Re-adding the water/miasma effect to Triad Generator (back in 1.0x) would be soooo awesome. Though I understand it was taken out for server proformance. Still be sweet if brought back.
<!--QuoteBegin-Thrillhouse+Mar 27 2004, 03:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thrillhouse @ Mar 27 2004, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Re-adding the water/miasma effect to Triad Generator (back in 1.0x) would be soooo awesome. Though I understand it was taken out for server proformance. Still be sweet if brought back. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What was that? Screenie please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> (my memries from eclipse sucks, i dont remember anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> )
I just went a looked through the 1.0, 2.0 and 3.0 eclipse maps and the only thing I noticed that changed a lot about triad generator other then the higher area coming from marine start is the fact that the water and railings that were below the generators were removed... you want those back? If so, I don't understand your reasoning, it looks better without them <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> Eclipse would be cooler with some more dome window thingys in the roof though, I noticed one outside marine spawn on the triad side was removed, and it looks better with it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
ns_nothing: Please if you do just one thing to that map, <b>make those elevators non-stop</b>. Its the most exploitable thing right now, being able to comm-control, spitball and buttonpress those elevators while in movement. The most obvious being a marine letting an Onos take the elevator half way up, then stopping it - even if an Alien teammate helps out, the comm can keep the elevator stopped.
Eclipse was the first map I ever played in NS and I have loved ever since.
However I have some improvements ideas:
Triad vs keyhole Triad is a hard area for the marines, many entry-places and very dark. Compare that to the bright hallway keyhole-maint area. I suggest adding lights to triad and redusing light in the keyhole area. More obsticals in keyhole area?
Maint hive I would like a vent from maint-hive to horseshoe vents.
Eclipse hive To camp eclipse hive is easy. I want a vent from EC to the vents closer to CC. The vent to triad should be moved to make it harder for camping marines.
The roof (ceiling?) of EC should be higher. Then JPs can take it out and gorges can build chambers on top of EC hive.
Computer Core hive CC hive is fine, but adding water to the floor directly below hive and some water dripping from ceiling would be nice atmosphere.
Tournament mode, if you spawn at the wrong side of marine start you wish the mapper rethink.
HellbillyA whole title out of pity...Join Date: 2002-11-02Member: 3931Members, NS1 Playtester, Constellation
I have two vent suggestions for Eclipse. Those won't require alot of work as far as i can see and may or may not help in the Keyhole/South Loop area, but i would like to know what people think.
It's best described with my l33t h4x photoshop skillz:
<a href='http://www.hellbilly.net/img/keyhole1.jpg' target='_blank'>A vent under the Keyhole floor</a>
<a href='http://www.hellbilly.net/img/keyhole2.jpg' target='_blank'>How it could connect to South Loop</a>
<a href='http://www.hellbilly.net/img/compcore1.jpg' target='_blank'>A vent from South Loop to Computer Core</a>
<a href='http://www.hellbilly.net/img/compcore2.jpg' target='_blank'>And how it would exit in Comp Core</a>
These aren't any big changes in my opinion, but they might help the skulks travel through that area.
Yes, hellbilly's suggestions are nice and elegant, you got my vote <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
^^^what he said <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Yea, right now SL is extremly easy to defend against aliens coming from the CC direction. It takes 3+ skulks to take down one marine defending it, and there is no way of getting around him... well, apart from running around power sub/horseshoe aka "the shooting galleries".
Not quite as important is the fact that holding SL and keyhole - two extremly easy spots to hold - can hold the whole alien team locked up in maintenance. While it's easy to get into SL from maint, it's impossible to get OUT of it without defeating all marines there... so if the aliens starts in maint and marines gets there and turrets it up, it's basically game over.
