Nice Wolfwings, good to see some more screenies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Alright I have been working more on the hallways near MS. They are the most complicated of the hallways though, so I still need more time on them. Sorry about the slowdown in progress from me, I've just had a lot going on.
You're doing a very good job and everything, it's impressive how accurate you are doing things. I liked playing this map before, however, I never thought it was very attractive, and though the layout was fine, I didn't like the graphics.
Someone should make the map but give a total facelift, and I don't mean like the 'tweaking' that some of the ns maps have undergone, I mean a total change.
Sure, DevilDog made the map in the first place, but he gave it to the NS community, and if he can't be assed to rebuild it himself, then we should be able to rebuild differently <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--SamR+Sep 20 2003, 02:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Sep 20 2003, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're doing a very good job and everything, it's impressive how accurate you are doing things. I liked playing this map before, however, I never thought it was very attractive, and though the layout was fine, I didn't like the graphics.
Someone should make the map but give a total facelift, and I don't mean like the 'tweaking' that some of the ns maps have undergone, I mean a total change.
Sure, DevilDog made the map in the first place, but he gave it to the NS community, and if he can't be assed to rebuild it himself, then we should be able to rebuild differently <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
edit: samr awaits the hardcore flamage! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Oh, TRUST ME, we're changing a lot... visually. Gameplay, the layout and overall structure aren't going to change one whit for the <i>first release</i> until we can get some hardcore testing done in 2.01 or 2.1, but we have cleaned up the graphics a lot throughout the map. Texturing and structures have been rebuilt to align better, infestation has been cleaned up noticably, etc.
As a quick example of personal adjustments: AuxComm just outside of Port Engine Room (the spiral ramp going around a pillar room) has been rebuilt to not snag you on the walls and ledges, while at the same time letting an onos maneuver quite easilly throughout, though they have to 'crawl' to get behind that one pillar, so even when we make an area Onos-friendly, we still keep little spots they can't readilly get to, for instance.
Also, quick query to Lazer: Would you mind if I changed the Subspace Hive/Mother Interface mini-vent so it 'breaks through' the fan between the two pillars, and is walking-marine height? I.E. Infestation is 'gumming up' the access hatch at both ends, and needs to be cleared out with the welder, instead of a somewhat out-of-place micro-vent that nobody bothers with because it's too cumbersome to use? Possibly put a small side-room in there, maybe 'escape pods' which are all spent or sealed up with infestation. Minor change to improve gameplay, though a major visual difference on first sight. And only if we can afford the r_speeds and entity count, just SOMETHING to improve That Darn Vent. =^.^=
<!--QuoteBegin--Xzilen+Sep 20 2003, 03:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Sep 20 2003, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Which vent is that again, the one that only skulks can acess, or the one marines can break through already without a JP? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The 'kneel and weld to crawl through and weld again to attack Subspace Array Interface Hive' vent that marines can access without anything but a welder.
The vent that never gets used because that 'kneed and crawl' bit makes them skulk-bait, and welding takes too damn long to open those vents to make it useful compared to just setting up a siege cannon outside and blasting from there right now.
i read wolfwings post when he posted it and i just now realized what vent he is talking about. i have never even seen anyone with a welder in the map (outside MS) let alone to weld that vent open. just taking the welds off of the vent would work fine i think.
to tell you the truth nancy was (is) my favorite map and i have never been in that vent.
I really dont understand that cross-eyed viewing thingy =\
Still, keep up the good work guys, it's looking sweet as.
And could we see a screen of the vent in question? Perhaps us regs can give some feedback on map design to help you guys out, after all, 22000 heads are better then four <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I didn't mean clearing up texture alignments and stuff, I kinda more meant, using totally different textures, and actually making the whole map totally unrecognisable to the original Nancy lol...!
Hmm, maybe I'll do it as a side project of my own lol
Anyway, if you making improvement changes, can you make it so it's easier to get into that damned vent that goes to the Port hive (the one where you have to jetpack up to it in that room with crates in. I hate it when I repeatedly get stuck trying to get in there lol
Like I said, you doing a very good good job, and your determination to bring back a classic map is admirable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Wow i just read this WHOLE 45 PAGE THREAD <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can't wait, get it done guys, asap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This thread is really long. I only read the first 10 pages, so I am not sure if this was brought up, but I hope it isn't possible for marines to relocate outside marine start in the new version. It would be annoying to have to acid rocket and bile bomb for five minutes after the marines have zero chance of doing anything. Another thing, it seems like it is too easy to gl-spam the marine start entrance. I don't know how that would be changed, though.
<!--QuoteBegin--i'm lost+Sep 22 2003, 11:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Sep 22 2003, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This thread is really long. I only read the first 10 pages, so I am not sure if this was brought up, but I hope it isn't possible for marines to relocate outside marine start in the new version. It would be annoying to have to acid rocket and bile bomb for five minutes after the marines have zero chance of doing anything. Another thing, it seems like it is too easy to gl-spam the marine start entrance. I don't know how that would be changed, though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yes, building outside has been fixed, no, the entrance to marine start stays.
<!--QuoteBegin--Zel+Sep 22 2003, 08:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Sep 22 2003, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so it sounds like its _almost_ done... is there an ETA?
and will the name change?
and bump? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Nope, nope, and thanks. :-)
It's out of my paws for the moment, and it's still Nancy, so why change the name? =^.^=
Nacy was one of the fast pasted maps that had started with a great idea/story behind it *ie Starting in the landing bay and racing to the cockpit to build so you can irredicate the alien infestion, unlike some of the other maps that just put you in a room and expect you to use ya imagineation.
