Natural Selection 2

Natural Selection 2

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ns2_veil_cured
   
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40.799 MB
4 Aug, 2018 @ 11:51am
26 Nov, 2023 @ 6:51am
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ns2_veil_cured

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ns2_veil_cured

publish_id = "575b854c"

NEW VERSION, since I consider the old, drastically changed version as failed.

-Added half open door to entrance from Overlook to Sub
-Added crates in Sub, Overlook and East/Topo to make Marine positioning and PG locations weaker
-Moved Pipeline RT so it can't be arc'd or easily pushed
-Added more obstacles into the corridor from Cargo to Dome as LOS blockers and to get easier up into the ceiling vent.
-Made it more difficult to shoot Cargo Harvester from outside.
-Changed corridor between Topo and East to East power.
-Changed the Dome doorway into a double doorway.
-Added some crates between Pipe and Dome and removed ceiling stuff before the door to give Aliens more choices
-Removed tiny arc spot in Overlook, where Marines could hit Sub RT
-Changed vent entrances in East/West Junction
Popular Discussions View All (1)
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9 Jan, 2022 @ 12:57am
Last updates
Shiro
13 Comments
pSyk  [author] 2 Jul, 2023 @ 6:01am 
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  [author] 24 Dec, 2020 @ 10:51pm 
Made a new version based on the current Veil. See changelog above.
pSyk  [author] 23 Nov, 2020 @ 3:34am 
This map is kinda outdated and the latest changes didnt quite result in the desired gameplay changes.
pSyk  [author] 16 Jul, 2019 @ 4:50am 
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  [author] 23 Apr, 2019 @ 10:04pm 
-Reverted the Skylights change, a single Marine can't get into the vent anymore.
-Changes to Dome
pSyk  [author] 22 Apr, 2019 @ 11:53pm 
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  [author] 1 Mar, 2019 @ 9:44pm 
-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  [author] 23 Feb, 2019 @ 7:39pm 
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  [author] 26 Oct, 2018 @ 9:12pm 
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  [author] 3 Sep, 2018 @ 6:35am 
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.