Bast Remake Project

1568101130

Comments

  • ShadowcatShadowcat Join Date: 2003-01-18 Member: 12443Members
    heh, why not use a decompiler that leave in all the light and texture then?? Maybe not all the map enitilities but the one I have does a lot more than just save the brush work.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited February 2004
    there is a new decompiler out there that is much better than winbspc (i heard) try it, you can even specify that the map has been compiled with zhlt so that he can recover more. But i forgot the name... *search*

    edit:
    <a href='http://collective.valve-erc.com/index.php?news=1072935576-17869900' target='_blank'>http://collective.valve-erc.com/index.php?...935576-17869900</a>
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    They are already using the program.
  • 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
    Please read the FAQ. We used that program for getting the decompile...

    Also, JezPuh, I can't do an overview showing what it's done because the only files I got are from quaz, Drunken is also close to finish his section, but I haven't got his .rmfs yet.

    But we've got: MS, Cargo Storage, RR, Main Aft, Engine Hive, Refinery Hive and Furnace. Everything that has been showed here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited February 2004
    I tried decompiling bast, but when I opened the .map file, it loads for a while and then crashes with that Windows XP thing going, "Would you like to send this error to Microsoft?!"

    Damnation!

    Does anyone have a working bast decompile? I just want to look at some smal parts of the level.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited February 2004
    <!--QuoteBegin-Fieari+Jan 17 2004, 01:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Jan 17 2004, 01:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it has been stated in other threads that one universal change made from all 1.0x maps to 2.0x maps was that comchairs in little rooms that you have to take an elevator to need to be taken out.  Will you at least be making this modification?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    you do NOT need to take the lift up in order to reach the cc on bast. All you have to do go is underneath the cc look up and jump use to get in.

    Since the lift is circumvented, pray think twice map redoers about changing it if at all. Definitely make it cooler not more boring if you are going to change it. There is no need to change it out of necessity, unless there is a different reason.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If you want to get up there without getting in the CC you have to use the lift.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    <!--QuoteBegin-i'm lost+Jan 17 2004, 05:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 17 2004, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really don't like the setup of the CC in marine start. If a skulk gets back there and starts chomping, it is difficult to get them out. They will get the first hit on you when you go up an elevator (or ladder), and you don't know which side they will hit you from. That just isn't very marine-friendly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    it's a real nice tactical training exercise. in other words use your brain
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited February 2004
    <!--QuoteBegin-quazilin+Jan 23 2004, 05:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (quazilin @ Jan 23 2004, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Furnace area near feedwater hive... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Since the pipes block the way, and when the vent is broken you usually fall in, a good solution would be to move the vent cover back to that empty space in the upper left hand corner of the screenshot.

    This way people could get through without modifying the pipes (which are cool) and maybe this vent could also connect to that upper hole in feed water, so skulks could get around behind the marines when they start to siege.

    Just my ideas.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited February 2004
    I like both of those ideas Ha.ze. Though for the first suggestion, it would work just as well to move the vent entrance a meter or so to the left (on the screenshot) so it is between those pipes (would mess the texturing up a bit though).
    Now that I think about it, the best solution would be make the vent entrance replace one of the floor panels nearer the view position on the screenshot.

    <i>Expanding the map to accomdate 3.0s gameplay and changes may well happen, who knows. If we don't have to then we won't. But i think it's pretty safe to say some changes in terms of layout and architectal stuff will happen after we finish remaking it. What though is still in discussion</i>

    As far as I'm concerned Bast doesn't <i>need</i> any major changes as it is. What I was suggesting was only a separate, non-official expanded version of the map. Just for fun/immersion factor/creative indulgence.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Congrats mendasp <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> gl with the project, i know you can make it *thumbsup*
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I love bast. Glad its in remake.
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
    <!--QuoteBegin-Bypass+Jan 31 2004, 07:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bypass @ Jan 31 2004, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Restrik+Jan 31 2004, 06:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 31 2004, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how come the game looks better in screen shots than the game?  was i suppost to delete the ns.wad and rename the ns2.wad to ns.wad?  b/c the maps look beautiful in these screen shots...but look like old ns when i play... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Are you using opengl as your graphics Renderer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I use steam...

    <!--QuoteBegin-Kouji San+Jan 31 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jan 31 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mayb your not running NS in 32bit mode that could also lower the ingame quality

    Just add -32bpp to hl.exe:

    hl.exe -console -game ns -32bpp


    [edit 2]
    Hmm just remembered that steam changes something in the hl dir so the hl.exe is gone and you have to start ns in a weird way  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ... ah well I think you can add -32bpp to the commandline there. At least I hope so.
    [/edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    and where would i add that to steam?
  • DarkEnligtherDarkEnligther Join Date: 2003-08-29 Member: 20330Members, Constellation
    As comm I always loved dropping the IP on the lamp near the MS vent, it gives spawning marines a nice advantage, please keep that in. Its fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Also, on top of refinery hive, the room there, could it be raised slightly so oni can get in easier, its so annoying to have marines relocating/dropping PG there and onos taking 20 secs to get through the door <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I believe that all the hives need a major rework to their layout. Each hive is a nightmare for onos to defend in (refinery too big, engine's entrances too small, and feedwater is too cramped & small entrances. Just think in terms of feedwater, if there is a turret farm down in the tram maintence area and the marines have relocated to atmos, there really isnt anything aliens can do. The turret farm is too hard for an onos to get all the way down the ladder and destroy, and the marines base has well...marines!)

