Bast Remake Project

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  • GhostlyPeaGhostlyPea Join Date: 2003-03-12 Member: 14431Members, Constellation
    <!--QuoteBegin-Sm|o||o|th+Mar 22 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 22 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Snap, gimme a buzz too ben, i couldnt last time due to coursework...but i should be free now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • IneedapeaIneedapea Join Date: 2004-03-09 Member: 27241Members
    lol hate to join in like a sheep but me too Ben plz!
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    cover for tram tunnel, how about a mono-rail in the ceiling with enough room for skulks to run along the top?
    Or flooding it thigh deep so the skulks can swim below the surface?
  • 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
    if you want to playtest the map, just join #nsmapping on gamesurge. We usually give the URL and IP to PT there.
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Yeah, I can't wait to finally play this. I've already run through it alone and it is sekseh.

    Oh, and the next person to post after me will have Post #666™ in this topic.
  • 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
    edited March 2004
    <!--QuoteBegin-The Cheat+Mar 23 2004, 06:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Cheat @ Mar 23 2004, 06:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, and the next person to post after me will have Post #666? in this topic. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Good thing I posted, then.

    Yeah, baby.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Why dont you just add a few broken tiles etc pointed upwards for some cover for skulks, gorges etc?
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I think cover would be stupid. Anything other then a vent doesn't allow a skulk to get close to me, and any cover in tram will make an onos getting to the end harder, and onos are probably what would need to get down there the most.
  • GiorgioGiorgio Join Date: 2003-06-24 Member: 17648Members, Constellation
    I can add ns_bast_remake in my server?
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    I don't think so... There is a reason why you can't d/l the map from their playtest server..
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-eaglec+Mar 23 2004, 06:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Mar 23 2004, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cover for tram tunnel, how about a mono-rail in the ceiling with enough room for skulks to run along the top?
    Or flooding it thigh deep so the skulks can swim below the surface? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Again, why not just make the damn tram MOVE...


    God forbid something original is done! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.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&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    That was actually discussed a bit up the thread, but there are too many inherent problems to make it a viable solution.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited March 2004
    <!--QuoteBegin-BobTheJanitor+Mar 23 2004, 04:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 23 2004, 04:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That was actually discussed a bit up the thread, but there are too many inherent problems to make it a viable solution. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Like crushing players and stuff?


    Psh, it wouldn't have to crush players, the design of it could just be changed so that design of the cart looks like this:


    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
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    And then change the sides of tram so that it's flat. This way, any marines that are on the tracks are simply pushed to the side rather than be run over.

    And of course, skulks wouldn't have to worry about being run over; they could just ride the sides of it.

    wheee~
  • TranquilChaosTranquilChaos Join Date: 2003-07-25 Member: 18425Members
    Lorn, one of the main purposes of the tram car in it's current location is to add to the believablity that the tunnel continues beyond what is seen on the map, and access is simply blocked by the damaged tram car.
  • Robert_PaulsonRobert_Paulson Join Date: 2003-07-29 Member: 18543Members
    <!--QuoteBegin-Forlorn+Mar 23 2004, 04:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 23 2004, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BobTheJanitor+Mar 23 2004, 04:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 23 2004, 04:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That was actually discussed a bit up the thread, but there are too many inherent problems to make it a viable solution. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Like crushing players and stuff?


    Psh, it wouldn't have to crush players, the design of it could just be changed so that design of the cart looks like this:


    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
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    And then change the sides of tram so that it's flat. This way, any marines that are on the tracks are simply pushed to the side rather than be run over.

    And of course, skulks wouldn't have to worry about being run over; they could just ride the sides of it.

    wheee~ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The problem with a moving tram is buildings and such...

    How is the tram going to affect a phase gate that it runs over, or a TF, or any type of building.

    They did discuss this earlier in the thread, don't remember what page, but with anything moving in the HL engine it makes for a difficult build.

    The suggestion of adding more vents into the Tunnel is probably the best I have seen as far as giving lifeforms cover...

    Or you could add a whole new room area for "maintenance" to the tunnel, with doorways, box's and vents....

