i made a small test map for the func_door_rotating entity last night, it seems like there was something wrong with the way the entity was set up on bast because i can this one to work right. it seems like the player is getting caught on something around the ent on bast like a func_nobuild if there is one in the elevator.
not saying that i want it back, it was rather annoying if you touched another player you almost instantly died
<!--QuoteBegin-GiGaBiTe+Jun 29 2004, 04:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 29 2004, 04:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i made a small test map for the func_door_rotating entity last night, it seems like there was something wrong with the way the entity was set up on bast because i can this one to work right. it seems like the player is getting caught on something around the ent on bast like a func_nobuild if there is one in the elevator.
not saying that i want it back, it was rather annoying if you touched another player you almost instantly died <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Couldn't you know erm... just request the original remake version? With no changes?
<!--QuoteBegin-GiGaBiTe+Jun 29 2004, 05:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 29 2004, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i made a small test map for the func_door_rotating entity last night, it seems like there was something wrong with the way the entity was set up on bast because i can this one to work right. it seems like the player is getting caught on something around the ent on bast like a func_nobuild if there is one in the elevator.
not saying that i want it back, it was rather annoying if you touched another player you almost instantly died <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You tested it offline right? Rotational entities work fine in that case, but online they're jittery. The Bast rotational was set-up just fine.
<!--QuoteBegin-GiGaBiTe+Jun 29 2004, 09:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 29 2004, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea and who would let me have it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You should have thought of that before you started posting about how much I suck and how I destroyed bast... blablabla poor hack job blablabla decompile blablabla etc.
I don't think you realize how much hard work Mendasp have put into this map. I think he have done the whole ns-community a great favour, by taking perhaps the most visually stunning of all the official ns-maps, and done some great improvements to the layout and how it plays. Save your critisism 'till you've actually played the new version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Drunken.Monkey+Jun 29 2004, 01:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drunken.Monkey @ Jun 29 2004, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think you realize how much hard work Mendasp have put into this map. I think he have done the whole ns-community a great favour, by taking perhaps the most visually stunning of all the official ns-maps, and done some great improvements to the layout and how it plays. Save your critisism 'till you've actually played the new version. <!--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--> Seconded. I can't wait to get ahold of B5 to play this map. There will probably be gameplay issues with such radical changes, but we can't tell that until we can play it. Still, it looks like a huge improvement over the old layout.
I noticed in the tram screen shot that you need a new nos_tram texture to fit the new door opening. So i whipped this up hoping it might help your project.
Let me know if you need it Mendasp, and ill send the wad your way.
ps. the new layout changes look promising <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks Moose, but texture usage is at 3.8 MBs. So I can't add any new textures... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> If I find a way to reduce it, I'll let you know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-Tequila+Jun 28 2004, 09:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jun 28 2004, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't believe you didn't consider the immediate Onos rush. Shame on you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> roflimao ?
Don't you know what are the radars fonctions ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Mendasp+Jun 29 2004, 10:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 29 2004, 10:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks Moose, but texture usage is at 3.8 MBs. So I can't add any new textures... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> If I find a way to reduce it, I'll let you know <!--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--> Surely if you replaced the texture Bast uses for the tram and other areas with that one everything would look fine (with tweaking) and the texture use wouldn't change?
I just tried resizing that jpg and turning into a texture and it doesn't fit very well :S the proportions are... different :\ I'll try to do it with the existing texture...
Edit: I found a good looking solution, I'll post a pic in a few minutes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin-Tequila+Jun 29 2004, 10:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jun 29 2004, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Surely if you replaced the texture Bast uses for the tram and other areas with that one everything would look fine (with tweaking) and the texture use wouldn't change? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That texture is in ns.wad though, so it can't be replaced.
<!--QuoteBegin-Mendasp+Jun 29 2004, 05:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 29 2004, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What do you think about it? (I tried and onos can go through it without crouching...) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> RE: The Tram Tunnel changes. Is there still a good place for skulks to hide in the tram car?
