Title:
Eis Mining Colony
File-name:
ns_eis
File-size:
unknown
Additional Files Needed:
New Sounds:
- reactor hum
- electrolysis machinery
- transformer hum
- creepy effects
- blizzard
- vox
- musical ambience
- reactor core
- ceiling dome
- turbine-transmission-generator units
- photosynthesis chambers (how do you make real looking fiber optics?)
- telsa coils
- cooling towers
- TSA dropship
- fixed gun w/ barricades
- new matresses
- electrolysis vats
- robotic loading arms
- mining machinery robotics
- silver ingots
- aluminum rolls (can be pushed by onos)
- aluminum spools (can be pushed by onos)
- ore rocks (as gibs for gibshooters)
- ancient device
- blizzard snowstorm effect
- plasma drill beam
- gravity lift particle effect
- readily evaporating water vapor effect
- fog effect (effectively reducing visibility and correct diffusion effects)
- methane fires (for ruptured lines)
- elevator (multi-floor)
- trigger_hurt improvements
- trigger_hurt negative (healing regen zone)
- one team only flags on certain entities (usally brush entities)
- modified civilian NPC's? (gagged of course)
- 1 wall mounted armor recharger (aliens can use it too as they "absorb" the nanites?)
a moon with a icy climate orbiting a gas giant planet. Atmosphere consists primarily of helium, argon, and carbon dioxide with low nitrogen and oxygen content. The weather at the time is a whiteout blizzard at -17C with 110KPH winds from the southeast. Gravity is roughly 0.75G making scientists suspect the core is made of very heavy elements for it to have such a high mass, despite it's size and surface appearance.
What is this location?
It's a mining colony, founded with the following priorities:
1. Mine and process spodumene (lithium ore), bauxite (aluminum ore), and more recently, silver and silver (II) oxide ores, into usable metal sheets (rolls), wire (spools), or ingots.
2. Process the atmosphere to having a higher oxygen content (so surface work can be done easier)
Briefing for Marines:
As you are surely aware, The TSA is in bad need of material resources due to the Kharaa spreading outward in the system near the Origin Site. All facilities in neighboring sectors have since been ordered to step up production and have received additional funding from numerous sources. This site (showing 3D schematic), the Eis Mining Colony, recently reported a fascinating find. The surface of the moon was mostly made ice and rocks containing bauxite and lithium ore as we already knew, but roughly a few hundred meters underneath the surface massive veins of silver where showing up near the main dig. Increasing silver production at this colony should have been able to solve our shortage for rare metal like silver used in some of our critical systems and even nanite production...
I say "should have" because we lost communication with this colony only a week after the silver started being included with shipments. In their last transmission to the TSA telecommunications network, they reported that the silver they excavated appeared to be pieces of some kind of ancient ruins. And more troubling, they reported strange anaerobic bacteria masses growing in the underground water which was leaking into the silver shafts that they could not identify. Their transmission submitted a file with limited but precise data on the RNA data and chemical composition of the unidentified lifeform with a request for information. Of couse, it had to be an exact match for the Kharaa.
Not surprisingly, they have not answered any of our emergency replies. Luckily, we contacted the cargo freighter before it returned to colony and it has rerouted to the nearest colony. But there is still the issue of why communications have been cut off, and "issue" that sounds all too familiar to some of the veterans here I'm sure.
I'm not going to sugar coat this ###### marines. You are being sent in on a priority search & destroy and there is no time to call for reinforcements. You should assume the worst. I don't need to tell you what the ramifications of a new infestation behind the frontlines in a new sector of space would mean. As if losing a new mining colony and all the capital invested in it wasn't bad enough...
These are your orders for this search & destroy op:
The official TSA orders are to purge the site, if infested, for the repair engineering team to restore the mining operations ASAP. They want their investment dollar back and the metal resources for the fleet. I order you to follow containment as priority one and I will take all responsibility for that order. If necessary as a last resort, sabotage the god damned fusion reactor and see if how those Kharaa ######s like the taste of a thermonuclear explosion up their collective ass! You know as well as I that we can't open a new front now. Good hunting marines!
