Eclipse, Veil, And Nothing

124

Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--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
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    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-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    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!
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 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>
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    wow, those changes look neat <!--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 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-->~
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    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-->
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    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-->~
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    Bahamut, scroll the page up abit and youll see the thing that i saw which made me realise that...

    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-->
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    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-->~
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    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?
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    <!--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
    ~;)
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Wonderful reminders of why KFS is my favorite mapper.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 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.
  • 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
    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?

    Sorry if this has been posted before...
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Has the north loop in veil been correctly named, or is it staying as veil_northloop?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 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.
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Removing it completely, or replacing with something else?
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    Guess we'll find out 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-->~
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    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.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    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.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    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.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--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.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    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?
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    edited April 2004
    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.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 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)
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    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-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 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.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited April 2004
    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.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    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-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 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-->
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