Ns_bast For Beta 5

MendaspMendasp 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'd post a changelog but there's many things that have changed, and if you want to know which bugs have been fixed, well, you have the bugtracker for that...

I took some pics from the latest build of bast, so here they are...

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast1.jpg' border='0' alt='user posted image' />
Engine has two exits now? Wow! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast2.jpg' border='0' alt='user posted image' />
New area outside MS

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast3.jpg' border='0' alt='user posted image' />
No more elevator in MS! (the door starts closed when the game starts, btw)

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast4.jpg' border='0' alt='user posted image' />
Feewater won't burn your eyes now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast5.jpg' border='0' alt='user posted image' />
Onos can now pass through there without crouching!

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast6.jpg' border='0' alt='user posted image' />
R.I.P.

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast7.jpg' border='0' alt='user posted image' />
Moved res outside refinery here, so Ref and Engine "share" this res.

<img src='http://mendasp.thezazi.net/mapas/bast_remake/beta5/ns_bast_overview.jpg' border='0' alt='user posted image' />
And, finally, the layout...


Of course, this is all subject to change, but I think it's pretty much ready for sending to Flayra, I thought it would be nice to know what the community thinks about it... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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Comments

  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    ...The spinny doors had to go, didnt they <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->


    I say you take out the last trace of the elevator in MS. Theres no real point in it now, and it looks weird, sitting between the exit and a slope. It just doesnt make sense.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--QuoteBegin-Umbraed Monkey+Jun 27 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Jun 27 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I say you take out the last trace of the elevator in MS. Theres no real point in it now, and it looks weird, sitting between the exit and a slope. It just doesnt make sense. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True. Well, it was there to leave the impression that there was something below, but I think I should just completely remove it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited June 2004
    <!--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-->Engine has two exits now? Wow! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> *Kisses Mendasp*
    <!--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-->Onos can now pass through there without crouching!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> *Kisses Mendasp again*

    Awesome work, Mendasp.


    [EDIT]<!--QuoteBegin-Mendasp+Jun 27 2004, 08:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 27 2004, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Umbraed Monkey+Jun 27 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Jun 27 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I say you take out the last trace of the elevator in MS. Theres no real point in it now, and it looks weird, sitting between the exit and a slope. It just doesnt make sense. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    True. Well, it was there to leave the impression that there was something below, but I think I should just completely remove it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Perhaps - to maintain the illusion that there is something below that level - the elevator could be broken. Or break when someone tries to use it or get on it.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-Dragon_Mech+Jun 27 2004, 09:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jun 27 2004, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [EDIT]<!--QuoteBegin-Mendasp+Jun 27 2004, 08:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 27 2004, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Umbraed Monkey+Jun 27 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Jun 27 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I say you take out the last trace of the elevator in MS. Theres no real point in it now, and it looks weird, sitting between the exit and a slope. It just doesnt make sense. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    True. Well, it was there to leave the impression that there was something below, but I think I should just completely remove it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Perhaps - to maintain the illusion that there is something below that level - the elevator could be broken. Or break when someone tries to use it or get on it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Im not sure if you get it.. The slope leads to an elevator which, if lowered, disallows anyone from going to the door. No sane spacestation designer will design a room like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. Either remove it, or put the elevator elsewhere. Frankly, the huge elevator in the middle of marine spawn is enough to show that "there is more to the ship".
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    bah well why i dont mean to moan you've remove some of the things that for me at least made bast great.
    The elevator the spinny door and imo looks like engine has been changed too much.

    While ill wait till the beta to reserve final judgement im pretty sure im gonna make a copy of ns_bast beta 4a and put it on my server as bast_classic or something.

    While the other changes do look great and good it was these few things that imo made bast distinctive and set it apart from the other maps and kept it in my top 3 favourate maps
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Looking good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Very nice changes. Is it almost finished yet then?
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I WANT TO PLAY NOW! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Played <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    The way I see it marines have <b>1</b> exit to Marine Spawn... I don't even see that evil bile-bomb vent anymore.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Invader Scoot+Jun 27 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Jun 27 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The way I see it marines have <b>1</b> exit to Marine Spawn... I don't even see that evil bile-bomb vent anymore. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you blind? There are two exits clearly shown on the layout.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Ahhh so this is an exit:
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Good job, Mendasp. You killed bast. Thanks! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Looks good. I'm pretty sure it will be a more fun map to play now, even though some of the things that made ns_bast...ns_bast, had to go. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Invader Scoot+Jun 27 2004, 03:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Jun 27 2004, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ahhh so this is an exit: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I suppose it wasn't that obvious, sorry.
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    Absolutely awesome.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    realy great jub you fixed my favorite onos Trap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Good job with the map.
  • SlayerXSlayerX Poland Join Date: 2004-03-01 Member: 27028Members
    Absolutely awesome man! Can't wait to play <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    All in all it looks good. My only suggestion in those shots is that you rework the opening in the tram to line up better with the texture
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Cant wait to give this a try.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I deleted the rotating door! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • Jas0Jas0 Join Date: 2003-12-06 Member: 24054Members
    Nice, hows the entity count, lower than before?
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Could you post a layout with all the RTs highlighted (MS and Hives too for some) because atm it is a tad hard to find them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Brilliant stuff hombre, I can't wait to play it.
  • FreagaZFreagaZ Join Date: 2002-11-09 Member: 7894Members, Constellation
    The lack of spinny doors makes this map so much more funner to play... at least in pubs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited June 2004
    <!--QuoteBegin-Jas0+Jun 27 2004, 07:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jas0 @ Jun 27 2004, 07:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice, hows the entity count, lower than before? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Beta 4 Entity count: 255
    Beta 5 Entity count: 243

    <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    hrmm, I dunno, now the airlock has lost most of its significance
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--QuoteBegin-moultano+Jun 27 2004, 06:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 27 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All in all it looks good. My only suggestion in those shots is that you rework the opening in the tram to line up better with the texture <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hmm, could you explain a bit more?
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    the pics feel kinda bright

    OMG NOES YOU KILLD TEH REVOLVING DOOR !!!111one
    damn you mrben
  • VininVinin Join Date: 2002-11-07 Member: 7601Members
    Adn refinery is still utterly huge...thats the only problem with the map right now.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-Mendasp+Jun 27 2004, 01:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jun 27 2004, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 27 2004, 06:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 27 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All in all it looks good. My only suggestion in those shots is that you rework the opening in the tram to line up better with the texture <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hmm, could you explain a bit more? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It fits well at the top, but at the bottom it cuts off the curve in that part of the texture a little awkwardly. It may not be possible to get a clean Onos sized opening out of that texture though. I wouldn't sweat it.
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