Bast Remake Project

17810121330

Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The maps were made by two different mappers, and the source for each map was lost independently in two seperate HD crashes.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited February 2004
    Added these two questions to the FAQ:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b><span style='color:red'>Are you giving the remake source to Relic? / Is he going to help you?</span></b>
    Sadly, Relic doesn't have time for NS or mapping anymore, so he had to leave the community. He can't help us too much, and he can't continue the maintenance of Bast.

    <b><span style='color:red'>Will you make balance changes to the map?</span></b>
    Yes. Bast needs some serious balance changes, we would be happy to hear what the pub players and clanners think bast needs to be more fun on both playing styles. We will take <b>ALL</b> the suggestions into account.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Also, you can, obviously, suggest aesthetic changes to the map too, not just balancing changes... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    aesthetics - the screenshot of feedwater hive showed that the lighting needs alot of work IMO. It's too harsh, plus the orange spotlight is too rich, and it doesn't look as smooth as in the original. the pipe in the foreground's texture alignment is a little off looking.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Fantastic work guys. The fact that you guys are bringing back to live what is possibly my favorite NS map of all time is just giving me a big warm fuzzy feeling.

    Please drop me an e-mail when it's ready for playtesting or inclusion so I can get a patch out to the masses.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Looking good guys. I have confidence in yalls ability to do this map justice. Also cool to see that bast is Flayra's favorite map.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited February 2004
    <!--QuoteBegin-Flayra+Feb 9 2004, 10:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Feb 9 2004, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Please drop me an e-mail when it's ready for playtesting or inclusion so I can get a patch out to the masses. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Will do.

    By the way, I forgot to say some things that we changed on the map...

    <b>The onos won't have a hard time on the hives now!</b>: There was a pipe on Refinery that wouldn't let the onos go through without crouching, it has been changed so the onos doesn't have to crouch... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    And I removed the little ladders on engine, and made the ramp a bit higher, so the Onos just have a ramp and a step to get outside of the hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Also, the res on refinery is now closer to the hive so it can't get shoot from the corridor behind and the starting res isn't the "hidden" one.

    Why am I making changes already? Well, I finished my part pretty fast, so while I'm getting the rmfs and I wait for the other people to finish their areas, I'm making needed changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> That way we can be faster...
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Hey, I have an aesthetic change ...
    near atmospheric processing, the floor-level crawlspace (leading the Steam Generation) has these two strange purple tubes. There's nothing behind the tubes and they seem like the are just there in darkness. Also, make navigation of those vents a little bit easier?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Refinery was always a problem for the marines to control since it's so damn big.

    AND, it goes a bit against the NS mapping guidelines by making the hive really exposed :/
    Hope you're going to change that without loosing the overall feel of refinery.

    Oh and 1 last thing: The "cockpit" area, although its nice, it seems really out of place.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Suggestions aplenty!

    You might consider lowering the refinery hive some and moving one of the big cylinders with a walkway around it closer to the hive to allow for healspraying/knifing.

    The hole in steam generation leading under the wall and to the pop-top door next to atmospheric is a major annoyance, consider putting it on the other side of the hall, between the big sticking out pipes that explode when shot. Otherwise steam generation is an onos deathtrap. Also, the vent from under the wall leads through a series of twists to a closed door right next to MS. I don't think it's at all openable from that side. What's the point of this?

    Feedwater is SO infested, it's nigh impossible to build anything in there. Especially with the new spacing system, marines may have no way to lock down this hive without foregoing capping the res.

    Tram tunnel is a marine's shooting range. Currently a reloc there is almost unstoppable. Onos have to crouch and wriggle through both entrances that are usable by them. The vent isn't angled in a way that makes lerk harassment very easy, especially with the new flight system. It'll be even harder to pop down, spore, and flap back up. Maybe make it darker and add in some fallen down struts, wires, something to hide behind.

    Engine, with the new changes, sounds nice! Consider that the RT and most chambers built in there can easily be sieged from MS though. Some lengthening of the tunnel leading from main aft to engine might help. Or widening of the vent. (again, the spacing will hurt the vent siege point here, making it possible to build a tfac and maybe one siege in that small area) But as long as it's no longer an onos deathtrap getting in and out of engine. Hopefully we won't see any more hour long marine last stands in engine hive.

    Of course, the MS vent. 'Nuff said.

    Also, the MS elevator. Ever had a gorge build 8 OCs on that and send it up to you? Ouch. From the RFKs by the time you take out the OCs he can build 8 more...

    The whole map is rather siege happy. You can drop a Tfac/siege at almost any spot on the map and hit SOMETHING from there. Consider spacing everything out a little. Just a few longer corridors.

