Seriously, why? Is this really necessary to ask in <b>3 consecutive</b> posts? The first is fine, but does it really take 2 more people asking the same question to get the point across or something? The reason that the hive was 'broken' in the first place cropped up between the final PT and the 1.0 release, has been discussed at length <b>since</b> release, will hopefully be fixed in code in the next release, and is relatively easy to work around anyway. There just hasn't been an opportunity to make map updates until now, at which point I think it's supposed to be fixed in code anyway. I think.
Well you can't blame them... when people are hyped up, they make mistakes.. and after the hype you created with just showing the screenshots... well... yeah.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
MartOrigin of SUYFJoin Date: 2002-02-26Member: 248Members
Purely cosmetic, but that's me all over. KFS, now that you've rearranged the marine spawn, the lifts in the corners are gone, and without them it feels like this is just a tiny installation in the middle of no-where. Perhaps have a familiar un-openable door or lift that could hook up with Veil... I love inter-map continuity. :1
And of course, Nano is always there when it comes to map PTing.
ok, we have heard about welding the thing from horshoe about 20 times now, but i have something to add to that:
when it is welded at horseshoe, have it weld a button or something (but dont let it be opened/closed like on hera) that will close both sides o the vent and put some sort of kill texture in the space in between. This would prevent lamer marines from jetpacking in there and holding out the game for an unnessary time. (this happens on caged quite a bit)
would like to see some more of Eclipse 1.1...... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Will unbalace it to have both vents right next to each other (at horseshoe)? didn't notice if you got rid of the original to horseshoe from the other side of the wall..... Thanks though, this is awesome. Eclipse is the most even map, there's enough marine advantages to offset the innate kharaa advantages. Good job.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Yes, it is agitating, and no, I don't exactly think I need to seek therapy for it. There's 105 posts here, over half of which are questions asked over and over again. Keep in mind I'm also getting a barrage of e-mails, IMs, and IRC PMs asking the same questions. This thread has been dead multiple times and should have stayed that way multiple times. I have nothing else to say about the map at this point, and as soon as I do, I'll say it here in this forum and on my own site. I prefer to use multiple threads over time to keep things clean, but I also don't like posting when another of my threads on the same subject is still in the first page - something that seems to be almost a given with this thread.
I'm still working. Eclipse 1.1 is not finished. There's nothing new to report at this time. I'll let you know as soon as there is. Trust me, I'm more worried about any of these changes than any of you (and likely more than most of you combined, in all honesty), and I don't want to do anything without being clear in my reasons and being in touch with the people playing the map. Changing a map for a future release is no small undertaking, and doing so with one of the more popular ones is total hell. I only need point to changes made to maps in CS and DoD as an example of what can happen. It's touchy business, and do forgive me if I'm a bit on edge when it comes to this topic - I know Eclipse has a lot of work to go before it's what I intended it to be, but it very well may be that I'll have to stop short of that original goal due to the reaction of the general player base to the changes I bring about.
I'd like to see the vent into CCore exiting/opening from/into the CEILING rather than the wall, to stop JP+HMG from plugging away with impunity(and nevermind JP getting fixed in 1.1). Preferably, the ceiling right next to the wall... So instead of: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->_______________ | _ \ / | | | HIVE | | | <!--c2--></td></tr></table><span class='postcolor'><!--ec2--> we get: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ____ | _ | | | |___________ | | \ / | | HIVE | | <!--c2--></td></tr></table><span class='postcolor'><!--ec2--> ...having it near the wall like that will disallow people sitting in the vent and shooting the hive anyway, with even LESS chance to get him for skulks and lerks...
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Actually, that's a good idea... I had hoped to make some adjustments to that vent anyway, but I can't promise I'll necessarily come up with something I'm happy with. I'll play around with it, though.
That's one issue I need to resolve in the marine spawn - I foolishly placed the vent directly opposite the CC. *slaps self in forehead* While we're on the topic, are there any other existing vent entrances/exits that bug anyone? I've axed the vent between the command and computer hives for now - it'll be replaced with a new one - but all others remain intact to this point.
this one is a little hard to get through, there are some edges on the floor that go like this: <!--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--> _____ ___I <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
you should put a clip on them so they go like this. <!--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--> ______ ___/I <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
its just a minor annoyance, but while your making changes......[QUOTE]
KFS I wondered what you were doing with that dead end near the horseshoe? I didn't see any posts about so thought I would ask. If you can't think of anything, I suggest you make it either an unusable door or a window to the outside world.