    That would add an air of authenticity...at least in my opinion.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I think it's safe to say we will not be having a moving tram.
  • 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
    'Fraid it doesn't work like that, Forlorn. Half-Life does not have very complex physics. The players would still get crushed.

    At any rate, we are dangerously close to the entity limit as it is. Making it a moving train would probably push the entity count over.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    this probably wouldn't be very entity friendly, but you could stick another tram car somewhere of the middle of the track for cover.
  • 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
    A crashed one maybe? (won't effect entity count btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )

    [edit]
    I think this has been suggested before, and I also think I liked the idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I'm with Kouiji on this..... you guys can manage to pull off something where we can have a crashed tram with no entities AND not suffer too huge of an r_speed hit right?

    No, that isn't sarcasm, I just think a lot of this particular.....braintrust.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Just having a bigger vent above, with an exit at each circlular bit, and an entrance tram side, would be enough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    <!--QuoteBegin-Forlorn+Mar 23 2004, 09:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 23 2004, 09:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eaglec+Mar 23 2004, 06:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Mar 23 2004, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cover for tram tunnel, how about a mono-rail in the ceiling with enough room for skulks to run along the top?
    Or flooding it thigh deep so the skulks can swim below the surface? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Again, why not just make the damn tram MOVE...


    God forbid something original is done! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.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&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think eaglec's idea is excellent. You guys should seriously consider this as ceiling cover has proved decent in existing maps like the hallway between generator hive and aux gen in ns_caged.

    I don't agree with making the tram move. Its more expensive and unnecessary.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-relsan+Mar 24 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Mar 24 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Mar 23 2004, 09:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 23 2004, 09:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eaglec+Mar 23 2004, 06:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Mar 23 2004, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cover for tram tunnel, how about a mono-rail in the ceiling with enough room for skulks to run along the top?
    Or flooding it thigh deep so the skulks can swim below the surface? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Again, why not just make the damn tram MOVE...


    God forbid something original is done! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.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&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think eaglec's idea is excellent. You guys should seriously consider this as ceiling cover has proved decent in existing maps like the hallway between generator hive and aux gen in ns_caged.

    I don't agree with making the tram move. Its more expensive and unnecessary. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and virtually unworkable
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited March 2004
    Think about how the revolving door is then multiply that by 20 and that'd be a moving tram. It's just not going to happen and if it does i'm going disown to Mendasp. I do however really like the idea of vents entrances all the way along the top and also of the monorail and will see if i can convince mendasp to try something like that for the next build.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    <!--QuoteBegin-Kouji San+Mar 24 2004, 12:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 24 2004, 12:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A crashed one maybe? (won't effect entity count btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )

    [edit]
    I think this has been suggested before, and I also think I liked the idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah, I suggested a wreck in the middle of the tram tunnel to divide it into 2 sections...

    but then I reconsidered and think that 'tis ok with how it's always been... it is how it is, so let's deal with it... or, well, the idea of multiple vents'd work fine, without much hassle, really...
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Yeah, but how would it make sense to have two trams sitting right next to each other for no apparent reason? Keeping in mind that this is a transportation system that is supposed to travel all throughout this giant ship and we're only looking at one tiny end piece of it. What would you do when you wanted to bring the first tram car down to tram maintainence? Dismantle the other one?

    Also, I will continue to scream to have another light or two added behind the tram car to provide a further illusion of the tunnel continuing into the distance. AIEEE!!
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    Poor onos, no chance of getting back alive
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    heh, unless some idiot redeems him with lmg

    My opinion on tram:
    Either:
    Make a another vehicle of some sort halfway down the tunnel (another tram car or maybe some interesting maintenance car with robot arm)
    Or:
    More vent entrances
    Or:
    Leave it how it is
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    <!--QuoteBegin-uffo+Mar 24 2004, 06:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Mar 24 2004, 06:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Poor onos, no chance of getting back alive <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Rofl.
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    <!--QuoteBegin-uffo+Mar 24 2004, 05:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Mar 24 2004, 05:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Poor onos, no chance of getting back alive <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dang, guess I didn't stay in long enough to see that one. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
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