<!--QuoteBegin-KungFuSquirrel+Apr 5 2004, 11:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 5 2004, 11:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ns_eclipse Changes: 3.0 Beta 4 ============================== X - Adjustments made to marine spawn X - New vent added between South Loop/Maintenance Vent and Keyhole X - New vent added between South Loop and Computer Core X - New weldable added on South Loop/Computer Core vent X - Old Triad pits/effects restored X - Old skylights near marine spawn restored X - Restored ns_eclipse.wad X - Various texture usage optimizations X - Adjusted Triad layout to allow better res defense (experimental) X - Made additional optimizations by running planes optimization (was 65% unoptimized) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ownage
I missed those MS skylights, they looked loads better in previous versions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
KFS give us a mirror so we can check it out! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Sounds sweet! GJ!
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Screens of some changes posted to the mapping forum: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=67634' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=67634</a>
what's going on with the other two maps now? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->~
Very, very nice. The only down-side of the changelog is that triad is a bit bright, very nice though. Let's hope it's a bit more alien-friendly now, otherwise we'll have to come up with some new ideas to make it easier for the aliens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Are these changes going to make it into beta4? (due for release in around a week).
What's happening with veil and nothing? Need progress updates and stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->~
mm, never know, it might take longer. Anyway, I'm guess I'm just impatient sometimes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->~
<!--QuoteBegin-Soylent green+Apr 10 2004, 08:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 10 2004, 08:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->looks like you forgot to tick the no push flag on the func_conveyors in "the keyhole" (those electric arcs). Is this fixed/a known issue?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> /me gets nostaglic ~;)
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
<!--QuoteBegin-Soylent green+Apr 10 2004, 08:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 10 2004, 08:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks like you forgot to tick the no push flag on the func_conveyors in "the keyhole" (those electric arcs). Is this fixed/a known issue? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's a known issue from 1.0 - fixed in 2.0, but I reverted the effect to the old version... which involved copying the brushes from the 1.0 version. Whoops.
I don't know if this has been mentioned before, but have you fixed that issue on the RedRoom entrance near omnious kismet, where marines can build outside the grate, and "survive" there?
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
That's just a matter of Flay modifying the locations text file, but the North Loop no longer exists in the new version of Veil. I'll have a changelog posted soon.
When do you have to take up your job on quake4 anyway? :'( Should have some kinda irc party for you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->~
Fix the elevators in nothing so they can't be activated while moving, leaving people stranded half way down an elevator with no way of making it move again, and as someone else said speed them up a bit. They are my only requests.
Can we get a changelog on all three maps, to see what's being done/changed on them? I personally like the elevator stoppage. It's a great way to trap an onos. As far as veil. I really miss those vents into MS.
I was thinking about Veil, and it occured to me some things you could add are more weldables.
The vents around cargo, double, and the one vent near sub-sector; a good majority of these should be weldable.
Not so much that aliens have a hard time traveling through them, but they should be welded so that aliens can't use them as well to spore marines from vents and to help prevent skulk ambushes from several directions at once.
More specifically, I think the vents that should be weldable are:
The vents at double (not the ones that overlook the nodes, but the vents that are outside of double)
The vents at subsector (Only one side of the sub-sector vents, the ones that exit to cargo)
The vents at biodome; you know the 3-pronged vent at cargo? Well two of those vents should be able to be welded off, the one that leads to pipeline and the one that drops above biodome.
The vent at west skylights, it should be weldable from the hallway near the steps.
<!--QuoteBegin-..tim..+Apr 19 2004, 05:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (..tim.. @ Apr 19 2004, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can we get a changelog on all three maps, to see what's being done/changed on them? I personally like the elevator stoppage. It's a great way to trap an onos. As far as veil. I really miss those vents into MS. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Tim, this is exactly my problem with the lifts, this NEEDS to be changed. Everyone is sick of being able to stop the lifts half way, its just grief tactics.
I liked the pits of doom on nothing, did they really need to cut down on entities that bad or was it a design decision?
Powersilo is still a nightmare to begin in as alien.
