One thing I've always wanted to see in Eclipse is doors.
You know, like the doors that don't work in Caged, Hera, Tanith, Bast, etc that REALLY makes me wonder what the rest of the facility is like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I only just got here and everyone's going on about how amazing it looks.... but the screenshot links seem to be broken... I want to see them!
EDIT: They're working now... 3rd time lucky. Oh well.
It looks really good KFS, nice work! Lol, I'll like it when those people that don't check these forums play this map as Fades, run up to the Marine Spawn and go, "Wtf?! This isn't the Marine Spawn...!"
(Wtf stands for Wow! Terrific Fun. No bad language)
2 things. I must be brief D: 1 The support thingies (what are they called? trusses? the red crisscrossing metal things) in the computer core hive on the cieiling... make them illusionaries, so you can pass through them. (currently you can't) 2 make the weldable vent like bast's where it must be sealed from the far end
Is the strange bug where turret factories (placed near the resource node at the Eclipse Command Hive or in the Southloop, below and to the left of the vent) are un-Upgrageable fixed? This can be a real game killer =(
I just got home, that's why I haven't posted yet. Every shot looks great, and better than the places that they previously were. The new marine spawn looks better, and all that infestation in the command hive looks almost like a jungle, really amazing stuff. My complaint would be the vents--I really loved how out-of-the way the vents in Eclipse 1.0 were, and the two new vents smack in the middle of the wall look a little, well, not quite as good. And, are you sure about having the vent weldable from the marine spawn?
Other than that, looks good. Sorry I don't have anything more to say <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->.
It sure makes eclipse a better haven for skulk ambushing and stalking. I like the changes a lot (plus it gets rid of those annoying marine spawn doors).
I don't know if this is a bug, or just my computer. In the Maintenance Core Hive (I think that's what it's called), there are two ladders that go down under the grate entrances, where you can hide. Whenever I am a skulk, I can't go up the ladders, I just go straight through them, as if they're an illusionary.
Could this be fixed?! Does anyone know that part I mean?
<!--QuoteBegin--SamR+Jan 8 2003, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Jan 8 2003, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't know if this is a bug, or just my computer. In the Maintenance Core Hive (I think that's what it's called), there are two ladders that go down under the grate entrances, where you can hide. Whenever I am a skulk, I can't go up the ladders, I just go straight through them, as if they're an illusionary.
Could this be fixed?! Does anyone know that part I mean?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Happens to me too. You can climb them only if you jump before, if you're on ground you'll walk through...
Just my thought on the whole 'vent into marine base' thing... it IS too 'out in the open' compared to all the other Eclipse vents. They're subtle, even the existing horseshoe vent isn't a glaring mark in a brightly-lit wall like that one is. :-)
Also, Horseshoe already gets a lot of action, but I've a thought that would be a very minor adjustment to the layout you've shown there. Know the dead-end wall right above horseshoe's ramp? Change the vent entrance to there, and place it near the ceiling there perhaps to make it a little less noticable.
It'll both add something to the one 'dead bit' on the map, that dead end there that's really the only truly purpose-less part of the map that seems to jump out and bite me in the nose every time I play and notice it.
It would also break up the existing horseshoe vent from having super-quick access to the marine-base vent.
Also, I agree, drop the weld point at the horseshoe end, otherwise it defeats the purpose of the vent entirely.
Just be careful about only having one end seal when it's welded shut, if you go for that, as then an alien can still get in the 'wrong side' and gestate in relative safety there before actually assaulting the 'open side' of the vent. :-)
Maybe in keeping with the theme of Eclipse of not sealing or opening things, make the weld point actually activate a fan in the middle of the vent? Near that blue area in the middle, stops anyone from using the vent to go through, but makes everyone know the vent is still very much open and a possible place for aliens to hide and attack from.
everyone talking of how good it is but... *cough* *cough*... in the last alien shot, command hive.... KFS on that ceiling u're missing the new infestation texture by chrome we saw in another recent post. if u look the ceiling it is clean from infestation except totally infestation brushes... maybe it's just me, but in a so much infested room looks odd a clean ceiling...
for the rest...it's all beauty, haven't got ideas about the new gameplay that the vent can give
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited January 2003
<!--QuoteBegin--SamR+Jan 8 2003, 09:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Jan 8 2003, 09:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't know if this is a bug, or just my computer. In the Maintenance Core Hive (I think that's what it's called), there are two ladders that go down under the grate entrances, where you can hide. Whenever I am a skulk, I can't go up the ladders, I just go straight through them, as if they're an illusionary.