<!--QuoteBegin--KungFuSquirrel+Mar 23 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Mar 23 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...While we're on the topic, are there any other existing vent entrances/exits that bug anyone?... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Ah, the vents around Power Sub-Junction are VERY hard to spot, and should likely be made more obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Im sure there are many that still don't know about that they are there... often I see skulks run the long(not to mention dangerous) way to Triad generator, instead of using the vent... heh, myself, I only found it when a skulk kept parasiting me in triad, and I looked around to see where the !"#%!#% he was. Then when I saw the vent I was like "woah sh1t, there's a vent there? I'll have to check it out as a skulk sometime...", and upon noticing how the other end looked, searched around for more vents. And found the CCore ones.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Actually, that's the vent I removed in favor of what will (I hope) be a better one.
I do hope to flesh something out with that dead-end... It's one of those things that I meant to do something with before I started fixing random obscure errors in the last weeks before 1.0 final submission. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Originally was going to be another route, but then I realized it'd be rather unnecessary.
<!--QuoteBegin--Align+Mar 23 2003, 04:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Mar 23 2003, 04:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--KungFuSquirrel+Mar 23 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Mar 23 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...While we're on the topic, are there any other existing vent entrances/exits that bug anyone?... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ah, the vents around Power Sub-Junction are VERY hard to spot, and should likely be made more obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Im sure there are many that still don't know about that they are there... often I see skulks run the long(not to mention dangerous) way to Triad generator, instead of using the vent... heh, myself, I only found it when a skulk kept parasiting me in triad, and I looked around to see where the !"#%!#% he was. Then when I saw the vent I was like "woah sh1t, there's a vent there? I'll have to check it out as a skulk sometime...", and upon noticing how the other end looked, searched around for more vents. And found the CCore ones. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You guys are nuts...the best thing about eclipse is well disguised vents, It gave new life to the map every few weeks when NS came out in october. I say, if anything do more hidden vents and dont tell anyone. ...just dont go crazy like in Nancy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
MartOrigin of SUYFJoin Date: 2002-02-26Member: 248Members
I agree, the hidden vents add both to the 'scary' factor of being on the marine team, and gives you a sense of accomplishment on the alien team when you find them for the first time.
I think hard-to-see vents should be a standard in maps.
<!--QuoteBegin--BlackPanther+Mar 6 2003, 11:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Mar 6 2003, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well you can't blame them... when people are hyped up, they make mistakes.. and after the hype you created with just showing the screenshots... well... yeah.. <!--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><span class='postcolor'> <!--QuoteEEnd--> in these case we do think/ask to ourselves "does this guys in these forums read all the post of the thread before shoot something already said?"
it's sad to recognise that only before the release was lovelly to come in the mapping forum...i follow NS from before the release and in the last times i come rarely just because there are people like these that ruin topics asking things to me stu_pid.
i'm not flaming anyone btw. just read before posting.
I'm with parasite and mart on this one. I've said it before but... The first time I played eclipse, I thought to myself... man... there are no vents here... then a week later I discovered one or two... then a month later I discovered another one... then just a month ago now, I discovered a couple more! Now THAT is replayability! I really love all the vents in eclipse because (unlike nancy) they aren't misleading, if you can get in you can get out, they are recognizeable, they are hidden partially so I can skulk marines easily, and finally... well... they aren't just boxy tubes. They look like they have purpose! And that makes great looking vents! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ahh... that vent from triad? I like being in the grating under the floor chuckling and watching some marine looking around like "WTH? where is he?" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (I'll add that was the last vent I found... and I only found it because the marines had built the "alamo" inside of it!)
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I still remember the first time we playtested Eclipse with the new vents covered by the cables... It was especially fun since the cables had already been there in the previous build - no one even knew they were there. One unfortunate marine crouched down in the doorway of station access alpha leading into primary access 1b... I made a flying jump out of the vent from behind the wires and took him out in a single bite. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I do want to try and expand this feeling for 1.1 with some additional vents without giving too much of an advantage. We'll see how that works out.
I can't count the number of people I saw in the days after releases complaining about there being no vents in Eclipse, then coming back a couple days later wishing there were more, and then coming back a couple days later saying they'd found more. Sometimes they were still 1 short. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
<!--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-->Is eclipse hive fixed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--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-->Is eclipse hive fixed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Seriously, why? Is this really necessary to ask in <b>3 consecutive</b> posts? The first is fine, but does it really take 2 more people asking the same question to get the point across or something? The reason that the hive was 'broken' in the first place cropped up between the final PT and the 1.0 release, has been discussed at length <b>since</b> release, will hopefully be fixed in code in the next release, and is relatively easy to work around anyway. There just hasn't been an opportunity to make map updates until now, at which point I think it's supposed to be fixed in code anyway. I think.
I'll let you answer your own question, then.
(I don't mean to be an ****, but I get mildly annoyed at being repeatedly asked/told about the same thing that has already been changed. :X)
when people are hyped up, they make mistakes.. and after the hype you created with just showing the screenshots... well... yeah.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
And of course, Nano is always there when it comes to map PTing.
WE WANT TEH MAP!