Locations for NS2 Map:
L = location / region name, info brush entity
M = custom high-detail model required, used as NPC entity
T = custom opaque texture needed
R = hypothetical resource node site
S: {x} = custom screen display (animated texture or interactive), where {x} is what should be displayed
Fusion Reactor Core (M)
primary function: automated nuclear fusion reactor produces primary power: mining equipment, containment magnets, electrolysis, and hydrolysis consume most of that power
secondary function: nanite assembly
strategic Pro's: can siege the two resource nodes, above and below; very defensible location for a hard-to-pull-off relocation, armor charger in the room
strategic Con's: not a whole lot of room to build a base, can be a difficult place to attack marines making a last-stand given its few entry points, deactivating containment can release radiation into the room
relative location: center of the map (i.e.: reactor model origin is at the (0,0) point)
- Reaction Core Plasma Chamber
- Coolant Heat-Transfer Radiator
- Photon Transfer Fiber Optics (going to Air Cleaning)
- Beryllium --> High Carbon Stainless Steel --> Concrete radiation containment
- Static Collection rings (mind your head lest you loose it)
- Radiation control particle force fields (alien team can make this malfunction, flooding radiation in the area)
- Toroidal Field Coils (outer rings for error correction)
- Polodial Field Coils (primary magnet, vertical cylinder in the middle of the torus)
- Cryogen Liquid Helium (for superconductors operating @ ~80 Kelvin)
- Vacuum pipes
- Tritrium processing
- Gas fuel injectors
- Divertor Cassettes (attach to the bottom of each ring segment)
- Large gauge silver magnetic current wires
- Nanite assembly units

Turbine Generators (L) ®
primary function: converts steam pressure into mechanical energy needed to spin the generators
secondary function: injects resource "fuel" and nanites into facility
strategic Pro's: multiple resource nodes! can only be attacked from sides entrances and from openings below
strategic Con's: quite steamy (low visibility) and dark with tons of pipes and vents
relative location: above the reactor, ceiling is domed concrete structure that can be seen above the surface
- ceiling dome (M)
- steam intake pipes from reactor exhaust
- turbines (M)
- turbine-to-generator transmission (T)
- generators
- electrical output (T)
- pressure monitor (M as part of the turbine model)
primary function: sublevel underneath the reactor, for both maintenance and storage of fluids
strategic Pro's: claustrophobic mess of pipes and wires, an intersection of paths for small aliens
strategic Con's: not a wise place of a lone marine to hang out, not enough room to build much
relative location: below the reactor
- foundation supports
- coolant pump
- coolant storage tanks
- liquid hydrogen storage tanks
primary function: adjusts voltage from the generators for the hydrolysis and molten metal electrolysis facilities
relative location: Z-axis wise, between reactor and turbines; X-Y-wise, just east of the reactor silo
- primary couplings
- telsa coils (M)
- oil-based coolant lines
- primary circuit breakers
- backup power batteries
primary function: contain the reactor from the rest of the habitat sector
relative location: just west of the reactor room
- Decontamination
- Engineer Lockers
- Heavy Hydraulic Doors
primary function: supervise and adjust the reactor incase automated control fails
relative location: actually in the reactor room still, but an enclave region looking at the reactor with diagnostic screens
- nuclear reaction plasma ring (S: theoretical output in Joules, fuel intake mixture balance lean/rich %)
- ignition plasma ring (S: igniting/off, % to ignition, temperature Celcius)
- magnetic field integrity (S, max, min, avg., current in units of magnetic field)
- core temperature (S: reaction temperature Celcius, chamber temperature Celcius)
- radiation monitor (S: photon intensity at surface in lumens, other radiation in rads)
- coolant flow monitor (S: evaporation rate in liters per second of liquid water, coolant intake rate in liters per second)
- pressure monitor (S: coolant intake pressure in atm, exhaust pressure in atm)
primary function: containment, separating the reactor from the rest of the habitat sector
relative location: just west of the reactor room
- Decontamination
- Engineer Lockers
- Heavy Hydraulic Doors
- Pressure differential via HVAC (aids in containment in the event of a leak)
primary function: liquefy noble gas coolants for superconductors in the reactor (magnets) and server room (microprocessors)
