Natural Selection 2

Natural Selection 2

ns2_veil_cured
13 Kommentare
pSyk  [Autor] 2. Juli 2023 um 6:01 
New changes after the last changes went official:

-Moved East Power to be more vulnerable against
Cargo/Pipeline/C12 Aliens, while still being good
against Sub-Start Aliens.

-Added a vent into East connecting from Nano,
which denies the best PG spot in East,
while still keeping East PG and ARCs viable.
pSyk  [Autor] 24. Dez. 2020 um 22:51 
Made a new version based on the current Veil. See changelog above.
pSyk  [Autor] 23. Nov. 2020 um 3:34 
This map is kinda outdated and the latest changes didnt quite result in the desired gameplay changes.
pSyk  [Autor] 16. Juli 2019 um 4:50 
Changelog 07_16:
-Removed the corridor between Neck and Dome
-Moved Pipeline closer to the rest of the map
-Made Dome-Pipe-Cargo area more Alien friendly
-Moved the Pipeline - Cargo vent to be easier accessable from Pipe
-Re-arranged the broken pipe stuff and forklift between Cargo and Dome to offer more cover and a quicker route to the ceiling vent
-Re-opened the Dome-C12/East vent
-Added two more pillars in East to help Aliens
-Made a direct connection from East/Nano to the hallway leading to the Dome from Nano
pSyk  [Autor] 23. Apr. 2019 um 22:04 
-Reverted the Skylights change, a single Marine can't get into the vent anymore.
-Changes to Dome
pSyk  [Autor] 22. Apr. 2019 um 23:53 
Update (new changes planned for 328):
-Fixed minor pathing issues in some locations
-Moved Marine Start power node in the middle so Aliens can attack it from both entrances.
-Moved Sub Sector power node more to the right, so Aliens from System entrance can attack it more easily.
-Added a few more obstacles/cover spots in Sub Sector
-Increased height of the crate in Skylights to enable a single Marine to get into the vent (in your face vent Gorges).
-Added a crate in West Junction to make the trick jump into Overlook vent easier.
-Added a few more obstacles/cover spots to Topo
pSyk  [Autor] 1. März 2019 um 21:44 
-Added more cover inside Sub Sector
-Moved Y-Junction power node out of Bile Bomb range from the vent
-Created more space for ARCs outside of the left Cargo entrance.
pSyk  [Autor] 23. Feb. 2019 um 19:39 
Update:
-Added more cover in Overlook
-Added another vent exit on the other side of the System platform towards Nano.
-Increased the floor between Y-Junction and System, Onos/Gorge can hop up the platforms in
System now, less effective Armory blocks
-Moved the big containers at the left Cargo entrance closer to the Hive. This helps Marines to
attack Cargo without jetpacks and also helps Aliens, when there is no Hive in Cargo in the early
game.
-Added a vent from Dome to East. Marines can get inside easily from Dome side, but not from
East.
pSyk  [Autor] 26. Okt. 2018 um 21:12 
Update:
-Added a crate in Skylights as los-blocker so it's easier for Skulks to move from behind the res node to the left wall, when Marines approach.
-Added a crate in East Junction to make it easier to jump over the railing, when going from Topo to Nano.
-Lowered the entire half ring around the C12 res node area to hopefully improve that area for Marines without screwing with early game Skulks spawning in Pipeline.
-Added some crates in Y-Junction near System entrance to improve that area for Skulks and Gorges to either bile more safely or be able to get into vents.
-Created more space at the Cargo entrance coming from Y-Junction for ARCs shooting at Cargo so they don't have to be placed in the doorway.
-Fixed Occlusion Geo in West causing muffled shooting sounds (Thanks Handschuh).
-Fixed EXO stuck bug in Y-Junction (Thanks Ironhorse).
pSyk  [Autor] 3. Sep. 2018 um 6:35 
Update:
-Moved the Vent Entrance leading from Pipeline to Cargo lower, so it's more obvious and easier to reach. Also slightly easier to cover by Marines holding Pipe side.
-Added 2 alcoves between Pipe and Neck for Aliens to dodge some bullets in these long hallways.
pSyk  [Autor] 18. Aug. 2018 um 2:27 
-Created more space in Dome to the north to improve that PG position compared to System.
-Added more starting Cysts in Pipeline and Cargo
-Created more space in Skylights to nerf Sub Start.
-Added another Terminal and Pipe in Topo for more cover.
pSyk  [Autor] 4. Aug. 2018 um 23:11 
Update:
-Added a straight connection from east to west vent below the Nanogrid floor
-Added a hanging container crate in Cargo to make it easier for skulks to get straight up to the crane and challenge jetpackers
pSyk  [Autor] 4. Aug. 2018 um 11:55 
-Moved Pipeline and Neck closer to the center of the map
-Removed vent exit into pipe
-Added another big crate in Cargo near the res node
-Added half closed door in Sub Sector similar to the ones at the res node platform
-Added and moved crates in Overlook for better Gorge Tunnel spots and defense
-Added a vent from Overlook to System Waypointing
-Minor changes to System Waypointing geometry and more Terminals on upper level for cover