<!--QuoteBegin-Sinter+Jun 30 2004, 12:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sinter @ Jun 30 2004, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Jun 29 2004, 05:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 29 2004, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What do you think about it? (I tried and onos can go through it without crouching...) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> RE: The Tram Tunnel changes. Is there still a good place for skulks to hide in the tram car? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It has only changed the size of the "door"... what do you mean?
looks good to me <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
Personally I think I'd go even further and cut out the same pattern on the top half, but that's a personal preference. Looks good.
I think that alone is a good demonstration of your commitment to making this map excellent. Something as small as a texture misalignment is worth doing significant geometry work. Bravo man. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Insane+Jun 29 2004, 11:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Jun 29 2004, 11:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tequila+Jun 29 2004, 10:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jun 29 2004, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Surely if you replaced the texture Bast uses for the tram and other areas with that one everything would look fine (with tweaking) and the texture use wouldn't change? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That texture is in ns.wad though, so it can't be replaced. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The texture limit only applies to textures you use in-game. not all the textures in a .wad you use. So, you could replace the use of the old texture with the new one without altering any official .wads or raising the texture limit.
Nevermind now, Mendasp has sorted out the problem nicely <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
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 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Id guess that it had something to do with bast's horrible balance issues. I dunno though.
<!--QuoteBegin-TheGuy+Jun 30 2004, 04:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGuy @ Jun 30 2004, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is the stuck issue shown here fixed?( to reproduce jump from engine to vent area top and miss. You usually get stuck <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes. There isn't a vent in that side anymore, but there's no stuck issue last time I checked.
Well you probably forgot to duck.. There's like an invis ramp there if you duck. And if you land on the ramp and unduck you'll fall into the stuck spot.. I have a demo recorded if you're still unable to duplicate it.. It's wierd because if you don't duck you can walk right through it like it's not there, but if you do duck you get stuck.
Mendasp very nice work I love it,I love what ya did <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I love any and every ns map.The changes done to bast SHOULD make for some intresting games.Looks like I'll be writting another "relocation/multiple bases strategy guide for myself again with all the new changes.
I AM LOOKING VERY FORWARD to playing this map,from the screenies I saw my mouth is watering heavily lol.
In regards to the relocation/multiple base and mini-strike bases I do several things.
1.I get a notebook,pick a map,start a game and walk through the map writting down every location/hallway name etc.Then I write down how much stuff I want at each base.I first write "Possible relocation/multiple base strats" for "ns_mapname here".
2.I get an overhead view shot of entire map then I mark on the map where I would want my bases to go,where to stick the CC,tf's turrets,phasegates etc.
I've used some of these strats of mine very effectively,res depending of course lol.
To the rest of the whiners,may I suggest some of you PLAY the map first before raining down judgement upon and decide from playiong whether you like it or not.If you don't like it don't play it and take the whining elsewhere please.Maybe take some english language classes lol.
I imagine Mendasp and whoever else maybe helping him are trying their best and going through alot of hard work to make a nice map and some of you dump all over him etc. makes me sick,sad.
I like Mendasp do not take insults well at all.If constructive critism is given cool,if not I ignore all the bad stuff.
Although I don't know alot of ya's except through here I will help stick up for you.
To Mendasp- don't pay any attention to some of these goofs cause they have no idea what in the heck their talking about.Me I appreciate very much of yer work and yer team on ns_bast.Maybe stick an extra resnode somewhere or something.
You're right on the extra res node, right now it just has 9 res... maybe another res in the new way between MS and Engine... (maybe helping making it a longer way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). We'll see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I used to ignore all those comments (and I'll probably be ignoring the next ones...), but I just couldn't believe some of the things I was reading in this thread <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're right on the extra res node, right now it just has 9 res... maybe another res in the new way between MS and Engine... (maybe helping making it a longer way tounge.gif). We'll see smile.gif<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The first thing I thought when I saw that new area was "Man, shouldn't there be a res node in there?" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
i think it could be a tad darker, all the NS maps are a bit bright imo
good work on the map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
not saying that i want it back, it was rather annoying if you touched another player you almost instantly died
Make a thread about it, you're basically hijacking this one.
not saying that i want it back, it was rather annoying if you touched another player you almost instantly died <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Couldn't you know erm... just request the original remake version? With no changes?
not saying that i want it back, it was rather annoying if you touched another player you almost instantly died <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You tested it offline right? Rotational entities work fine in that case, but online they're jittery. The Bast rotational was set-up just fine.
