Ns_bast Marine Start Vent Fix

CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
edited November 2003 in General Server Discussion
<div class="IPBDescription">OMG they're hax0ring the maps again!</div> I have modified ns_bast so that the marine start vent stays shut when welded and does not allow gorges to bile bomb through the gap.

The new map is only required on the server for this to work.

<a href='http://www.holcroft.net/~cheesy/ns_bast.zip' target='_blank'>ns_bast.bsp</a>

<a href='http://www.holcroft.net/~cheesy/ns_bast.ent' target='_blank'>ns_bast ent</a> (for use with ripent)

<a href='http://www.holcroft.net/~cheesy/ns_bast_str.cfg' target='_blank'>ns_bast_str.cfg</a> (for use with <a href='http://planethalflife.com/botman/stripper2.shtml' target='_blank'>Stripper2</a>)

Updated: Moved the pipes in engine room up 4 units so onos walk under them without crouching. Removed the ladder in engine room that the onos got stuck on. The step is low enough for gorges to use anyway, so it was not needed.
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Comments

  • someoneElsesomeoneElse Join Date: 2002-12-19 Member: 11135Members
    <!--QuoteBegin--CheesyPeteza+Sep 25 2003, 06:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Sep 25 2003, 06:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have modified ns_bast so that the marine start vent stays shut when welded and does not allow gorges to bile bomb through the gap.

    The new map is only required on the server for this to work.

    <a href='http://www.holcroft.net/~cheesy/ns_bast.zip' target='_blank'>ns_bast BSP</a>

    <a href='http://www.holcroft.net/~cheesy/ns_bast.ent' target='_blank'>ns_bast ENT</a> (for use with ripent) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Appreciate the effort, but seeing as how Gorge Bilebomb and Spit has been damaged to near uselessness, it's not needed as much, unfortunately.


    Even spit seems to have been affected with the same crippling changes as bilebomb... SPIT!
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    wow... how did you manage it? o.O
  • cracker_jackmaccracker_jackmac Join Date: 2002-11-04 Member: 6891Members, Constellation, Reinforced - Shadow
    hail all mighty map editing master!
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    Yea someoneelse is right, they nerfed bile bomb so that it does no damage unless the gorge can actually see the ring of damage.
  • SiliconSilicon Join Date: 2003-02-18 Member: 13683Members
    edited September 2003
    <!--QuoteBegin--sk84zer0+Sep 25 2003, 10:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Sep 25 2003, 10:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yea someoneelse is right, they nerfed bile bomb so that it does no damage unless the gorge can actually see the ring of damage. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ya you can't bile bomb from vents or any place that you aren't basically on the same horizontal plane as the structure being bile bombed which is crap. but getting to the topic at hand, it is nice that the weldable stays closed now.
  • EvilGrinEvilGrin Join Date: 2002-11-04 Member: 6851Members
    You might find using botmans stripper2 a better solution for altering maps CheesyPeteza. Indeed if your running a steam server you can't ripent maps because steam thinks its got corrupted and re-downloads it.

    Not a problem at the moment, but just giving you a heads up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Yeah I sometimes use stripper. I just find it easier to edit it straight off.

    You probably read the same post as me in the hlds_l mailing list where someone was saying the maps he converted to 32 player like cs_office etc. kept getting overwritten due to steams autoupdate. I do not know what he is talking about, I have altered the spawn points with ripent on our steam cs server and they haven't been overwritten. (And yes I'm starting it with -autoupdate)
  • EvilGrinEvilGrin Join Date: 2002-11-04 Member: 6851Members
    depends if you enforce consistency <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    GJ, I'll give this as a heads up to everyone I know.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    Welded vents staying shut for good is awesome, and even if bile bomb has been nerfed, theres nothing worse than a lerk gassing the entire marine spawn through a crack in the vent cover about an inch wide <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    I've added a stripper 2 config to my initial post if that floats your boat. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • cracker_jackmaccracker_jackmac Join Date: 2002-11-04 Member: 6891Members, Constellation, Reinforced - Shadow
    Bile bomb was returned back to the original since it wasn't working in 2.01rc1 so rc2 returned it back to normal.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    <!--QuoteBegin--cracker jackmac+Sep 26 2003, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cracker jackmac @ Sep 26 2003, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bile bomb was returned back to the original since it wasn't working in 2.01rc1 so rc2 returned it back to normal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In theory yes, but in practice it stayed the same. I checked the file dates to see if Flayra accidentally uploaded the wrong files, but they were updated files. Something went wrong when reverting it back to the way it was, cos its still buggered.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    yeah been playin 2.01 official for a while now and its still quite bugged
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    2 words

