Ns_eclipse V3.0 Beta 4
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">screens of changes only</div> New vent under the Keyhole, here meets up with the Maintenance/South Loop vent:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_1.jpg' border='0' alt='user posted image' />
New vent/weldable between South Loop and Comp Core:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_2.jpg' border='0' alt='user posted image' />
Some Triad changes - better lit, nozzle moved, and experimental blocking of sight from the hallways:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_3.jpg' border='0' alt='user posted image' />
Return of the skylights:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_4.jpg' border='0' alt='user posted image' />
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_5.jpg' border='0' alt='user posted image' />
Marine spawn adjustments:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_6.jpg' border='0' alt='user posted image' />
Changelog as posted in Public Beta Discussion:
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)
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_1.jpg' border='0' alt='user posted image' />
New vent/weldable between South Loop and Comp Core:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_2.jpg' border='0' alt='user posted image' />
Some Triad changes - better lit, nozzle moved, and experimental blocking of sight from the hallways:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_3.jpg' border='0' alt='user posted image' />
Return of the skylights:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_4.jpg' border='0' alt='user posted image' />
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_5.jpg' border='0' alt='user posted image' />
Marine spawn adjustments:
<img src='http://www.kungfusquirrel.net/pics/eclipse_30beta4_6.jpg' border='0' alt='user posted image' />
Changelog as posted in Public Beta Discussion:
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)
Comments
everything else looks like an improvement though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Eclipse is near the hive, making it easier for aliens to hold. Wouldn't it be fair to keep triad rt visible from the ramp for rines? (To make it easier to hold for them)
everything else looks like an improvement though <!--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-->
From what I can see the area above the rt has been lowered slightly and there is another staircase on the raised platform opposite the cc. Looking good so far KFS! Eclipse has been my favourite map for a while and seems to get better time!
everything else looks like an improvement though <!--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-->
other side of the cc theres 2 stairs not one spacer
and yes nice changes
Looks like those changes should work out well, good work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
What were you trying to achieve by brighting the area? Was it too marine unfriendly?
And it seems you covered all of the wishes/requests (at least the ones I know of <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
That new vent near CC is a nice addition KFS, the triad RT hidden from the corridors (not sure how this will effect the marine gameplay)
And I always liked the skylights!!!
Edit: The pipes do look a bit odd.
think its the texture
and why make it brighter ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
It's excactly what i had pictured it to be KFS. Great work.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Just kidding.
Perhaps this map will become a tad more alien friendly finally!
Oh, wait. Looks like a change for the better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I like all but the triad being brighter... I mean it was kind a of a nice ambush position. Perhaps leaving some dark corners? (Well, can't tell if there are from the one screen anyway.)
A purely cosmetic suggestion:
Eclipse has no "doors to nowhere". There really isn't any fake doors in the map suggesting this to be a piece of a large complex. I'm thinking along the lines of the closed door in the Overlook of Veil. Eclipse doens't really have anything like this, except in maintenence, I guess. It could perhaps break up that back wall of the marine start which looks bland tbh.
Edit: After looking closer at the pic, I see the back wall has bit of an inset to it now by the res. That helps!
Any updates for maintenence planned? I remember reading somewhere that you weren't completely satisfied with that hive yet? Functionally, I think it works well, but the architecture is kind of boxy in comparison to the other two hives. (Plus it could use some of that shnazzy infestation!)
But nevertheless, bravo.
I'm sorry KFS, but i really hate that MS. the middle is nice, but wow. what is that, an arena? It's just too big. I liked the old one better. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
oh, and i also think the RR could.. well... be deleted. it's nice and all, but i've personally always thought it's better to have the RR be original content and be influenced by the map's style and trade-mark areas.
on a more positive note, i'm glad you've put the skylights back in. i love those. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I guess you made the higher RR for JetPack and Lerk fun? It isn´t that fun to idle in the RR, so pls change it.
Thats just my opinion...
But to come back to the actual changes you made: Nice, nice!!
Really like the vents and can't wait to skulk em.
Thanks