relative location: between reactor and cooling towers, X-Y wise
- Intake vent from outside
- Dehumidifier
- Air distillery
- Liquid helium and argon storage
primary function: uses high voltage current to break water both for atmospheric processing
relative location: between the cooling towers, cryogen plant, air recycling, and water works
- Hydrolysis vats
- Hydrogen packing
- Deuterium Creation (for reactor)
primary function: manages internal air content and temperature; removes excess carbon dioxide via photosynthesis, filters air, controls humidity and temperature of air
secondary function: releasing extra oxygen into the moon's atmosphere
strategic Pro's: mess of pipes and vents, an intersection of path for aliens
strategic Con's: not a wise place of a lone marine to hang out, but a devastating chokepoint to lockdown against the alien team
relative location: above the hydrolysis plant
- coolant storage tanks
- liquid hydrogen storage tanks
- photon mirrors and diffusion lenses
- photosynthesis chambers (M)
- reserve COx scrubbers
- HVAC unit (return ducts, filter, radiator, fans, exit ducts)
primary function: cools excess reactor heat and refrigerates cryogen coolants
secondary function: releasing extra oxygen gas into the moon's atmosphere
strategic Pro's: good location for launching aerial insertions from the surface, warm
strategic Con's: low visibility from condensing water vapor
relative location: above the hydrolysis plant
- radiators
- two large cooling towers (only partially above the surface)
- oversized fan(s)
- catwalks
primary function: separates waste types, evaporating re-usable water
relative location:
- Solid Waste Shredders
- Evaporative Boilers
- Plasma TDP (also disinfects)
- Conveyor for extracted solid compounds
- Hydrocarbon piping
primary function: contain the reactor from the rest of the habitat sector
relative location: just west of the reactor room
- Decontamination
- Engineer Lockers
- Heavy Hydraulic Doors
primary function: produces extremely pure liquid water for drinking and hydrolysis
relative location: just west of the reactor room
- UV Decontamination
- Particulate Filtration Pillars
- Boilers
- Condenser Coils
strategic Pro's: can quickly get across the crater valley the colony is settled in
strategic Con's: cold and windy (slight freeze DoT + pushing force of wind?),
relative location: top of map, jagged rocks and snow dominate the scene; weather is a blizzard
note: The crater valley is saturated with oxygen exiting atmospheric processing, if you get out of range you'll suffer fatal asphyxiation from lack of oxygen and die.
(technically the map has boundary limits which could break immersion, thus this suffocation penalty discourages exploring the boundaries and thus maintaining immersion)
Marine Start (L) ®
primary function: secondary landing bay (for personnel, not cargo)
strategic Pro's: easy to mobilize from, offensive friendly design
strategic Con's: too high entropy for mid and late game defense
relative location: north of habitat sector, near to surface
- TSA dropship (M)
- fixed mounted guns /w barricade (M)
primary function: reception, living essentials
strategic: chokepoint junction
relative location: same level as marine start, heading towards habitat, energy production, and refinery sectors
- wall signs (T)
- stairwell
- sub-locations:
- kitchen
- mess hall
- offices
- bathrooms
- showers
- receptionist desk
- kitchen
Sleeping Quarters (L)
primary function: private room for personnel
strategic: unimportant, but serves as a buffer between areas
relative location: just above the lobby level, has windows viewing outside
- segmented rooms with sliding pneumatic automatic doors
- beds (need new mattresses from the ones HL2 has, (M) )
- personal computer (M) desks (easter egg related)
primary function: manage colony operations, security, and spaceship traffic control
strategic Pro's: can control several map entities from here, can view several security cameras, highly defensible high-ground for marines
strategic Con's: can get trapped in if marines, can be an annoyance if marines get a base here with phasegates to resource nodes
relative location: above sleeping quarters
- control panel screens (infestable)
- viewing windows
- communications
Cargo Loading (L)
primary function: lift metal rolls, plats, and spools into waiting cargo vessels for export
secondary function: import replacement parts, perishables (like food), and construction materials
strategic: heavy movable physics objects (can be used to crush other players in combat)
relative location: upper half of cargo storage
- robotic loading arms (M)
- aluminum sheet metal rolls
- aluminum wire spools
