#Natural Selection: Escape

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calm river
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This map was highly inspired by They Hunger: Escape by JPolito/GeckonCZ
This map was also inspired and a love letter to the mod Natural Selection.

Map sources are included in the download, please feel free to use and edit these to your heart's content.

A heavy focus on replayability and Co-op.
The map is designed to be incredibly difficult and punishing for not playing in a team.
Communication is the key to success.

Five custom enemy types from NS with different behaviours/abilities:

Skulk - Small, fast alien that leaps and hops around whilst attacking
Fade - Humanoid alien, can leap distances and attacks whilst moving
Onos - Large, bulky alien. Can stomp which hurts and slows players.
Gorge - Small, weak alien with a spit attack. Can heal other aliens, and build alien turrets!
Alien Turret - Stationary alien structure which shoots spikes at players.

Eight custom weapons ported over from NS:

tulip arch
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Great to see this map released!

tulip arch
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Map is available to play on connect ams.boderman.net:27040

wheat oak
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Prime BOMS material. Added to my curated pick list.

thick thorn
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Map is so hype, Such a blast to play! ๐Ÿ™Œ snark

shy pendant
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I love maps of this style

robust nova
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any idea if there's link for the lobby soundtrack of this map? the one with the name tock.mp3 in your map files. it sound so damn badass.

calm river
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my friend snowman made it custom, i try and find a link for you

calm river
robust nova
calm river
calm river
livid yarrow
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Cool map, recommend!

wheat oak
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BOMS'd ๐Ÿ† best_of_maps_selection

blissful lake
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Found some bugs:

  1. I assume you forgot to remove _1 in from crosshair_1 in sprites/ns/weapon_ns_knife.txt as players don't have a crosshair for the knife as they should?
  2. noise key is missing for the trigger_vote with targetname: vote_end_lose otherwise the game/map is running endlessly if nobody voted on any option.

Suggestion: Reduce the delay and wait key value for trigger_multiple targeting: once_start_vote

Other than that, it has been kinda stable and enjoyable map so far.

calm river
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@storm terrace Thanks for making a video I'm watching it right now, The server you join is running a edited version with 1hp only maybe not the best to learn the map lul

tulip arch
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A wish I have after playing it a bunch of times is being able to figure out where you are so others can come help you. In regular NS, rooms and major hallways are given names in the map overlay. SC obviously doesn't have that feature. Perhaps a map in the spawn area could help? Or some sort of icon or character visible through walls like left 4 dead has?

wheat oak
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A map overlay can be done with a script. It's just displaying a giant sprite.

stiff river
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I especially love the snow here ๐Ÿ˜„

void geyser
calm river
robust nova
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@calm river sorry for the ping but random question; how do you place angelscript custom weapons on your map? does it requires FGD of it? if it does, do i need to make one myself?

calm river
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@robust nova no fgd needed, the files lay out is how its Structured in the download file.

the acehigh folder goes in
Sven Co-op\svencoop\scripts\maps

there is one script called trigger_shuffle_position

that also goes in Sven Co-op\svencoop\scripts\maps

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@lyric light to double check, as im not 100% on scripts

robust nova
calm river
robust nova
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also, recently i coded some vanilla weapons. I just got no idea how to place them through Hammer editor, thats why i'm asking here (sorry if this is very out of topic)

robust nova
calm river
robust nova
calm river
calm river
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good luck to your project

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ping me if you need a play test on it

robust nova
lyric light
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There's no fgd available for either the weapons or the npcs but there really ought to be

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I'll try to put something together for the weapons later this evening

lyric light
calm river
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I'm doing an update on ns_escape. reworking vent system and small layout changes, Fixed a ton of bugs, I'm looking for any other changes that you guys might like to see,
any ideas or buff/nerfs let me know in here or dm them to me

calm river
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http://scmapdb.wikidot.com/map:natural-selection:escape

Hey guys,
A big final update because I enjoyed working on the map so much, A bunch of new content, new siege cannon,new welder, layout changes, Balance changes, Thank you so much for all the lovely comments and the feedback.

I've had blast playing and making this map with so many people. Thank you for any one that helped/tested including the development team with out you this map would not be possible.

change log
New red crate spawning system, now random
Vent system reworked in wing 1
Wing 1 rooms redesigned
Wing 2 rooms redesigned
Wing 2/3 outside redesigned
New siege turret that can shoot pass walls, with enough firepower it can one shot anything.
New siege turret quest, guaranteed one if completed, 0.1% drop chance from any red crate.
New support weapon welder, can repair armor/turrets
Re balance the difficulty at the end
Fixed A lot of bugs and clipping issues
Fixed snow clipping in walls
New cinematic cranes moving at the start
Voting countdown added with a better fail vote loop and shorter time wait time
Some minor script changes

high hazel
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Thank you so much for all the effort on what you guys have done, outstanding map!