Eclipse V3.0 Beta5

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor Posts: 2,175
edited May 2004 in Mapping Forum
Doors begone! (and other things)
ns_eclipse Changes: 3.0 Beta 5
==============================
X - Removed doors in Marine Spawn
X - Aesthetic adjustments to Marine Spawn
X - Fixed clipnode issues in South Loop (invisible "ledges")
X - Additional lighting tweaks

ns_eclipse To-Do: 3.0 Beta 5
==============================
X - Integrate pipes in Triad to surrounding geometry
X - Fix Triad particle effects (spawning at level origin currently)

Marine Spawn changes:
user posted image
user posted image
«13

Comments

  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow Posts: 6,781 Fully active user
    Awesome stuff! I can't wait to play it. (Too bad that might be a while, as my computer is borky borky.)
    I see custom titles. <_< >_>

    QUOTE (DOOManiac @ Jul 10 2005, 07:00 PM)
    I for one can't imagine downloading several gigs of pornography from a typewriter.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members Posts: 651
    I like the new skylight biggrin.gif but that backwall looks a tad empty on the right.
    user posted image
    I am tall, beleive it.
    What a clown
    More funny clowns
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    edited May 2004
    I always feel the Eclipse marine spawn appears a little empty because of how large it is, maybe you could work on that? I felt that 3.03 had sufficient business due to the placement of the node and the piece of wall propped up against the side, it just seems far too empty now everything is all on one side.

    Anyway now to B5 nice screenshots (seem to be seeing double of the same screenshot), glad south loops is fixed, and glad to see your going to do things with the pipes.

    [EDIT] Double screenshots thing edited out now smile.gif [/EDIT]
    blah blah blah
  • BiosBios Join Date: 2003-08-15 Member: 19756Members Posts: 50
    bring back old marine start (1.x?) tounge.gif

    and i love the doors so dont remove them smile.gif

  • MonkfishMonkfish Sonic-boom-inducing buttcheeks of terrifying speed&#33; Join Date: 2003-06-03 Member: 16972Members Posts: 2,779
    Hurrah!!!! no doors!!! biggrin.gif biggrin.gif
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation Posts: 928 Fully active user
    The doors really kill getting anything accomplished on either side too often. Aliens can't work the marine base, and often marines can get "towered" into their base, to use the parlance of warcraft 3 players. Additionally, your element of suprise is blown.
    The doors are good asthetically, but gameplay-wise, they cause more problems than they're worth.
    [C*B] Elven Thief / [CB]Elven_Thief on irc.gamesurge.net

    Rocking the Gentoo Linux. Hunt me down on irc if you need help with it.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members Posts: 904
    noooo.. i liked the doors sad.gif well they were little slow but.. tounge.gif
    aka Fatality_
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members Posts: 898
    edited May 2004
    i agree with elven on the doors. and i think the MS really needed that bit of extra flair. it was really hurtin.

    and yes... please work on the pipes in triad. they look out of place, but certainly a welcome addition.

    :edit: the skylight in MS looks a bit strange on the floor. it looks as if the two windows nearest the entrance allow more light through than the two in back. probably just the used textures, but it still looks strange.
    IPB Image
    ___My Photos___
    QUOTE(moultano @ Jul 15 2005, 02:29 PM)
    Man . . . . HL mapping FTL.

    QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    QUOTE (E-Th33ph @ May 4 2004, 05:24 AM)
    The doors really kill getting anything accomplished on either side too often. Aliens can't work the marine base, and often marines can get "towered" into their base, to use the parlance of warcraft 3 players. Additionally, your element of suprise is blown.
    The doors are good asthetically, but gameplay-wise, they cause more problems than they're worth.

    Maybe there could be a way round this, with a weldable set to activate the doors when welded? That way all the door lovers could get their wish if they spend res on a welder, would also be a nice tactical feature for clans.
    blah blah blah
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned Posts: 1,082
    you does it right KungFuSquirrel, there is no point with the doors, remove them damn. And well, are you really pepsi-powered? u work so hard man..


    Well im ALLWAYS nexus.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    edited May 2004
    KFS have you changed your rad parameters or upped the brightness of some lights? Because from beta 4, in both eclipse and veil i've noticed the lighting looks brighter and more washed out, before i thought the lighting was perfect because in places it looked dark without actually making it hard to see... now it appears everything is well lit.
  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members Posts: 28
    Looking better KFS, I will be looking forward to seeing the final product for Beta 5...and DOOR BEGoNe! nerd.gif
    Sig image limits are at 400*75 pixels and 22 KB. No exceptions.
    NightWatch Level Designer
    Ghost Ops Level Designer
    Crackerjacks Level Design site
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation Posts: 154
    Looking great! I think you made the right decision about the doors, they were a nightmare for alien base assaults.

  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members Posts: 1,119
    Sweet merciful jesus the doors have gone! Rejoice.
    nL-Benjamin - Periodic map contributor, forum troll, retired arrogant clanner and commanding guru.

