3.0b5 Maps

ShoeboxxShoeboxx Join Date: 2005-03-06 Member: 43937Members
<div class="IPBDescription">they were better</div> Most of the maps in the previous version of ns were better. I and many others think that 90% of the maps in 3.0 were ruined, for example co_core actually its fine for the most part except why did u have to put that stupid vent near the marine spawn??... all it does is make the marines' life even harder than it already is.

Comments

  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    <!--QuoteBegin-Shoeboxx+Mar 13 2005, 04:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shoeboxx @ Mar 13 2005, 04:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why did u have to put that stupid vent near the marine spawn??...
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Comments like this shold be directed toward the mapper, preferably PM'D to him and not taking up space in our beautiful forum <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->. your posting a topic in the mapping forums and being very un-specific, theres loadsa ppl here, only one person changed that vent ya know!!!

    <!--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-->all it does is make the marines' life even harder than it already is.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    dry your eyes and play HARDER!(not meant seriously, only jokingly)_
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The co_core vent was put there to help aid the alie- well, you can guess why it was put there. There were apparently problems with that side of the alien hive being camped a lot, so that vent also provides another way for aliens to sneak up behind them and take them out.

    The <i>real</i> reason it was left in (purposes aside) was that the playtesters AFAIK either liked it or didn't have any problems with it. So if you're going to complain to anyone, complain to them. And have fun, because there are quite a lot of them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • AdvPredatorAdvPredator Join Date: 2004-03-04 Member: 27137Members
    The biggest modification that i dont like is co_daimos... Seriously, i don't know what the creator did but omg.... The ambience of the old version was better... Now, the map looks like a map made by a guy whos mapping for 1 week.
  • Tak3rTak3r Join Date: 2004-02-16 Member: 26625Members, Constellation
    I like the newer one.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I can't count the number of times people have said "the maps in 3.0 suck, the old ones were much better". I seriously can't. Do you really think posting a new topic about it in the mapping forums (or anywhere for that matter) is going to change anything? There's a really small chance that the mapper will see your topic. It'd be alot wiser to PM them with your suggestions with <b>constructive criticism</b>. Even though I didn't even make any maps for 3.0, it still pisses me off to see people post things like "the maps are ruined!!!" without offering <b>any</b> constructive criticism for the mappers. How, exactly, should the mappers change it if they don't know what's wrong with it? Do you think you're actually helping the community like this?
    </rant>
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    What brute force said ^
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Man i butchered my maps. It's okay though, how was i to know PSJ would be a total deathtrap, it's not like we didn't PT them properly?!
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited March 2005
    <!--QuoteBegin-MrBen+Mar 13 2005, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrBen @ Mar 13 2005, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man i butchered my maps. It's okay though, how was i to know PSJ would be a total deathtrap, it's not like we didn't PT them properly?! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    yeah and pipeline is like totally not a pipeline its a huge hall where you spawn at the other end (if youre lucky) and the marines (and your rt) are at the other end.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> they change 1 problem for other special to pipeline they fix the hvie entrance but leave a alrge room for ppl fight and die making unsecure hive and easy t odie and lostres nodes.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Like I read earlier from someone else and Mr. Ben. There is no where to lay the blame, although things are there more so because the PTs wanted them there. Think of mappers as pawns.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Thaldarin+Mar 13 2005, 10:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 13 2005, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Like I read earlier from someone else and Mr. Ben. There is no where to lay the blame, although things are there more so because the PTs wanted them there. Think of mappers as pawns. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    actually i think ben is totally responsible for all the crap we have to endure now ;D
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-TOmekki+Mar 13 2005, 04:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Mar 13 2005, 04:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thaldarin+Mar 13 2005, 10:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 13 2005, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Like I read earlier from someone else and Mr. Ben. There is no where to lay the blame, although things are there more so because the PTs wanted them there. Think of mappers as pawns. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    actually i think ben is totally responsible for all the crap we have to endure now ;D <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Only the decision to change the Eclipse spawn. Which I loathe because it changes almost every version update. The first one was my favourite <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Not played on the latest one though, so I can't comment.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-AdvPredator+Mar 13 2005, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AdvPredator @ Mar 13 2005, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The biggest modification that i dont like is co_daimos... Seriously, i don't know what the creator did but omg.... The ambience of the old version was better... Now, the map looks like a map made by a guy whos mapping for 1 week. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    if you ask me the old version of daimos looked like a joke to me, no details, wide hallways.
    the ew one looks pretty good.
    but it isnt daimos anymore. shure, layout seems to be the same bt the changes are too massive to call it "daimos V2".

    always thought about the new daimos as an apology because the old one really didnt deserved the "official" mark.

    but still it isnt daimos any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    its kinda funny that the beta 3.0 maps had been changed to its current state.
    my favourite bug > ns_hera: route from archiving to holoroom - wall isnt existent. this grafic bug is just embarasing.

    and I like the final version of bast pretty good. only the path near the cc to mainaft is a mapper-joke.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--QuoteBegin-Lt Gravity+Mar 13 2005, 11:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Mar 13 2005, 11:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and I like the final version of bast pretty good. only the path near the cc to mainaft is a mapper-joke. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> i wanna see some day skybox in bast and a conection aft main to hallway betwen the cc and atmosfheric and a second exit from cc in the top conecting the reactor to n hall way that hallway leads up to atmospheric like the old 2.0 u have to jump inside a elevator vent to arrive in up atmosferic or go behind feedwater.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    o_0 anybody with a translation at hand?
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-carioca+Mar 13 2005, 04:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Mar 13 2005, 04:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Gravity+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[...] translation?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Certainly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <i>carioca says:</i>

    <i><!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> I wanna see a daytime skybox in Bast and a connecting route between Main Aft and the hallway situated betwen the CC and Atmospheric. Also on my list of preferences is a second exit from CC at the top, connecting the reactor to the hallway that leads to Atmospheric like the old version 2.0, you have to jump inside an elevator vent to arrive at upper atmospheric or go behind feedwater.</i>

    But there's still some confusion over this... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    <!--QuoteBegin-TOmekki+Mar 13 2005, 05:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Mar 13 2005, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thaldarin+Mar 13 2005, 10:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 13 2005, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Like I read earlier from someone else and Mr. Ben. There is no where to lay the blame, although things are there more so because the PTs wanted them there. Think of mappers as pawns. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    actually i think ben is totally responsible for all the crap we have to endure now ;D <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'd like to say that any map touched by MrBen is total rubbish, especially co_campers2

    he should be banned from life, right now.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    @ crispy: what would we all do without you and your "carioca-talent"? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    @ thaldarin: the new eclpise spawn is meant to be a mix of 1.0 and 3.0b. however, in my eyes its crap. no doors, the space from doorframe and cc is so short that it will possbily never happen to do any damage to "flyby" fades.
    I liked the 1.0 marinespawn the best exspecially with its large windows. only fixing the foreroom and maybe rescaling the back would have been the PERFECT final 3 marinestart. visual ownage <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
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