How about a weldable shutter for the vents at the double node on veil so that you can, if you weld, prevent those pesky gorges bilebombing the place without having to get a GL, jet pack or using mad human tower skills?
Eclipse: Triad is cool as is. Comp core is cool as is. Maintenance hive is quite bad. The res node can be shot down through a long hallway. It used to be a great hive for skulks. Now its a bad one. 1.04 maintenance would be great, except that in order to shoot the hive, one should go into the hive area. Need a vent to keyhole, preferablly coming from the ceiling. I think it would be really really cool if you can return the swingy doors to MS.
Veil. I havent checked recently but northloop is labled veil_northloop. There should be a vent from northloop to marine start. Northloop is kinda useless in competive play. In pubs the vent will not prevent the marines from seiging dlb easily. Everything else about map is perfect. Hallways are good, rooms are good. I believe veil is a lot more alien than ppl think.
Nothing Wow. If aliens have viaduct or silo, marines can cap the 2 res at cargo, miasma, gen room, then camp, the marines will tech up to jetpacks much too fast. Silo is a horrible HORRIBLE Hive. First, forboding is a marine friendly res node. it dies quite easily if placed. Jetpackers have a hell of a time in silo. That isn't that bad, so it really doesnt have to be changed. However, if you try to seige silo. Both ways to seige silo are very long hallways. They are cramped and have low ceilings. skulks have very little room to dodge bullets and have to run a long distance to marines, Fades take up virtually the whole hall way and can't blink up and down, thus take a lot of damage. Without a lerk, these hallways are impossible for aliens. Even with one, its hard. Suggest you make it curve like central access tunnels from tanith, and a little wider. the 2 res nodes below generator room need to be shifted towards silo side. Elevators need to work faster. Red room is cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->. Bring back the bottomless pit of gen room.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited April 2004
<!--QuoteBegin-Soylent green+Apr 22 2004, 07:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 22 2004, 07:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about a weldable shutter for the vents at the double node on veil so that you can, if you weld, prevent those pesky gorges bilebombing the place without having to get a GL, jet pack or using mad human tower skills? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Already added before you even posted here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Final beta 4 changelog for all 3 maps posted on my site: <a href='http://www.kungfusquirrel.net' target='_blank'>http://www.kungfusquirrel.net</a> (this does not mean all changes are final)
Shame; marines just need to make a pg, get a 5 res welder, and once nano is farmed, there is no use for gorge to go biling it (or lerk sporing). <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Here's how it works on those vents - There's 2 weldables, one for each side. Entrances have been added into the side areas to either side of Nanogrid, and on top of that you can now get between sides on the vents. Each weldable is a 20 second weldable. This should hopefully allow a decent defense attempt at the area.
It's subject to change, however, and things may not stay the way they are now.
All sounds good apart from bringing back the doors in MS, i think it could make defending it too easy, as it is you now have to run quite far to get out of MS and when you're getting shot by an hmg it makes it a very close call if you're a higher lifeform like onos.
I think the doors will just slow you down too much and turn the entire area into a deathtrap for higher lifeforms. + if you have MT those doors are awesome, i can envision being an alien and approach hte door and just dying the moment they open because an entire team of marines has their gun pointed in the direction of the door and often start shooting just before you get there pretty much killing you the moment you go in.
So no chance of the horrible camping balcony in veil's MS being removed? It adds nothing to the map except a guarantee of dull late game marine turtling... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited April 2004
<!--QuoteBegin-BobTheJanitor+Apr 23 2004, 12:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Apr 23 2004, 12:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So no chance of the horrible camping balcony in veil's MS being removed? It adds nothing to the map except a guarantee of dull late game marine turtling... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> X - Lowered "Pink Monster" in Marine Spawn
That terminology was included as a clever pun in regards to the "Green Monster" at Fenway Park in Boston. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
==============================
X - Adjustments made to marine spawn
X - New vent added between South Loop/Maintenance Vent and Keyhole
X - New vent added between South Loop and Computer Core
X - New weldable added on South Loop/Computer Core vent
X - Old Triad pits/effects restored
X - Old skylights near marine spawn restored
X - Restored ns_eclipse.wad
X - Various texture usage optimizations
X - Adjusted Triad layout to allow better res defense (experimental)
X - Made additional optimizations by running planes optimization (was 65% unoptimized) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ownage
Sounds sweet! GJ!
