<!--QuoteBegin-Lt.Gravity+Jul 5 2004, 06:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jul 5 2004, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - removed the elevator at ms: great, I asked myself many times why the hell this "gameplay" stopper hadnt been dropped since 2.0 - removed the rotating door: its up to someones taste but the path had to be the same, not changing the complete route - moved engine hive: this idea isnt bad but obviously you never thought about the double res. engine room now is TOO far away to take advantage of this area, so only feedwater as starthive wins the price. - additional entrance to engine: bonus for this hive - rebuild the tram in tramtunnel: great job, it even looks cooler now, should have been changed since the onos hull changed... - you DONT changed the refinery hive: this is not too nice, one of the main disadvantages for aliens on this map, no chance in endgame with only one hive...
only playing the map will show us the real fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 2.- Hmm, actually, with the elevation change of the MS it wasn't as easy to do as we thought at first, this change was done by MrBen, so he's the one to blame <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
3.- True... but the vents are still there, we'll see how it plays anyways <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
6.- This is one of the changes I want to make for beta 6, I think there are enough changes already for beta 5 (still working on some of them!) and this is one hive that you wouldn't want to mess with, heh.
I really hope bast is much more enjoyable in beta 5 and less frustrating...
To be truely honest the last picture that iv seen in this thread, which is the page before this tell me one thing. The map name needs to be changed from
NS_Bast to NS_BastGamma3.0 (Think thats the limit right?)
Now I know this is suppose to be a rebuild and all but the atmosphere just seems to be fading away. I just hope the entire map isnt going to uber bright where god forbide Marines have to use their eyes for once to see skulks in dark areas.
Stop making the map so bright load up, NS 1.0 and you'll notice a gigantic change in lighting.
I'm behind an additive fog sprite in that pic, it's always been there and the lighting hasn't changed... either.
Instead of posting that kind of replies trying to say that my work is crap, the old one was better blah blah blah, could you give constructive criticism so I can make the map better? you know, so I don't want to kill everyone of you everyday...
I'm pretty sure that's only Mendasp gamma-settings in NS. Nothing to worry about. The lighting in the map is still the same. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
i did, will ALWAYS love bast ^_^ its sexxy, and upright nasty fun! BWHAHA...... but what i really hate is that damn vent in marine base is too SMALL!! bah... if it were bigger id own ^_^
sorry, i cba to look at whats changed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> too tired
i just hope the vent beside engine room isnt big enough to build in
Ever since the release of NS Bast was one of my favorite maps. When the server changed to Bast it was like "Oh baby this is gonna be awsome" The atmosphere alone gave it a creppy feeling. Of not knowing when that skulk might come down on you. Shooting the lights out in MS also gave it more of a atmospheric feeling but that was taken out sadly which gave me a sad face. The whole map was like atmospheric which made it totally pwn.
But what I have seen from the pics has shown to me Bast is totally losing is atmosphere likeness. It seems way to bright. Tone stuff down a bit make stuff darker not brighter, who cares if people go 'omg to dark' it was ownage when it was darker.
{Edit}
I dunno I just loaded up 1.0 and it very considerly darker. Took SS compared to the pictures Mend posted and it is different in lightness to darkness. If I wasnt a nubcake and has a hosting thing id post em but I dont. My gamma/brightness is still pretty high as in 2-3 bars away as high as it can go.
<!--QuoteBegin-DuoTheGodOfDeath+Jul 6 2004, 04:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DuoTheGodOfDeath @ Jul 6 2004, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ever since the release of NS Bast was one of my favorite maps. When the server changed to Bast it was like "Oh baby this is gonna be awsome" The atmosphere alone gave it a creppy feeling. Of not knowing when that skulk might come down on you. Shooting the lights out in MS also gave it more of a atmospheric feeling but that was taken out sadly which gave me a sad face. The whole map was like atmospheric which made it totally pwn.
But what I have seen from the pics has shown to me Bast is totally losing is atmosphere likeness. It seems way to bright. Tone stuff down a bit make stuff darker not brighter, who cares if people go 'omg to dark' it was ownage when it was darker. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Seriously. Stop. Read through all the posts before replying, please.
This has been stated countless times. The env_gamma is the same, -gamma is the same, all the RAD parameters are the same. If you think it's brighter it must be something wrong with your eyes or the screenshots. But bast is as bright as before.
hm... about that thingy with feed... i'd like to see a weldable door with a sign on it: "maintenance access" (but only if there are enough free ents around <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
I scanned through the whole post, and didnt see if this was in there. Can you seige Engine from main aft? I saw the post with the res nodes and hives circled, and it does look close enough that you might be able to? or is the hive on the other side of the room?
IF not, Sad, all main aft relocations are useless then :-p. IF so, I get to keep my favorite relocation spot
You haven't been able to siege engine from main aft in any version of bast ever made...
Edit: CRAP. EXCEPT THIS ONE.
Is this intentional? It's a long way around from engine hive to the far end of main aft, where the original 'locked rotating door' was. And it's perfect siege position on the hive....
The lighting isn't a perfect replica, that's for sure. Don't get me wrong, it's very close and considering they never got the original rad file, it's well done. (I just loaded up 2.0 and had a look) I would say that in some places, some lights are more vibrant and colourful, and some are more intense, but about 80% of the map is spot on. That's not bad. Gotta give room for artistic liscense here; while it's Relic's baby, it's being raised by Mendasp and crew now.
Is this intentional? It's a long way around from engine hive to the far end of main aft, where the original 'locked rotating door' was. And it's perfect siege position on the hive.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We noticed... it's fixed for the final version.
