much greater visually and for building a new Life Support and Sub Bay (especially the new sub)
------Finally--------------------------------------------------------
This map has been brought to you by the color purple. Enjoy.

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ns_eon version 9
ns_eon version 11
released (27/05/05) Note : v9 was compiled without -extra in rad to save time.
released (16/09/05)
-New console in Marine Start and new boxes.
-Clipped the door below the vent in Maintenance.
-Minor aesthetic changes in Gunpods.
v10a changelog (10/08/05)
-New vent is now alot easier to maneuvre inside
-Slight change to Coolant Monitoring's geometry (semi alcove type thing :/).
-Gunpods no longer has a wall divide, and the dimensions of the room have been reduced,
(mostly width) and the rt position has been moved to the side.
v10 changelog (27/07/05)
-New node layout with 9 nodes (thanks jazzx!)
-Engine walkway vent now extends to the node room on eastern side.
*Known issues - New vent is a bit awkward to maneuvre inside.
v9 changelog (26/05/05)
Note : v9 was compiled without -extra in rad to save time.
Visual quality of the lighting is slightly reduced as a result.
-Extended Core Monitoring closer towards Core, so that the joining corridor is shorter, and so sieging is easier.
@ -106,4 +128,7 @@ v4 changelog (26/1/05):
-Slightly changed layout in Core Monitoring to reduce line of sight problems.
-Fixed a stuck issue in bridge (you would get stuck on light fixtures).
-Nearly every vent that could not accomodate two skulks side by side now can.
-Included a txt file. :)
-Included a txt file. :)
Thanks:
JazzX for unfailing support with eon. Zephor, and other playtesters for their input.

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gfx/env/metal_bk.tga
gfx/env/metal_dn.tga
gfx/env/metal_ft.tga
gfx/env/metal_lf.tga
gfx/env/metal_rt.tga
gfx/env/metal_up.tga
maps/ns_metal.bsp
maps/ns_metal.txt
sprites/minimaps/ns_metal.spr
sprites/ns_metal/flare3metal.spr
ns_metal.wad

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@ -1,4 +1,4 @@
Metal 27-8-2004
Metal 17-8-2005
===============================================
Natural Selection map : Metal (ns_metal.bsp)
@ -46,6 +46,20 @@ Changelog :
-------------------------
+ update-14
* Changed MS-start sign texture.
-------------------------
+ update-13
* Made MS-start smaller.
* Fixed 2 location names.
* Added more cover.
-------------------------
+ update-12
* Bug Fixes.

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