Just because the original had silly mistakes, you are gonna leave them in? That's silly, I think. I'm not saying you have to hunt them all down, but if someone points them out, why not fix them for the next release?
<!--QuoteBegin-LagDemon+Apr 19 2004, 02:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LagDemon @ Apr 19 2004, 02:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just because the original had silly mistakes, you are gonna leave them in? That's silly, I think. I'm not saying you have to hunt them all down, but if someone points them out, why not fix them for the next release? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree, bad texture alignment is just ... bad! There's no need to keep 'em bad just because the old bast has it.
How long does it take you to align a texture? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
I think that particular texture alignment is different because it looks like the texture is too big for the face. They might have to skew it or stretch it to make it fit but then it might look worse.
<!--QuoteBegin-Specter+Apr 19 2004, 03:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Specter @ Apr 19 2004, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> maybe you could even add a scorpion that hovers with out flapping... do we finally have a new smart_bomb? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Specter, dammit, that's "t3h scorpi@n taht hov@rs w/o Flaping"
Spell it right for once...
[edit] whoa, the forum masters musta put auto-spell-check on this, you can't even spell "scorpion" and "hover" incorrectly anymore! [/edit]
<!--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-->whoa, the forum masters musta put auto-spell-check on this, you can't even spell "scorpion" and "hover" incorrectly anymore!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
*Does a little dance*, wohoo... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->, this joke isn't exactly ageing like fine whine, maybe now people will stop spamming it.
*testing testing* scorpion, hover. gegamojascorpiongegamoja <--- oh. even when it's hidden in garbage
I know now both where the terms "scorpi@n that h0v@rs without flapping" and "turrents" come from, and where the forum's longest thread (4124 posts) is located.
M3H 1Z 0N3 W17 T3H G4M3Z0RZ!
...sorry for hi-jacking your thread, but I feel this great news must be disseminated.
I thought you were going to keep the mis-alignment just because the old bast had it as well. And if I read this correctly, you are going to fix it, right?
I hope you guys keep the map layout pretty much the same, because it was definately my favorite, including all the tight onos fits and hiding spots. One thing that makes Bast different from other maps is that the marine start is in the middle of the map, surrounded by the 3 alien hives. most other NS maps have 3 hives at the "bottom" of the map, with the marine start at the top, so all aliens had to do was travel northward to find marines.
Bast is different, adding a much more intense level of gameplay to a normal map. to me, Bast is what NS is meant to be, all visions of NS i have involve bast (well, nothing as well...) - dark, mysterious, concealing, and tons of strategies for it. i only wish there were more maps like this - maybe a next project for your team <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> ?
I wanna say Thank You for bringing Bast back to life, a beautiful thing indeed.
However I gotta voice my opinion:
Keep the revolving door the same speed :-D I loved how it caused tension, counting away the seconds until you were sealed safely inside or when the aliens would come pouring out.
Also... I mean... Bast had such a filthy aliens feel. I mean filthy in a good way.
That CC area looks ripped out of the Tanith Marine start or Eclipse.
hey guys, i found an error in the map in feed water..... here it is..
go to the resnode go little forward due north, turn around due north east, look ontop of the vertex hill near the exit toward the ladder, somewhere ull see an error, it looks like a leak?
if you dont know where it is, here ya go <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-IdenTheBox+Apr 22 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IdenTheBox @ Apr 22 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wanna say Thank You for bringing Bast back to life, a beautiful thing indeed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks. We are all proud <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I have noticed a few bugs on ns_bast so here they are:
- The corners of the revolving door goes into the wall while spinning.
- Just before you walk onto the revolving door there is a small strech of the floor where you seem to walk alot slower on, and it seems like your friction is messed up or laggy. The same thing happens throughout the entire marine start vent.
- Alot of the lighting seems to be messed up or poorly done, like in tram tunnel, it seems like the beams of light along the wall are not coming from anywhere. The orange lights from the steam generator outside feedwater has some nice lighting except when you destroy the pipe and one of the heaters turn off, the lighting stays.
- The onos has to crouch through the entire path into EM Drill Shaft, untill it gets to the bridge.
- The stream of lead going into the furnace in refinary doesnt give off light, so it looks kind of silly, and it looks like the lead is slowly moving into the furnace but when you look inside, it looks like it disapears.
- An onos has to crouch to fit through the car in tram tunnel (not actully sure if it can even get through? im probaly wrong.)
- The bright lights around the resource nodes look very silly, because steam doesnt somehow give off very bright light, and when a RT does get built there, the light stays and doesnt look like it's coming from anywhere.
