NS_STORMSIEGE
By MrRadicalEd
Based off of NS_SIEGE007

5.21.05
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- Removed 5th resource node from marine starting pool, and left the two nodes in Jetpack Room
- Changed 6 minute barrier weld to 8 minutes
- Fixed issues with seekret button # 1
- Added seekret button # 2. Seekret button # 2 is activated when the marine barrier weld is completed after which displays a message on how to find it.
- "Prettified" seekret room # 1
- Elaborated vent system for aliens. Now one large network including a vent that exits out in to the hive room itself
- Added credits and misc easter eggs
- Texture and brush tweaks
- Hive room sound tweaks (hopefully not so loud while still retaining ambience)
- Decreased frequency of lighting strike sounds. Min 5 to 10 seconds, max 30 to 15 seconds.
- Prevented marines from building in the "caged room"

5.18.05
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- Added "sneeze guard" to the vent over Undefendable Room to keep the acid rockets and gas spam to a minimum
- Pushed the two resource nodes in Ramp Room up to the back
- Added two resource nodes to Jetpack Room
- Marine Barrier weld is now a 6 minute weld
- Deal Breaker vent weld is and always will be 4 minutes
- Added a resource node to the marines' starting res room
- Added easter egg room. Details of using the easter egg are displayed when marines kill off the hives. Each hive has its own hint.

5.16.05
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- Added vent system to the last vent shaft in alien halls that links to Undefendable Door. The vent door opens when the storm door opens
- Removed clip brushes(alien side) around siege windows to prevent structure loss, and added more brushes to the windows themselves to prevent exploiting
- Fixed the nobuild area around the siege doors. No you can enter and exit with no problems of invisible brushes blocking you, at last..
- Texture changes around side slanted hive windows
- Made the grate "box" in the jetpack room a two sided/walled box to look right.
- Added 4 minute weldable in the Deal Breaker Room to weld shut the vent in that room that leads to the ramp room



5.14.05
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- Adjusted light levels to account for most players using brighter gamma/brightness levels
- Fixed issues with some rooms(mainly sky lighting) interfering with the command view and dropping structers
- Removed 2 resource nodes at marine base
- Widened the entrance to the marine resource room
- Moved the marine's barrier doors back to make more of an impact in terms of functionality and importance
- Added two ladders with the barrier doors for the unfortunate marines who fall in
- Increased the depth of the support pillars in Alien Halls for better cover
- Siege door timer now correctly displays a "10 minute" warning message after 10 minutes since the game timers' start has elapsed
- Made the top most platform in the Jetpack room inaccessable that had given marines an unfair advantage
- Made the ramps leading to the siege room more accessable to players as Onos(no more getting stuck on the upper ceiling)
- Cleaned up misc/sky brushes
- The sky in the Jetpack room now puches downward
- Added "black" texture to the bottom portion of the Jetpack Room
- Adjusted sky lighting so the Lerklift mod cant be used to exploit
- Clipped the windows in the Hive Room/Siege Room to prevent exploitation
- Increased max viewable distance by 256 units
- Prevention of exploiting doors

STORY
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Storm Siege was an idea I had in the back of my mind whenever I played Siege007 or any other rushed siege map creation. Why not have a solid siege map with all the trimmings? I finally got fed up and mapped Storm Siege.

Finally.. I'd like to dedicate this map to my old NS clan, Critical Extinction. Screamer, Vinin, Cypher, Fro.. all you guys.. Glue.. all OF YOU, I had the best time with NS with you guys.

MAP DETAILS
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This map is largly a remake of the siege map Siege007. It's a proven siege design that I felt would be a good foundation to start.

The map consists of these standard rooms:

- Hive Room
Main alien starting point where all three hives are located
- Alien Resource Rooms 1, 2, and 3
- Alien Halls
A long twisting hallway leading from the Storm door to the Hive Room. An accompanying vent system is included that also leads back to res room #3
- Undefendable Door
Marine's side of the Storm door, or front first door
- Ramp Room
A large room filled with a ramp system stemming from one single ramp that separates in to two ramps going spanning three levels
- Jetpack Room
An approximately 5 story, three usable level, room with two exits leading to Marine Start
- Marine Start
A now "L" shaped room with weldable barrier doors that exits to the siege room halls
- Siege Halls
This short hallway leads to the actual siege door and continues up to the siege room
- Siege Room
The siege room is situated behind the Hive Room and contains three levels.

New Additions consist of the following:

- Deal Breaker Room
A room between Undefendable and Ramp Room. This room contains two resource nodes and a weld point that, after completing the 10 minute weld, opens the barrier doors in marine start

- Short Halls
This pair of hallways replaced the long hallways.

- Siege Halls
Not a true new addition, I lengthed and added more twists for Fades and the like to recover for a second and come fighting back

- Siege Room
Is now two levels and offers cover in a variety of ways that plays for and against both teams


QUESTIONS/COMMENTS/BUGS
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Found bugs? Have something to say about the map, or need help with NS mapping in general? Feel free to email me: MrRadicalEd[AT]Gmail[DOT]com