Ns_bast For Beta 5

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Comments

  • 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
    <!--QuoteBegin-moultano+Jun 27 2004, 09:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 27 2004, 09:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Jun 27 2004, 01:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 27 2004, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 27 2004, 06:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 27 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All in all it looks good. My only suggestion in those shots is that you rework the opening in the tram to line up better with the texture <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hmm, could you explain a bit more? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It fits well at the top, but at the bottom it cuts off the curve in that part of the texture a little awkwardly. It may not be possible to get a clean Onos sized opening out of that texture though. I wouldn't sweat it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, that's the problem, if I make it follow the texture, the onos will have to crouch (it would be as wide as the old one...), so that's the best thing I could do...
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Looks good. I am so happy that revolving door is gone, games might be slightly more varied now.
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    Great work, keep it up! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Looks fantastic. Seems a bit bright though, however none else is making dark maps anymore so wth.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    CALL THAT AN EXIT SOLDIER? WE HAD BETTER EXITS IN NAM. GOD DAMN NIPS.

    Good job.
  • lyndaklyndak God Join Date: 2002-11-13 Member: 8419Members, Constellation
    Well, looks like I am leaving NS then, if the unchained chambers didn't seal it, this does.

    gg.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    the only problem i can see, is the distance to ref hive from ms

    the other 2 hives are relativly close, yet ref hive is still quite far away
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Drunken.Monkey+Jun 27 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drunken.Monkey @ Jun 27 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good job, Mendasp. You killed bast. Thanks! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Looks good. I'm pretty sure it will be a more fun map to play now, even though some of the things that made ns_bast...ns_bast, had to go. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    true true....

    RIP Airlock <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    Actually I'm so happy that you did add another exit to the engine hive. I'm very pleased with the fact you removed the ms elevator. "Removing" the MS' rotating door I find very good as well. However, Many, including me, thinks it's something that <i>made</i> bast feel like what it is.

    I'm a little worried about <b>Junction.</b> Have you done it so that these 2 rotating doors still serve some purpose in U.C.C Bast? I'm still happy you didn't remove them completely.

    I know there are many who are afraid of these changes, but we should definetly at least give it a try.. I'm really looking forward seeing how these changes will affect the gameplay of ns_bast. Hope they'll make ns_bast even better and more enjoyable. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    Omg, t3h suxor,

    why change a totally ok map, that diddnt really have any problems?

    its not a "re-make" its a NEW map,

    engine now sux, rotated, no more main aft re-locate..

    either team could lame up the rooms each side of marine start and pwn the map?

    the old saying comes into mind,

    "if it aint broke, dont fix it"

    i have played bast alot since it has been re-made and i would say its about 50/50 on which side wins.... now its just gonna plain suck..

    thats my opinion any ways.... thoes who like it, good luck, but i feel most will hate it,

    especially the 1.04 crew (like me)

    dont think ill be playing this again, too much changed, not the same
  • CloistCloist Join Date: 2004-02-04 Member: 26041Members
    Why oh why did you have to make these HUGE changes?

    I didnt see anything wrong with the latest remake which was fine but now this has gone way beyond the work of a remake.

    Dont get me wrong the remake team are great mappers and did a great job up until now but it will never be the same especially for the 1.04 players.

    Chances are that alot of people will not look at bast in the same way ever again.


    <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->

    Relic is the king
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    change the slope in MS beside elevator to stairs hense the lift would be for crates and stuff
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    why is engine slanted..... it looks crushed now and the back exit looks silly

    why are the boxes outside of ms lit up in a sort of display

    dont get me wrong but main aft is one of the things that made bast, well bast. It did have bugs but you didnt need to remove its purpose and make it a spam hole

    the lighting seems to be more constrated on points.... more doging for the eyes


    Well it makes a good NEW map as others stated but good job on freaking the remake
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Wow, it's approaching non-broken-ness.

    Ref still lookes like a very marine-friendly hive, just some stuff - pipes or sluices or whatever - to give skulks some cover might be worth it. But it deserves a playtest as-is.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    yea my main beef is with the omission of the airlock and instead this newfangled exit from marine start. It makes MS seem excessively accessible, like it's just a doorway away from the rest of the station, although MS is actually the docking bay of the ship. I realize airlock was laggy, but it was excessively important to the map and this new devoid-of-personality exit from MS doesn't cut it. I think you could do a lot better by replacing the airlock with a slow series of doors (like in the old caged). That new exit is gonna really divert strategic attention from where it should be paid, and make it more ... dare I say combattish. It would be getting rid of the Main Aft Junction lockdown, which is an underused but gleaming paragon of NS strategy... and simplifying the whole map into corridors rather than emplacements. I hope you reconsider those changes and get rid of the new MS exit, and put in the original airlock route.
  • Dr_JekyllDr_Jekyll Join Date: 2004-06-26 Member: 29558Members
    OMG IT RULES YEAHHHHHHHHHHHHHHHHHHHHHH