- The wall leading into the vent in tram maintanace seems to be a ladder, but looks like a wall.
<!--QuoteBegin-xMaD-MaNx+Apr 25 2004, 07:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xMaD-MaNx @ Apr 25 2004, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The orange lights from the steam generator outside feedwater has some nice lighting except when you destroy the pipe and one of the heaters turn off, the lighting stays.
[..]
- The bright lights around the resource nodes look very silly, because steam doesnt somehow give off very bright light, and when a RT does get built there, the light stays and doesnt look like it's coming from anywhere. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Sure, if you want to code a new engine with dynamic lighting, and then convince Flayra to make NS for the new engine.
All I have to say is awesome job and thanks for stopping those pesky fades from acid rocketing the marine start through the vent <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-xMaD-MaNx+Apr 25 2004, 08:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xMaD-MaNx @ Apr 25 2004, 08:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have noticed a few bugs on ns_bast so here they are:
- The corners of the revolving door goes into the wall while spinning.
- Just before you walk onto the revolving door there is a small strech of the floor where you seem to walk alot slower on, and it seems like your friction is messed up or laggy. The same thing happens throughout the entire marine start vent.
- Alot of the lighting seems to be messed up or poorly done, like in tram tunnel, it seems like the beams of light along the wall are not coming from anywhere. The orange lights from the steam generator outside feedwater has some nice lighting except when you destroy the pipe and one of the heaters turn off, the lighting stays.
- The onos has to crouch through the entire path into EM Drill Shaft, untill it gets to the bridge.
- The stream of lead going into the furnace in refinary doesnt give off light, so it looks kind of silly, and it looks like the lead is slowly moving into the furnace but when you look inside, it looks like it disapears.
- An onos has to crouch to fit through the car in tram tunnel (not actully sure if it can even get through? im probaly wrong.)
- The bright lights around the resource nodes look very silly, because steam doesnt somehow give off very bright light, and when a RT does get built there, the light stays and doesnt look like it's coming from anywhere.
- The wall leading into the vent in tram maintanace seems to be a ladder, but looks like a wall. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 1.- Yeah, but it was worse before, and if we "fix" that there are going to be more problems.
2.- ??
3.- Have you played the original bast?
4.- We'll try to fix this.
5.- Fixed (the texture wasn't on the rad file).
6.- I'm going to fix this right now (yes, he can get through crouched).
7.- Ok, I'm going to use my favourite answer: Nanites. It was on the original, too.
8.- Yes, we may add a ladder there, not sure, though.
The gamma isn't as bad as the new Eclipse. Overall, I think you guys did a very excellent job. I think that the spots on the res nodes should be toned down, and I apparently have a much different view on who has the advantage. In the games i played, the aliens got whomped pretty much every time. It seems _very_ hard to keep any RTs other than the ones in the start hive, although maybe it was because people forgot how to play bast or were too busy reswhoring. I dunno.
Anyway, good job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
yeah, t'would be nice to have Bast with a general light level similar to <i>something like Nothing</i> ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> pun intended )
Flashing red lights. at least. Just that. plz. If possible, also adjust the hall proportion and steam placement of the new N corridor to match the original.
Old bast was all about atmosphere, and detailing. N corridor was a stellar example and one of my favorite sections of the map. It and other parts of bast made it feel like a "real" starship, as if I was playing a single player game set on the starship Bast. I ask that you restore the details of N Corridor as they were in the past. It was far more atmospheric in the past, now it is just plain.
Comments
I agree, bad texture alignment is just ... bad! There's no need to keep 'em bad just because the old bast has it.
Specter, dammit, that's "t3h scorpi@n taht hov@rs w/o Flaping"
Spell it right for once...
[edit]
whoa, the forum masters musta put auto-spell-check on this, you can't even spell "scorpion" and "hover" incorrectly anymore!
[/edit]
*Does a little dance*, wohoo... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->, this joke isn't exactly ageing like fine whine, maybe now people will stop spamming it.
*testing testing* scorpion, hover. gegamojascorpiongegamoja <--- oh. even when it's hidden in garbage
I know now both where the terms "scorpi@n that h0v@rs without flapping" and "turrents" come from, and where the forum's longest thread (4124 posts) is located.
M3H 1Z 0N3 W17 T3H G4M3Z0RZ!
...sorry for hi-jacking your thread, but I feel this great news must be disseminated.