Could this be fixed?! Does anyone know that part I mean?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ask Moleculor what I think about that one. Note how he repeatedly pestered me about this 'bug,' and now has disappeared off the face of the Earth. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I can't win. There's no way to fix it without someone bitching. If I leave it as-is, skulks and lerks pass through, as they have had ladder code disabled. I add a clip brush into the ladder, no one can pass through, but suddenly there's the ridiculous notion that the skulk can't climb a ladder. I add an invisible solid entity, and nothing passes through and it seems all good... But oh, wait, I've just wasted a valuable entity for server performance and now no one can shoot through a clearly masked texture. I lose again.
I said "screw that" long ago and I'm now just destroying the entire maintenance hive and building a new one. I see you missed the thread where I almost ripped Moleculor's throat out about 8 times because I couldn't get it through his head that I'd be getting bitched at no matter what I did there. Coupling Relay should be a lot more interesting than 'maintenance,' anyway...
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->everyone talking of how good it is but... *cough* *cough*... in the last alien shot, command hive.... KFS on that ceiling u're missing the new infestation texture by chrome we saw in another recent post. if u look the ceiling it is clean from infestation except totally infestation brushes... maybe it's just me, but in a so much infested room looks odd a clean ceiling...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I did notice this right after I posted the series. I didn't feel like re-compiling just to do that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Don't worry, though, it'll be remedied. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--KungFuSquirrel+Jan 9 2003, 12:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Jan 9 2003, 12:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I can't win. There's no way to fix it without someone bitching.[...]I've just wasted a valuable entity for server performance and now no one can shoot through a clearly masked texture. I lose again.
...Don't worry, though, it'll be remedied. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> uhm....there isn't a bit of space to throw in a little pillar? this way skulk can climb their way...the bug is there but there aren't players stucked there.
about textures...oh no! i was proud to find a 'bug' for 1 time! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
<!--QuoteBegin--Black Dog+Jan 9 2003, 12:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Black Dog @ Jan 9 2003, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the bug is there but there aren't players stucked there. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> They aren't stuck there anyway. If they're a lerk, they can fly away, and if they're a skulk they can climb up the wall right nearby. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
i like the new look and extra features. V good work. I dont know how many people noticed but on the ns v1 installer is a previous verson of eclipse, the marine spawn. personally that might look a bit better than the new one. but i can not say as i have not played either in game.
<b>EEEWWW</b> Don`t you see it... The map has Eclipse Textures all over it. <img src='http://www.whooshfriends.homestead.com/files/pics/rolleyes.gif' border='0' alt='user posted image'> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Sorry KFS, I never read that stuff about Moleculor being a nobler... sorry, sorry.... please forgive me.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> But you should really fix that bug....
(that's a joke <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
<!--QuoteBegin--kompo+Jan 9 2003, 01:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kompo @ Jan 9 2003, 01:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->bah. maintenance hive is my favourite one of all maps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Same here ... I love the multiple levels of gratings. Fun for skulking and hiding as a gorge waiting for resources. Oh well. Long live maintenance hive!!!
That said, I'm looking forward to seeing what the new hive looks like! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
One of the things that concerns me about the eclipse map, is the inability too upgrade turret factories pretty well everywhere in the eclipse hive location. Is this intentional, or something that was not noticed/ mentioned b4?
That supposedly happens when the building is placed on a brush at exactly z=0 (the code must have to multiply or divide by the building's z-axis height or something, I dunno). I'm sure it's not too unreasonable to get KFS to shift the map a couple hundred units up or down.
Thanks KFS, Eclipse is probably my favourite map. (I really like all your proposed changes!) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Br4inde4d+Jan 10 2003, 09:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Br4inde4d @ Jan 10 2003, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hmmm, nice changes, but is there a playeable demo of this map?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No. It'll be included in NS 1.1 only.
I don't like the horseshoe vent. I don't mind the vent going into marine spawn, but having it be from horseshoe is a bad idea. I would suggesst making it at that little dead end right behind horseshoe.
Nice textures and all, but the maint hive! its one of the best hives ever! I see you have allready made a new one, but if you dont change your mind, the new hive better be some masterpiece, you have proven to make such rare things as that, so i have no doubt you will make a very good maintenance hive and a good new eclipse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
IMHO, you should put the weldable in ther horseshoe, as the mapmaker of ns_caged have done with its 'main-marine-base-vent'
Comments
You know, like the doors that don't work in Caged, Hera, Tanith, Bast, etc that REALLY makes me wonder what the rest of the facility is like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
EDIT: They're working now... 3rd time lucky. Oh well.
It looks really good KFS, nice work! Lol, I'll like it when those people that don't check these forums play this map as Fades, run up to the Marine Spawn and go, "Wtf?! This isn't the Marine Spawn...!"