    AN NS BAST WITH GOOD GAMEPLAY........
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    nice fix for all the engine part, it still feels like bast although there've been great changes. Nice work there Mendasp & team.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Looking good Mendasp. I'll have to play it to get a good feel, but it does look like a solid new layout. Bast did have issues, but it's always been my favorite NS map. From what I can see, many of those issues seem to be gone and the map will hopefully get some much deserved praise from the community,
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    How can you add a back entrance to a space ship engine? Wouldn't there be rockets and what not back there?
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Nice layout. Really a huge improvement. MS doesn't look like as much of a deathtrap, and the map isn't so linear anymore (more than one way to get places). The only problem I still see is that damn water tunnel. Its so lamable for aliens. Every single game I play where marines win, we end up building 20 or so seiges and then pinging the tunnel. Quite satisfying to see the entire alien team die in one salvo, but time consuming and pointless.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    To what Dorian said: It's all about the players. Sad but no can do. But I agree, it's more annoying when the dc camping is underwater.
  • 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
    edited June 2004
    <!--QuoteBegin-Dorian Gray+Jun 28 2004, 09:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ Jun 28 2004, 09:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice layout. Really a huge improvement. MS doesn't look like as much of a deathtrap, and the map isn't so linear anymore (more than one way to get places). The only problem I still see is that damn water tunnel. Its so lamable for aliens. Every single game I play where marines win, we end up building 20 or so seiges and then pinging the tunnel. Quite satisfying to see the entire alien team die in one salvo, but time consuming and pointless. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You can't build in the underwater tunnel anymore.

    I can't add stairs for replacing the ramp in the MS for r_speeds issues.

    Also, to the people that said "If it ain't broke, don't fix it". Well, bast <b>WAS</b> broken, wake up.

    <!--QuoteBegin-Ghozer+Jun 28 2004, 02:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ghozer @ Jun 28 2004, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->especially the 1.04 crew (like me)

    dont think ill be playing this again, too much changed, not the same<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Stick your head out of your ****.

    I've been following NS since way before release, and playing NS since 1.0. Bast has always had one of the WORST layouts in the entire game.

    What the hell are you talking about with "the 1.04 crew" more like "the retrograde crew", you're that kind of person that's afraid of the changes "OMGZZZ NS SUXXXXXX BRING BAX NS 1.04!!1111111 FLAYRA SI BROKANING TEH NS". 1.04 is dead, get over it. And it wasn't all that great.

    <!--QuoteBegin-Hibame+Jun 28 2004, 04:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hibame @ Jun 28 2004, 04:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->why is engine slanted..... it looks crushed now and the back exit looks silly

    why are the boxes outside of ms lit up in a sort of display

    dont get me wrong but main aft is one of the things that made bast, well bast.  It did have bugs but you didnt need to remove its purpose and make it a spam hole

    the lighting seems to be more constrated on points.... more doging for the eyes<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    - Engine... slanted? good job! I didn't change engine at all, except for adding that entrance. Next time make sure it's not the angle of the pic.

    - The boxes are there because it's a vis blocker, unless you want to play with 1200 wpoly, of course...

    - Oh, of course, I ruined Main Aft on purpose! and tomorrow I'll take over the world because I'm an evil mapper and I'm sending messages to Al-Qaeda in my maps! Call the FBI!

    - The lighting is exactly the same, nice imaginary changes... In fact, I tried to make less contrasted some parts on the map, like feedwater, but ok, whatever you want to see, ok?

    PS: Sorry for this, but I just can't stand these kind of comments anymore...

    The remake didn't take too long because, well, it was just remaking existing architecture, but it's not like these changes were easy to do, it took a long while to find a solution without removing other memorable places in bast, but if you want I can totally fix the layout deleting EM Drill Shaft, Observation bridge and Refinery and making new areas (and other ones would have to be modified, of course), now, noone would be happy about that, but thanks for your comprehension anyways. It looks very easy when you're just looking, right?
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    your doing well
    the image made it look like you had brightend upp tram tunnel, and allso engine, but scins you say you havent, we will have to trust you
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    edited June 2004
    I have to agree with Windelkron , the new MS exit would make the map too straightforward and combat-ish. But there's a compromise to keep that new room , and keep Main Aft's strategic value. Replace the revolving door with 2 slow airlocks , and place a door at the new MS exit , that can be opened and closed from the computer console at the moved Ref node : it would give an incentive to the marines to hold theses 2 locations , blocking alien movements. Maybe also add a res node to the new room.

    A smooth flow is good , but making Bast too accessible would hurt its unique constricting feel.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    Mendasp, you did a great job. Thank you.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    You all do remember what the revolving door was like don't you? How it essentially commited you to an area when you had no idea what was on the other side? How it grouped everyone up into a tiny little knot (if everyone going through could all fit together at all) so that the other team could just blast the crap out of you. It was great atmosphere, but it sucked for gameplay. Two slow moving doors would be about the same. Why do you think those doors were pulled from caged? It's stupid to have expensive units die because of a door. I know there are lots of arguments against this, but unless you're going to write them all in the map in such a way that pubbers will actually read it they aren't worth beans.

    Engine rooms can have exits in the back of them. Hell your car has an entire cabin and trunk behind its engine. The purpose of those engines was never defined anyways. They could have been powerplants that drive life support for the whole ship. Maybe they power the refinery (would explain how the infection spread between those two hives). Point is that they were never listed as ships engines.

    Anyways, great work Mend. I know how hard it is for you to work on this project, especially when you get tons of flak from people who want their nostalgic views back, not the less-than-great that actually was.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    it's much better than 1.04 bast, both in looks and gameplay. A winner is you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    not bast - bast2

    come on - at least keep the old one, and make this bast2, like dust2

    PS> U F00KED up big time.

    PPS> Let me see what its like to play, but, this should be ns_bast2, not bast
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