One thing that makes Bast different from other maps is that the marine start is in the middle of the map, surrounded by the 3 alien hives.
most other NS maps have 3 hives at the "bottom" of the map, with the marine start at the top, so all aliens had to do was travel northward to find marines.
Bast is different, adding a much more intense level of gameplay to a normal map. to me, Bast is what NS is meant to be, all visions of NS i have involve bast (well, nothing as well...) - dark, mysterious, concealing, and tons of strategies for it. i only wish there were more maps like this - maybe a next project for your team <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> ?
However I gotta voice my opinion:
Keep the revolving door the same speed :-D I loved how it caused tension, counting away the seconds until you were sealed safely inside or when the aliens would come pouring out.
Also... I mean... Bast had such a filthy aliens feel. I mean filthy in a good way.
That CC area looks ripped out of the Tanith Marine start or Eclipse.
go to the resnode
go little forward due north, turn around due north east, look ontop of the vertex hill near the exit toward the ladder, somewhere ull see an error, it looks like a leak?
if you dont know where it is, here ya go <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
You are the best ns-bast remaker in the history for ever, for ever...
Let this be a memory post.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks. We are all proud <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
- The corners of the revolving door goes into the wall while spinning.
- Just before you walk onto the revolving door there is a small strech of the floor where you seem to walk alot slower on, and it seems like your friction is messed up or laggy. The same thing happens throughout the entire marine start vent.
- Alot of the lighting seems to be messed up or poorly done, like in tram tunnel, it seems like the beams of light along the wall are not coming from anywhere. The orange lights from the steam generator outside feedwater has some nice lighting except when you destroy the pipe and one of the heaters turn off, the lighting stays.
- The onos has to crouch through the entire path into EM Drill Shaft, untill it gets to the bridge.
- The stream of lead going into the furnace in refinary doesnt give off light, so it looks kind of silly, and it looks like the lead is slowly moving into the furnace but when you look inside, it looks like it disapears.
- An onos has to crouch to fit through the car in tram tunnel (not actully sure if it can even get through? im probaly wrong.)
- The bright lights around the resource nodes look very silly, because steam doesnt somehow give off very bright light, and when a RT does get built there, the light stays and doesnt look like it's coming from anywhere.
- The wall leading into the vent in tram maintanace seems to be a ladder, but looks like a wall.
[..]
- The bright lights around the resource nodes look very silly, because steam doesnt somehow give off very bright light, and when a RT does get built there, the light stays and doesnt look like it's coming from anywhere. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sure, if you want to code a new engine with dynamic lighting, and then convince Flayra to make NS for the new engine.
- The corners of the revolving door goes into the wall while spinning.
- Just before you walk onto the revolving door there is a small strech of the floor where you seem to walk alot slower on, and it seems like your friction is messed up or laggy. The same thing happens throughout the entire marine start vent.
- Alot of the lighting seems to be messed up or poorly done, like in tram tunnel, it seems like the beams of light along the wall are not coming from anywhere. The orange lights from the steam generator outside feedwater has some nice lighting except when you destroy the pipe and one of the heaters turn off, the lighting stays.
- The onos has to crouch through the entire path into EM Drill Shaft, untill it gets to the bridge.
- The stream of lead going into the furnace in refinary doesnt give off light, so it looks kind of silly, and it looks like the lead is slowly moving into the furnace but when you look inside, it looks like it disapears.
- An onos has to crouch to fit through the car in tram tunnel (not actully sure if it can even get through? im probaly wrong.)
- The bright lights around the resource nodes look very silly, because steam doesnt somehow give off very bright light, and when a RT does get built there, the light stays and doesnt look like it's coming from anywhere.
- The wall leading into the vent in tram maintanace seems to be a ladder, but looks like a wall. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1.- Yeah, but it was worse before, and if we "fix" that there are going to be more problems.
2.- ??
3.- Have you played the original bast?
4.- We'll try to fix this.
5.- Fixed (the texture wasn't on the rad file).
6.- I'm going to fix this right now (yes, he can get through crouched).
7.- Ok, I'm going to use my favourite answer: Nanites. It was on the original, too.
8.- Yes, we may add a ladder there, not sure, though.
Anyway, good job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Flashing red lights. at least. Just that. plz. If possible, also adjust the hall proportion and steam placement of the new N corridor to match the original.
Old bast was all about atmosphere, and detailing. N corridor was a stellar example and one of my favorite sections of the map. It and other parts of bast made it feel like a "real" starship, as if I was playing a single player game set on the starship Bast. I ask that you restore the details of N Corridor as they were in the past. It was far more atmospheric in the past, now it is just plain.