This topic was getting close to the end of the page and getting shifted on to page 2. Just a pointless post to make sure it stays there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
<!--QuoteBegin--DarkFrost+Sep 10 2003, 04:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Sep 10 2003, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> where is the screenshots!... where is the sanity!... where are you guys! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm working from 7am-7pm most of this week, which leaves very little time to sleep or eat. =-.-= Saturday there's a major bi-weekly gather at a friends place. Sunday I <b>may</b> have time to finish all my work on the map, but I don't honestly know at this point.
As for screenshots... not yet. It's very close to done, aside from a couple texturing fixes across the map, and the vents needing to be added along with Marine Start (I'm working on vinishing the cockpit/central area, Lazer is working on finishing the rest of it including the RT out front) and we're finished once DarkATi gives it his Magic Lighting Touch. =^.^=
Then I go through, generate HLTV and Minimap sprites from final compiles, hand-edit those to look as sweet as candy, and drop-kick the lot of it to Lazer to get to Flayra and/or onto various public servers.
BTW, I'll be doing something non-standard and placing the vents BEHIND the level on the HLTV and Minimap sprites, with a different colour to mark them on the minimap, since they otherwise criss-cross all over the damn level in a very confusing manner that just doesn't show up on the 'normal' Minimap layout. =^.^=
Hope the marine start i left you with wasnt so bad. I made it as exact as possible, I left the changes to you all. Anyways, good luck with any more work left ahead of you, and take your time doing it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<edit> Congratz, we have more posts than post your screenshots does =) </edit>
<!--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 disagree with our president, this is one Nation that was founded for the right to free religion. Just because our great great great great great great great ancestors chose Christianity does not mean that that is the only "American" religion<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I diagree with him too, as an atheist I found the statement very insulting. Maybe I should write a little amendment to my sig saying that I consider the statement insulting and stupid. A lot of people might have gotten the wrong idea about me...
<!--QuoteBegin--Ryo-Ohki+Sep 11 2003, 10:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Sep 11 2003, 10:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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 disagree with our president, this is one Nation that was founded for the right to free religion. Just because our great great great great great great great ancestors chose Christianity does not mean that that is the only "American" religion<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I diagree with him too, as an atheist I found the statement very insulting. Maybe I should write a little amendment to my sig saying that I consider the statement insulting and stupid. A lot of people might have gotten the wrong idea about me...
Anyways, go nancy! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Heh...it's quite difficult to offend an <i>atheist</i> on a religious matter...but you sure managed it, ATI <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Jokes aside, I'd like to comment on the great work that has bveen put forth by the re-mappers. You guys are truly making many people happy by finishing this, and I'd like to commend you all for your grand efforts.
Just browsed the compile you sent me. A few things I would like to address.
FIX: The Port Hallway (Leading to Aux Comm, has a light, the ceiling lights the one facing the vent opening should be "out" another unlit texture, either you or Wolf made it the same as teh others.
HUH: You or Wolf took out my Floor Light, why? I liked it, obviously one of the two of you did not.
UGH: Subspace has the Comp_Lights texture on the pillar, it needs the tex found in nancy.wad, those yellow lights, I don't know if you liked it better or what but it would help me out if you used the yellow lights.
HUH: The Aux Comm Window, someone enlarged it. Why? I liked the old way better.
Just some things I noticed. Send me the .rad file you are using so I can begin working on the final .rad file.
For the time being, I made all the light fixtures 'active' as I planned to use newer features to make occasional textures 'flicker' very subtley, instead of simple 'dead spots' everywhere. You can mark whatever textures you'd like 'dead' with negative lights, as an aside, and they'll 'disable' properly that way.
Basically, better to light the level 'fully' then 'darken' the areas that are broken, to give a more organic feeling to the failures, I thought. I didn't think it would make any real difference to the level for now, as I knew you'd be going over the level to do final lighting again after all the brushwork was done regardless. My appologies if I was assuming usage of a technique you were unfamilair with.