- silver ingot carts
primary function: manage colony operations, security, and spaceship traffic control
strategic: heavy movable physics objects and lots of crates
relative location: lower half of cargo loading (I will try to make this a chokepoint to encourage combat here)
- silver ingot carts
- aluminum spools
- aluminum rolls
primary function: casts the Al, Li, and Ag metals into ingots, sheets, or wire
strategic: heavy movable physics objects (can be used to crush other players in combat)
relative location: upper half of cargo storage
- robotic loading arms (M) (preferably controllable)
- aluminum sheet metal rolls
- aluminum wire spools
- silver ingot carts (M)
primary function: extracts alumimum from alumina, extracts lithium, and produces tritium from the lithium for the nuclear reactor
relative location: upper half of cargo storage
- robotic loading arms (M) (to lift off spent anodes)
- electrolysis vats
- replacement anodes
primary function: breaks down ore, melts, and removes some impurities
relative location: upper half of cargo storage
- robotic loading arms (M) (to lift off spent anodes)
- electrolysis vats
- replacement anodes
- rock hydraulic crushers (squish a player FTW!)
- plasma pulverizers
- conveyor system junction (where all of the conveyor systems converge)
primary function: transports equipment, occasionally heavy ore
relative location: leading from the refinery down to the southern sector of the mines
- industrial lift (made of world polygons)
primary function: where ore is mined
relative location: bottom of the map across the whole X-Y
- robotic mining machinery (M)
- plasma drills
- mechanical lifts
- gravity lift deep shafts (where silver is being extracted from)
- service lifts (multiple locations, really there for the sake of allowing gorges and onii to access the rest of the map quickly)
- local generators (can be used to turn lights on/off in an area)
- inaccessible areas (you can still see them but can't get there, adds to immersion and reduces claustrophobia)
primary function: unknown (Kharaa location, predates ns_origin in age leaving room for speculation and worry)
relative location: deepest accessible location in the map
- healing waters (any player entering it has their HP regenerated, but not structures)
- ancient device (M)
The mineshafts are riddled with cracks that lead back up to the surface or other areas. Combine that with plenty of pipes needing to run through air vents throughout the base and there's going to be nowhere a skulk can't get to rather quickly. (which is important to the feel and balance in Natural-Selection) Remember, I will have high entropy (gaming map definition) in all but two areas: the reactor and the control tower. Both of those site will be very defendable for a marine relocation, but neither will have resource nodes so the marines can't just turtle up in base.
Current estimate resource node quantity count is 8. I would love to have my requested res_rate_control entity here to lower the resource income rate for all teams (i.e.: I would like more nodes in more places so teams will focus on controlling all areas and tech up slower so the map can actually be enjoyed. Kind of the opposite of the siege map, more stealth action and less charge n' cudgle action.)
I would like to utilize as many of the infestable / weldable items as possible. In a way I would like to be creating a mini-battle of light and dark -- marines turning lights on, aliens turing lights off. This concept first came to mind thanks to ns_hera in the steam hallway location.
I'm also tired of seeing NS maps be dry, metalic spaceships with no realism in enviroment cycles or purpose in design other than "hey it's a ship" and mysterious black boxes that do "things". I contemplated a greenhouse in the design, but seeing as plants require nitrogen and there is none in this whole facility it wouldn't fit. Water in all three phases will be present in most areas of the map.
In fact much of this map will be shades of gray and blue in texturing, so I'm thinking of going for orange and purple lighting in certain areas. Possible green coloring in the ancient ruins to contrast with the orange-yellow service lights in the mining tunnels and red-oranges in the refinery. In fact green will a lighting color I will purposely avoid both to unify the map's artistic theme, but it could be used in the ancient ruins as the one place that will bring attention to the naturalizing effects of D.I.
I could use some help with the modeling and as always some advice. Hopefully this gives others some ideas of what they would like out of the NS2TR and eventually NS2.
x5





















