Workshop Link
Image dump:
Warning: Large images below!
Larger version of new logo image:
![7zIWyCZ.jpg]()
Layout:
![ZQFf1K4.jpg]()
Rooms in close order to layout:
Marine Start - WorthyRival
![xLXszRY.jpg]()
![v6dwmEm.jpg]()
Transit - Braw
![N9xucB6.jpg]()
Gravity Hub - WorthyRival
![r7Ds3J6.jpg]()
Nautilus - Evil_bOb1
![cETcMRm.jpg]()
Circus - Rudy.cz
![1jJoZKa.jpg]()
Gorge Tunnel C - Seraph
![SX80D7o.jpg]()
Crystal Cave - WhiteDevil
![Z9NsQF1.jpg]()
Lava Cave - Pandademic
![5nvDlHh.jpg]()
Church of Onos (Alien Start) - Flaterectomy
![ywpDDuk.jpg]()
![YVIJM1Z.jpg]()
The concept is pretty simple - each person makes a room that has a certain number of portals in it to connect it to other rooms.
The FLOW would be as diagrammed below
![J14BQTU.jpg]()
The signup list by room number:
1. WorthRival
2. WorthRival
3. Braw
4. Evil_bOb1
5. Rudy.cz
6. Seraph
7. WhiteDevil
8. Pandademic
9. Flaterectomy
rr. Seraph/Caboose
portal effects. Howser
All spots are filled.
Here is the working file: My Dropbox - ns2_co_portals.level
Find your location and create your room there - if I have to move it later the textures will be misaligned! If you plan on using the skybox let me know - we can change it, but don't want to mess anyone else up that is using it.
Mappers of ALL levels are welcome. BE CREATIVE. Any room shape, move the portals anywhere, etc. just make sure you follow the usual scale and Line of Sight guides of gameplay. Ask if you aren't sure! Everyone should do something to make their room memorable!
Mapping notes: Don't put an enemy portal facing another one (in immediate Line of Sight). Make sure your portals are the right color - the alien circle when heading towards #9 and the marine when heading towards #1 - yes this means running towards blue means running towards marine base and vice versa. You should use Extra Entities Mod when mapping so you can test your room and move the teleport_triggers (ask me if you aren't sure how!). My initial size estimate is that you want a marine to be able to walk (not run) uninhibited from portal to portal in ~6-7 seconds. We can make up some larger size by increasing the distance that the portal spits you out (this might help with your anticamp plans). #5 room landmark is just a thought about blocking LoS - go with what you think will work. If you need to you can move your room outward as long as it's not toward #5. Keep Line of Sight and camping in mind when designing the portal entrance/exit area and add a vent near exits from alien side - excluding the two tech points.
How to setup Extra Entities Mod:
Go to the GitHub site for EEM and download all files by clicking the ZIP button.
Unzip all files directly into your Ns2 folder (steamapps\common\natural selection 2\ExtraEntitesMod). Then you have to set up the Launchpad like this:
Open it, click CreateGame and fill it like the picture.
![launchern.jpg]()
You have to select on the left side and then you're ready, after restarting the editor you will see the extra entities in the editor. Now you can open the co_portals map and see teleport_triggers!
All thanks go to JimWest for programming this stuff!
Please ask here if you have any questions or need any help with your room - I'd be happy to help anyone out that needs it!
Edit: After checking a lot I think you can likely get away with 7 seconds marine travel time.
Image dump:
Warning: Large images below!
Larger version of new logo image:

Layout:

Rooms in close order to layout:
Marine Start - WorthyRival


Transit - Braw

Gravity Hub - WorthyRival

Nautilus - Evil_bOb1

Circus - Rudy.cz

Gorge Tunnel C - Seraph

Crystal Cave - WhiteDevil

Lava Cave - Pandademic

Church of Onos (Alien Start) - Flaterectomy


The concept is pretty simple - each person makes a room that has a certain number of portals in it to connect it to other rooms.
The FLOW would be as diagrammed below

The signup list by room number:
1. WorthRival
2. WorthRival
3. Braw
4. Evil_bOb1
5. Rudy.cz
6. Seraph
7. WhiteDevil
8. Pandademic
9. Flaterectomy
rr. Seraph/Caboose
portal effects. Howser
All spots are filled.
Here is the working file: My Dropbox - ns2_co_portals.level
Find your location and create your room there - if I have to move it later the textures will be misaligned! If you plan on using the skybox let me know - we can change it, but don't want to mess anyone else up that is using it.
Mappers of ALL levels are welcome. BE CREATIVE. Any room shape, move the portals anywhere, etc. just make sure you follow the usual scale and Line of Sight guides of gameplay. Ask if you aren't sure! Everyone should do something to make their room memorable!
Mapping notes: Don't put an enemy portal facing another one (in immediate Line of Sight). Make sure your portals are the right color - the alien circle when heading towards #9 and the marine when heading towards #1 - yes this means running towards blue means running towards marine base and vice versa. You should use Extra Entities Mod when mapping so you can test your room and move the teleport_triggers (ask me if you aren't sure how!). My initial size estimate is that you want a marine to be able to walk (not run) uninhibited from portal to portal in ~6-7 seconds. We can make up some larger size by increasing the distance that the portal spits you out (this might help with your anticamp plans). #5 room landmark is just a thought about blocking LoS - go with what you think will work. If you need to you can move your room outward as long as it's not toward #5. Keep Line of Sight and camping in mind when designing the portal entrance/exit area and add a vent near exits from alien side - excluding the two tech points.
How to setup Extra Entities Mod:
Go to the GitHub site for EEM and download all files by clicking the ZIP button.
Unzip all files directly into your Ns2 folder (steamapps\common\natural selection 2\ExtraEntitesMod). Then you have to set up the Launchpad like this:
Open it, click CreateGame and fill it like the picture.

You have to select on the left side and then you're ready, after restarting the editor you will see the extra entities in the editor. Now you can open the co_portals map and see teleport_triggers!
All thanks go to JimWest for programming this stuff!
Please ask here if you have any questions or need any help with your room - I'd be happy to help anyone out that needs it!
Edit: After checking a lot I think you can likely get away with 7 seconds marine travel time.