This looks awesome, I'll see if I can throw together a map in my spare time. Keep up the great work guys, cant wait to play it in the servers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Looks great....cant wait to get to try it out. Only question I got is will this be required to be played on different servers from the original, or will the admins be able to change on the fly?
Thanks for the sticky, and clearing out all the junk. Nice screens too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--BentRing+Sep 24 2003, 04:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BentRing @ Sep 24 2003, 04:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only question I got is will this be required to be played on different servers from the original, or will the admins be able to change on the fly? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> read the changelog.
<!--QuoteBegin--BentRing+Sep 24 2003, 04:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BentRing @ Sep 24 2003, 04:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks great....cant wait to get to try it out. Only question I got is will this be required to be played on different servers from the original, or will the admins be able to change on the fly? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Should be just like CS, as soon as you switch to a co_ map, combat mode is enabled <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. Switch back to a ns_ map, normal NS resumes.
Flay also mentioned that he's going to try to allow server operators to set the maxplayers for each map in the maplist.txt. This would allow operators to keep combat maps in the rotation, while keeping the combat player numbers down (it gets really crazy 12v12 in such a small map) and keeping a high maxplayers number for normal NS play. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<b>Note:</b> No I didn't mention I'm doing this, it's not that easy. I will make it easy for server ops to configure Combat to kick in for low player numbers if they want though, or to keep it always on or never on.
<!--QuoteBegin--Forlorn+Sep 24 2003, 12:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 24 2003, 12:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So when is this going to be released... /drools <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> *aims at ns.org frontpage*
<!--QuoteBegin--romano+Sep 24 2003, 05:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Sep 24 2003, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Flay also mentioned that he's going to try to allow server operators to set the maxplayers for each map in the maplist.txt. This would allow operators to keep combat maps in the rotation, while keeping the combat player numbers down (it gets really crazy 12v12 in such a small map) and keeping a high maxplayers number for normal NS play. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ie: ns_eclipse maxplayers 24 co_angst maxplayers 12 ns_tanith maxplayers 24 etc... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change.
<!--QuoteBegin--Owl Force Omega+Sep 24 2003, 02:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Owl Force Omega @ Sep 24 2003, 02:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--romano+Sep 24 2003, 05:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Sep 24 2003, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Flay also mentioned that he's going to try to allow server operators to set the maxplayers for each map in the maplist.txt. This would allow operators to keep combat maps in the rotation, while keeping the combat player numbers down (it gets really crazy 12v12 in such a small map) and keeping a high maxplayers number for normal NS play. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ie: ns_eclipse maxplayers 24 co_angst maxplayers 12 ns_tanith maxplayers 24 etc... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think the idea is that for instance in your example it would simply skip past the angst map to tanith.
<!--QuoteBegin--Owl Force Omega+Sep 24 2003, 01:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Owl Force Omega @ Sep 24 2003, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's part of the Half-Life mapcycle all ready
You can set parameters to take effect as a map loads. Specifically maxplayers and minplayers. However they act a little differently to in the server.cfg and if the number of players is over the max or under the min the map is skipped.
<!--QuoteBegin--Roger Dodger+Sep 23 2003, 07:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Sep 23 2003, 07:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stuff ricky, leaves a spot on the NS:C servers for more appreciative ppl to play.
Oh yeh how do the scans work?? are they a one time thing then u rely on MT?? Does it cost exp to make a scan?? Do the rines start with full ammo for their weap?? And is the only way to get more ammo to use ur gained exp or die??
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> set mp_killdelay (or whatever the server setting is) to something like 30seconds, and you can abuse it all you want.
<!--QuoteBegin--eaglec+Sep 24 2003, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Sep 24 2003, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Owl Force Omega+Sep 24 2003, 01:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Owl Force Omega @ Sep 24 2003, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It's part of the Half-Life mapcycle all ready
You can set parameters to take effect as a map loads. Specifically maxplayers and minplayers. However they act a little differently to in the server.cfg and if the number of players is over the max or under the min the map is skipped. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This needs to be in bold somewhere. Good to hear.
<!--QuoteBegin--Forlorn+Sep 24 2003, 11:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 24 2003, 11:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So when is this going to be released... /drools <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Halloween would be nice... the 1 year anniversary of NS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Owl Force Omega+Sep 24 2003, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Owl Force Omega @ Sep 24 2003, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--romano+Sep 24 2003, 05:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Sep 24 2003, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Flay also mentioned that he's going to try to allow server operators to set the maxplayers for each map in the maplist.txt. This would allow operators to keep combat maps in the rotation, while keeping the combat player numbers down (it gets really crazy 12v12 in such a small map) and keeping a high maxplayers number for normal NS play. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ie: ns_eclipse maxplayers 24 co_angst maxplayers 12 ns_tanith maxplayers 24 etc... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I -think- this means if the # of players is low it'll goto a co_ map but if it's high it'll goto an ns_ map.
<!--QuoteBegin--Deronok+Sep 24 2003, 02:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deronok @ Sep 24 2003, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I -think- this means if the # of players is low it'll goto a co_ map but if it's high it'll goto an ns_ map. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This would be useful small games as they just get silly.
However I have a feeling that combat will become very popular and we will begin to see larger combat maps. And we will most likely see the majority of servers as "NS 2.1 Combat" and "NS 2.1 Classic" Servers that will stay with thier respective modes no matter how many players are on. However I think that the above would be very useful for "general NS" servers.
