================================================================================================= ns_warshaft (v 1.2) ================================================================================================= Author: Venomus E-mail: venomus666@hotmail.com Website: http://www.mrman58.freeserve.co.uk/spawningtank File name: ns_warshaft12.zip Zip contents: maps/ns_warshaft12.bsp maps/ns_warshaft12.res maps/ns_warshaft12.txt sprites/minimaps/ns_warshaft12.spr New textures/skies: yes (embedded in map, no separate files) New sprites: yes New models: no New code: no New sounds: no Intro/description: Version 1.2 of my first released map for NS. The marines had it pretty hard on the previous version, due to their area being quite small and cluttered, perfect for skulk rushes. The marine start is now wider and higher, so the marines should be skulkmeat less often. I have also fixed the bug of buildings surviving in the lava underneath the lift. You can't build there of course, but structures sometimes fall through the lift when it is moving (this is an engine bug I can't do much about). The lava pit was supposed to detroy anything that fell through, so that at least it didn't just sit around lagging up the server, and opening up various exploits. Finally, I have changed the delay for using the lift call buttons to two minutes. This should give a quick commander (and team) enough time to build a tf, upgrade it and build sieges before the aliens raise the lift. This map is small and with non-standard gameplay. Marines spawn at the bottom of a tall winding shaft, aliens have all their hives together at the top. There is also a large lift which will take you from top to bottom. This allows for some slightly more varied tactics. Either the marines can tech up as quickly as they can, get jetpacks, and shoot the hives. This is the normal way to do things in other similar maps. But marines (maybe in HA) could take the lift up. Or the commander can build a turret factory and some siege guns on the lift (when it is in the lowered position), and send it up with some 'rines to support and spot. Note that the commander cannot see high enough to build (or ping) anything at the top of the map. Of course the aliens can use the lift for their own purposes. How about an express delivery of oni or a lift stuffed with lame? The doors at the top and bottom of the lift shaft are only open when the lift is in position. And there is a two minute delay on the lift calling buttons (not the actual moving button on the lift), to give time for boarding/building on the lift. It is in your interests to keep the lift nearest your base if you are not using it. Issues: -You may be surprised to find that you can't climb, as a skulk, on the webbing above the hives. This is not intentional, it's just that there's currently no way (that I know of) to make solid, shoot through-able, but climbable objects. -The lift setup from a mappers perspective was challenging, because some of the NS entities reset at the start of each round while others don't. But I eventually got it to work. The system is probably not unbreakable, but it seems pretty reliable most of the time. If it somehow manages to bugger itself up it will probably fix itself when a new round begins. Obviously reloading the map should always fix it. When NS 1.1 comes out things will improve from the mapping point of view, but ironically it may well break my intricately balanced system. So I'll have to release another (better) version. Changelog: 1.2 - Marine start is now much more open and marine-friendly, fixed the bug of buildings not being destroyed in the lava, changed lift calling delay from 1 to 2 minutes 1.1 - Changed name from ns_cretinous to ns_warshaft, added the lift 1.0 - Initial release Credits: -Chromeangel for a few new infested textures -Ollj for the animated infestation textures -(All other new textures are by me!)