(Wtf stands for Wow! Terrific Fun. No bad language)
2 things. I must be brief D:
1 The support thingies (what are they called? trusses? the red crisscrossing metal things) in the computer core hive on the cieiling... make them illusionaries, so you can pass through them. (currently you can't)
2 make the weldable vent like bast's where it must be sealed from the far end
_f
Other than that, looks good. Sorry I don't have anything more to say <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->.
It sure makes eclipse a better haven for skulk ambushing and stalking. I like the changes a lot (plus it gets rid of those annoying marine spawn doors).
Could this be fixed?! Does anyone know that part I mean?
Could this be fixed?! Does anyone know that part I mean?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Happens to me too. You can climb them only if you jump before, if you're on ground you'll walk through...
Also, Horseshoe already gets a lot of action, but I've a thought that would be a very minor adjustment to the layout you've shown there. Know the dead-end wall right above horseshoe's ramp? Change the vent entrance to there, and place it near the ceiling there perhaps to make it a little less noticable.
It'll both add something to the one 'dead bit' on the map, that dead end there that's really the only truly purpose-less part of the map that seems to jump out and bite me in the nose every time I play and notice it.
It would also break up the existing horseshoe vent from having super-quick access to the marine-base vent.
Also, I agree, drop the weld point at the horseshoe end, otherwise it defeats the purpose of the vent entirely.
Just be careful about only having one end seal when it's welded shut, if you go for that, as then an alien can still get in the 'wrong side' and gestate in relative safety there before actually assaulting the 'open side' of the vent. :-)
Maybe in keeping with the theme of Eclipse of not sealing or opening things, make the weld point actually activate a fan in the middle of the vent? Near that blue area in the middle, stops anyone from using the vent to go through, but makes everyone know the vent is still very much open and a possible place for aliens to hide and attack from.
for the rest...it's all beauty, haven't got ideas about the new gameplay that the vent can give
Could this be fixed?! Does anyone know that part I mean?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ask Moleculor what I think about that one. Note how he repeatedly pestered me about this 'bug,' and now has disappeared off the face of the Earth. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I can't win. There's no way to fix it without someone bitching. If I leave it as-is, skulks and lerks pass through, as they have had ladder code disabled. I add a clip brush into the ladder, no one can pass through, but suddenly there's the ridiculous notion that the skulk can't climb a ladder. I add an invisible solid entity, and nothing passes through and it seems all good... But oh, wait, I've just wasted a valuable entity for server performance and now no one can shoot through a clearly masked texture. I lose again.
I said "screw that" long ago and I'm now just destroying the entire maintenance hive and building a new one. I see you missed the thread where I almost ripped Moleculor's throat out about 8 times because I couldn't get it through his head that I'd be getting bitched at no matter what I did there. Coupling Relay should be a lot more interesting than 'maintenance,' anyway...
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->everyone talking of how good it is but... *cough* *cough*... in the last alien shot, command hive.... KFS on that ceiling u're missing the new infestation texture by chrome we saw in another recent post. if u look the ceiling it is clean from infestation except totally infestation brushes... maybe it's just me, but in a so much infested room looks odd a clean ceiling...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I did notice this right after I posted the series. I didn't feel like re-compiling just to do that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Don't worry, though, it'll be remedied. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
...Don't worry, though, it'll be remedied. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
uhm....there isn't a bit of space to throw in a little pillar? this way skulk can climb their way...the bug is there but there aren't players stucked there.
about textures...oh no! i was proud to find a 'bug' for 1 time! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They aren't stuck there anyway. If they're a lerk, they can fly away, and if they're a skulk they can climb up the wall right nearby. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The map has Eclipse Textures all over it. <img src='http://www.whooshfriends.homestead.com/files/pics/rolleyes.gif' border='0' alt='user posted image'> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Alright alright! calm down!
Sorry KFS, I never read that stuff about Moleculor being a nobler... sorry, sorry.... please forgive me.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
But you should really fix that bug....
(that's a joke <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
Same here ... I love the multiple levels of gratings. Fun for skulking and hiding as a gorge waiting for resources. Oh well. Long live maintenance hive!!!
That said, I'm looking forward to seeing what the new hive looks like! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Great work on the map by the way.
No. It'll be included in NS 1.1 only.
I see you have allready made a new one, but if you dont change your mind, the new hive better be some masterpiece, you have proven to make such rare things as that, so i have no doubt you will make a very good maintenance hive and a good new eclipse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
IMHO, you should put the weldable in ther horseshoe, as the mapmaker of ns_caged have done with its 'main-marine-base-vent'
And more weldables wouldnt hurt..