Getting that vent in place would make it less of the favorite marine strategic spot.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I think Hellbilly just made his suggestions a guaranteed in. I like that idea; I've been trying to figure out ways to get things a bit more functional in that area myself.
what about the NS_Nothing ideas, or are they too extensive?
edit: Maybe you could set a time when you'd come into #naturalselection on etg and discuss what could be done before you take up your job? That'd be an awesome way to get some in depth feedback, although yeah, you'd have to block all PMs... :\
HellbillyA whole title out of pity...Join Date: 2002-11-02Member: 3931Members, NS1 Playtester, Constellation
<!--QuoteBegin-KungFuSquirrel+Mar 31 2004, 02:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Mar 31 2004, 02:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think Hellbilly just made his suggestions a guaranteed in. I like that idea; I've been trying to figure out ways to get things a bit more functional in that area myself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That's nice to hear KFS.
I thought it was a small but effective change and it doesn't really change the already great look of the map, but makes it a little easier to get around in that area. It also made sense since there already is a semi-vent under that floor that leads to Horseshoe.
Hellbilly's idea's look like a nice change, but I need to honestly ask that it be added upon. And what I propose is this:
Connect the vent that already leads out of maintainence (the one that goes to SLoop) with the new vent that leads under the keyhole floor (the one HellBilly suggested). Currently The keyhole side of maintenence, or both to some degree; keyhole side is much worse, is a long hallway of death.
But even if this isn't added (what I'm suggesting), his ideas will definately help out the situation in that area.
I haven't found red room to be useful in sieging viaduct at all since 1.04, since by the time you have JPs in 2.0 and up the aliens usually have a second hive and own you out of there fast
<!--QuoteBegin-bioshock+Mar 31 2004, 11:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bioshock @ Mar 31 2004, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I haven't found red room to be useful in sieging viaduct at all since 1.04, since by the time you have JPs in 2.0 and up the aliens usually have a second hive and own you out of there fast <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Completely worthless in competitive play, but extremely hillarious to do in a pub: Use mines to get into RR from the Ominous Kismet side and then siege. I've seen it work once or twice and the reaction from the aliens when you siege Via from RR at the 4 minute mark is absolutely worth the effort required.
HellbillyA whole title out of pity...Join Date: 2002-11-02Member: 3931Members, NS1 Playtester, Constellation
<!--QuoteBegin-$in+Mar 31 2004, 02:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ($in @ Mar 31 2004, 02:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hellbilly's idea's look like a nice change, but I need to honestly ask that it be added upon. And what I propose is this:
Connect the vent that already leads out of maintainence (the one that goes to SLoop) with the new vent that leads under the keyhole floor (the one HellBilly suggested). Currently The keyhole side of maintenence, or both to some degree; keyhole side is much worse, is a long hallway of death.
But even if this isn't added (what I'm suggesting), his ideas will definately help out the situation in that area. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hmmm, i think what you are saying is excactly what i suggested. The vent under the keyhole floor connects to the existing vent that comes out of maintenance and into south loop. You can see it in this image:
<!--QuoteBegin-Hellbilly+Mar 31 2004, 02:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hellbilly @ Mar 31 2004, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-$in+Mar 31 2004, 02:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ($in @ Mar 31 2004, 02:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hellbilly's idea's look like a nice change, but I need to honestly ask that it be added upon. And what I propose is this:
Connect the vent that already leads out of maintainence (the one that goes to SLoop) with the new vent that leads under the keyhole floor (the one HellBilly suggested). Currently The keyhole side of maintenence, or both to some degree; keyhole side is much worse, is a long hallway of death.
But even if this isn't added (what I'm suggesting), his ideas will definately help out the situation in that area. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Hmmm, i think what you are saying is excactly what i suggested. The vent under the keyhole floor connects to the existing vent that comes out of maintenance and into south loop. You can see it in this image:
<img src='http://www.hellbilly.net/img/keyhole2.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ahh, i see your point. I thought, from that image, that there would be a <u>lower</u> vent opening in SLoop. But thinking back, that would indeed be where the vents connect.
Billeh and KFS I just had a thought, what do you think about making the compcore vent a weldable... as you can see in my attached pic.
