Natural Selection 2

Natural Selection 2

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ns2_derelict_fixed
   
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41.218 MB
14 Aug, 2017 @ 7:42am
22 Jan, 2022 @ 7:58am
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ns2_derelict_fixed

Description
ns2_derelict_fixed WIP

publish_id = "4230c53c"

Improvements to Performance and Gameplay.
5th Techpoint in the center.
6 Comments
pSyk  [author] 9 Apr, 2021 @ 6:47pm 
-Moved the entire Atmospheric Seeding location higher to reduce/remove elevation at both exits, which led to frustrating uphill combat for Aliens and made the long corridor even worse.
-Increased the height of the floor around the broken tree container prop and the rt in Nursery to remove awkward movement and collision due to height differences
-Geothermal fixes:
-Moved up the entire floor plane to reduce issues with height differences and techpoint being in a kinda pit.
-Shrunk pipes above techpoint
-Blocked off the space above the ceiling pipes leading away from Geothermal and used for bilebomb abuse.
-Removed ladders
-Moved power node around the corner to be more protected from bile
-Shrunk Western Entrance. Less negative space, less clutter needed to fill it, more fps.
-Changed the entrance between Western and Infested Corridor to be more interesting for gameplay and less of a long, straight line with proper positioning for Marines.
pSyk  [author] 15 Feb, 2019 @ 5:35pm 
New changes:
-Added 5th techpoint in the middle
-Improvements to Plaza gameplay
-More cover spots, etc.
pSyk  [author] 27 Oct, 2017 @ 6:30am 
UPDATE: The map has been included into vanilla NS2.
I might use this mod version for future changes to further improve gameplay. Mainly adressing long corridors and bottleneck areas.
Feel free to switch back to normal Derelict. Thanks to all the server admins testing the map!
pSyk  [author] 25 Aug, 2017 @ 11:13pm 
Update:
-Added vent from Biome/Lookout to Plaza
-Added vent from Plaza to Admin/Overlook
-Added a second vent exit in Turbine
-Replaced some glass pipes with solid ones in Glass Hallway, so aliens can hide on top
-Slightly moved the hanging grating tile blocking the glass hole in Geotherme, so aliens can move around on all sides
-More general improvements, yada yada
Schrödinger's Katz 21 Aug, 2017 @ 2:41pm 
Keep on the good work. On the vanilla version there are a lots of stuck spots for lerks/jetpack in Nursery along walls, can you give a try into fixing them ?
pSyk  [author] 14 Aug, 2017 @ 8:26am 
Changelog:
-Improved/Fixed Occlusion Geo (still messy in some places, but seems to be working)
-Added some rocks and more Occlusion Geo to Glass Hallway / Biome area to improve performance
-Removed many lights from the low light quality option
-Made the map slightly brighter, if you use low quality light option
-Removed "inefficent" props in the map (as in props, which weren't needed to maintain look and detail)
-Removed some lights and lot of tree and plant props at Turbine and Heat Transfer (and yet theses places are still lagging as hell, damn those plants)

-Added two more pillars and another Truck into Garage
-Added more sandrocks into Geothermal to cover the hive
-Added more of those tarp thingies in Western Entrance
-Covered one of the windows in Plaza with moss, added a 3rd row of pipes, and scaled up the crate in the middle of Plaza
to block view for better ambushing and to improve performance
-Modified pathing mesh, so you can cyst across the broken bridge in Plaza