Bast Remake Project

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Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    I wouldn't worry unduly, there will just be a few more tweaks, and then we should be able to send it off to Flayra.

    In the meantime, here's a few screens:

    The marines seem rather startled to discover a rapidly inboud Fade:
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Look! Lunch-on-rotating-door! Yum!
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    I took some screenshots aswell:

    These little babies took care of Feedwater:
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Trying to kill the thing who keeps pumping out this green gas. But i failed.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    In marcos' second pic, where I'm saying "LOL", it's because I was standing on the edge of the elevator and a skulk bit me so I fell off. Just for your information <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    nah, brute_force just sucks, so he fell off and died.

    hmmm, I took two pics... from the MS D:

    <img src='http://usuarios.lycos.es/mendasp/screenies/ns_bast_remake0051.jpg' border='0' alt='user posted image' />
    <img src='http://usuarios.lycos.es/mendasp/screenies/ns_bast_remake0052.jpg' border='0' alt='user posted image' />
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited March 2004
    that was a fun pt..

    I think the new rt works pretty well.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited March 2004
    Yes, this RT setup meant marines actually won a game and pretty convincingly too!

    EDIT: For those who don't know, after a **** load of PTs and marines winning only and the aliens constantly swimming in res regardless of what happened we decided to change things. We removed the tram tunnel resource tower and the databank resource tower and put a new RT in at the bottom of the lift from main aft to refinery.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited March 2004
    Edit: So do those two spots feel really empty now? And where exactly did you put the new rt?

    Did this balance gameplay a bit more?
  • explodingheadboyexplodingheadboy Join Date: 2003-04-18 Member: 15636Members, Constellation
    Nah, changing the RT locations around that little bit didn't make anything feel empty, I think the new rt is in a good spot, it spread them our a little more. And made the tram runnel relocation of doom a little less viable. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    With tram relocation... couldn't they just get a gorge up above bile bombing?
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited March 2004
    The grenade launcher fixes that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <img src='http://www.chubshuffle.com/bobthejanitor/ns_bast_remake0012.jpg' border='0' alt='user posted image' />

    The newer, darker tram tunnel. Not quite as dark as in previous builds when the marines had relocated there and I could only find the IPs by their health rings. Also note the missing RT. Tram maintanence remains important as a siege spot, but now the aliens don't get as much chance of having an effective double res spot right off the line.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    speaking of tram... I really like how there's now a ladder into that vent
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-BobTheJanitor+Mar 21 2004, 07:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 21 2004, 07:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <img src='http://www.chubshuffle.com/bobthejanitor/ns_bast_remake0012.jpg' border='0' alt='user posted image' />

    The newer, darker tram tunnel. Not quite as dark as in previous builds when the marines had relocated there and I could only find the IPs by their health rings. Also note the missing RT. Tram maintanence remains important as a siege spot, but now the aliens don't get as much chance of having an effective double res spot right off the line. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Get with the system, boy! There's crates in Tram Tunnel now.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Nah, they were removed.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Whoa, tram does look so much nicer and orderly without those crates and that rt.

    i can't wait to hopefully playtest this build.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    I've been looking around the thread and can't find an answer to my question. Is the engine room onos-friendly now?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-relsan+Mar 22 2004, 04:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Mar 22 2004, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've been looking around the thread and can't find an answer to my question. Is the engine room onos-friendly now? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You know what, in the whole playtest I did I have not once been in engine room hive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited March 2004
    the exits are more onos friendly now... :\ there are still some things to do for the onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Forgot to say:

    Tram tunnel looks darker simply because we forgot to include the new overlay on the .rad file and it isn't emmiting any light...
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-Mendasp+Mar 22 2004, 07:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 07:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the exits are more onos friendly now... :\ there are still some things to do for the onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Forgot to say:

    Tram tunnel looks darker simply because we forgot to include the new overlay on the .rad file and it isn't emmiting any light... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But it looks sooo wubbly lika that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    edited March 2004
    <!--QuoteBegin-Mr.Ben+Mar 22 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 22 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah, they were removed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Tram needs SOME sort of cover for skulks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Also the tram door at the end should be able to fit an onos without it having to crouch <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited March 2004
    It's not going to be like a flashbang, just a bit brighter so you can see! and we know about the cover, the crates just... didn't feel right, we'll add different cover.

    Oh, and I emailed Flayra just to let him know that we could probably get a new version ready for Beta 4.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    <!--QuoteBegin-Mendasp+Mar 22 2004, 08:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 08:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's not going to be like a flashbang, just a bit brighter so you can see! and we know about the cover, the crates just... didn't feel right, we'll add different cover.

    Oh, and I emailed Flayra just to let him know that we could probably get a new version ready for Beta 4. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Beta 4? did i hear it? did i. cool another new beta ! Hopes Charles le the beta out with bast!
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-Sm|o||o|th+Mar 22 2004, 08:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 22 2004, 08:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mr.Ben+Mar 22 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 22 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah, they were removed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Tram needs SOME sort of cover for skulks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Also the tram door at the end should be able to fit an onos without it having to crouch <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No. By two hives, the skulk can leap there, drop down from the vent (perhaps give that vent multiple exits spread along the tunnel?), or come out from the vent next to the res that was formerly below feed. 3 completely viable entrances to the end of the tunnel. It only takes some smart skulks to use it.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Yes, skulks can get into tram tunnel. Thank you for pointing out this obvious fact. They still need cover, however. Even a blind marine with a rubber band gun could kill a skulk in the time it takes to run/bunny hop/leap down that loooooong tram tunnel.

    I'm really glad the crates were taken back out, though. They just looked goofy. I mean, who stores cargo on a train track? Did the aliens push them out there at some point after taking over the ship?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Why not make the tram actually move?


    I'm sure that would go a long way towards cover.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-BobTheJanitor+Mar 22 2004, 12:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 22 2004, 12:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, skulks can get into tram tunnel. Thank you for pointing out this obvious fact. They still need cover, however. Even a blind marine with a rubber band gun could kill a skulk in the time it takes to run/bunny hop/leap down that loooooong tram tunnel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Through the two vents, you can reach the other end in pretty good cover (if a vent is not good cover, what is?). Unless the marines are situated EXACTLY in the middle, you can reach em without getting fired at, no problem. And IF they are in the middle, the hallway wont be so long now, would it?

    If i remember correctly, it takes about 1 - 1.5 leaps to reach the other end from one end. If they can pop you down in that time, then no cover would have saved you anyway.



    You guys were having trouble reaching the feed end of the tunnel without getting killed, no? Use the map to your advantage.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I think the tram is at the last stop (or the first) tram maintenance is where the tram would be pulled to to have work done on it while other trams were used. Rather than make the tram move I'd like to see a switch to make the tracks live. Perhaps one at either end where both must be on to electrify the tracks.

    Result - safe to walk along (assuming the enemy isn't at both ends) but impossible to relocate to, lame up, or camp.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    edited March 2004
    Ill say this again, because I think its a rather good idea if you guys really need more cover around the tram (nubs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). Expand on the vent above the tram. Thicken it so multiple skulks can traverse it at the same time. Lengthen it to cover the whole tunnel and give it a few more exits along the whole tram tunnel. Disallow building within this vent. Make an exit on the ref end of the tunnel.

    This should give ample cover for those who need it without ruining the look of the tunnel.
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