<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b><span style='color:red'>Are you giving the remake source to Relic? / Is he going to help you?</span></b> Sadly, Relic doesn't have time for NS or mapping anymore, so he had to leave the community. He can't help us too much, and he can't continue the maintenance of Bast.
<b><span style='color:red'>Will you make balance changes to the map?</span></b> Yes. Bast needs some serious balance changes, we would be happy to hear what the pub players and clanners think bast needs to be more fun on both playing styles. We will take <b>ALL</b> the suggestions into account.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Also, you can, obviously, suggest aesthetic changes to the map too, not just balancing changes... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
aesthetics - the screenshot of feedwater hive showed that the lighting needs alot of work IMO. It's too harsh, plus the orange spotlight is too rich, and it doesn't look as smooth as in the original. the pipe in the foreground's texture alignment is a little off looking.
Fantastic work guys. The fact that you guys are bringing back to live what is possibly my favorite NS map of all time is just giving me a big warm fuzzy feeling.
Please drop me an e-mail when it's ready for playtesting or inclusion so I can get a patch out to the masses.
<!--QuoteBegin-Flayra+Feb 9 2004, 10:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Feb 9 2004, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Please drop me an e-mail when it's ready for playtesting or inclusion so I can get a patch out to the masses. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Will do.
By the way, I forgot to say some things that we changed on the map...
<b>The onos won't have a hard time on the hives now!</b>: There was a pipe on Refinery that wouldn't let the onos go through without crouching, it has been changed so the onos doesn't have to crouch... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
And I removed the little ladders on engine, and made the ramp a bit higher, so the Onos just have a ramp and a step to get outside of the hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Also, the res on refinery is now closer to the hive so it can't get shoot from the corridor behind and the starting res isn't the "hidden" one.
Why am I making changes already? Well, I finished my part pretty fast, so while I'm getting the rmfs and I wait for the other people to finish their areas, I'm making needed changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> That way we can be faster...
Hey, I have an aesthetic change ... near atmospheric processing, the floor-level crawlspace (leading the Steam Generation) has these two strange purple tubes. There's nothing behind the tubes and they seem like the are just there in darkness. Also, make navigation of those vents a little bit easier?
Refinery was always a problem for the marines to control since it's so damn big.
AND, it goes a bit against the NS mapping guidelines by making the hive really exposed :/ Hope you're going to change that without loosing the overall feel of refinery.
Oh and 1 last thing: The "cockpit" area, although its nice, it seems really out of place.
You might consider lowering the refinery hive some and moving one of the big cylinders with a walkway around it closer to the hive to allow for healspraying/knifing.
The hole in steam generation leading under the wall and to the pop-top door next to atmospheric is a major annoyance, consider putting it on the other side of the hall, between the big sticking out pipes that explode when shot. Otherwise steam generation is an onos deathtrap. Also, the vent from under the wall leads through a series of twists to a closed door right next to MS. I don't think it's at all openable from that side. What's the point of this?
Feedwater is SO infested, it's nigh impossible to build anything in there. Especially with the new spacing system, marines may have no way to lock down this hive without foregoing capping the res.
Tram tunnel is a marine's shooting range. Currently a reloc there is almost unstoppable. Onos have to crouch and wriggle through both entrances that are usable by them. The vent isn't angled in a way that makes lerk harassment very easy, especially with the new flight system. It'll be even harder to pop down, spore, and flap back up. Maybe make it darker and add in some fallen down struts, wires, something to hide behind.
Engine, with the new changes, sounds nice! Consider that the RT and most chambers built in there can easily be sieged from MS though. Some lengthening of the tunnel leading from main aft to engine might help. Or widening of the vent. (again, the spacing will hurt the vent siege point here, making it possible to build a tfac and maybe one siege in that small area) But as long as it's no longer an onos deathtrap getting in and out of engine. Hopefully we won't see any more hour long marine last stands in engine hive.
Of course, the MS vent. 'Nuff said.
Also, the MS elevator. Ever had a gorge build 8 OCs on that and send it up to you? Ouch. From the RFKs by the time you take out the OCs he can build 8 more...
The whole map is rather siege happy. You can drop a Tfac/siege at almost any spot on the map and hit SOMETHING from there. Consider spacing everything out a little. Just a few longer corridors.
Also, thanks x 1,000,000 for remaking this map, it's a long time favorite. Keep up the awesome work.
blueman can you make tram a bit easeir to get threw while onos? and a quick idea for refinery why not put the hive inside one of the huge cyclinder thingis have like pieces of it broken up so you can still see the hive but some parts are still shielded
quazilinJoin Date: 2002-11-25Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-chrono5454+Feb 13 2004, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ Feb 13 2004, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...in refinery why not put the hive inside one of the huge cylinder things, have like pieces of it broken up so you can still see the hive but some parts are still shielded <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thats pretty good idea, we will discuss about that...