As for the 'floor light' I'm not sure which light you're referring to. I don't recall 'removing' any lights, if I did, my appologies. My bad. Can you provide a screenshot of the area in question?
And the comp_lights texture was considered to look better by myself, and Lazer agreed last I checked. The 'orange dots' doesn't look good at all behind the infestation, and the pillar without the infestation just looks even worse. So to use the infestation I need greenish textures behind it, which the comp_lights texture provides while still having the 'speckled lights' effect of the original orange-dot-chaos texture from the original Nancy.
Also, please note that the comp_lights texture WAS used on the original pillar, alternating with the ns_nancy.wad orange-speckled lights and one other 'flat metal' texture I don't recall the texturename of off-hand.
As for 'Aux Comm' having its window enlarged, that's entirely me. I made it exactly large enough that an Onos could get through without having to 'crouch crawl' through it due to vertical clearance. This was a gameplay improvement, as otherwise Oni have no usable departure route from Port Engine without crawling, which seems unacceptable to gameplay flow as it makes them unable to escape from the hive to attack AuxComm, or to get from AuxComm to effectively assault the hallway.
<!--QuoteBegin--WolfWings+Sep 13 2003, 03:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 13 2003, 03:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For the time being, I made all the light fixtures 'active' as I planned to use newer features to make occasional textures 'flicker' very subtley, instead of simple 'dead spots' everywhere. You can mark whatever textures you'd like 'dead' with negative lights, as an aside, and they'll 'disable' properly that way.
Basically, better to light the level 'fully' then 'darken' the areas that are broken, to give a more organic feeling to the failures, I thought. I didn't think it would make any real difference to the level for now, as I knew you'd be going over the level to do final lighting again after all the brushwork was done regardless. My appologies if I was assuming usage of a technique you were unfamilair with.
As for the 'floor light' I'm not sure which light you're referring to. I don't recall 'removing' any lights, if I did, my appologies. My bad. Can you provide a screenshot of the area in question?
And the comp_lights texture was considered to look better by myself, and Lazer agreed last I checked. The 'orange dots' doesn't look good at all behind the infestation, and the pillar without the infestation just looks even worse. So to use the infestation I need greenish textures behind it, which the comp_lights texture provides while still having the 'speckled lights' effect of the original orange-dot-chaos texture from the original Nancy.
Also, please note that the comp_lights texture WAS used on the original pillar, alternating with the ns_nancy.wad orange-speckled lights and one other 'flat metal' texture I don't recall the texturename of off-hand.
As for 'Aux Comm' having its window enlarged, that's entirely me. I made it exactly large enough that an Onos could get through without having to 'crouch crawl' through it due to vertical clearance. This was a gameplay improvement, as otherwise Oni have no usable departure route from Port Engine without crawling, which seems unacceptable to gameplay flow as it makes them unable to escape from the hive to attack AuxComm, or to get from AuxComm to effectively assault the hallway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I agree with all that.
The floor light I refer to was in Port itself, the expanded area had a floor light, a laser tex.
<!--QuoteBegin--Edgecrusher+Sep 14 2003, 06:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Sep 14 2003, 06:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Who exactly is doing the final compile and how much has been done? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm going to be doing the final compiles, and today is the day I'm working on finishing Marine Start to pass back to Lazer to inclusion into the complete map. I don't know of anything else left to do, so Lazer has to integrate this last section that OneEyed originally built and that I've re-adjusted to make it even simpler, and we're getting even closer to completion. Sorry about this slowdown, just suddenly I was working 12+ hour days at work all week. =-.-=
Marine Start is done. Assuming it integrated correctly with Lazers master-copy of Nancy, it's in his hands now until I get handed the final set of files to compile.
I'm off to go help a friend with some cleaning for most of the rest of the day. Ciao!
