Alright, alright..going through its not as bad as I thought.
The commchair has GOT to go. That is the thing that kills it off the bat for me.
But... though I expressed concern over Refinery it isn't too bad - maybe if it was toned down a little and the infestation smoothed out a bit without the harsh edges, it wouldn't be so bad.
Weird with that new resnode...miss the one in Tram. Maybe if the new one was moved a little towards Tram... :-) but it isn't too bad.
Tram is nice, other than the lights seemingly coming from nowhere. Maybe it was like that in the original though, I don't remember. Also, the huge Tram Tunnel entrance - isn't too bad, but if this place were real - what purpose would that location serve? Especially coming down off the ladder... just a thought.
Feed don't look too bad, nor do any of the exits (anywhere along the map). At first they felt narrow, but its just since ... I haven't seen this in so long <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I like Steam Generation. I can actually get out of that stupid vent thing now.
Atmospheric isn't bad.
Other parts of the map seem alright...though not the exact feel of bast (close, and still fun to play, some things actually accentuate the old atmosphere) ... just that commchair still bothers me. Some little changes have been made and are quite evident but it doesn't kill it... just that chair.. :-)
<!--QuoteBegin-Mr.Ben+Mar 25 2004, 02:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 25 2004, 02:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The chair changes are god send, the bast cc was a freaking deathtrap before. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Word. It was a sardine tin, and not the makings of a balanced, efficient map.
Here's a few shots of last night's playtest:
This is me and brute_force making a last-chance bastion (excuse the pun!) as our single hive was being sieged, but suddenly the tides turned and it went from turtling to trampling the helpless (and shamefully atrocious) marines. Insane has a mouth like a sewer by the way, explaining some of his timeless utterances being blurred.
yeah, man <b>(man: True)</b>... do as I do: just sit back, relax, and let these gentleboys plow ahead... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> learn to trust 'em, as I eventually have... they've certainly delivered already...
now, just imagine all the other mutations they could do to Bast yet... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
wow... N Corridor looks like it leaked from DOOM3 or something... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
-Hola! Que tal Mendasp? Yo me llamo Dennis y hablas espanol un poco.! Como tu te llamas? Eres Espanol? Cuantos anos tienes? De donde eres? en Madrid? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
about this """ can't comm if I can't use voicecomm. <span style='color:red'>Learn spanish</span>! grr >_< """
InsaneAnomalyJoin Date: 2002-05-13Member: 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
Ahahaha. I don't actually swear as much as Tequila would have you think, by the way, it was just a bit annoying to see them spending all that res that would probably have been better spent trying to defend Engine. Oh well. XD
<!--QuoteBegin-Insane+Mar 25 2004, 12:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Mar 25 2004, 12:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ahahaha. I don't actually swear as much as Tequila would have you think, by the way, it was just a bit annoying to see them spending all that res that would probably have been better spent trying to defend Engine. Oh well. XD <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The pictures don't lie! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
A few tips to get that entity count down (if you don't already know them):<ul><li>If you have a light/light_spot targeting an info_target, replace the info_target with an info_null. It looks the same, but info_null doesn't count towards the entity limit (ns_caged is especially guilty of this - 66 info_targets that could be removed <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> ).</li><li>If you have a bottomless pit (is it Electron Drill Shaft?), you don't need a func_nobuild and a trigger_hurt at the bottom - just use a trigger_hurt and texture the floor with NOBUILD. It looks just like the BLACK texture and has the same effect as a func_nobuild.</li><li>If you have any named switchable lights (not sure bast has any), you only need one with each unique name in the final BSP. This can sometimes shave one or two entities off the final count. I've got a program to do this for you if anyone's interested (saves opening the BSP up in a hex editor).</li></ul>
<!--QuoteBegin-prsearle+Mar 25 2004, 08:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Mar 25 2004, 08:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A few tips to get that entity count down (if you don't already know them):<ul><li>If you have a light/light_spot targeting an info_target, replace the info_target with an info_null. It looks the same, but info_null doesn't count towards the entity limit (ns_caged is especially guilty of this - 66 info_targets that could be removed <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> ).</li><li>If you have a bottomless pit (is it Electron Drill Shaft?), you don't need a func_nobuild and a trigger_hurt at the bottom - just use a trigger_hurt and texture the floor with NOBUILD. It looks just like the BLACK texture and has the same effect as a func_nobuild.</li><li>If you have any named switchable lights (not sure bast has any), you only need one with each unique name in the final BSP. This can sometimes shave one or two entities off the final count. I've got a program to do this for you if anyone's interested (saves opening the BSP up in a hex editor).</li></ul> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks, we did know about all of these things, except the last one (at least me). But bast doesn't use switchable lights.