Glad it's being rebuilt with respect to the original mapper. It was one of my favorite map and had a lot of great epic games games in it. Thank to everyone who has contributed. Hope to see it be playtested soon as possible. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm giving wolfwings the source to look over and make slight adjustments if needed. I just need to finish the hallways outside of the marines start still and those two sub rooms. I can copy and paste most of it from other parts of the map,it's just the hallways being a pain right now because I'm trying to match up lights and things.
i'm guessing its gonna be a puclic beta anyways so... i don't think you need to ask <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Heh. You're all probably tired of people saying this but thanks for remaking my favorite map!
This is my first post too! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
Hey, welcome to the forums. Have a really weird avatar, or not... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ugh.. I just finished reading this whole thread.. at 5 am. (Then again, it sure wasn't 5 am when I started reading <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) Is that a sign that I liked Nancy? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
This is so cool though! For a couple of reasons I haven't been in touch with NS for the last 10 month's or so, just started playing again a couple of days ago and was sad to see Nancy missing in the new version. Then I find a thread about remaking it, and it's almost finished as well.. that's just timing too good to be true. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Loveley work guys, can't wait to see the finished version!
I finally read the entire topic now. I am glad the vents are being made easier to use. I played that map plenty, but the only vent I ever used was the vent connecting Port Engine to Mother because they were so complicated. Even then, I only used that vent if I needed to get past the marines somewhere, because the main walkways seemed more convenient usually.
Ya I suppose making the vents easier to use was a good move. After roaming in the all too alien-friendly ns_lost and ns_orgin vents I've come to realize that the ns_nancy vents were somewhat lacking and very easy to get lost in. All those monotonously textured walls and long corridors can really be frustrating sometimes.
Comments
Someone should make the map but give a total facelift, and I don't mean like the 'tweaking' that some of the ns maps have undergone, I mean a total change.
Sure, DevilDog made the map in the first place, but he gave it to the NS community, and if he can't be assed to rebuild it himself, then we should be able to rebuild differently <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
edit: samr awaits the hardcore flamage!
Someone should make the map but give a total facelift, and I don't mean like the 'tweaking' that some of the ns maps have undergone, I mean a total change.
Sure, DevilDog made the map in the first place, but he gave it to the NS community, and if he can't be assed to rebuild it himself, then we should be able to rebuild differently <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
edit: samr awaits the hardcore flamage! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Oh, TRUST ME, we're changing a lot... visually. Gameplay, the layout and overall structure aren't going to change one whit for the <i>first release</i> until we can get some hardcore testing done in 2.01 or 2.1, but we have cleaned up the graphics a lot throughout the map. Texturing and structures have been rebuilt to align better, infestation has been cleaned up noticably, etc.
As a quick example of personal adjustments: AuxComm just outside of Port Engine Room (the spiral ramp going around a pillar room) has been rebuilt to not snag you on the walls and ledges, while at the same time letting an onos maneuver quite easilly throughout, though they have to 'crawl' to get behind that one pillar, so even when we make an area Onos-friendly, we still keep little spots they can't readilly get to, for instance.
Also, quick query to Lazer: Would you mind if I changed the Subspace Hive/Mother Interface mini-vent so it 'breaks through' the fan between the two pillars, and is walking-marine height? I.E. Infestation is 'gumming up' the access hatch at both ends, and needs to be cleared out with the welder, instead of a somewhat out-of-place micro-vent that nobody bothers with because it's too cumbersome to use? Possibly put a small side-room in there, maybe 'escape pods' which are all spent or sealed up with infestation. Minor change to improve gameplay, though a major visual difference on first sight. And only if we can afford the r_speeds and entity count, just SOMETHING to improve That Darn Vent. =^.^=
The 'kneel and weld to crawl through and weld again to attack Subspace Array Interface Hive' vent that marines can access without anything but a welder.
The vent that never gets used because that 'kneed and crawl' bit makes them skulk-bait, and welding takes too damn long to open those vents to make it useful compared to just setting up a siege cannon outside and blasting from there right now.
to tell you the truth nancy was (is) my favorite map and i have never been in that vent.
Still, keep up the good work guys, it's looking sweet as.
And could we see a screen of the vent in question? Perhaps us regs can give some feedback on map design to help you guys out, after all, 22000 heads are better then four <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Hmm, maybe I'll do it as a side project of my own lol
Anyway, if you making improvement changes, can you make it so it's easier to get into that damned vent that goes to the Port hive (the one where you have to jetpack up to it in that room with crates in. I hate it when I repeatedly get stuck trying to get in there lol
Like I said, you doing a very good good job, and your determination to bring back a classic map is admirable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can't wait, get it done guys, asap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and will the name change?
and bump?
yes, building outside has been fixed, no, the entrance to marine start stays.
and will the name change?
and bump? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nope, nope, and thanks. :-)
It's out of my paws for the moment, and it's still Nancy, so why change the name? =^.^=
Glad it's being rebuilt with respect to the original mapper. It was one of my favorite map and had a lot of great epic games games in it. Thank to everyone who has contributed. Hope to see it be playtested soon as possible. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
any chance of an estimate of release time?
im itching for good ol' nancy again.
oh and.. bump.
Just send me an IM on AIM please Lazer...
This is my first post too! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
This is so cool though! For a couple of reasons I haven't been in touch with NS for the last 10 month's or so, just started playing again a couple of days ago and was sad to see Nancy missing in the new version. Then I find a thread about remaking it, and it's almost finished as well.. that's just timing too good to be true. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Loveley work guys, can't wait to see the finished version!