<!--QuoteBegin-DuoTheGodOfDeath+Jul 6 2004, 03:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DuoTheGodOfDeath @ Jul 6 2004, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dunno I just loaded up 1.0 and it very considerly darker. Took SS compared to the pictures Mend posted and it is different in lightness to darkness. If I wasnt a nubcake and has a hosting thing id post em but I dont. My gamma/brightness is still pretty high as in 2-3 bars away as high as it can go. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So, the brightness on your monitor is set pretty high, and you're complaining that the map's too bright?
But he could if he was a mapper... and would have read... <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61923#dGoD-4_1' target='_blank'>this</a>
aonomusDedicated NS Mastermind (no need for school)Join Date: 2003-11-26Member: 23605Members, Constellation
Sigh, bast changed so much, it seems so easy to get to engine now, straight walk there, only place where you can kill marines without having to run into thier guns down long hallways is around the little O shapeed things....
wub to mendasp mrben and others <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> looks like bast is finally going to be playable.
nice work
also: you never know i think <i>most</i> people would be in favour of reworking the refinery/ em drill shaft areas too in a future beta. Nostalgia and memories of 1.04 are all very well, but i'd prefer a map with good gameplay over the old bast anyday.
There's already plans for refinery in Beta 6 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
EM Drill Shaft would need <b>a lot of work</b> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
about that (former) outer ref-res nozzle... is it possible to make the "watchhole" bigger, so that a skulk could slip through? i saw bonsai bases (at least cc + ips) in there, and it was kinda ugly to get into it because above that (in the refinery room itself) and behind that (in the vent) where a massive emplacement.
Well, I'm compiling the final version of bast now... I'll make more changes for beta 6... I guess I could make that "window" bigger before I send it to Flayra, I'll have to recompile, though.
Edit: just checked, it's big enough... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Actually I'm starting a campaign to have feedwater recolored with bright pink lighting for the next beta. Using the seizure-inducing flicker effect, of course.
Comments
- removed the rotating door: its up to someones taste but the path had to be the same, not changing the complete route
- moved engine hive: this idea isnt bad but obviously you never thought about the double res. engine room now is TOO far away to take advantage of this area, so only feedwater as starthive wins the price.
- additional entrance to engine: bonus for this hive
- rebuild the tram in tramtunnel: great job, it even looks cooler now, should have been changed since the onos hull changed...
- you DONT changed the refinery hive: this is not too nice, one of the main disadvantages for aliens on this map, no chance in endgame with only one hive...
only playing the map will show us the real fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
2.- Hmm, actually, with the elevation change of the MS it wasn't as easy to do as we thought at first, this change was done by MrBen, so he's the one to blame <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
3.- True... but the vents are still there, we'll see how it plays anyways <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
6.- This is one of the changes I want to make for beta 6, I think there are enough changes already for beta 5 (still working on some of them!) and this is one hive that you wouldn't want to mess with, heh.
I really hope bast is much more enjoyable in beta 5 and less frustrating...
NS_Bast to NS_BastGamma3.0 (Think thats the limit right?)
Now I know this is suppose to be a rebuild and all but the atmosphere just seems to be fading away. I just hope the entire map isnt going to uber bright where god forbide Marines have to use their eyes for once to see skulks in dark areas.
Stop making the map so bright load up, NS 1.0 and you'll notice a gigantic change in lighting.
When you know what the hell you're talking about you should be able to post again on this thread, thank you.
I'm behind an additive fog sprite in that pic, it's always been there and the lighting hasn't changed... either.
Instead of posting that kind of replies trying to say that my work is crap, the old one was better blah blah blah, could you give constructive criticism so I can make the map better? you know, so I don't want to kill everyone of you everyday...
i just hope the vent beside engine room isnt big enough to build in
But what I have seen from the pics has shown to me Bast is totally losing is atmosphere likeness. It seems way to bright. Tone stuff down a bit make stuff darker not brighter, who cares if people go 'omg to dark' it was ownage when it was darker.
{Edit}
I dunno I just loaded up 1.0 and it very considerly darker. Took SS compared to the pictures Mend posted and it is different in lightness to darkness. If I wasnt a nubcake and has a hosting thing id post em but I dont. My gamma/brightness is still pretty high as in 2-3 bars away as high as it can go.
{/edit}
But what I have seen from the pics has shown to me Bast is totally losing is atmosphere likeness. It seems way to bright. Tone stuff down a bit make stuff darker not brighter, who cares if people go 'omg to dark' it was ownage when it was darker. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Seriously. Stop. Read through all the posts before replying, please.
This has been stated countless times. The env_gamma is the same, -gamma is the same, all the RAD parameters are the same. If you think it's brighter it must be something wrong with your eyes or the screenshots. But bast is as bright as before.
IF not, Sad, all main aft relocations are useless then :-p. IF so, I get to keep my favorite relocation spot
Edit: CRAP. EXCEPT THIS ONE.
Is this intentional? It's a long way around from engine hive to the far end of main aft, where the original 'locked rotating door' was. And it's perfect siege position on the hive....
Is this intentional? It's a long way around from engine hive to the far end of main aft, where the original 'locked rotating door' was. And it's perfect siege position on the hive.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We noticed... it's fixed for the final version.
You can't build in the airlocks.
So, the brightness on your monitor is set pretty high, and you're complaining that the map's too bright?
But he could if he was a mapper... and would have read... <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61923#dGoD-4_1' target='_blank'>this</a>
nice work
also: you never know i think <i>most</i> people would be in favour of reworking the refinery/ em drill shaft areas too in a future beta. Nostalgia and memories of 1.04 are all very well, but i'd prefer a map with good gameplay over the old bast anyday.
EM Drill Shaft would need <b>a lot of work</b> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit: just checked, it's big enough... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->