WE WANT TEH MAP!
etc etc...
when it is welded at horseshoe, have it weld a button or something (but dont let it be opened/closed like on hera) that will close both sides o the vent and put some sort of kill texture in the space in between. This would prevent lamer marines from jetpacking in there and holding out the game for an unnessary time. (this happens on caged quite a bit)
I think that repeatedly bringing up this old topic would just agitate him.
I'm still working. Eclipse 1.1 is not finished. There's nothing new to report at this time. I'll let you know as soon as there is. Trust me, I'm more worried about any of these changes than any of you (and likely more than most of you combined, in all honesty), and I don't want to do anything without being clear in my reasons and being in touch with the people playing the map. Changing a map for a future release is no small undertaking, and doing so with one of the more popular ones is total hell. I only need point to changes made to maps in CS and DoD as an example of what can happen. It's touchy business, and do forgive me if I'm a bit on edge when it comes to this topic - I know Eclipse has a lot of work to go before it's what I intended it to be, but it very well may be that I'll have to stop short of that original goal due to the reaction of the general player base to the changes I bring about.
So instead of:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->_______________
| _ \ /
| | | HIVE
| | |
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
we get:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
____
| _ |
| | |___________
| | \ /
| | HIVE
| |
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
...having it near the wall like that will disallow people sitting in the vent and shooting the hive anyway, with even LESS chance to get him for skulks and lerks...
That's one issue I need to resolve in the marine spawn - I foolishly placed the vent directly opposite the CC. *slaps self in forehead* While we're on the topic, are there any other existing vent entrances/exits that bug anyone? I've axed the vent between the command and computer hives for now - it'll be replaced with a new one - but all others remain intact to this point.
this one is a little hard to get through, there are some edges on the floor that go like this:
<!--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-->
_____
___I
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
you should put a clip on them so they go like this.
<!--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-->
______
___/I
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
its just a minor annoyance, but while your making changes......[QUOTE]
Ah, the vents around Power Sub-Junction are VERY hard to spot, and should likely be made more obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Im sure there are many that still don't know about that they are there... often I see skulks run the long(not to mention dangerous) way to Triad generator, instead of using the vent... heh, myself, I only found it when a skulk kept parasiting me in triad, and I looked around to see where the !"#%!#% he was. Then when I saw the vent I was like "woah sh1t, there's a vent there? I'll have to check it out as a skulk sometime...", and upon noticing how the other end looked, searched around for more vents. And found the CCore ones.
I do hope to flesh something out with that dead-end... It's one of those things that I meant to do something with before I started fixing random obscure errors in the last weeks before 1.0 final submission. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Originally was going to be another route, but then I realized it'd be rather unnecessary.
Ah, the vents around Power Sub-Junction are VERY hard to spot, and should likely be made more obvious <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Im sure there are many that still don't know about that they are there... often I see skulks run the long(not to mention dangerous) way to Triad generator, instead of using the vent... heh, myself, I only found it when a skulk kept parasiting me in triad, and I looked around to see where the !"#%!#% he was. Then when I saw the vent I was like "woah sh1t, there's a vent there? I'll have to check it out as a skulk sometime...", and upon noticing how the other end looked, searched around for more vents. And found the CCore ones. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You guys are nuts...the best thing about eclipse is well disguised vents, It gave new life to the map every few weeks when NS came out in october. I say, if anything do more hidden vents and dont tell anyone. ...just dont go crazy like in Nancy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I think hard-to-see vents should be a standard in maps.
when people are hyped up, they make mistakes.. and after the hype you created with just showing the screenshots... well... yeah.. <!--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><span class='postcolor'> <!--QuoteEEnd-->
in these case we do think/ask to ourselves "does this guys in these forums read all the post of the thread before shoot something already said?"
it's sad to recognise that only before the release was lovelly to come in the mapping forum...i follow NS from before the release and in the last times i come rarely just because there are people like these that ruin topics asking things to me stu_pid.
i'm not flaming anyone btw. just read before posting.
then a week later I discovered one or two...
then a month later I discovered another one...
then just a month ago now, I discovered a couple more! Now THAT is replayability! I really love all the vents in eclipse because (unlike nancy) they aren't misleading, if you can get in you can get out, they are recognizeable, they are hidden partially so I can skulk marines easily, and finally... well... they aren't just boxy tubes. They look like they have purpose! And that makes great looking vents! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ahh... that vent from triad? I like being in the grating under the floor chuckling and watching some marine looking around like "WTH? where is he?" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (I'll add that was the last vent I found... and I only found it because the marines had built the "alamo" inside of it!)
I do want to try and expand this feeling for 1.1 with some additional vents without giving too much of an advantage. We'll see how that works out.
I can't count the number of people I saw in the days after releases complaining about there being no vents in Eclipse, then coming back a couple days later wishing there were more, and then coming back a couple days later saying they'd found more. Sometimes they were still 1 short. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->