Ns_nancy

Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
<div class="IPBDescription">WTH happened??!!</div> Hey i finally remembered the map thats missing, ns_nancy! that map ROCKED and was used for all sorts of wars here in Western Australia. It was a well balanced map that had a hive with no name!! To be replaced with that crap ns_lost is a joke, will you guys be giving it back to us??? Or do i have to hold NS v1.04 tournaments as well as NS v 2.0??

Comments

  • UnknownUnknown Join Date: 1970-01-01 Member:
    It was removed for various reasons, but the main reason was to comply with the new 2.0 player models, the onos had a helluva time moving around the map because of its cramped hallways. As far as I know theres a remake of it in the works as of now. It might be brought back *crosses fingers* as it was one of my favorite maps as well.
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    The source was lost in the great Hard-Drive crash of 2002, so nobody could modify nancy's BSP structure.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    well that makes more sense. Didnt think about the hard drive crash but i still want it back! Even though you sya it wasnt onos friendly , during 1.02 - 1,04 I seriously could get to anywhere in the map quite easily so unless they made the onos dimensions bigger i dont really see how it matters. Still hate ns_lost, biggest map to bias aliens, only seen rines win when the alien team is noob, or if they mine spam the corridors leading to their spawn <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    ns_nancy is in the process of being remade (including improved brushwork and ventways), and is progressing nicely. The 'noname' hive is getting its actual name back (Mother), which was forgotten in the release compile. It looks good, and movement is much improved along formerly 'sticky' sections of the chunks I've wandered around in so far. Though some of the projected enhancements (not yet completed) may annoy some people, they will aid gameplay greatly.

    Additionally, ns_lost is quite well-designed and balanced so long as the Marines are competent, and do things like (say) welding ventways shut to limit Kharaa movement, and fortifying choke points rather than only res nodes and Hives, as well as streamlining for closer-quarter fighting rather than only long-range.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    edited September 2003
    <!--QuoteBegin--Talesin+Sep 17 2003, 12:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Sep 17 2003, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Additionally, ns_lost is quite well-designed and balanced so long as the Marines are competent, and do things like (say) welding ventways shut to limit Kharaa movement, and fortifying choke points rather than only res nodes and Hives, as well as streamlining for closer-quarter fighting rather than only long-range. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    rofl. This might be true only if there is a competent marine team vs an incompetent alien team. I don't know how you can suggest that this rare case is more common place than the typical case...

    The typical case: Aliens can move around on the map so quickly that marines have little to no chance of ever holding onto anything.

    No offense to Greedo, but I was surprised that Flayra accepted this map into NS. The mapper's level of experience isn't quite up to par with most of the other official contributions.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    edited September 2003
    <!--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-->The typical case: Aliens can move around on the map so quickly that marines have little to no chance of ever holding onto anything.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is generally what happens, and yes i am a competant marine, but i rock as a skulk. All you need to do is get to their spawn and stop them from going anywhere, quite easy when you consider how many vents lead to their base :/ ( and arent weldable)

    I still reckon noname should have noname because im old school, but i dotn really care. Ive still got the older v1.0 maps and im not afraid to use em! Pitty they dont work on v 2.0
  • 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
    edited September 2003
    Asinine: <!--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-->To be replaced with that crap ns_lost is a joke<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Helpful and Appropriate: <!--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-->
    The typical case: Aliens can move around on the map so quickly that marines have little to no chance of ever holding onto anything.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    See the difference? Now remember it. I'd temp ban for insulting someone's hours and hours of donated work like that.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The true fate of NS_Nancy:

    Nancy was compiled using HL's default hulls. The HL engine recognizes a total of four hulls, including 0x0x0 (this hull is used to find leaks in maps, though it may have other uses of which I'm not aware). The three remaining hulls define the three possible "sizes" of player. In NS, they are the crouching-marine (also used for skulk, gorge, lerk, and crouching fade), the standing marine (also standing fade and crouching Onos), and the standing Onos.