Good to see you guys working so hard on Bast. For the people making suggestions I would just like to say keep it coming but take into account that this team's first goal is to get a updated version of ns_bast out like it used to be. After that they will start to change it where it needs changes. At least that is what I understoof from what has been written up till now.
While we are waiting for everyone to finish their areas we are starting to do some changes, also, it's nice to know what people would like to see changed, and then think about what are good ideas to implement, so when we get bast 100% back, we have part of the balance / fixing work done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Not too sure about the mega-infested refinery - could it be more like the old textures with the infestation overlay? Also, how about the infest creeps up the side of one of the cylinders? Hope this map is done sometime soon, I'm really missing it in 3.0
paperclip boy, keep up teh good work, and using my space up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> j/k
I'm a fan of the infested refinery, but I'm still concerned about it being visible from across the room. Addtionally, I think it would be really cool to see one of the big boilers (or whatever they are) infested, at least partially. With that in mind, I'm going to suggest once more that the hive be moved INSIDE one the rearmost refinery thing, with the opening visible from the rear... if that pot thing is made to look ripped open, that could make it very cool indeed.
Now, although this works well in my minds eye, it's very possible it'll flunk miserably in practice. In that case, couldn't you just move the hive so that the refinery things block LOS from the front entrance to the hiveroom? That at the very least should help matters, I would think...
hmmm... I definately vote for the hive being <i>inside </i>the current 'nearest boiler', yessuh! now, where should that opening be pointed towards, is the problem, right? if this is done, I, for one, reccommend the opening of the boiler pointing diagonally towards it's most "protected" corner...
(oh, and since I'm here writing) aestheticwise, t'would be nice to see some of that "intangible" infestation overhangs hanging from the catwalks closest to the hive... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
<!--QuoteBegin-Reese+Jan 17 2004, 10:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Jan 17 2004, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> does anyone have ideas for engine room? It always frustrated me that a good turret farm on the stairs could keep onos (and to a lesser degree fades) contained. It didn't really show up until 2.0 with the unlocking of races and hives, but when it did it was a real pain. Ideas? I was thinking possibly a tight corridor between the area just outside engine and the cockpit that's on the other side of tram tunnel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes. Make a side entrance. Either side will do but the side closest to the marine start might be better.
<!--QuoteBegin-ShenTraX+Feb 17 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Feb 17 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cut out all those 'breakable' lights at the MS, that should save you some ents. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I've already suggested this, and they've already done this.
Hmmm is there a possibility of the opposite side of main aft being used for something? I really think something needs to be done with that dead end. Possibly another vent system that goes from engine room and passes through the end of the tunnel to the room that has the underwater tunnel entrance in it (forgot the name), or even make an extra room on the other side of the turnaround that has a rt. There are many possibilities. Just hope something else gets done with it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
And thank you for remaking one of my fav maps, I luuuuuuub u guys. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If we do that, we have to allow gorges to easily heal the hive, we may try it, we'll see, don't expect instant implementation <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Well, work in progress overview of the currently completed areas (marcos just told me he's about to finish Atmos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->), the readyroom isn't on the overview, but it's redone too
...and I think feedwater is almost done too. Just needs some lighting improvements and some of Bens magical infestation. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Fred1l1+Feb 17 2004, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fred1l1 @ Feb 17 2004, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmmm is there a possibility of the opposite side of main aft being used for something? I really think something needs to be done with that dead end. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> One of my favourite things about Bast (and I think I remember seeing Flay say something similar) is that there was always the feeling that the map was just one part of a much larger facility. That sealed airlock is perfect as it is for just that reason - it makes you think there's more just beyond it.
I vote for more 'locked' doors, adds to the atmosphere. It's looking fantastic so far lads, keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
Mendasp: Marine Spawn (including the revolving door), ReadyRoom, corridor between MS and Atmos / Furnace, corridor between main aft and engine and its vents. MrBen: New infestation quazilin: Refinery, Furnace, Feedwater Zazi: Water corridor outside of ref Drunken Monkey: Engine and Main Aft Insane: EM Drill shaft bLuEMaN: Tram tunnel and its surrounding corridors (including the main aft elevator) Marcos: Atmospheric processing
I will do more things, because the parts that are missing between areas end up done by me... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b><span style='color:red'>Are you giving the remake source to Relic? / Is he going to help you?</span></b>
Sadly, Relic doesn't have time for NS or mapping anymore, so he had to leave the community. He can't help us too much, and he can't continue the maintenance of Bast.
<b><span style='color:red'>Will you make balance changes to the map?</span></b>
Yes. Bast needs some serious balance changes, we would be happy to hear what the pub players and clanners think bast needs to be more fun on both playing styles. We will take <b>ALL</b> the suggestions into account.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Also, you can, obviously, suggest aesthetic changes to the map too, not just balancing changes... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Please drop me an e-mail when it's ready for playtesting or inclusion so I can get a patch out to the masses.
Will do.
By the way, I forgot to say some things that we changed on the map...