<!--QuoteBegin--DarkATi+Sep 14 2003, 09:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Sep 14 2003, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Where the hell is Lazer? Haven't heard from him in a long time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm starting to wonder that too, unfortunately. =-.-=
I've still got a copy of all of my segments of the map, backed everything up to <b>three</b> CD-RW's just in case, each with five copies of the map segments in damage-resistant archive files. =^.^=
Yeah, I'm being paranoid, as even I'm getting worried as to what's up.
Lazer will pull through. Trust in him <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Aminal+Sep 15 2003, 08:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ Sep 15 2003, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lazer himself has been lost in a HD crash. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Damn mapping robots...
But really, I suspect Lazer is probably out doing other stuff. Its not like we can chain him to his computer and force him to finish everything. (Well.. maybe we could if he really was a robot.. But being a robot means he could probably break free)
<!--QuoteBegin--ANeM+Sep 15 2003, 11:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Sep 15 2003, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Aminal+Sep 15 2003, 08:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ Sep 15 2003, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lazer himself has been lost in a HD crash. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Damn mapping robots...
But really, I suspect Lazer is probably out doing other stuff. Its not like we can chain him to his computer and force him to finish everything. (Well.. maybe we could if he really was a robot.. But being a robot means he could probably break free) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Everyone needs time to theirselves or to pursue another topic to help them keep on track with another. Don't doubt Lazer, as he is a level-designer like quite alot of people on the forum, you get lazy spots, and really busy spots. He might just be on a sunny vacation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm really sorry guys school has been keeping me busy. Today I have to go out in an hour and won't be back till later. I'm gonna try to do some quick work before I leave, but hopefully I'll be able to do most of the stuff tomorrow. And Ati, you DID get my pm from a few days ago right?
<!--QuoteBegin--Lazer+Sep 15 2003, 04:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 15 2003, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm really sorry guys school has been keeping me busy. Today I have to go out in an hour and won't be back till later. I'm gonna try to do some quick work before I leave, but hopefully I'll be able to do most of the stuff tomorrow. And Ati, you DID get my pm from a few days ago right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm wondering, what do you still have to do lazer? Is it just integrate the marine start with the rest of the map? Is that it? Perhaps you should send darkati and wolfwings a master copy too, considering how nancy was originally lost.
<!--QuoteBegin--Edgecrusher+Sep 16 2003, 12:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Sep 16 2003, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm wondering, what do you still have to do lazer? Is it just integrate the marine start with the rest of the map? Is that it? Perhaps you should send darkati and wolfwings a master copy too, considering how nancy was originally lost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Just the components I have are around half of Nancy proper by itself, and most of the more difficult areas to reconstruct also. Specifically Subspace Array Interface, Port Engine Room, the Vents, Marine Start's cockpit and central area, Mother Interface, Aux.Communications, and the long 'busted in doorway' red hallway leading from Mother to AuxComm/PortEngine.
I'm mostly lacking the hallways, Mess Hall, Locker Room through to Mother, and various kibble around the map, specifically the 'wings' of Marine Start. So Nancy is quite safe from harm at this point, as at most we'd lose maybe a third to half of the map, overall. Another reason I like having touched and prodded at most of the map, means I have a copy of most of the segments. =^.^=
Comments
Ugh... some.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
~ DarkATi
I'm working from 7am-7pm most of this week, which leaves very little time to sleep or eat. =-.-= Saturday there's a major bi-weekly gather at a friends place. Sunday I <b>may</b> have time to finish all my work on the map, but I don't honestly know at this point.
As for screenshots... not yet. It's very close to done, aside from a couple texturing fixes across the map, and the vents needing to be added along with Marine Start (I'm working on vinishing the cockpit/central area, Lazer is working on finishing the rest of it including the RT out front) and we're finished once DarkATi gives it his Magic Lighting Touch. =^.^=
Then I go through, generate HLTV and Minimap sprites from final compiles, hand-edit those to look as sweet as candy, and drop-kick the lot of it to Lazer to get to Flayra and/or onto various public servers.
