Maps In 1.1?
BigD
[OldF] Join Date: 2002-10-25 Member: 1596Members
<div class="IPBDescription">could some be on the cutting board? :o</div> <!--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-->Anyhoo, not to kill this thread, but the original creators of these maps are aware of the issues <b>and are working on correcting them in maps that are making a repeat performance in NS 1.1.</b> Hindsight is 20-20 and all that nonsense. Look forward to these maps being all set in 1.1 and these issues tweaked away by the BSP gods. - MonsieurEvil<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Got this from the 1.1 info thread stickied at the top.
I've highlighted the interesting part. The way I read that... only maps that are being returning are being fixed... so some maps may be cut! :o Please tell me I'm reading that wrong?! Or maybe what is meant is that some will return almost unchanged except minor tweaks and the others are being overhauled or something? (eg, double siege location in hera) Could this be explained a bit more?
Got this from the 1.1 info thread stickied at the top.
I've highlighted the interesting part. The way I read that... only maps that are being returning are being fixed... so some maps may be cut! :o Please tell me I'm reading that wrong?! Or maybe what is meant is that some will return almost unchanged except minor tweaks and the others are being overhauled or something? (eg, double siege location in hera) Could this be explained a bit more?
Comments
Amen on Eclipse, Nothing. Caged is a bit difficult, I'd perhaps remove the "secret node" and put it closer to marine spawn. Hera is fun as it is if they just make it impossible to dual siege.
Hera has been one of my favorite (and most inspiring) maps. It just has a nice feel to it. But that dual siege spot is such a high priority for aliens, that basically only one strategy is ever played there anymore.
The version of Eclipse you see now is a hasty rushed version that was cobbled together after endless battles with obscure errors in the weeks before release. Things I had intended to do in those final weeks never got done because I was too busy beating my head against the wall trying to figure out what the hell went wrong.
As such, Eclipse as you see it is not Eclipse as it was intended. Is Eclipse 1.1 even Eclipse as it was intended? No. This revision isn't the final one to be made to the map; I can tell you that much. It's great to see the response to it that I've seen already, and to be honest I expected to be burned at the stake for even considering changes like this for 1.1 - I'm quite surprised that the reaction has been mostly <i>very</i> positive. Regardless, I'm still not comfortable with where it is now - I think there is still plenty of room for improvement in the future.
I thought KFS said we wouldn't see weldables in ns_eclipse any time soon, comment?
I thought KFS said we wouldn't see weldables in ns_eclipse any time soon, comment? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
There are now 2 weldable vents in eclipse as far as I know. One in the marine spawn to the left if looking at the 2 "doors" (there are no more doors there) and one above the node at horseshoe to the bottom right of the other vent.