Tell me about the 'good old days'

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Comments

  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    Regnareb wrote: »
    Sieges maps. Yep... Worst thing in NS1. But it is not a vanilla mod happily.
    ns1 had ugly graphics even when it was released. I remember playing it back in the day, i enjoyed it but i think a combination of the graphics and learning curve put me off, the specialists mod got most of my attention back then before steam had released and we had WON
    Wait what? xD
    NS1 was surprisingly beautiful... even years after it was still great and with a unique atmosphere. You are the first person I see saying that it had ugly graphics especially when it was released.

    (I saw people saying that NS2 had ugly graphics even at release so... I have seen everything now)

    no ns1 was ugly, compare ns1 graphics to specialists mod or hl1, hell the maps were void of any props and the aliens you could hardly tell what shape they were supposed to be with terrible textures.

    hl1
    halflife1.jpg

    0000002344.1920x1080.jpg?t=1360355165

    specialists mod
    22763.jpg

    254712_full.jpg

    0000000049.1920x1080.jpg?t=1337112029

    natural selection

    MarineView1.jpg
    2.jpg
    ns13.jpg



  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I remember HL1 as a game with very high resolution textures (compared to the games before HL) and mind blowing effects like the lightning bolts in the small engine things or teleporter rooms. AA was great, lightning was great, NPCs were made out of one block and not different groups like a leg spinning around the corso etc. You could destroy stuff or push crates around the level. It was the best looking game I played on my p1 133mhz 32mb ram PC up to it's release.

    Btw. use spoilers pls.
  • OnozkiOnozki Join Date: 2005-04-20 Member: 48948Members, Reinforced - Supporter
    Bacillus wrote: »
    At its best, NS1 combined the intensity of Brood War and mechanical fluency of Quake 3 and added a whole new wonderful world of teamwork into it.
    NS-Soldier wrote: »
    NS1 feels like 120 fps, NS2 feels like 20 fps


    These right here. The sluggines of NS2 turned me away from it instantly, and now i can only yearn for the days that are now gone ;_; I wish there still was public server in NS1.
  • KerfuffleKerfuffle Join Date: 2014-03-15 Member: 194748Members
    I love both of these games equally. They're very similar and at the same time on different ends of the spectrum.

    NS1 was amazing by itself, but you don't want to hear every good thing again. So what I didn't enjoy:
    - +1 res for every kill. It's nice to value your life, but it made the "great players" 20x harder to kill seeing as they had plenty of res to do whatever they'd like.
    - The movement for the skulk was...meh. They managed, but I feel like if I went back to play NS1 I'd miss the speed boosts from wall jumps like in NS2.
    - HA/HMGs they were impossible to kill since they could weld each other too. The counter was devour, but how many onos could we truly have? Given, we have a somewhat similar issue in NS2 where it becomes almost impossible to hold a base and everyone has to do an all-out base rush on each other. Fun, and annoying at the same time.
    - THE TURRETS OH GOD

    I'm sure there's more...but it has been so long ago. I think people have to remember that NS2 was based around NS1, but they were never intended to be the same game. We have lost some great aspects of NS1, but also have gained others from NS2. It can be debated all day on which game was better. I personally think they're even on their level of great so long as NS2 can fix two things. 1. Performance. 2. Balance.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    In the good old days you could play with this guy called marine dude who was always a gorge on aliens. Those were the good old days and I am pretty sure there is not a single player in NS1 that can not remember that guy.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Kerfuffle wrote: »
    - +1 res for every kill. It's nice to value your life, but it made the "great players" 20x harder to kill seeing as they had plenty of res to do whatever they'd like.
    I think RFK is a pretty good example of the difference between NS1 and NS2.

    RFK has problems and may break the game in some cases, especially when teams aren't matched skillwise. Although I do think it often also helps in cutting short the rounds that weren't going to be any good anyway, there definitely are problems with it - especially if one player stands above the others.

    Then again RFK adds loads of finer, less obvious things to the game when things are working properly. Suddenly fights have loads of outcomes with small variations on who gets the res and how the economy plays out. Skulks and gorges have a certain economical value because they're able to use their RFK more efficiently than higher lifeforms. Good teams and players with good coordination can feed the frags to the players that need the res the most, both in micro scale engagements and also in macro scale map play. RFK also creates more strategical options inside the lifeform, sometimes your job is to frag and jump ahead in res, other times your job is to contribute more in some other areas like res biting or helping the other players to frag. All in all, RFK generates more varied rounds and gameplay situations and allows you to make little decisions and adjust little details in otherwise seemingly trivial gameplay situations.

    I do understand why NS2 does avoid things like RFK, but I also do feel a bit disappointed because the little possibilities aren't there at all times. As I mentioned earlier in the thread, all these little details interacting and blending together is one of the major reasons why NS1 is such a satisfying and memorable game.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    edited July 2014
    It's been too long so I forget how RFK actually worked. I know marines only had tres, so any RFK would have to get shared amongst the whole team anyway. But on aliens, did the player who got the kill get all the res to himself, or was it also shared amongst the whole team?

    I ask because I'm seeing a lot of arguments against RFK on the basis that it made good players even better because they get so much res from their kills.
  • RapGodRapGod Not entirely sure... Join Date: 2013-11-12 Member: 189322Members
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    Yeah I know but did the 2 res for a kill (or whatever it was) go directly into the killer's individual pres supply, or was it split between the whole team's pres?