Reasons:
1. Lack of weldables overall in ns_eclipse
2. That's the only other seige spot to comp core apart than the other side. As it is right now it's extreamlly unpopular to siege from that side, and if the vent was not weldable it would guarentee that the spot would never be used again as building marines would be easily ambushed from that vent.
in the vent from maint to south loop is pretty dark, i usually never know where the dang exit is at... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Hmm... true... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> The bridge would instead just turn to power solo...
Edit: No, wait, it could be a larger room too, not just big enough for the nozzle. Fuel storage res nozzle?
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
ns_eclipse Changes: 3.0 Beta 4 ============================== X - Adjustments made to marine spawn X - New vent added between South Loop/Maintenance Vent and Keyhole X - New vent added between South Loop and Computer Core X - New weldable added on South Loop/Computer Core vent X - Old Triad pits/effects restored X - Old skylights near marine spawn restored X - Restored ns_eclipse.wad X - Various texture usage optimizations X - Adjusted Triad layout to allow better res defense (experimental) X - Made additional optimizations by running planes optimization (was 65% unoptimized)
<!--QuoteBegin-KungFuSquirrel+Apr 5 2004, 10:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 5 2004, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ns_eclipse Changes: 3.0 Beta 4 ============================== X - Adjustments made to marine spawn X - New vent added between South Loop/Maintenance Vent and Keyhole X - New vent added between South Loop and Computer Core X - New weldable added on South Loop/Computer Core vent X - Old Triad pits/effects restored X - Old skylights near marine spawn restored X - Restored ns_eclipse.wad X - Various texture usage optimizations X - Adjusted Triad layout to allow better res defense (experimental) X - Made additional optimizations by running planes optimization (was 65% unoptimized) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> X - Made back up of file on disc in case of hard drive failure....... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Comments
What was that? Screenie please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> (my memries from eclipse sucks, i dont remember anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> )
Eclipse would be cooler with some more dome window thingys in the roof though, I noticed one outside marine spawn on the triad side was removed, and it looks better with it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Please if you do just one thing to that map, <b>make those elevators non-stop</b>. Its the most exploitable thing right now, being able to comm-control, spitball and buttonpress those elevators while in movement. The most obvious being a marine letting an Onos take the elevator half way up, then stopping it - even if an Alien teammate helps out, the comm can keep the elevator stopped.
Speak to us KungFuSquirrel :D~
edit: Ick, I spelt squirrel wrong, D:
Eclipse was the first map I ever played in NS and I have loved ever since.
However I have some improvements ideas:
Triad vs keyhole
Triad is a hard area for the marines, many entry-places and very dark. Compare that to the bright hallway keyhole-maint area. I suggest adding lights to triad and redusing light in the keyhole area. More obsticals in keyhole area?
Maint hive
I would like a vent from maint-hive to horseshoe vents.
Eclipse hive
To camp eclipse hive is easy. I want a vent from EC to the vents closer to CC. The vent to triad should be moved to make it harder for camping marines.
The roof (ceiling?) of EC should be higher. Then JPs can take it out and gorges can build chambers on top of EC hive.
Computer Core hive
CC hive is fine, but adding water to the floor directly below hive and some water dripping from ceiling would be nice atmosphere.
Tournament mode, if you spawn at the wrong side of marine start you wish the mapper rethink.
It's best described with my l33t h4x photoshop skillz:
<a href='http://www.hellbilly.net/img/keyhole1.jpg' target='_blank'>A vent under the Keyhole floor</a>
<a href='http://www.hellbilly.net/img/keyhole2.jpg' target='_blank'>How it could connect to South Loop</a>
<a href='http://www.hellbilly.net/img/compcore1.jpg' target='_blank'>A vent from South Loop to Computer Core</a>
<a href='http://www.hellbilly.net/img/compcore2.jpg' target='_blank'>And how it would exit in Comp Core</a>
These aren't any big changes in my opinion, but they might help the skulks travel through that area.
Just my two cents.
Not quite as important is the fact that holding SL and keyhole - two extremly easy spots to hold - can hold the whole alien team locked up in maintenance. While it's easy to get into SL from maint, it's impossible to get OUT of it without defeating all marines there... so if the aliens starts in maint and marines gets there and turrets it up, it's basically game over.