You should have thought of that before you started posting about how much I suck and how I destroyed bast... blablabla poor hack job blablabla decompile blablabla etc.
Seconded. I can't wait to get ahold of B5 to play this map. There will probably be gameplay issues with such radical changes, but we can't tell that until we can play it. Still, it looks like a huge improvement over the old layout.
Let me know if you need it Mendasp, and ill send the wad your way.
<img src='http://members.cox.net/pavement1/nos_tramnew.jpg' border='0' alt='user posted image' />
ps. the new layout changes look promising <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
roflimao ?
Don't you know what are the radars fonctions ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Surely if you replaced the texture Bast uses for the tram and other areas with that one everything would look fine (with tweaking) and the texture use wouldn't change?
EDIT: And Xale, I hope you're joking.
Edit: I found a good looking solution, I'll post a pic in a few minutes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That texture is in ns.wad though, so it can't be replaced.
RE: The Tram Tunnel changes. Is there still a good place for skulks to hide in the tram car?
RE: The Tram Tunnel changes. Is there still a good place for skulks to hide in the tram car? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It has only changed the size of the "door"... what do you mean?
I think that alone is a good demonstration of your commitment to making this map excellent. Something as small as a texture misalignment is worth doing significant geometry work. Bravo man. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That texture is in ns.wad though, so it can't be replaced. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The texture limit only applies to textures you use in-game. not all the textures in a .wad you use. So, you could replace the use of the old texture with the new one without altering any official .wads or raising the texture limit.
Nevermind now, Mendasp has sorted out the problem nicely <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
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 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Id guess that it had something to do with bast's horrible balance issues. I dunno though.
Yes. There isn't a vent in that side anymore, but there's no stuck issue last time I checked.
I love any and every ns map.The changes done to bast SHOULD make for some intresting games.Looks like I'll be writting another "relocation/multiple bases strategy guide for myself again with all the new changes.
I AM LOOKING VERY FORWARD to playing this map,from the screenies I saw my mouth is watering heavily lol.
In regards to the relocation/multiple base and mini-strike bases I do several things.
1.I get a notebook,pick a map,start a game and walk through the map writting down every location/hallway name etc.Then I write down how much stuff I want at each base.I first write "Possible relocation/multiple base strats" for "ns_mapname here".
2.I get an overhead view shot of entire map then I mark on the map where I would want my bases to go,where to stick the CC,tf's turrets,phasegates etc.
I've used some of these strats of mine very effectively,res depending of course lol.
To the rest of the whiners,may I suggest some of you PLAY the map first before raining down judgement upon and decide from playiong whether you like it or not.If you don't like it don't play it and take the whining elsewhere please.Maybe take some english language classes lol.
I imagine Mendasp and whoever else maybe helping him are trying their best and going through alot of hard work to make a nice map and some of you dump all over him etc. makes me sick,sad.
I like Mendasp do not take insults well at all.If constructive critism is given cool,if not I ignore all the bad stuff.
Although I don't know alot of ya's except through here I will help stick up for you.
To Mendasp- don't pay any attention to some of these goofs cause they have no idea what in the heck their talking about.Me I appreciate very much of yer work and yer team on ns_bast.Maybe stick an extra resnode somewhere or something.
Take care everyone n have a nice day.
I used to ignore all those comments (and I'll probably be ignoring the next ones...), but I just couldn't believe some of the things I was reading in this thread <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The first thing I thought when I saw that new area was "Man, shouldn't there be a res node in there?" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
good work on the map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->