Let Tehre Be (no) Ligght!

Sub_zer0Sub_zer0 Join Date: 2004-05-09 Member: 28569Members
<div class="IPBDescription">lights for ns_bast?</div> in 2.01 in ns_bast you could turn off the lights i did it once and some one else did it but how i have never under stood its not a bug or any thing and can you do it in 3.0?

Comments

  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    you mean shooting the lightposts at marine start?
  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    yeh you couldn't turn them off - just shoot them and they went out.

    was kinda cool effect.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    My understanding for why it's not in 3.0 has to do with performance reasons, they looked cool but took up too many entities or something..
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited May 2004
    <span style='color:white'>Hello EEK, remember me? That's right, I'm the '<b>No Mapbashing</b>' rule.</span>
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I personally liked the lights that could be shot / parad out


    it's shame they weren't put back in, but I'm simply happy to have bast back
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-That Annoying Kid+May 14 2004, 01:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ May 14 2004, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I personally liked the lights that could be shot / parad out


    it's shame they weren't put back in, but I'm simply happy to have bast back <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    me too-it added lots of atmosphere.

    i think they were takin out because they werent needed, and the team had to trim entines...
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    never noticed the light thing.

    I do however still feel the pain of the removed RT near feed. You know,the one down the ladder.

    I mean, if you could take feed you had 4 RTs in reach, dres counted. That was so great.

    Sidenote, feed was hell to take. Its ground made it near impossible to build anything.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Hated it, and if removing them saved four entities; good riddance.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Personally, i didn't like this effect. Sure, it added a little bit of detail and interactivity that most maps lack, but without those lights it became a pain in the arse to see in marine start.

    Now i know what you're thinking, that's a good thing, for the aliens, but every damn game it'd be a marine that shot them out right at the start. Good riddance, i say. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    The bast we all remeber from 2.01 was WAY over the current mapping entity limit (which a map must currently comply to in order to reach offical status). It was kept mostly because it was the original NS map and it would be a travisty to abandon it.

    The current bast as made by the remake team of mapping forum regulars not only was built from the ground up with a decompiled bsp (as the original sourse was lost in a powersurge or something), but it also complies with the entity limit, and has fixed a pleathera of errors in the old map, incuding tonnes of onos stuck spots. GJ remake team, dispite the loss of the switchable light.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    and that ooo so important RT which made feed relock worser then it was. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    but indeed. overall looks fine.
    Hey, I always wondered...

    in bast from engine to MS by the airlock.. on engine side there was a button aboe the airlock. Could be switched by, for example, spit. ANYONE ever found out what it did? new bast does not have it. (working that is)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    each lamb needed one (or 2?) entities to have the ability to be toggled of by damaging it.
    thats why its (and a lot of particle lights and doors) are no more.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I guess we can consider this question answered.

    <span style='color:red'>***Locked.***</span>
This discussion has been closed.