Glitch In Ns_eclipse

greydmiyugreydmiyu 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>

Comments

  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Woah.

    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-->
  • greydmiyugreydmiyu Join Date: 2002-11-18 Member: 9234Members
    I'm a mapping... ok, I've never done any mapping before and barely read up on the concepts but couldn't one just texture the 'outside' of the ceiling object to prevent people from looking back in?
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    minor graphical bug... its because of the way the sky texture is applied...I could be remidied with boxing the area and some more brush work.

    But the fact is.. it doesnt affect gameplay at all.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    Just add a hint and/or clip brush in between the glass and the rest of the map. Aka "In the void." That solves the problem most of the time.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    ...Not to forget The Spot in computer core hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • greydmiyugreydmiyu Join Date: 2002-11-18 Member: 9234Members
    Erm, what spot.

    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.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited November 2002
    I've been well aware of this since the first build that included the skylights, and there's not really much to do about it. VIS has enough of a 'see around corners' property to it that I can't directly block the renderer from displaying through the skybox and adding gaps between the sky and the ceiling of the next room/hallway will interfere with commander mode.

    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...
  • greydmiyugreydmiyu Join Date: 2002-11-18 Member: 9234Members
    One other thing about the vents that I noticed. While looking for other areas to explore I hopped into the comm chair to get the overhead view. I think all but two vents are also hidden on the overhead view. On other maps that I can think of they stick out like a sore thumb. Very well done. I think ns_eclipse should be the example that others go by when it comes to vent work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Heh, I accidentally stumbled onto a vent I had never seen in Eclipse before. Thank god for hivesight, or I would have died in there from old age.
Sign In or Register to comment.