<!--QuoteBegin--Flayra+Sep 24 2003, 12:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Sep 24 2003, 12:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shot #4 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Also on this pic screen there seems to be a new marine skin. (look to the right of the normal marines) Looks kinda like an uber marine or something... Am I just seeing things or are there gonna be different skins for the marines as they advance through the levels?
*Edit* Screen not showing up, go back to the 9th page of the thread and look at Flayra's "Shot #4" to see what I'm talking about. *Edit*
Comments
An Idea of mine got implemented!!! WOOHOO!!!
/me does victory dance
<!--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-->With regards to Rank...
1. Private
2. Private First Class
3. Corporal
4. Sergeant
5. Lieutenant
6. Captain
7. Commander
8. Major
9. Field Marshal
10. General
And for aliens
1. Hatchling
2. Xenoform
3. Minion
4. Ambusher
5. Attacker
6. Rampager
7. Slaughterer
8. Eliminator
9. Nightmare
10. Behemoth<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=47514&hl=%EF%BF%BDentry658086&st=240' target='_blank'>Link to Evidence</a>
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
/calms down a bit
This looks awesome, I'll see if I can throw together a map in my spare time. Keep up the great work guys, cant wait to play it in the servers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
When you're playing as an alien, are your upgrades instantaneous, or do you have to spend time evolving?
-Jag
<img src='http://www.publicreview.net/ns/ss/co_pulse0010.jpg' border='0' alt='user posted image'>
<img src='http://www.publicreview.net/ns/ss/co_pulse0004.jpg' border='0' alt='user posted image'>
<img src='http://www.publicreview.net/ns/ss/co_pulse0012.jpg' border='0' alt='user posted image'>
<img src='http://members.aol.com/ct2090/ns/halflife00009.jpg' border='0' alt='user posted image'>
<img src='http://members.aol.com/ct2090/ns/halflife00012.jpg' border='0' alt='user posted image'>
<img src='http://members.aol.com/ct2090/ns/halflife00013.jpg' border='0' alt='user posted image'>
Looks like someone updated the changelog with more info.
Gogo playtester power.
Only question I got is will this be required to be played on different servers from the original, or will the admins be able to change on the fly?
read the changelog.
Only question I got is will this be required to be played on different servers from the original, or will the admins be able to change on the fly? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Should be just like CS, as soon as you switch to a co_ map, combat mode is enabled <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. Switch back to a ns_ map, normal NS resumes.
Flay also mentioned that he's going to try to allow server operators to set the maxplayers for each map in the maplist.txt. This would allow operators to keep combat maps in the rotation, while keeping the combat player numbers down (it gets really crazy 12v12 in such a small map) and keeping a high maxplayers number for normal NS play. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ie:
ns_eclipse maxplayers 24
co_angst maxplayers 12
ns_tanith maxplayers 24
etc...
<b>Note:</b> No I didn't mention I'm doing this, it's not that easy. I will make it easy for server ops to configure Combat to kick in for low player numbers if they want though, or to keep it always on or never on.
<img src='http://www.publicreview.net/ns/ss/d1.jpg' border='0' alt='user posted image'>
*aims at ns.org frontpage*
2.1?
ie:
ns_eclipse maxplayers 24
co_angst maxplayers 12
ns_tanith maxplayers 24
etc... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change.
ie:
ns_eclipse maxplayers 24
co_angst maxplayers 12
ns_tanith maxplayers 24
etc... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think the idea is that for instance in your example it would simply skip past the angst map to tanith.
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's part of the Half-Life mapcycle all ready
You can set parameters to take effect as a map loads. Specifically maxplayers and minplayers. However they act a little differently to in the server.cfg and if the number of players is over the max or under the min the map is skipped.
Oh yeh how do the scans work?? are they a one time thing then u rely on MT?? Does it cost exp to make a scan??
Do the rines start with full ammo for their weap?? And is the only way to get more ammo to use ur gained exp or die??
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
set mp_killdelay (or whatever the server setting is) to something like 30seconds, and you can abuse it all you want.
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's part of the Half-Life mapcycle all ready
You can set parameters to take effect as a map loads. Specifically maxplayers and minplayers. However they act a little differently to in the server.cfg and if the number of players is over the max or under the min the map is skipped. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This needs to be in bold somewhere. Good to hear.
Halloween would be nice... the 1 year anniversary of NS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
ie:
ns_eclipse maxplayers 24
co_angst maxplayers 12
ns_tanith maxplayers 24
etc... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So what happens when you change from 24-player Eclipse to 12-player Angst? Does it just kick a random 12 people? Or the last 12 to join the server?
That seems annoying and stressful. I love the idea of this new play mode, but it would annoy me to get kicked when maps change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I -think- this means if the # of players is low it'll goto a co_ map but if it's high it'll goto an ns_ map.
This would be useful small games as they just get silly.
However I have a feeling that combat will become very popular and we will begin to see larger combat maps. And we will most likely see the majority of servers as "NS 2.1 Combat" and "NS 2.1 Classic" Servers that will stay with thier respective modes no matter how many players are on. However I think that the above would be very useful for "general NS" servers.
Also on this pic screen there seems to be a new marine skin. (look to the right of the normal marines) Looks kinda like an uber marine or something... Am I just seeing things or are there gonna be different skins for the marines as they advance through the levels?
*Edit* Screen not showing up, go back to the 9th page of the thread and look at Flayra's "Shot #4" to see what I'm talking about. *Edit*