    HL's hulls are crouching and standing human, and a third hull (dunno what it is, but it's not the Onos hull). Because Nancy was compiled using these instead of the NS hulls, Onos had extreme difficulty navigating the map after 2.0's "stuck" fixes for redemption and general Onos movement. Among other issues, Onos in 2.0 got stuck whenever they redeemed on Nancy, period.

    Sadly, devildog lost Nancy's source (RMF file) in a hard drive crash, so he could not recompile the map using the correct hull file for 2.0. Because of this, Nancy was removed from NS.

    But, as Talesin said, there is a project to recreate Nancy currently active in the mapping forum (which, last I checked, was doing quite well).
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    Here's a link to the nancy remake project thread, if you wanna check it out. Looks like it is coming along really well. Hopefully it will be done and put back into NS as an official map for 2.1.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=43856' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=43856</a>
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    omg plz leave no-name.... dont give it mother.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hope the lightning will be the same as in the original ns_nancy, when u decompile, arent the entity configs the same?
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    <!--QuoteBegin--Schimmel+Sep 18 2003, 08:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Sep 18 2003, 08:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hope the lightning will be the same as in the original ns_nancy, when u decompile, arent the entity configs the same? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You cannot correctly decompile most (if not all) official NS maps. Nancy was decompiled with a custom tool, specifically written to pull the level geometry out. Fortunately, it managed to extract the level geometry. Unfortunately, it did not work very well, leading to large sections needing to be re-made, using the original as a template.

    Read through the ns_nancy recreation thread, and you'll see that one team member is primarily devoted to re-doing the lighting as closely as possible, but with some enhancements and minor tweaks, along with screenshots of progress. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And I for one can only hope that Mother Hive gets her name back. No more needing to explain to nubs what noname's name really is.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    Thanx for the link to the map, ill check it out. Ill still call it noname though, seems wierd to call it 'Mother' after youve played on it too many times <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The 'sticky onos' explains alot, didnt know that was what 2.0 did to it, but i still dont like the idea of a redeeming onos anyway.

    Shame that Flaayra took out lerk bite, was so good on nancy <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    They have a 2.0 nancy over at hivemind.org but it is VERY glitchy with onos, i suggest to bind a key to /stuck
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited September 2003
    No Skate person, hivemind.org doesn't have a 2.0 Nancy.
    They just the 1.0 Nancy. Possibly with a 2.0 minimap. That is all.
    NOT 2.0
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    i know, but it runs with 2.0
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited September 2003
    Ya... But so do a large number of 1.0 maps, mainly because 2.0 and 1.0 maps have so very, very much incommon, short from Hulls, and even then, some 1.0x maps were compiled with the right hulls and work quite well in 2.0. Saying its a buggy 2.0 version a lie. Its a 1.0 map. Thats final. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    It also misleads [stupid] people into thinking that it is the finished version of the 2.0 remake of Nancy.. and we would all just love to see those people working so hard on the remake get flamed because some moron thought that the 1.04 map was really the remake...
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I love nancy because of its heavy "Aliens" background!
    I can't wait till Lazer, ATI and Wolf finish the new nancy
  • BlindFireBlindFire Join Date: 2003-03-28 Member: 14986Members
    I loved nancy, it was my favorite map (second to ns_hera, which fortunatly stayed), it was also the first map I ever played NS in. Hope the remake goes well.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Lazer and crew are remaking it
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    Yarr, stop ye bumping, he knows already!
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--RuSh Of PeONs+Sep 19 2003, 06:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RuSh Of PeONs @ Sep 19 2003, 06:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...]Shame that Flaayra took out lerk bite, was so good on nancy <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    With nancy's cramped hallways, spore should rock your world, so do not fret.