BTW, I'll be doing something non-standard and placing the vents BEHIND the level on the HLTV and Minimap sprites, with a different colour to mark them on the minimap, since they otherwise criss-cross all over the damn level in a very confusing manner that just doesn't show up on the 'normal' Minimap layout. =^.^=
Hope the marine start i left you with wasnt so bad. I made it as exact as possible, I left the changes to you all. Anyways, good luck with any more work left ahead of you, and take your time doing it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<edit> Congratz, we have more posts than post your screenshots does =) </edit>
I diagree with him too, as an atheist I found the statement very insulting. Maybe I should write a little amendment to my sig saying that I consider the statement insulting and stupid. A lot of people might have gotten the wrong idea about me...
Anyways, go nancy!
[edit] for a minute i forgot that this was the nancy remake topic. so everyone stop the political crap
I diagree with him too, as an atheist I found the statement very insulting. Maybe I should write a little amendment to my sig saying that I consider the statement insulting and stupid. A lot of people might have gotten the wrong idea about me...
Anyways, go nancy! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Heh...it's quite difficult to offend an <i>atheist</i> on a religious matter...but you sure managed it, ATI <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Jokes aside, I'd like to comment on the great work that has bveen put forth by the re-mappers. You guys are truly making many people happy by finishing this, and I'd like to commend you all for your grand efforts.
Cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thanks,
~ DarkATi
Just browsed the compile you sent me. A few things I would like to address.
FIX: The Port Hallway (Leading to Aux Comm, has a light, the ceiling lights the one facing the vent opening should be "out" another unlit texture, either you or Wolf made it the same as teh others.
HUH: You or Wolf took out my Floor Light, why? I liked it, obviously one of the two of you did not.
UGH: Subspace has the Comp_Lights texture on the pillar, it needs the tex found in nancy.wad, those yellow lights, I don't know if you liked it better or what but it would help me out if you used the yellow lights.
HUH: The Aux Comm Window, someone enlarged it. Why? I liked the old way better.
Just some things I noticed. Send me the .rad file you are using so I can begin working on the final .rad file.
Thanks,
~ DarkATi
Basically, better to light the level 'fully' then 'darken' the areas that are broken, to give a more organic feeling to the failures, I thought. I didn't think it would make any real difference to the level for now, as I knew you'd be going over the level to do final lighting again after all the brushwork was done regardless. My appologies if I was assuming usage of a technique you were unfamilair with.
As for the 'floor light' I'm not sure which light you're referring to. I don't recall 'removing' any lights, if I did, my appologies. My bad. Can you provide a screenshot of the area in question?
And the comp_lights texture was considered to look better by myself, and Lazer agreed last I checked. The 'orange dots' doesn't look good at all behind the infestation, and the pillar without the infestation just looks even worse. So to use the infestation I need greenish textures behind it, which the comp_lights texture provides while still having the 'speckled lights' effect of the original orange-dot-chaos texture from the original Nancy.
Also, please note that the comp_lights texture WAS used on the original pillar, alternating with the ns_nancy.wad orange-speckled lights and one other 'flat metal' texture I don't recall the texturename of off-hand.
As for 'Aux Comm' having its window enlarged, that's entirely me. I made it exactly large enough that an Onos could get through without having to 'crouch crawl' through it due to vertical clearance. This was a gameplay improvement, as otherwise Oni have no usable departure route from Port Engine without crawling, which seems unacceptable to gameplay flow as it makes them unable to escape from the hive to attack AuxComm, or to get from AuxComm to effectively assault the hallway.
Basically, better to light the level 'fully' then 'darken' the areas that are broken, to give a more organic feeling to the failures, I thought. I didn't think it would make any real difference to the level for now, as I knew you'd be going over the level to do final lighting again after all the brushwork was done regardless. My appologies if I was assuming usage of a technique you were unfamilair with.
