Eclipse, Veil, And Nothing

1235»

Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    You expect us gaming nerds to understand sports references! For shame sir!! Also, thanks x 1,000,000
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    edited April 2004
    I didn't read through all these posts so I don't know if someone mentioned this, but:

    Infestation is all nice and stuff but it is impossible while under fire from marines in the Subsector hiveroom to climb the walls and reach the top of the hive. Change the ceiling so skulks can actually reach the top without having to spend a minute navigating the irregular clipping of the wall.
  • ioprediopred Join Date: 2003-07-06 Member: 17965Members, Reinforced - Supporter
    Kung Fu.. Is the new vent in ns_veil (the weldable one from cargo out to the steps), supposed to only be a indent, because I cant get in from the steps, and I cant get out from inside the vents, it seems like the roof isnt high enough at the end bit of the vent.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    To try to help preserve everyone's sanity I'm posting this here, instead of in the "B4" thread, as it's eclipse/veil/nothing related. The quote from KFS is from that other thread though.

    <!--QuoteBegin-KungFuSquirrel+Apr 25 2004, 11:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 25 2004, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As for missing textures, I saw no such thing. I need to know where these are so I can figure out what texture is the problem. This is probably a sign that I'm using a different version of a .wad file somewhere. If that's the case, there's no way I can see the error and no way I can fix it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The textures in Veil and Eclipse seem totally fine, it's OTHER maps that use some (what I assume are) Eclipse textures that seem broken. I see that the Eclipse.wad file was changed, and I have a feeling that's where the problems have come from, these are some errors spawned by other maps:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    -Agora gives this upon loading:
    WARNING: texture lump "comp_lightblue" not found
    WARNING: texture lump "comp_lightblueb" not found
    WARNING: texture lump "eclip_panel2" not found

    -Metal gives this:
    WARNING: texture lump "comp_lightblueb" not found

    -And a custom map I have, ns_mystic, which I KNOW did not get updated by Beta4 gives these:

    WARNING: texture lump "comp_lightblue" not found
    WARNING: texture lump "eclip_door3" not found
    WARNING: texture lump "eclip_monitors" not found
    WARNING: texture lump "eclip_panel2" not found
    WARNING: texture lump "NOS_SUBWALL2I2" not found
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    I have no clue about "NOS_SUBWALL2I2" but the other files seem like they could be Eclipse related due to their nomenclature.

    There is a small problem with the Subsector Hive for Marines. If the bottom area of the hive is approached by the commander from the wrong angle and/or he is not directly above the spot where he is trying to drop equipment/structures he will be unable to do so. After switching, ingame, between the new and old versions of Veil I'm fairly certain the dome in Subsector was lowered, and I would assume this is the cause of the error. Screenshots are from the <u>new</u> version of the map.

    If you are directly overhead you are okay:
    <img src='http://dl.branzone.com/veil1.jpg' border='0' alt='user posted image' />

    Its when you are offcentered and near the "ring" of the dome you have problems:
    <img src='http://dl.branzone.com/veil2.jpg' border='0' alt='user posted image' />

    A minor request about that area as well, could you move the highlighted bit of new infestation up a little bit, only in the vicinity where the ceiling touches the wall? The point where it juts out means you get stuck when try to enter the vents from certain angles.
    <img src='http://dl.branzone.com/veil4.jpg' border='0' alt='user posted image' />

    I really really like the new vent systems in Eclipse and Veil, especially from Overlook to Skylights. Thanks for fixing the Onos stuck issues near Cargo as well. The infestation changes in the hives on both maps are very cool, I think Eclipse Command looks exceptionally good now. I'm not totally sold on the changes to the Eclipse MS and I know you have stated the doors were just an experiment. However the more I look at it, the more I think this a very cool setup for the MS overall. Great changes to both maps though, and I hope we can look forward to some modification of the PowerSilo side of Nothing before you have to leave for Raven (just a heads up: you can still walk through the rails at Ominous Kismet).
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    Is the vent at Cargo on veil supposed to be blocked off? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
    It seemed nice until I couldn't get in there, which really sucked when marines were building PG there in a pcw I just played <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    I like veil on all other accounts tho, but is adding all that MS space really necessary?
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    Just so everyone can see this, as lots and lots of people seem to be asking about the vent by Cargo on Veil, it is originally from <a href='http://www.unknownworlds.com/forums/index.php?showtopic=68979&view=findpost&p=1036979' target='_blank'>this</a> thread:

    <!--QuoteBegin-KungFuSquirrel+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The vent is known and is something I'm incredibly upset and **** about. It shouldn't have slipped through, but it did. DEAL WITH IT.  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> It'll be fixed. How did it get in? I always measure all the vents to have 40 unit entrances and 40-48 unit interiors (at least). Somewhere I plopped something down on the wrong gridline and didn't notice. I assume that things are on the gridline, and in checking the map do a quick noclip and then move on to the next one.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    edited April 2004
    ns_eclipse: I do not like what's been done to Computer Core. It was already a problem area for aliens, due to the size, openness, and sorta-siegability. Now that it's so much brighter, it really feels more like marine territory from the start of the game. This is also due in part to the somewhat faster pace of the game. Making Maintenance hive easier to move around in for gorges and onos would also be appreciated. Unless somebody has the good sense to put a movement on the floor, it can be pretty tough.
Sign In or Register to comment.