    Also, thanks x 1,000,000 for remaking this map, it's a long time favorite. Keep up the awesome work.
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    I love you guys. Refinery looks amazing.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    *Bump*

    So what bits haven't been started yet?
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    my part. I am supossed to do Tram tunnel, and should start next week. (im off this weekend with my friends)
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    blueman can you make tram a bit easeir to get threw while onos?
    and a quick idea for refinery why not put the hive inside one of the huge cyclinder thingis have like pieces of it broken up so you can still see the hive but some parts are still shielded
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-chrono5454+Feb 13 2004, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ Feb 13 2004, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...in refinery why not put the hive inside one of the huge cylinder things, have like pieces of it broken up so you can still see the hive but some parts are still shielded <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats pretty good idea, we will discuss about that...
  • JemmeJemme Join Date: 2003-10-15 Member: 21698Members
    Good to see you guys working so hard on Bast. For the people making suggestions I would just like to say keep it coming but take into account that this team's first goal is to get a updated version of ns_bast out like it used to be. After that they will start to change it where it needs changes. At least that is what I understoof from what has been written up till now.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    We are asking for feedback already!

    While we are waiting for everyone to finish their areas we are starting to do some changes, also, it's nice to know what people would like to see changed, and then think about what are good ideas to implement, so when we get bast 100% back, we have part of the balance / fixing work done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    Not too sure about the mega-infested refinery - could it be more like the old textures with the infestation overlay? Also, how about the infest creeps up the side of one of the cylinders?
    Hope this map is done sometime soon, I'm really missing it in 3.0
  • RiceyRicey Join Date: 2003-01-04 Member: 11822Members
    paperclip boy, keep up teh good work, and using my space up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> j/k
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    I'm a fan of the infested refinery, but I'm still concerned about it being visible from across the room. Addtionally, I think it would be really cool to see one of the big boilers (or whatever they are) infested, at least partially. With that in mind, I'm going to suggest once more that the hive be moved INSIDE one the rearmost refinery thing, with the opening visible from the rear... if that pot thing is made to look ripped open, that could make it very cool indeed.

    Now, although this works well in my minds eye, it's very possible it'll flunk miserably in practice. In that case, couldn't you just move the hive so that the refinery things block LOS from the front entrance to the hiveroom? That at the very least should help matters, I would think...
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    edited February 2004
    hmmm... I definately vote for the hive being <i>inside </i>the current 'nearest boiler', yessuh! now, where should that opening be pointed towards, is the problem, right?
    if this is done, I, for one, reccommend the opening of the boiler pointing diagonally towards it's most "protected" corner...

    (oh, and since I'm here writing) aestheticwise, t'would be nice to see some of that "intangible" infestation overhangs hanging from the catwalks closest to the hive... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    <!--QuoteBegin-Reese+Jan 17 2004, 10:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Jan 17 2004, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> does anyone have ideas for engine room? It always frustrated me that a good turret farm on the stairs could keep onos (and to a lesser degree fades) contained. It didn't really show up until 2.0 with the unlocking of races and hives, but when it did it was a real pain. Ideas? I was thinking possibly a tight corridor between the area just outside engine and the cockpit that's on the other side of tram tunnel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes. Make a side entrance. Either side will do but the side closest to the marine start might be better.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    cut out all those 'breakable' lights at the MS, that should save you some ents.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-ShenTraX+Feb 17 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Feb 17 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cut out all those 'breakable' lights at the MS, that should save you some ents. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've already suggested this, and they've already done this.
  • FreddehFreddeh Join Date: 2003-07-29 Member: 18520Members, Constellation
    Hmmm is there a possibility of the opposite side of main aft being used for something? I really think something needs to be done with that dead end. Possibly another vent system that goes from engine room and passes through the end of the tunnel to the room that has the underwater tunnel entrance in it (forgot the name), or even make an extra room on the other side of the turnaround that has a rt. There are many possibilities. Just hope something else gets done with it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .

    And thank you for remaking one of my fav maps, I luuuuuuub u guys. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    About the whole ref on the cylinder thing:

    If we do that, we have to allow gorges to easily heal the hive, we may try it, we'll see, don't expect instant implementation <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Well, work in progress overview of the currently completed areas (marcos just told me he's about to finish Atmos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->), the readyroom isn't on the overview, but it's redone too
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    ...and I think feedwater is almost done too. Just needs some lighting improvements and some of Bens magical infestation. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    <!--QuoteBegin-Fred1l1+Feb 17 2004, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fred1l1 @ Feb 17 2004, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmmm is there a possibility of the opposite side of main aft being used for something? I really think something needs to be done with that dead end. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    One of my favourite things about Bast (and I think I remember seeing Flay say something similar) is that there was always the feeling that the map was just one part of a much larger facility. That sealed airlock is perfect as it is for just that reason - it makes you think there's more just beyond it.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    I vote for more 'locked' doors, adds to the atmosphere. It's looking fantastic so far lads, keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • LagDemonLagDemon Join Date: 2002-11-18 Member: 9269Members
    I see the FAQ already lists the mappers involved, but could you possibly list the parts each person is working on too?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Sure:

    Mendasp: Marine Spawn (including the revolving door), ReadyRoom, corridor between MS and Atmos / Furnace, corridor between main aft and engine and its vents.
    MrBen: New infestation
    quazilin: Refinery, Furnace, Feedwater
    Zazi: Water corridor outside of ref
    Drunken Monkey: Engine and Main Aft
    Insane: EM Drill shaft
    bLuEMaN: Tram tunnel and its surrounding corridors (including the main aft elevator)
    Marcos: Atmospheric processing

    I will do more things, because the parts that are missing between areas end up done by me... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Sign In or Register to comment.