Bast Remake Project

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Comments

  • 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
    Since the MS res was an obstacle to get to the corridor that leads to the revolving door, I've moved it. But I want oppinions on what would be the best place, I attached an image of two of the possibilities (the one on the left is not really done, it's just to show where would be placed)
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    edited March 2004
    I think you're better off with the 'left' one, where the RT is opposite the CC in MS (abbreviations!!!! O_o )...

    it's the most outta the way, I guess...
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    I can't really decide. Both places are good options.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Both! Make it a dual node!


    (not)
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Have to say that the right pic looks better. If done properly, you could add some curves to MS and to the corridor that leads to airlock <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Or, if you choose the left one; add at least some sort of an "shelter" around it (pipes or something)
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited March 2004
    Right looks good, a bit cramped tho (and maybe acidrocket-able from below).
  • 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
    The left one was a bit "rushed" and no detail was put in, it was just to show where would the res node located... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Maybe try the other alcove (ie: under the vent).
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    Definitley the right option. It's just more natural. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    lol made me laugh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    It looks like the marine is decorating his MS.
    <!--QuoteBegin-Marine+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marine)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    hmm let's see how it looks over here.
    nah maybe here.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    now onto the usefull info... I think the rt looks better in the right one
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I prefer the second one/right one.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited March 2004
    I think the one on the left would be a bit frustrating for marines if a few skulks start biting behind it, using the cover of big juts in the wall. The one on the right also looks more sensible from an aesthetic point of view, perhaps reduce the size of the elevator shaft a little on the rt side, to make the area around the rt a little wider (or perhaps make the indentation in the wall deeper).
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I would love to see a secret room in the water tunnel since all the secret passages were what made bast special. I like the idea of a seige outpost or some such thing alot.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    I would like to see a train in the /Long-Tunnel way) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> If yes. then bast does me wild and i love that.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    There is a train/tram...
    And if you wan't a moving one I would vote no to that since online gaming with moving trains does not work wel in the hl engine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    A not moving train is fine if you ask me...
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    I dont think you wanna touch tram.

    1. The train being where it is, is a convenient way of blocking off the 'rest' of the tunnel. It helps bast feel like as small part of a much bigger facility. Simply cutting off the tunnel after moving the train to the middle makes the whole point of having a tram system look stupid.

    2. Any alien except onos can use the vent to come out from the other side of the tram tunnel. In fact, there is yet another vent, just next to that res under feedwater. There really isnt much of an excuse for not being able to get across that tunnel.


    Second point brings something you might wanna think about. The vent that exits from the top of tram tunnel is close enough for marines to siege feed from. Marines used to sneak a few 'rines in there, and set it all up. The aliens cant do anything about it because the vent is basically a natural choke point (one end you basically can only fly/blink into, leaving only one small entrance to it). Simply making the vent disallow building in should solve it.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    I insist on the tram car having been wrecked by derailment (by crashing onto a chicken-playing onos?) near the middle of the tram tunnel, dividing that looooooong tunnel into two "sections"...

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <span style='font-size:8pt;line-height:100%'>(me is pain in mappers' butt)</span> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited March 2004
    Moving the tram would break the illusion of a long tunnel because when it is moved to the feedwater side, something would have to block it on the refinery side, ie a clip brush. It just wouldn't feel right. Theres no point in making it movable.
  • ApocalypsecowApocalypsecow Join Date: 2003-12-22 Member: 24648Members
    <!--QuoteBegin-CaCa+Mar 6 2004, 08:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaCa @ Mar 6 2004, 08:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I insist on the tram car having been wrecked by derailment (by crashing onto a chicken-playing onos?) near the middle of the tram tunnel, dividing that looooooong tunnel into two "sections"...

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <span style='font-size:8pt;line-height:100%'>(me is pain in mappers' butt)</span> <!--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-->
    That's really not a bad idea, considering it'd look really cool and it'd make Tram Tunnel less of a deathtrap for skulks.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Go with the right hand RT option.
    Mendasp it might just be your screenies but the right hand shot looks almost like fullbright <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> if thats how you've lit the MS then I must insist that you dim the lights a little <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Purely an aesthetic suggestion: Leave the tram car where it is right now, as it provides an obvious blockage for the rest of the tunnel. However, behind the car in the inaccessible area where the tunnel extends, make it a little longer and add an occasional light and then have it curve out of sight after a bit, or just stop lighting it and let it fade into darkness. It would really enforce that feeling of tram tunnel just being one end of a massive tram system, while not changing the actual map playability at all.
  • ApocalypsecowApocalypsecow Join Date: 2003-12-22 Member: 24648Members
    <!--QuoteBegin-BobTheJanitor+Mar 6 2004, 07:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 6 2004, 07:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, behind the car in the inaccessible area where the tunnel extends, make it a little longer and add an occasional light and then have it curve out of sight after a bit, or just stop lighting it and let it fade into darkness. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That would look so cool!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <span style='font-size:11pt;line-height:100%'><i><b>Inaccesable detail </b></i></span>is always good in my book <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    and while you're at it, put a shotgun model in there. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Or you could do it both ways and have one tram wrecked in the middle of the hall AND leave the one already there where it is. Might be kinda confusing seeing both of them in there though.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    whatever...

    I just think it's important to divide the tunnel into two smaller sections, or add some sort of cover, for which debris is functional...
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Cobra^+Mar 7 2004, 01:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Mar 7 2004, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Go with the right hand RT option.
    Mendasp it might just be your screenies but the right hand shot looks almost like fullbright <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> if thats how you've lit the MS then I must insist that you dim the lights a little <!--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><div class='postcolor'> <!--QuoteEEnd-->
    He wanted to show me where it was, so he did a quick compile without RAD.
  • HornyshrimpHornyshrimp Join Date: 2003-05-28 Member: 16792Members
    love how my favorite hive in the whole of ns (ref) is not even sweeter then before (well done Mr Ben)

    If i may make an observation some fogging/ steam sprites would go well on the floor of ref to highten the atmosphere. Good on the most atmospheric map of them all.

    Also i see a movable tram in tram tunnel being lame due to hls engine but also exploitable. Imagine. 10 mins into the game, not too much res and the first onos appears. whats easier. shoot him. or run him over with the tram? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ToschyToschy Join Date: 2003-08-22 Member: 20073Members
    rinestart resnode:

    the right one...
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    Very nice! Bring back Bast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    edited March 2004
    even though bast is a very nice map, look at the texture , for example Ref hive, i mean WTH!!
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