    <span style='font-size:21pt;line-height:100%'>YOU RULE</span>
  • Rotten_FleshRotten_Flesh Join Date: 2002-11-18 Member: 9203Members
    Stripper causes server instability, its safer to use ripent. The process to edit ents is easier in ripent, cause the format is that same as the .ent file.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    edited September 2003
    i dont think the reason that marines always lose on bast is because of the vent, maybe 1 of the reasons but the main reason in my opinion is how refinery has 3 rts.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    maybe, but refinery is really hard to keep the marines away from if they want in and even harder to get them out of thanks to the staggering amounts of open space o.O
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Hm, I may add this.
  • EvilGrinEvilGrin Join Date: 2002-11-04 Member: 6851Members
    edited September 2003
    big open spaces like refinery hive are impossible to defend. Archiving on hera is another bad one, that hive is only saved by its choke point enterance. Regardless, get JPers in any hive like these and your dead.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    Um..
    The server in my sig used this patch..
    It now seems that fades can still acid rocket through, but it is almost impossible for marines to do anything against them..
    I watched fades, lerks, and gorges be able to shoot through, as long as they found the correct angle to do so..
    I say just get rid of that crack, or allow marines to open the vent again, like the vents on hera
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Thats probably them getting so close to the door they can shoot through it like you can do in other maps. I'll fix it now at the cost of another entity. :/
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    Yea, that was not fun when the aliens realized the marines could not hit them if they were in there, I ended up having to sit in the vent with godmode and knife any alien that came in there.
    Possbily make the weld seal the vent on both sides
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Right I was having trouble making a wall thick enough so that a fade couldn't shoot through it. So I made a test map to figure out how big a wall needs to be so that fades can't shoot through it. 44 units! A normal standing player in Half-Life is 64 units so that gives you an idea how big that really is. So the only way to block fades from shooting through that vent door would be to have a massive block sticking out of it and have a huge door. It'd look pretty stupid and cause problems. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Perhaps your idea of locking both doors into that vent would work, but what if someone gets trapped inside?

    You could just tell people not to exploit by shooting through walls as it is a bug.

    We really need Flayra to fix the weapons so that you can't shoot through walls with them. The AWP used to have that problem in CS and Valve fixed it, so it must be possible.
  • EvilGrinEvilGrin Join Date: 2002-11-04 Member: 6851Members
    Theres a door at the far end of that vent CheezyPeteza. Why not just link it to the weldable with a multimanager. Thus if you weld the switch and shut the top door. The bottom door on the vent locks aswell.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Well I was thinking someone could get stuck in there. But I suppose thats unlikely, I'll have a go at it.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--CheesyPeteza+Sep 28 2003, 03:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Sep 28 2003, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right I was having trouble making a wall thick enough so that a fade couldn't shoot through it. So I made a test map to figure out how big a wall needs to be so that fades can't shoot through it. 44 units! A normal standing player in Half-Life is 64 units so that gives you an idea how big that really is. So the only way to block fades from shooting through that vent door would be to have a massive block sticking out of it and have a huge door. It'd look pretty stupid and cause problems. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Perhaps your idea of locking both doors into that vent would work, but what if someone gets trapped inside?

    You could just tell people not to exploit by shooting through walls as it is a bug.

    We really need Flayra to fix the weapons so that you can't shoot through walls with them. The AWP used to have that problem in CS and Valve fixed it, so it must be possible. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    People dont listen, I said that about 5 times
    I don't know if this is possible but..
    Make a stopped fan at the marine start, when the thing is welded, activate the fan and blow anyone there into Main Aft.. Doesn't have to be a fan even, could just magically happen.. But I don't know if you can do that in HL maps
    Or allow people to travel through the vent to exit, but not inward
    Or just flood it with something really hot, and kill everyone in it.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    worst comes to worst they can just type /kill =P
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    edited September 2003
    Hm..
    make a one way valve to the water under feedwater and have it flush them to there..
    That would be a cool strat, okay all the HA get into the vent and we will weld it..
    That would be so cool

    <ot>
    Noted this is post 369
    </ot>
  • SiliconSilicon Join Date: 2003-02-18 Member: 13683Members
    <!--QuoteBegin--devicenull+Sep 28 2003, 05:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Sep 28 2003, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <ot>
    Noted this is post 369
    </ot> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no it isn't these forums don't increase your post count.
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