Glitch In Ns_eclipse
greydmiyu
Join Date: 2002-11-18 Member: 9234Members
First off let me commend the creator(s) of this map. I've played it many times and only recently while mucking around on my server as a skulk (skulking around?) did I find any of the vents. This is amazing in two ways. First off I hadn't missed them in the level design and second that they are so well intergrated and hidden that finding them was an utter surprise for a map I thought I knew well. Anyway, onto the glitch.
First off, hop in as a skulk and head on over to the resource nozzle at Station Access.
<a href='http://www.dmiyu.org/~grey/ns/ns_eclipse0000.jpg' target='_blank'>http://www.dmiyu.org/~grey/ns/ns_eclipse0000.jpg</a>
Near the nozzle is a window to the exterior.
<a href='http://www.dmiyu.org/~grey/ns/ns_eclipse0001.jpg' target='_blank'>http://www.dmiyu.org/~grey/ns/ns_eclipse0001.jpg</a>
If you climb up into the window and look back down the corridor you'll be able to see into the corridor. You can, at the very least, see the resource nozzle. I'm not sure if you can see other individual but it might be possible.
<a href='http://www.dmiyu.org/~grey/ns/ns_eclipse0002.jpg' target='_blank'>http://www.dmiyu.org/~grey/ns/ns_eclipse0002.jpg</a>
First off, hop in as a skulk and head on over to the resource nozzle at Station Access.
<a href='http://www.dmiyu.org/~grey/ns/ns_eclipse0000.jpg' target='_blank'>http://www.dmiyu.org/~grey/ns/ns_eclipse0000.jpg</a>
Near the nozzle is a window to the exterior.
<a href='http://www.dmiyu.org/~grey/ns/ns_eclipse0001.jpg' target='_blank'>http://www.dmiyu.org/~grey/ns/ns_eclipse0001.jpg</a>
If you climb up into the window and look back down the corridor you'll be able to see into the corridor. You can, at the very least, see the resource nozzle. I'm not sure if you can see other individual but it might be possible.
<a href='http://www.dmiyu.org/~grey/ns/ns_eclipse0002.jpg' target='_blank'>http://www.dmiyu.org/~grey/ns/ns_eclipse0002.jpg</a>
Comments
Somebody forgot that skulks can climb. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Unfortunately, this sort of screws up my plans for a map with glass ceilings... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
But the fact is.. it doesnt affect gameplay at all.
As for the other windows they all look ok. Slight problem with the one in the marine start looking to the section where the commander chair is. The other windows are fine. One does show the skybox but an uncapped nozzle in the distance does still show the smoke through it. Odd.
It's one of those situations where I knew going into it that I could run into trouble, but from an actualy game flow perspective it works out as-is. I thought about placing a clip brush flat against the glass, but that removes most of the skulk advantage that the skylights are supposed to give. So no, I did NOT 'forget that skulks can climb;' I actually weighed the options and decided that the end result is not harmed by this minor issue. Now, ns_veil, on the other hand has an extended hallway with a ceiling similar to this. I will clip that, as there is no cover and it's not designed to be used as an ambush point.
I may re-design this ceiling for Eclipse's next build. I'm not sure yet.
I'm glad you like the vents, hehe... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> So many people have complained about Eclipse not having any, heh... I think that's what Jurrgen thought when I came flying out of one as a skulk and shredded him before he could even fire back, hehe...