<b>The onos won't have a hard time on the hives now!</b>: There was a pipe on Refinery that wouldn't let the onos go through without crouching, it has been changed so the onos doesn't have to crouch... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
And I removed the little ladders on engine, and made the ramp a bit higher, so the Onos just have a ramp and a step to get outside of the hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Also, the res on refinery is now closer to the hive so it can't get shoot from the corridor behind and the starting res isn't the "hidden" one.
Why am I making changes already? Well, I finished my part pretty fast, so while I'm getting the rmfs and I wait for the other people to finish their areas, I'm making needed changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> That way we can be faster...
near atmospheric processing, the floor-level crawlspace (leading the Steam Generation) has these two strange purple tubes. There's nothing behind the tubes and they seem like the are just there in darkness. Also, make navigation of those vents a little bit easier?
AND, it goes a bit against the NS mapping guidelines by making the hive really exposed :/
Hope you're going to change that without loosing the overall feel of refinery.
Oh and 1 last thing: The "cockpit" area, although its nice, it seems really out of place.
You might consider lowering the refinery hive some and moving one of the big cylinders with a walkway around it closer to the hive to allow for healspraying/knifing.
The hole in steam generation leading under the wall and to the pop-top door next to atmospheric is a major annoyance, consider putting it on the other side of the hall, between the big sticking out pipes that explode when shot. Otherwise steam generation is an onos deathtrap. Also, the vent from under the wall leads through a series of twists to a closed door right next to MS. I don't think it's at all openable from that side. What's the point of this?
Feedwater is SO infested, it's nigh impossible to build anything in there. Especially with the new spacing system, marines may have no way to lock down this hive without foregoing capping the res.
Tram tunnel is a marine's shooting range. Currently a reloc there is almost unstoppable. Onos have to crouch and wriggle through both entrances that are usable by them. The vent isn't angled in a way that makes lerk harassment very easy, especially with the new flight system. It'll be even harder to pop down, spore, and flap back up. Maybe make it darker and add in some fallen down struts, wires, something to hide behind.
Engine, with the new changes, sounds nice! Consider that the RT and most chambers built in there can easily be sieged from MS though. Some lengthening of the tunnel leading from main aft to engine might help. Or widening of the vent. (again, the spacing will hurt the vent siege point here, making it possible to build a tfac and maybe one siege in that small area) But as long as it's no longer an onos deathtrap getting in and out of engine. Hopefully we won't see any more hour long marine last stands in engine hive.
Of course, the MS vent. 'Nuff said.
Also, the MS elevator. Ever had a gorge build 8 OCs on that and send it up to you? Ouch. From the RFKs by the time you take out the OCs he can build 8 more...
The whole map is rather siege happy. You can drop a Tfac/siege at almost any spot on the map and hit SOMETHING from there. Consider spacing everything out a little. Just a few longer corridors.
Also, thanks x 1,000,000 for remaking this map, it's a long time favorite. Keep up the awesome work.
So what bits haven't been started yet?
and a quick idea for refinery why not put the hive inside one of the huge cyclinder thingis have like pieces of it broken up so you can still see the hive but some parts are still shielded
Thats pretty good idea, we will discuss about that...
While we are waiting for everyone to finish their areas we are starting to do some changes, also, it's nice to know what people would like to see changed, and then think about what are good ideas to implement, so when we get bast 100% back, we have part of the balance / fixing work done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Hope this map is done sometime soon, I'm really missing it in 3.0
Now, although this works well in my minds eye, it's very possible it'll flunk miserably in practice. In that case, couldn't you just move the hive so that the refinery things block LOS from the front entrance to the hiveroom? That at the very least should help matters, I would think...
if this is done, I, for one, reccommend the opening of the boiler pointing diagonally towards it's most "protected" corner...
(oh, and since I'm here writing) aestheticwise, t'would be nice to see some of that "intangible" infestation overhangs hanging from the catwalks closest to the hive... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Yes. Make a side entrance. Either side will do but the side closest to the marine start might be better.
I've already suggested this, and they've already done this.
And thank you for remaking one of my fav maps, I luuuuuuub u guys. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If we do that, we have to allow gorges to easily heal the hive, we may try it, we'll see, don't expect instant implementation <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Well, work in progress overview of the currently completed areas (marcos just told me he's about to finish Atmos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->), the readyroom isn't on the overview, but it's redone too
One of my favourite things about Bast (and I think I remember seeing Flay say something similar) is that there was always the feeling that the map was just one part of a much larger facility. That sealed airlock is perfect as it is for just that reason - it makes you think there's more just beyond it.
Mendasp: Marine Spawn (including the revolving door), ReadyRoom, corridor between MS and Atmos / Furnace, corridor between main aft and engine and its vents.
MrBen: New infestation
quazilin: Refinery, Furnace, Feedwater
Zazi: Water corridor outside of ref
Drunken Monkey: Engine and Main Aft
Insane: EM Drill shaft
bLuEMaN: Tram tunnel and its surrounding corridors (including the main aft elevator)
Marcos: Atmospheric processing
I will do more things, because the parts that are missing between areas end up done by me... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->