    I think it was the former rather than the latter, but it's been too long that I can't remember for sure.
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    Why is NS1 amazing?

    It existed in the peak of FPS gaming
    It existed in a time where the FPS scene was not pulled between 5 million different games. You had at the most (Tribes, Q3, CS, DoD, TFC, Wolf: ET and UT)
    It existed in a time where extremely fast-paced, high twitch/tracking and complex games were loved and not hated for being too hard to learn

    It was a complex, starcraft-esque fast-paced asymmetrical melee vs shooter FPS, running on an engine that ran beautifully on most peoples when consoles were not even a competition to PC gaming.

  • MuckyMcFlyMuckyMcFly Join Date: 2012-03-19 Member: 148982Members, Reinforced - Supporter, Reinforced - Shadow
    NS was a unique jewel of a game, something special. NS2 bough back that same feeling for me, it may not be the smoothest or perform the best but its provided me with more hours game play than BF3 & BF4 both released in NS2's timeline.

    I would say NS1 marine spawn relocation to anywhere on the map was often crazy for strategies. Commanders were crazy mad, cutting off hives with super close spawns.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    NS1 definitely had a cool atmosphere, different to NS2 (that's not actually a criticism of NS2 for me).

    Some of this was because we were all younger (although I was married and had started my PhD by the time NS1 came out), and some was the era we were in. There were undoubtedly other very cool games/mods out there at the time, things like Science and Industry, even Opera mod for HL which was out quite a while before NS2 as I recall. I was heavily into Kingpin before NS2 came out, but I left those competitive days behind for a while during the naughties, having got married and keeping myself busy doing lots of other hobbies as well.

    There are things that NS1 didn't do well - I'm well documented on here as hating devour, for example, but other things were fantastic.
    It's easy to look back on older games with rose-tinted spectacles, especially so for those games you remember from when you were growing up (for me this would be quake, doom2, Wolfenstein, Duke Nukem 3D, Unreal and UT and so on), but there is definitely something about the way those older games were structured that has been diluted in the modern era of 'press this button to continue' gaming.

    NS2 is, for me, the best game ever produced. I realise that is a very big statement to make, there are some ridiculously good contenders for that throne. NS2 isn't without fault, no game is, but the overall experience is fantastic - and more importantly, it's improving all the time. I cannot wait for the next patch, and then the ones after that, which will address some of the performance issues in the game; on top of that, the competitive community is still strong and interest in making sure that NS2 stays fresh is as high as ever with the comp mod making good progress to address some of the gameplay aspects that are becoming slightly stale.

    The good old days were fun, for sure, but I think the real golden days of NS-universe gaming are right here, especially looking forward to the upcoming updates.

  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    If you're going to compare screenshots of Ns1 and other Hl1 mods, at least use decent screenshots lol...

    As for the comp community in NS2, honestly I think things look pretty meh. Activity and interest are really low currently, but that is somewhat normal for the Summer. I dont think anyone can comment on the health of the comp community until the fall.
  • ZeframZefram Join Date: 2004-05-11 Member: 28611Members, Forum Moderators, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts, Retired Community Developer
    edited July 2014
    xDragon wrote: »
    As for the comp community in NS2, honestly I think things look pretty meh. Activity and interest are really low currently, but that is somewhat normal for the Summer. I dont think anyone can comment on the health of the comp community until the fall.

    youtu.be/TasKTohEbaI?t=2m24s

    I'm Ben Affleck and Danny is the league.

  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Climbing up mines to reach vents was some of the fun stuff I miss.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Damn I didnt realize @Zefram looked THAT good.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    xDragon wrote: »
    Damn I didnt realize @Zefram looked THAT good.

    Also, he's rumored to be the Batman too.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Climbing up mines to reach vents was some of the fun stuff I miss.

    MineLadders made everything better...come to think of, this would solve a lot of issues with the skylights vent in Veil ;)
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Benson wrote: »
    Climbing up mines to reach vents was some of the fun stuff I miss.

    MineLadders made everything better...come to think of, this would solve a lot of issues with the skylights vent in Veil ;)

    Just wait until the game has nothing left but the absolute hardcore fanbase. By then everyone will know how to (and be able to) get into the vent :D
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Benson wrote: »
    Climbing up mines to reach vents was some of the fun stuff I miss.

    MineLadders made everything better...come to think of, this would solve a lot of issues with the skylights vent in Veil ;)

    Get a buddy to boost you in. Free kills every time because skulks dont expect it anymore :P
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    Or just jump in from west or from overlook. There are at least 3 different ways to jump into that vent as a solo marine :)
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    I've seen the videos of people jumping off of pieces of wall that dont look like you should be able to jump off of, but thats not really the point is it?

    Mine ladders are useful for EVERY vent, or to hold a room (mine ladder up to a corner to make a great vantage point!). This is probobly the thing I miss the most from NS1.
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    edited July 2014
    What i really miss is elevators and an annoying gorge blocking it with DC/OC

    and i think jp vs leap were much more balanced ( it wasn't soooo hard to kill a jp with leap+celerity or adrenaline)

    also the redroom/hidden pgs/sieges
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