As for the 'floor light' I'm not sure which light you're referring to. I don't recall 'removing' any lights, if I did, my appologies. My bad. Can you provide a screenshot of the area in question?
And the comp_lights texture was considered to look better by myself, and Lazer agreed last I checked. The 'orange dots' doesn't look good at all behind the infestation, and the pillar without the infestation just looks even worse. So to use the infestation I need greenish textures behind it, which the comp_lights texture provides while still having the 'speckled lights' effect of the original orange-dot-chaos texture from the original Nancy.
Also, please note that the comp_lights texture WAS used on the original pillar, alternating with the ns_nancy.wad orange-speckled lights and one other 'flat metal' texture I don't recall the texturename of off-hand.
As for 'Aux Comm' having its window enlarged, that's entirely me. I made it exactly large enough that an Onos could get through without having to 'crouch crawl' through it due to vertical clearance. This was a gameplay improvement, as otherwise Oni have no usable departure route from Port Engine without crawling, which seems unacceptable to gameplay flow as it makes them unable to escape from the hive to attack AuxComm, or to get from AuxComm to effectively assault the hallway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree with all that.
The floor light I refer to was in Port itself, the expanded area had a floor light, a laser tex.
~ DarkATi
I'm going to be doing the final compiles, and today is the day I'm working on finishing Marine Start to pass back to Lazer to inclusion into the complete map. I don't know of anything else left to do, so Lazer has to integrate this last section that OneEyed originally built and that I've re-adjusted to make it even simpler, and we're getting even closer to completion. Sorry about this slowdown, just suddenly I was working 12+ hour days at work all week. =-.-=
I'm off to go help a friend with some cleaning for most of the rest of the day. Ciao!
I simply cannot wait to play this fab map again!
No idea whether we the forum going public will recieve it at that time though, or whether we'll have to wait for 2.1 (argh!)...
~ DarkATi
I'm starting to wonder that too, unfortunately. =-.-=
I've still got a copy of all of my segments of the map, backed everything up to <b>three</b> CD-RW's just in case, each with five copies of the map segments in damage-resistant archive files. =^.^=
Yeah, I'm being paranoid, as even I'm getting worried as to what's up.
Lazer himself has been lost in a HD crash.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
(this is a joke ofc)
Look, noone laughs.
Damn mapping robots...
But really, I suspect Lazer is probably out doing other stuff. Its not like we can chain him to his computer and force him to finish everything. (Well.. maybe we could if he really was a robot.. But being a robot means he could probably break free)
Damn mapping robots...
But really, I suspect Lazer is probably out doing other stuff. Its not like we can chain him to his computer and force him to finish everything. (Well.. maybe we could if he really was a robot.. But being a robot means he could probably break free) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Everyone needs time to theirselves or to pursue another topic to help them keep on track with another. Don't doubt Lazer, as he is a level-designer like quite alot of people on the forum, you get lazy spots, and really busy spots. He might just be on a sunny vacation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm wondering, what do you still have to do lazer? Is it just integrate the marine start with the rest of the map? Is that it? Perhaps you should send darkati and wolfwings a master copy too, considering how nancy was originally lost.
Just the components I have are around half of Nancy proper by itself, and most of the more difficult areas to reconstruct also. Specifically Subspace Array Interface, Port Engine Room, the Vents, Marine Start's cockpit and central area, Mother Interface, Aux.Communications, and the long 'busted in doorway' red hallway leading from Mother to AuxComm/PortEngine.
I'm mostly lacking the hallways, Mess Hall, Locker Room through to Mother, and various kibble around the map, specifically the 'wings' of Marine Start. So Nancy is quite safe from harm at this point, as at most we'd lose maybe a third to half of the map, overall. Another reason I like having touched and prodded at most of the map, means I have a copy of most of the segments. =^.^=