<div class="IPBDescription">LARGE (1024x512) image inside</div> On the left is the old ns_eon (3.0F) and on the right is the one being played in CAL (ns_eon_v8). I'll add the RTs later.
the changes I notice at first glance... I don't really see the gameplay signifigance of many of them though...
Oh also I removed the eyebleedingly red background of that picture and replaced it with something more tranquil <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
[edit] oh, and it appears there was a few details added to certian rooms... either that or the mipmap just didn't compile properly.
The minimap on the left was manually cleaned up before 3.0's release (as were all of the other minimaps in the game) so things like details that you can see outside a window but you can never get to were in the original minimap that NS generated, but I removed them for the sprite that was released with 3.0. Zephor decided to just use the default minimap created by NS for this version of Eon, because I was taking too long in making the cleaned-up version, and there was a really strange crash bug in the most previous minimap I had made (for a different map) and there wasn't enough time to fully test to ensure that a new minimap here wouldn't have a similar problem. This is also why in the 3.0 version of the minimap the vents don't "bleed" into walls, making it look like there is an entrance that is not really there, and why in the minimap for v8 there are several spots near Living Quarters and Sleeping Area where the minimap is slightly wrong.
This is the changelog (there is a full changelog included in ns_eon_v8.txt that is in the zip): O Improved movement around Core Hive - Opened up the room some - Simplified the ramps that lead into the hive O Node layout changes - Moved Core Cooling node to Cooling Maintenance - Moved Core Monitoring node into Engine Walkway (east) - Moved Engine Walkway node (west) to Maintenance Corridors O Gunpod node is on the other side of the barrier to make it easier for the marines to hold O Made the MS shorter, and Maintenance Corridors was reworked as a result
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Oh also I removed the eyebleedingly red background of that picture and replaced it with something more tranquil <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
[edit] oh, and it appears there was a few details added to certian rooms... either that or the mipmap just didn't compile properly.
This is the changelog (there is a full changelog included in ns_eon_v8.txt that is in the zip):
O Improved movement around Core Hive
- Opened up the room some
- Simplified the ramps that lead into the hive
O Node layout changes
- Moved Core Cooling node to Cooling Maintenance
- Moved Core Monitoring node into Engine Walkway (east)
- Moved Engine Walkway node (west) to Maintenance Corridors
O Gunpod node is on the other side of the barrier to make it easier for the marines to hold
O Made the MS shorter, and Maintenance Corridors was reworked as a result