    One more thing about feedwater -- maybe you should link the tram to feedwater itself. The tram tunnel could slowly ramp up and make a u-turn around to feedwaters previous ladder entrance to tram maintence. This would make it *much* easier for the onos to get through and attack. Tram maintence, then, could be a hatch thats on the side of tram itself, with a ladder leading down *under* the tram tunnel. This maintence area could quite possibly hook up with the atmos/feedwater vent that I suggested in my previous...suggestion!
  • Alurcard2Alurcard2 Join Date: 2003-07-30 Member: 18614Members
    <!--QuoteBegin-Restrik+Feb 2 2004, 11:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Feb 2 2004, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Bypass+Jan 31 2004, 07:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bypass @ Jan 31 2004, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Restrik+Jan 31 2004, 06:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 31 2004, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how come the game looks better in screen shots than the game?  was i suppost to delete the ns.wad and rename the ns2.wad to ns.wad?  b/c the maps look beautiful in these screen shots...but look like old ns when i play... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Are you using opengl as your graphics Renderer? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I use steam...

    <!--QuoteBegin-Kouji San+Jan 31 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jan 31 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mayb your not running NS in 32bit mode that could also lower the ingame quality

    Just add -32bpp to hl.exe:

    hl.exe -console -game ns -32bpp


    [edit 2]
    Hmm just remembered that steam changes something in the hl dir so the hl.exe is gone and you have to start ns in a weird way  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ... ah well I think you can add -32bpp to the commandline there. At least I hope so.
    [/edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    and where would i add that to steam? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1. Start ns and Go to options / video and set render to opengl you can also set the color mode to 32 there
    2. to add paramaters to natural selection you right click on Half-Life / Properties / Launch options and type them in there
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    *stabs thread with plastic spoon till it moves to the top*
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    Yeah, admins please web this. I want to see how it come along. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    they didnt web the nancy thread
    so they probably wont web this one for the same reason, because it contains no useful information(technically)and/or doesnt apply to everyone
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    whats goin on with this project...?
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Everything's going fine, some of us have already (almost) finished our parts, while some people haven't even started yet. Don't worry the project is still alive and kicking, but we don't aim for a NS 3.0 release. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Ha.ze+Feb 2 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Feb 2 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe that all the hives need a major rework to their layout. Each hive is a nightmare for onos to defend in (refinery too big, engine's entrances too small, and feedwater is too cramped & small entrances. Just think in terms of feedwater, if there is a turret farm down in the tram maintence area and the marines have relocated to atmos, there really isnt anything aliens can do. The turret farm is too hard for an onos to get all the way down the ladder and destroy, and the marines base has well...marines!)

    One more thing about feedwater -- maybe you should link the tram to feedwater itself. The tram tunnel could slowly ramp up and make a u-turn around to feedwaters previous ladder entrance to tram maintence. This would make it *much* easier for the onos to get through and attack. Tram maintence, then, could be a hatch thats on the side of tram itself, with a ladder leading down *under* the tram tunnel. This maintence area could quite possibly hook up with the atmos/feedwater vent that I suggested in my previous...suggestion! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I got to agree ... possibly making Feedwater 1 entrance from Atmos, but making it alot wider. Engine I feel is ok though, small but perfect as there is a large area behind the entrance before the hive. Refinary, well that is a big problem, seems like Lerk territory <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I am one of the guilty not starters i'm afraid. God i'm a liability! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Maybe i'll just do some random ns texturing to get meh going.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Im almost done with my part. Just needs some more tweaking, but!
    My Half-Life dosent work anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> So I got to get a new copy first to start mapping again..
  • ShadowcatShadowcat Join Date: 2003-01-18 Member: 12443Members
    You can't use winbspc or whatever its called to decompile this map, or any of the NS maps, I use a dos prompt decomiler, and it still leaves all the texture and lightmaps, but some tile errors which are easily fixed.
  • 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 February 2004
    <!--QuoteBegin-Shadowcat+Feb 7 2004, 10:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowcat @ Feb 7 2004, 10:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can't use winbspc or whatever its called to decompile this map, or any of the NS maps, I use a dos prompt decomiler, and it still leaves all the texture and lightmaps, but some tile errors which are easily fixed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <span style='font-size:21pt;line-height:100%'><span style='color:red'>...</span></span>
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    hey maybe you could add some subtle fog in some places, i always liked fog but not a lot of maps use it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    That's because fog is fairly difficult to implement in the half-life engine. If I remember it correctly env_fog works really really well.....if you're using opengl. If not then you don't see anything. Sprite based fog is a pain as you're trying to basically make a bunch of circular blobs of fog look like full on fog, which usually takes up a whole lot of a very valuable mapping resource and still looks like poo. AFAIK the particle system can't handle the strain of producing fog on a roomwide scale. So, unless they move NS to an entirely different engine, it may just not happen.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    well, i'm pretty much a mapping noob, so thanks for pointing that out <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Yeah, best chance for fog is with an env_sprite. If i remember correctly there is some fog in tran tunnel but it's very subtle. But don't expect it lots of it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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