Right now it's a matter of using one ambient_generic instead of two, or making two func_walls into a single one... etc.
<!--QuoteBegin-Insane+Mar 25 2004, 06:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Mar 25 2004, 06:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ahahaha. I don't actually swear as much as Tequila would have you think, by the way, it was just a bit annoying to see them spending all that res that would probably have been better spent trying to defend Engine. Oh well. XD <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Bah, I was the one who put up Engine. So <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yeah that game with the half hives was a shocking display by the marines. We were going to siege engine hive from the vents as that hasn't been fixed yet but the marines were just running around everywhere like main aft :| Made it very annoying and we lost because of our incompetance. Game should have been over when we sieged feed early but i'd been sitting in tram for a good 5 minutes :|
I don't quite recall... are the little glowy flying sprite thingies in feedwater still there? You know, the things that looked like tiny collections of lightning bugs or something? I don't remember seeing them in the remake version.
<!--QuoteBegin-BobTheJanitor+Mar 25 2004, 09:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 25 2004, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't quite recall... are the little glowy flying sprite thingies in feedwater still there? You know, the things that looked like tiny collections of lightning bugs or something? I don't remember seeing them in the remake version. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They are there indeed.
Yesterday I went through the map - very nice work -, but i had some SERIOUS clipping errors inside feedwater: (Had some in old feedwater too, but not that extreme.)
I'm not sure if that's a map problem or just my problem. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Hmm, you should see that errors if you enter feedwater through the ladder entrance (from tram) and if you look at the hole in the ceiling (only on the right side if you are looking from the resnode's side).
Unless it's an error of my hardware or something...
Comments
OMG! I killed ns_bast! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Noooo~~~!!
CC has been messed with! It is ruined!! New layout, bright lights...
My worst fears...this map isnt Bast anymore. Why don't you rename it while you're at it?
I am serious...
The commchair has GOT to go. That is the thing that kills it off the bat for me.
But... though I expressed concern over Refinery it isn't too bad - maybe if it was toned down a little and the infestation smoothed out a bit without the harsh edges, it wouldn't be so bad.
Weird with that new resnode...miss the one in Tram. Maybe if the new one was moved a little towards Tram... :-) but it isn't too bad.
Tram is nice, other than the lights seemingly coming from nowhere. Maybe it was like that in the original though, I don't remember. Also, the huge Tram Tunnel entrance - isn't too bad, but if this place were real - what purpose would that location serve? Especially coming down off the ladder... just a thought.
Feed don't look too bad, nor do any of the exits (anywhere along the map). At first they felt narrow, but its just since ... I haven't seen this in so long <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I like Steam Generation. I can actually get out of that stupid vent thing now.
Atmospheric isn't bad.
Other parts of the map seem alright...though not the exact feel of bast (close, and still fun to play, some things actually accentuate the old atmosphere) ... just that commchair still bothers me. Some little changes have been made and are quite evident but it doesn't kill it... just that chair.. :-)
Word. It was a sardine tin, and not the makings of a balanced, efficient map.
Here's a few shots of last night's playtest:
This is me and brute_force making a last-chance bastion (excuse the pun!) as our single hive was being sieged, but suddenly the tides turned and it went from turtling to trampling the helpless (and shamefully atrocious) marines. Insane has a mouth like a sewer by the way, explaining some of his timeless utterances being blurred.
now, just imagine all the other mutations they could do to Bast yet... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
wow... N Corridor looks like it leaked from DOOM3 or something... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Sorted, respect due.
Como tu te llamas?
Eres Espanol?
Cuantos anos tienes?
De donde eres? en Madrid? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
about this """ can't comm if I can't use voicecomm. <span style='color:red'>Learn spanish</span>! grr >_< """
Yo hablas Espanol y Sueco!!!
The pictures don't lie! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Yes, I'm spanish, as you could see looking at my profile. With the rest of the information...
277 entities ATM, the official limit is 275
A broken tram in the middle for cover would be kinda cool though.
Thanks, we did know about all of these things, except the last one (at least me). But bast doesn't use switchable lights.
Right now it's a matter of using one ambient_generic instead of two, or making two func_walls into a single one... etc.
The map is using 50+ ambient_generics...
Bah, I was the one who put up Engine. So <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
They are there indeed.
(Had some in old feedwater too, but not that extreme.)
<img src='http://terran-korps.de/stuff/ns_bast_remake0001.jpg' border='0' alt='user posted image' />
<img src='http://terran-korps.de/stuff/ns_bast_remake0002.jpg' border='0' alt='user posted image' />
I'm not sure if that's a map problem or just my problem. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I can't seem to find it...
Unless it's an error of my hardware or something...
But I know this also happens if you look at a leak in HL-maps.