    And I'm SO looking forward to calling the marines "nancy boy" again.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    Yeah thats what i hate, spores. Never was a fan of it unless you count the 1,02 spores, large area, heaps of damage and it damaged thr uwalls <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    But the cramped hallways and areas where a lerk could cloak and sit on the roof was devestating with their bite, they were too small to shoot at by the time you knew what was going on, I was the destroyer of many HA trains with this believe it or not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Just hope they dont put in a dbl res, always seems to attract the noobs and i find that it really can unbalance some maps (ns_bast anyone?)
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Far as I've seen, res points will remain unaltered from what they were in the v1.0x Nancy. However, I've seen some interesting (and IMO beneficial) preliminary reworking of the vent systems, and a few 'sticky' points of the map, so the game will flow more smoothly. None of which are finalized, nor will be until they've been checked and playtested to make sure they work better, while preserving the Nancy 'feel'. As well as considering making that useless vent in the back of Subspace that no one in their right mind would ever weld open a useful path for traffic.

    ...seriously. Did ANYONE ever weld open that vent? It was just a death sentence if you did, for any Siege bases set up outside. The long hallway was a much more effective route to defend.
  • QwertyQwerty Join Date: 2003-06-30 Member: 17817Members
    <!--QuoteBegin--cri.tical+Sep 16 2003, 11:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cri.tical @ Sep 16 2003, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Talesin+Sep 17 2003, 12:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Sep 17 2003, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Additionally, ns_lost is quite well-designed and balanced so long as the Marines are competent, and do things like (say) welding ventways shut to limit Kharaa movement, and fortifying choke points rather than only res nodes and Hives, as well as streamlining for closer-quarter fighting rather than only long-range. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    rofl. This might be true only if there is a competent marine team vs an incompetent alien team. I don't know how you can suggest that this rare case is more common place than the typical case...

    The typical case: Aliens can move around on the map so quickly that marines have little to no chance of ever holding onto anything.

    No offense to Greedo, but I was surprised that Flayra accepted this map into NS. The mapper's level of experience isn't quite up to par with most of the other official contributions. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i never liked ns_lost
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    <!--QuoteBegin--Talesin+Sep 22 2003, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Sep 22 2003, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Far as I've seen, res points will remain unaltered from what they were in the v1.0x Nancy. However, I've seen some interesting (and IMO beneficial) preliminary reworking of the vent systems, and a few 'sticky' points of the map, so the game will flow more smoothly. None of which are finalized, nor will be until they've been checked and playtested to make sure they work better, while preserving the Nancy 'feel'. As well as considering making that useless vent in the back of Subspace that no one in their right mind would ever weld open a useful path for traffic.

    ...seriously. Did ANYONE ever weld open that vent? It was just a death sentence if you did, for any Siege bases set up outside. The long hallway was a much more effective route to defend. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    in 1.02 welders did ALOT of damage. So me and 2 other mates welded the vent, jped ontop of the hive and too it out with our welders in about 20 secs

    Those were the good old days <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--RuSh Of PeONs+Sep 23 2003, 01:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RuSh Of PeONs @ Sep 23 2003, 01:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Talesin+Sep 22 2003, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Sep 22 2003, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Far as I've seen, res points will remain unaltered from what they were in the v1.0x Nancy. However, I've seen some interesting (and IMO beneficial) preliminary reworking of the vent systems, and a few 'sticky' points of the map, so the game will flow more smoothly. None of which are finalized, nor will be until they've been checked and playtested to make sure they work better, while preserving the Nancy 'feel'. As well as considering making that useless vent in the back of Subspace that no one in their right mind would ever weld open a useful path for traffic.

    ...seriously. Did ANYONE ever weld open that vent? It was just a death sentence if you did, for any Siege bases set up outside. The long hallway was a much more effective route to defend. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    in 1.02 welders did ALOT of damage. So me and 2 other mates welded the vent, jped ontop of the hive and too it out with our welders in about 20 secs

    Those were the good old days <!--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><span class='postcolor'> <!--QuoteEEnd-->
    You got to be kidding? It's faster to fly down the hall then to weld slowly into the hive. There is already a vent that leads RIGHT ON TOP of the hive anyhow. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    Im aware of that but we were bored and decided to do it anyway!
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