Getting that vent in place would make it less of the favorite marine strategic spot.
edit: Maybe you could set a time when you'd come into #naturalselection on etg and discuss what could be done before you take up your job? That'd be an awesome way to get some in depth feedback, although yeah, you'd have to block all PMs... :\
That's nice to hear KFS.
I thought it was a small but effective change and it doesn't really change the already great look of the map, but makes it a little easier to get around in that area. It also made sense since there already is a semi-vent under that floor that leads to Horseshoe.
Connect the vent that already leads out of maintainence (the one that goes to SLoop) with the new vent that leads under the keyhole floor (the one HellBilly suggested). Currently The keyhole side of maintenence, or both to some degree; keyhole side is much worse, is a long hallway of death.
But even if this isn't added (what I'm suggesting), his ideas will definately help out the situation in that area.
Completely worthless in competitive play, but extremely hillarious to do in a pub: Use mines to get into RR from the Ominous Kismet side and then siege. I've seen it work once or twice and the reaction from the aliens when you siege Via from RR at the 4 minute mark is absolutely worth the effort required.
Connect the vent that already leads out of maintainence (the one that goes to SLoop) with the new vent that leads under the keyhole floor (the one HellBilly suggested). Currently The keyhole side of maintenence, or both to some degree; keyhole side is much worse, is a long hallway of death.
But even if this isn't added (what I'm suggesting), his ideas will definately help out the situation in that area. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hmmm, i think what you are saying is excactly what i suggested. The vent under the keyhole floor connects to the existing vent that comes out of maintenance and into south loop. You can see it in this image:
<img src='http://www.hellbilly.net/img/keyhole2.jpg' border='0' alt='user posted image' />
Connect the vent that already leads out of maintainence (the one that goes to SLoop) with the new vent that leads under the keyhole floor (the one HellBilly suggested). Currently The keyhole side of maintenence, or both to some degree; keyhole side is much worse, is a long hallway of death.
But even if this isn't added (what I'm suggesting), his ideas will definately help out the situation in that area. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hmmm, i think what you are saying is excactly what i suggested. The vent under the keyhole floor connects to the existing vent that comes out of maintenance and into south loop. You can see it in this image:
<img src='http://www.hellbilly.net/img/keyhole2.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ahh, i see your point. I thought, from that image, that there would be a <u>lower</u> vent opening in SLoop. But thinking back, that would indeed be where the vents connect.
My bad.
Reasons:
1. Lack of weldables overall in ns_eclipse
2. That's the only other seige spot to comp core apart than the other side. As it is right now it's extreamlly unpopular to siege from that side, and if the vent was not weldable it would guarentee that the spot would never be used again as building marines would be easily ambushed from that vent.
The bridge would instead just turn to power solo...
Edit: No, wait, it could be a larger room too, not just big enough for the nozzle. Fuel storage res nozzle?
==============================
X - Adjustments made to marine spawn
X - New vent added between South Loop/Maintenance Vent and Keyhole
X - New vent added between South Loop and Computer Core
X - New weldable added on South Loop/Computer Core vent
X - Old Triad pits/effects restored
X - Old skylights near marine spawn restored
X - Restored ns_eclipse.wad
X - Various texture usage optimizations
X - Adjusted Triad layout to allow better res defense (experimental)
X - Made additional optimizations by running planes optimization (was 65% unoptimized)
==============================
X - Adjustments made to marine spawn
X - New vent added between South Loop/Maintenance Vent and Keyhole
X - New vent added between South Loop and Computer Core
X - New weldable added on South Loop/Computer Core vent
X - Old Triad pits/effects restored
X - Old skylights near marine spawn restored
X - Restored ns_eclipse.wad
X - Various texture usage optimizations
X - Adjusted Triad layout to allow better res defense (experimental)
X - Made additional optimizations by running planes optimization (was 65% unoptimized) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
X - Made back up of file on disc in case of hard drive failure.......
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Cant wait for beta 4.