    IPB ImageIPB ImageIPB Image
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members Posts: 365
    Coblet is pleased smile.gif. Glad you've tweaked the lighting (I hope tweaked in the sense of darkened), as I thought it was getting a tad fullbright smile.gif
    user posted image

    cobblemap - 0.0000456%
  • TriPhaseTriPhase Join Date: 2002-11-03 Member: 6110Members, Constellation Posts: 205 Advanced user
    Oh man, good job man ! Can't wait to play it tounge.gif
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation Posts: 928 Fully active user
    QUOTE
    Maybe there could be a way round this, with a weldable set to activate the doors when welded? That way all the door lovers could get their wish if they spend res on a welder, would also be a nice tactical feature for clans.

    When aliens get the ability to weld, I might agree with you.
    [C*B] Elven Thief / [CB]Elven_Thief on irc.gamesurge.net

    Rocking the Gentoo Linux. Hunt me down on irc if you need help with it.
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation Posts: 144
    Yeah, No more doors, bye bye xploits ^^

    Hey, good job squirrel, i like the ms ^^

    asrifle.gif Keep on asrifle.gif
    :d
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,219 Advanced user
    Looks good.

    The area under the skylight on the north side of the room looks like its begging for a hera-style huge monitor.
  • Fluffy_KittenFluffy_Kitten Join Date: 2003-06-20 Member: 17544Members, Constellation Posts: 21
    Noooooo to the welder idea.

    Give a marine a welder and he'll weld any weldable on the map regardless of what it does... if you could set up a weld point that formatted their hard-drive, and put a big sign above it saying "WARNING : Welding this will format your hard drive !" people would still weld it every damn game.

    If doors must be used, then how about putting them a little further out... say on the corner leading to Station Access Alpha... or at the bottom of SAA... one thing I don't like about Eclipse is how unsafe half the nodes on the map feel when placed as an alien. Horseshoe, SAA and to a lesser extent Triad always feel a bit of a waste to put up to me, as they're only a short trip from the marine base. Power Subjuction has a similar feeling due to being so close to SAA.

    But that's probably just me.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue Posts: 877 Fully active user
    edited May 2004
    a decent alien team only needs 3 or 4 rt's to win a game. take out the ones u mentioned, and u got cc, main, sl, and ec. Plenty to win. If you can't make kills to account for less rt's, then there is no point anyway.. heh
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation Posts: 384
    edited May 2004
    << Me Happy smile.gif

    Those doors were a nightmare for 56kers, they seemed so slow and laggy sad.gif

    But i agree those skylights look very nice indeedy, nice work KFS biggrin.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited May 2004
    QUOTE
    Integrate pipes in Triad to surrounding geometry


    So you're going to create more pipes with that yellowish texture to make it look like it has a purpose? Since in its current state I don't get it why they are there and also look rather out of place or kind of ugly even confused.gif

    and what about the eclipse hive? are you going to do something to the lighting there smile.gif since at the moment all of its former good looking atmosphere is uhm... GONE! It's just to bright now *argh my eyes!!!*

    The new MS-start and now even without the doors somehow reminds me of the old MS-start... [edit] which is a good thing btw

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow Posts: 477 Fully active user
    QUOTE (Kouji San @ May 4 2004, 03:48 PM)
    QUOTE
    Integrate pipes in Triad to surrounding geometry


    So you're going to create more pipes with that yellowish texture to make it look like it has a purpose? Since in its current state I don't get it why they are there and also look rather out of place or kind of ugly even confused.gif

    and what about the eclipse hive? are you going to do something to the lighting there smile.gif since at the moment all of its former good looking atmosphere is uhm... GONE! It's just to bright now *argh my eyes!!!*

    The new MS-start and now even without the doors somehow reminds me of the old MS-start... [edit] which is a good thing btw

    The reason they looked out of place was for testing purposes, so he didn't have to do a bunch of work just so they could be taken out, now since people think they are okay he's going to make them look good.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor Posts: 2,175
    QUOTE (Kouji San @ May 4 2004, 02:48 PM)
    So you're going to create more pipes with that yellowish texture to make it look like it has a purpose? Since in its current state I don't get it why they are there and also look rather out of place or kind of ugly even confused.gif

    Integrate means I will be fitting them in to the surroundings so they don't look like ****... as much. as Hi! just stated, they were a quick test to try making the nozzle a little less vulnerable from the doors, which seems to have worked.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members Posts: 365
    Yes, my one problem is the brightness of the revised eclipse hive. If you ask me, more orange spot lights and fog, less bright.
    user posted image

    cobblemap - 0.0000456%
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members Posts: 1,965
    QUOTE (Cobra^ @ May 4 2004, 04:17 PM)
    Yes, my one problem is the brightness of the revised eclipse hive. If you ask me, more orange spot lights and fog, less bright.

    Um, how about he just changes it back to the old hive? there was nothing wrong with it... wink.gif
    *IMAGE BALEETED.* Sigs may not exceed 400x75 and/or 40KB. No exceptions. -Talesin
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members Posts: 33
    edited May 2004
    Why not have a blue scrolling texture on the pipes in Triad. So it will look like stuff is flowing thru them into those big blue things on both sides of the node.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor Posts: 2,175
    You know, that's a good thought - I'd been approaching other ideas for integrating them, but I could have some fun with that, I bet. I'll see what I can do. smile.gif
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members Posts: 33
    It would be really neat to see biggrin.gif and it would also kinda show that the building they are in is still running
Sign In or Register to comment.