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=67634' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=67634</a>
what's going on with the other two maps now? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->~
What's happening with veil and nothing? Need progress updates and stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->~
Yeah they will. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
/me gets nostaglic
~;)
It's a known issue from 1.0 - fixed in 2.0, but I reverted the effect to the old version... which involved copying the brushes from the 1.0 version. Whoops.
Sorry if this has been posted before...
When do you have to take up your job on quake4 anyway? :'( Should have some kinda irc party for you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->~
The vents around cargo, double, and the one vent near sub-sector; a good majority of these should be weldable.
Not so much that aliens have a hard time traveling through them, but they should be welded so that aliens can't use them as well to spore marines from vents and to help prevent skulk ambushes from several directions at once.
More specifically, I think the vents that should be weldable are:
The vents at double (not the ones that overlook the nodes, but the vents that are outside of double)
The vents at subsector (Only one side of the sub-sector vents, the ones that exit to cargo)
The vents at biodome; you know the 3-pronged vent at cargo? Well two of those vents should be able to be welded off, the one that leads to pipeline and the one that drops above biodome.
The vent at west skylights, it should be weldable from the hallway near the steps.
Tim, this is exactly my problem with the lifts, this NEEDS to be changed. Everyone is sick of being able to stop the lifts half way, its just grief tactics.
Powersilo is still a nightmare to begin in as alien.
How about a weldable shutter for the vents at the double node on veil so that you can, if you weld, prevent those pesky gorges bilebombing the place without having to get a GL, jet pack or using mad human tower skills?
Triad is cool as is. Comp core is cool as is. Maintenance hive is quite bad. The res node can be shot down through a long hallway. It used to be a great hive for skulks. Now its a bad one. 1.04 maintenance would be great, except that in order to shoot the hive, one should go into the hive area. Need a vent to keyhole, preferablly coming from the ceiling.
I think it would be really really cool if you can return the swingy doors to MS.
Veil.
I havent checked recently but northloop is labled veil_northloop. There should be a vent from northloop to marine start. Northloop is kinda useless in competive play. In pubs the vent will not prevent the marines from seiging dlb easily. Everything else about map is perfect. Hallways are good, rooms are good. I believe veil is a lot more alien than ppl think.
Nothing
Wow. If aliens have viaduct or silo, marines can cap the 2 res at cargo, miasma, gen room, then camp, the marines will tech up to jetpacks much too fast. Silo is a horrible HORRIBLE Hive. First, forboding is a marine friendly res node. it dies quite easily if placed. Jetpackers have a hell of a time in silo. That isn't that bad, so it really doesnt have to be changed. However, if you try to seige silo. Both ways to seige silo are very long hallways. They are cramped and have low ceilings. skulks have very little room to dodge bullets and have to run a long distance to marines, Fades take up virtually the whole hall way and can't blink up and down, thus take a lot of damage. Without a lerk, these hallways are impossible for aliens. Even with one, its hard. Suggest you make it curve like central access tunnels from tanith, and a little wider. the 2 res nodes below generator room need to be shifted towards silo side. Elevators need to work faster. Red room is cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->. Bring back the bottomless pit of gen room.
Already added before you even posted here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Final beta 4 changelog for all 3 maps posted on my site: <a href='http://www.kungfusquirrel.net' target='_blank'>http://www.kungfusquirrel.net</a> (this does not mean all changes are final)
It's subject to change, however, and things may not stay the way they are now.
I think the doors will just slow you down too much and turn the entire area into a deathtrap for higher lifeforms. + if you have MT those doors are awesome, i can envision being an alien and approach hte door and just dying the moment they open because an entire team of marines has their gun pointed in the direction of the door and often start shooting just before you get there pretty much killing you the moment you go in.
X - Lowered "Pink Monster" in Marine Spawn
That terminology was included as a clever pun in regards to the "Green Monster" at Fenway Park in Boston. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->