Bast Remake Project

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Comments

  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Ok, here's a picture of the "new" res-node that some people mentioned earlier.
  • 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
    DM is the king, you know. The KING OF COOL.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited March 2004
    <!--QuoteBegin-Insane+Mar 22 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Mar 22 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> DM is the king, you know.  The KING OF COOL. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes. Yes, I am. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Maybe it's just me, but I've noticed in the PTs that the revolving door now shakes my view around. I went back and checked on the old bast with the slower door, and it was smooth, no shaking. Is anyone else having this problem? If it's going to look like that I'd suggest slowing it back down, as it's just awfully ugly to have your whole view vibrating while standing on the door.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I've always had it. :|
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Where is that new res node exactly located? Maybe I've missed or it's just not mentioned already...
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Mr.Ben+Mar 22 2004, 03:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 22 2004, 03:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've always had it. :| <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It only seems to happen online, for me at least. Must be the entity code being sluggish when 'talking' to the server.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I personally see no reason for tram tunnel to be changed at all.

    With the cover, skulks couldn't get make it the whole way down either, and that vent is perfect the way it is... the real problem with tram is that onos's would have a hell of a time getting down it without dying, and a couple crates WILL NOT help you with that.

    Considering it is also a great place to seige feed, this is probably quite a bad thing.

    One way onos needs to climb up a ladder, and if it can't get to it, it's just a fish in a barel... The other way, the onos is probably oging to lose half of its life just getting down to the marines, and will have nopossible chance of escaping without redemption... and with redemption, the damage caused would be minimal...

    I of course have not tested this, but it seems like it would be safe to assume, considering in the old bast, with the tougher onos, it still had troubles getting there.
  • 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
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Nice DM <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->~
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    If the tram door was made onos friendly, that might help a bit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-Mendasp+Mar 22 2004, 10:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New CC placement, by DM. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OMG! I killed ns_bast! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Mendasp+Mar 22 2004, 03:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 03:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New CC placement, by DM. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nice work D.M, but I have a question. Is it possible to build turrets beside the CC, or is there not enough room? Can you stand there to guard the CC/MS?
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    that CC placement is a lot better... ramp = win. a little more room around the CC would help as well (for onos)
  • 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
    lol DM

    well, here's an updated, gamma corrected shot of the new-new resource <!--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
    <!--QuoteBegin-BobTheJanitor+Mar 22 2004, 10:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 22 2004, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe it's just me, but I've noticed in the PTs that the revolving door now shakes my view around. I went back and checked on the old bast with the slower door, and it was smooth, no shaking. Is anyone else having this problem? If it's going to look like that I'd suggest slowing it back down, as it's just awfully ugly to have your whole view vibrating while standing on the door. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Check the old bast <b>online</b>. It will do the same thing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--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-->Why not make the tram actually move?


    I'm sure that would go a long way towards cover.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Hmm, wouldn't work, because the tram kills everone in its way instantly.
    Rines sitting in that tram and driving from side to side would be almost undefeatable. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

    Imagine an Onos that enters Tram tunnel and *splash*... 75 res wasted.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    edited March 2004
    New Res node and CC are so fine. Not just a fix both areas a truly beautiful.

    /edit// quick concern - does this make refinery a quad res area?
  • 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
    Remember that we removed databank access and the area isn't very close, the marines can get there quite fast.

    It was thought as a merge of Tram maintenance and Databank Access.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    looking good guys specialy that new CC placement keep up the great work
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Could I get an overview pic of the current map??

    Also Mr Ben when you are next play testing it, gimme a shout on #yo-vets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    New CC is impressive.
    I still have yet to see the new resnode. And databank access... area.
    Tram looks so secksai now.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    indeed cc nice and lovely
    <span style='color:gray'>*gives the old lift <span style='color:red'><b>an evil look</b></span> with camping skulks guarding their m8's chewing away at CC while trying to get up there <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> *</span>

    Goodgame sir... Uhm I mean good work...
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    Looks very nice. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    Crates in the tram tunnel? The only thing in a tram tunnel should be a tram, and of course the crumpled bodies of hapless victims that didn't read the warning signs. I agree that tunnel is unfair projectile vs. melee but thats one case where I don't think sacrificing reality for gameplay is worthwhile, and thats all I'll say about it.

    On another note, how exactly is the engine room more onos-friendly? Are there more entrances? Are their bigger entrances? Are the weird ladders and cramped walkways redone some how? Anybody got a pic?
  • ApocalypsecowApocalypsecow Join Date: 2003-12-22 Member: 24648Members
    <!--QuoteBegin-Mendasp+Mar 22 2004, 04:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New CC placement, by DM. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh god thank you, I can't tell you how many times I've died trying to kill skulks in the deathtrap that was the CC area...
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Remove the ladders from the water tunnels as they are pointless and you can save 2 more entities. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    GJ hope you all finish soon. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-CheesyPeteza+Mar 22 2004, 06:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Mar 22 2004, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remove the ladders from the water tunnels as they are pointless and you can save 2 more entities. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Unless you decide to go with the plan of adding a weldable to drain the tunnel. Is that idea still on the table?
  • 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 March 2004
    <!--QuoteBegin-relsan+Mar 23 2004, 02:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Mar 23 2004, 02:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are the weird ladders and cramped walkways redone some how? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is exactly the only thing it's done at the moment on engine. Well, only the ladders ATM.

    About the cover on tram tunnel... well, it needs cover, obviously, we'll add another kind of cover, soon.
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