Version: version2 beta5 (v2b5) This map also has a Bry's ns1.04 compatible version (ns_achio_104a) Game type: Classic Layout: Semi "horizontal" symmetrical: Hallways and some rooms would be slightly different due to being on different levels, it'll try to simulate a true battleship layout. Map class: Serious Size: Large Env_gamma: 1.6 Resnodecount: 12 - 3x Hive based resnode, bacterium lockdown - 1x Weldable resnode - 2x For Doubleres - 6x Troughout map Unique and special features: New gameplay element, Hive based resnode, bacterium lockdown: It takes 16 runtime entities per resnode, this includes the lockdown feature, reset on round end and 2 team based testing loops. With it working, I'm still going to look into making is still function with less entities. however I'm not sure I can lower the amount used... How it works: At the start of a round all bacterium resnozzles are enabled, meaning they can be built on by both teams. However, the aliens have the...
Version: version2 beta5 (v2b5) This map also has a Bry's ns1.04 compatible version (ns_achio_104a)
Game type: Classic
Layout: Semi "horizontal" symmetrical: Hallways and some rooms would be slightly different due to being on different levels, it'll try to simulate a true battleship layout.
Map class: Serious
Size: Large
Env_gamma: 1.6
Resnodecount: 12
- 3x Hive based resnode, bacterium lockdown
- 1x Weldable resnode
- 2x For Doubleres
- 6x Troughout map
Unique and special features:
New gameplay element, Hive based resnode, bacterium lockdown:
It takes 16 runtime entities per resnode, this includes the lockdown feature, reset on round end and 2 team based testing loops. With it working,
I'm still going to look into making is still function with less entities. however I'm not sure I can lower the amount used...
How it works:
At the start of a round all bacterium resnozzles are enabled, meaning they can be built on by both teams. However, the aliens have the ability to
lock the marines out from using these resnodes by pressing a button located on the node.
For the marines to be able to build on these nodes once locked out, they have to push the same button. There will then be an electric bolt sound,
making it seem the marines are running a current trough the button into the infestation. After 4 seconds the infestation locking down the resnode
dies and releases the node after another 3 seconds. This is ilustrated by an animation (lowering of the infestation while reveiling more of the resnode).
The marines are only able to disable the lockdown feature of the resnode. Only aliens are able to quickly disable and enable the resnodes.
The gorge is able to build on locked and unlocked resnodes (a lucky bug I guess, which slipped in), it will in fact only have effect on the marines.
Notes:
The bacterium lockdown nozzles have a new icon and a modified infested skin texture. I have used a modified version of the aliennode sprite,
which will be displayed at the node in a similar fashion as a weldable (only not rendered trough walls). In addition to this they will also have an icon on the minimap.
When an alien resource tower is located on a locked node, it cannot be targeted by sieges or turrets. The marines first have to disable it to be able to siege
it or let the turrets shoot at it. They are ofcourse still able to damage it with their own weapons.
Theres is also a possibility to disable the resnodes for the marines on roundstart. But I haven't done this, because I think it might be a little bit too unbalancing
New gameplay element, alien only trough the wall teleporter!
A trough the wall teleported at Aft Engine. This is a glowing green crystal (func_button) on the wall which can be used every 5 seconds. It will only teleport aliens in a similar fashion
as the Movement Chamber. On the wall the teleporter is indicated with a infestation sprite animation. Also on the minimap there is a hidden passage which indicates where
the teleporter it's target is. I added this because there was a new siege location at the new hallway around back of Main Computer. And the larger aliens didn't have a feasible
way of getting there to do something against it
New gameplay element, a weldable resnode
This node can only be used by either team, once it has been welded.
Link to devlopment thread on the official NS forums:
Unknownworlds.com
Cool map and what a long and descriped description of the map.
6/10.