Ns_bast Feedback
Mendasp
I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
I hope you liked our bast remake. It had some res changes, so I hope it's a bit more fair for marines (aliens still dominate, but a bit less <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). It took us some time to be able to reduce the entity count to accomodate to the 3.0 limits, so we haven't been able to do layout changes to balance the map.
Post here your thoughts about bast, any bugs you found, proposed changes (visual and gameplay), etc.
Here is our (first) proposed layout change:
<img src='http://mrben.thezazi.net/images/omghax.jpg' border='0' alt='user posted image' />
Post here your thoughts about bast, any bugs you found, proposed changes (visual and gameplay), etc.
Here is our (first) proposed layout change:
<img src='http://mrben.thezazi.net/images/omghax.jpg' border='0' alt='user posted image' />
Comments
About the proposed changes, does that new vent between MS and engine corridor join with the vent to MS? If so, argh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Other than that, the map has a great feeling, and although I think feedwater hive is a tad bit too green, the new layout is a huge improvement.
And the res was moved to avoid Databank Access from being the initial res <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Some stuck issues in the engine hive for for all forms of life in NS (onos not included in picture 1 and 3)
The red wireframe in this picture is the part trough which one can't move in the direction of the arrow, close to the wall its logical the player can't move in the direction of the arrow. But further away from wall it looks like the player can move . Pretty annoying trying to dodge marine bullets only to get stuck
Something is there but I cannot see it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Same problem as picture 1
-Drill shaft electric arcs are not there
-perhaps speed up the elevator from main aft to the place near tram? I mean, give people a reason to use it. Most people now either jump/slide or use the ladder.
-the button on the engine side of the main aft door (the one that flips up) doesnt work
good work on the remake <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
About the res node; we haven't had problems with the new node, but we'll look if we can fix it.
<!--QuoteBegin-Umbraed Monkey+Apr 25 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Apr 25 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-Drill shaft electric arcs are not there<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They weren't on 2.0, so they aren't on the remake, either.
And, Kouji, thanks, we'll fix that ASAP. Btw, we are using -cliptype precise... so that's quite strange.
Re: Speeding up the elevator. It can lead to problems like players dieing by no apparent reason, but we will try.
Also, the button on engine that isn't working, you have to use it looking down a bit more, and... it's fixed already.
Other then that, great job on the map.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
well, when youre done the remake and you got spare <weird HL-jargon> leftover, consider putting em back in. They were nice and hypnotic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
0verpowering: lol?
If we get more complaints about the door speed, we will change it. And, what's wrong with the underwater tunnels? If you explain it a bit more, we could fix it... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Umbraed Monkey+Apr 25 2004, 06:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Apr 25 2004, 06:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Mendasp+Apr 25 2004, 10:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 25 2004, 10:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They weren't on 2.0, so they aren't on the remake, either. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well, when youre done the remake and you got spare <weird HL-jargon> leftover, consider putting em back in. They were nice and hypnotic <!--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-->
If we can optimize the entity count even more, we will put them back. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
1rst engine :
Like "maintenance" in eclipse, and like "ventilation in origin" : onos has only one way, skulk are defenceless
2nd Marine start :
the CC place looks great !
the elevator is use-less, remove it, change it, or make the MS's floor low
The swivel is a big problem too. Anyone want hes destruction, so let's destruc him.
See atached image...
And, for less bug, remove the ground of the swivel (like a REAL swivel)
I've always secretly hoped that eventually another room would be put back there and the second airlock would become usable. Those vents (unless they were to run at a higher altitude than the airlock, which is certainly possible) would seem to preclude the addition of future expansions there.
The most common place i get stuck is Kouji San's picture 2
I've always secretly hoped that eventually another room would be put back there and the second airlock would become usable. Those vents (unless they were to run at a higher altitude than the airlock, which is certainly possible) would seem to preclude the addition of future expansions there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We would use the unused vent on the other side, seems more appropiate.
<!--QuoteBegin-Xale+Apr 25 2004, 08:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xale @ Apr 25 2004, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1rst engine :
Like "maintenance" in eclipse, and like "ventilation in origin" : onos has only one way, skulk are defenceless
2nd Marine start :
the elevator is use-less, remove it, change it, or make the MS's floor low
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
We know the engine problems, we just didn't have time to move the hive and add a second exit for it.
Well, the elevator makes the marines able to get into the vents, so they aren't all that useless <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-crypt+Apr 25 2004, 07:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Apr 25 2004, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There is one great bug I have to complain about. As a rine you can swim inside the the feedwater hive! There you are nearly invictible. A guy has done thin in pcw against us and nearly knifed the hive down (we used para and heathspray to kill him... really annoying :/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
repro steps?
I only have a few suggestions for change (even tho b4 has been released)
1. Make the elevator in Marine Start faster AND smoother. I get a lot of clipping problems.
2. Engine hive could be a bit smaller, its JP wonderland.
3. What is behind the second airlock? 0.o
I'm assuming it's a func_door with a huge lip or a func_train.
It could be a func_tracktrain with heaps of track entites but that would mean about a hojillion entities tied up in one feature.
--Scythe--
Just my two cents.
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
Heres what i suggest. Its a bigger version of engine room area. Blue are where i think new vents should be. Ohyes make it darker. Bast was the most atmospheric of the ns maps. it should be kept like that
I'm also chiming in to say that the rotating door and the slanted elevator down towards refinery should both go slowly.
The slowness of the rotating door is part of what helps engine not be such a marine friendly hive, and it ads hella suspense.
The slowness of the slanted elevator is mostly for atmospherics: no matter how fast it goes, people are going to use the ladder anyway: the vater is really about blocking visibility and gunfire down from above. It's also good cover for skulks.
Also confirming: there is some sort of exploit having to do with the feedwater hive. A rine can get "in" it from underwater and merrily stab away, safe from harm.
The only thing I'm not so crazy about is the ease in which marines can sneak into the vent to get below feedwater and set up a phase or siege. That passageway is not commonly traveled by aliens, so its hard to catch them in the act until it's too late.
We're going to reduce the compile gamma value on later versions (so it's closer to the original).
As for the rest of the comments, keep it going guys, we appreciate every bit of feedback, heh.