Changed Maps In 1.1?
clamatius
Join Date: 2003-03-27 Member: 14948Members, Constellation
<div class="IPBDescription">Which maps will change in 1.1?</div> Maybe this should go in General, I'm not sure. Anyhow.
Which of the 1.04 standard maps are going to change in 1.1? I know KFS is updating Eclipse, but I haven't found out much more than that so far.
If anyone has solid info (like you're the mapper for one of the standard maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) please let me know here.
Which of the 1.04 standard maps are going to change in 1.1? I know KFS is updating Eclipse, but I haven't found out much more than that so far.
If anyone has solid info (like you're the mapper for one of the standard maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) please let me know here.
Comments
doh...
Nancy could be a really better map with just a few layout tweaks.
Eclipse is getting a MAJOR overhaul by Andrew.
I think Hera is getting a tweak to prevent double seigeing in "processing" but im not sure.. i think he just moved the vent hive further...
Any maps that are definitely not changing? Sounds like nancy will be in that category, if the source got eaten.
Other changes include: (note, these have NOT yet been playtested)
- Eastern reception door is now locked open
- Many vents redirected/deleted
- Most rails replaced with worldbrushes to reduce entity counts
- Various other entity culls (ns_hera is now down to 420 entities after NS's entity optimisation, as opposed to 700 or something in the current build). With a bit of luck, Hera should actually RUN now.
- Marine CC should be harder to get to now as an alien. (Can't wallwalk or fly up there anymore, without bringing down the lift.)
I'm sure there are many other changes/tweaks too...but I've forgotten them.
I'm working on a tweaked Hera as we speak...yes, I've tried to put a stop to the processing problem (however reluctant I was), but in the process things seem to have gotten more interesting in the processing area. There's now a new sub-section to processing which is only accessible from the walkway, and has a resource node inside.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Another path from the walkway leading to cargo bay?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
- Eastern reception door is now locked open
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The one leading from hera reception to archiving? hmmm this could be interesting... it's VERY rarely used.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
- Many vents redirected/deleted
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hope you didn't take out the one from marine spawn to holoroom.. fun to be able to rain down GLs from that vent hehe
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
- Most rails replaced with worldbrushes to reduce entity counts
- Various other entity culls (ns_hera is now down to 420 entities after NS's entity optimisation, as opposed to 700 or something in the current build). With a bit of luck, Hera should actually RUN now.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats always good!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
- Marine CC should be harder to get to now as an alien. (Can't wallwalk or fly up there anymore, without bringing down the lift.)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Aaaah i see you've enclosed the left as part of the floor of the top section and the lift starts at the position.. correct? Good move <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<a href='http://planethalflife.com/awmaps/index.htm' target='_blank'>Clickeh for the piceh</a>
Ok, so, summary so far:
Nancy - not changed
Hera - changed
Eclipse - changed
Tanith - changed
Bast - changed
Caged - changed
That just leaves Nothing. As it were. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
In case you're wondering why I care about this, I want to tweak bot waypoints for maps in the "right" order so I don't do them once, then do then over immediately when 1.1 comes out. So cosmetic or performance changes won't make a big difference for that, but layout/pathing changes will be important.
I hate the texturing, the architecture and the layout.
Bah! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Im afraid of 1.1 updates.
Way to go Merkaba.
And the generator room ain't far either.
I could be full of it, but that's what I remember. I'll post here again if I happen to find where I saw that.
So, the answer is, the only standard map not changing for 1.1 is nancy, because the source got eaten in a hard drive crash.
Thanks guys!
And the generator room ain't far either. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Dont forget the rez just outside the vents, and ominous kisnet. All within one minute of that one hive. and redroom just between those. Via right outside....... the pitfalls abound
doh...
Nancy could be a really better map with just a few layout tweaks.
Eclipse is getting a MAJOR overhaul by Andrew.
I think Hera is getting a tweak to prevent double seigeing in "processing" but im not sure.. i think he just moved the vent hive further... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ns_nancy is a hard map as marines, but it's always been a good map, a few tweaks yes, but hey, winbsp it and I'm sure being the great mapper you are you could rebuild what's lost in the conversion.
other than that, hera is beautiful, and I've always played it, lag or not. Check my thread about hosting <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=28961&st=' target='_blank'>here</a>, to see a host that ran hera on 1.0 with no ping going above the 200 range. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> If this map isn't just as beautiful in the new 1.04 version, I will not be happy <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> *goes in search of coil's shotgun*
I hate the texturing, the architecture and the layout.
Bah! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Aren't you a pisser.
Well, ns_bast really dislikes you. It hates your clothing, it hates the way you are built and the way your face is arranged.
See what it's like to give unconstructive criticism?
if you dont like it's style, you obviously have no taste.
EDIT: By the way, are there gonna be any completely new maps added?
- KFS´s overhaul of Eclipse will surely be exciting.
- I love Bast just the way it is. Like tommyd said, Bast *IS* NS.
- Tanith´s changes are good, especially the waypoint problem in MS being fixed.
- The changes in Caged involve a rebuilt MS if remember correctly.
- It´s really tragic that the source to nancy is lost <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
- I do remember from way back that the Cargo hive in Nothing will be changed.
All in all, NS 1.1 will surely make the game more exciting <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
These changes are great, but I think the door leading to archiving should be left open, marines NEVER weld that door open, and as said by someone else, it is NEVER traveled.
Remember, this is an interactive development community. We listen to the people who give suggestions. Not all the suggestions are good (in fact some I've gotten are downright ridiculous, hehe), but you never know when your <i>constructive</i> comments just might make all the difference.
I hate the texturing, the architecture and the layout.
Bah! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
He said "dislike", not "sucking" or "suck" or "sucks", I thought dislike was a polite way to say it.
Hate is an expression, it is not an insult or a complain. And you can see there, he stated EXACTLY why he didnt like it.
I don't take offense to people not liking Eclipse, but I sure take offense to people going out of their way to state how much they don't like ANY map without even offering a slight hint why or how, in their eyes, it could be improved - those might as well be a direct personal attack on whoever made it.
Only new map addition I know of is Veil. KFS said it would be released in time for 1.1. It l00ks secksy.