Fenris Remake Team

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Comments

  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    <!--QuoteBegin-Invader Scoot+Jun 28 2004, 10:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Jun 28 2004, 10:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well now might be the time to start brainstorming what we can do to get the map slightly more balanced, after all, two double resource nodes right next to marine start like this isn't too cool. I think maybe we should think of deleting one of the res nodes from the Maintanence double res. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well we don't know how it plays so we can't balence a lot yet.
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    You should perhaps... err, in any case make it smaller. A lot smaller. And get rid of the ridiculous huge height differences.

    *cough* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    could we put together what we got and compile it to see how the finished part of the map plays?
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited June 2004
    <!--QuoteBegin--Sir_Pepe-+Jun 28 2004, 02:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Sir_Pepe- @ Jun 28 2004, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You should perhaps... err, in any case make it smaller. A lot smaller. And get rid of the ridiculous huge height differences.

    *cough* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Or you have *cough* not lost the source *cough*. And anyway big maps are cool, and for a server like NSArmslab.com's Classic which holds like 25 people it's really good to be on a big map. Not all maps have to be the same size! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <!--QuoteBegin-Vahn_Paktu+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vahn_Paktu)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well we don't know how it plays so we can't balence a lot yet.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    But all we're doing right now is remaking the map, so it should be almost exactly like the original, which means that if we playtest the old one it's almost exactly like playtesting the new one. So....
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    grr cargo module b is giving me a headache, anyone want to take it? i got that hall done that goes to it as you saw on previous page (my webserver is down now because got to have another server in its place) but still cant find out why the map is clipping players bad on that bend behind the ladder.
  • DeadCellDeadCell Join Date: 2003-06-03 Member: 16981Members
    If you guys ever need some more people to playtest a finished version of the map find me on irc "DeadCell". Im a fan of the map and really like how you guys are remaking it
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    I got the pipes fixed. Gonna send it in to you now by pm.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited September 2012
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited July 2004
    oh **** my second part! i really should do that... very soon.

    to invader scott : Huge maps generally are not cool, everyone is so spaced out all over the map there is little coordination. Just my opinion (obviously <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> ).
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Well maybe once ns has the alien's res flow fixed for larger games then maybe there will be more servers out there that can hold a lot of people. Then more people might like the bigger maps to play on and stuff... But let's just wait and see until we get to playtest fenris to find out if we absolutely need to make it smaller.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    as i said before, is there any possible way to put the finished areas together in one map and playtest what we have?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    10,000 years later....
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited July 2004
    some people cant even remember this map...
    edit:
    try and buy! means: put together the first beta and we will see what is left to do.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    lol, i have asked this numerous times and have had no response. then the topic continues like i never posted.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Ok now I have finally played the old fenris with other people on a very large scale game. 11vs11* on NSArmslab.com Classic Server. Anyway, I found that the map was just huge, I never noticed how big it actually was. When I say huge I don't mean size of the map overall either, I mean how big it is scaled to actual aliens. You could stack like 6 onos in most of the hallways. I played 2 games, both were marine wins and I definitely think it was because of bad team work on the alien side. But the big halls did give the marines a definite advantage because of the big distance, but the two double res's aren't as close to the MS as you think. <b>BOTH</b> games I played aliens actually ended up taking over sigma cluster (middle double res) with ease at the beginning of the game. I really do think that the old map still needs to be played a bit more before we can tell what needs to be fixed, but at least this is a start.




    *On big games like this it's hard for aliens to win anyway....
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