I always liked Bast. Save for the crappy MS and the low ceilings that made Onos impossible, it was great. Refinary needed work of course though, but it was still a blast.
bast was taken out mainly from a server point of view. When servers were running with ns_bast they used approximately double the cpu usage of a normal map.
There was an attempt to fix this but i dont think that the original map source could be located and thus corrected. Unless you want to redo the whole map(like ns_nancy was) i dont think it will be coming back any time soon.
If you would follow the link Daxx22 posted, you would see that bast <i>is</i> being remade. The remake actually started before the release of the changelog stating that bast would not be included, so it is likely that it was removed because it was known that a better version (one that could be updated from 1.04, anyway) would be along to replace it.
<!--QuoteBegin-Fr05t+Mar 23 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fr05t @ Mar 23 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I always liked Bast. Save for the crappy MS and the low ceilings that made Onos impossible, it was great. Refinary needed work of course though, but it was still a blast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> word
Bast was removed due to the loss of its .rmf. I for mine loved it, simply for its atmosphere. No, I do not care about the Onos-restricting areas and the like, I simply enjoyed playing on it. I had, you know, <i>fun</i> on it, which kinda trumps all other arguments for me.
<!--QuoteBegin-Nemesis Zero+Mar 23 2004, 10:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Mar 23 2004, 10:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bast was removed due to the loss of its .rmf. I for mine loved it, simply for its atmosphere. No, I do not care about the Onos-restricting areas and the like, I simply enjoyed playing on it. I had, you know, <i>fun</i> on it, which kinda trumps all other arguments for me.
I've got great hopes in the remake. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'll be sure to tell you then how the remake is when it's played on the Constie server this weekend. I haven't glued myself to the Bast topic, but I am aware of some of the changes and for one, applaud such changes. Been many times a skulk or two can get to the CC area, and chomp on it, killing any marine that comes. Kinda like spawn camping, but trying to cripple the marines.
InsaneAnomalyJoin Date: 2002-05-13Member: 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
<!--QuoteBegin-Testament+Mar 23 2004, 08:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Testament @ Mar 23 2004, 08:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NS_Bast...small, annoying, with a horrible marine start, Hives I couldn't stand, and the worst gameplay in NS. Yeah...I really miss it. -rolls eyes- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Bast was one of the biggest maps for NS. It fills a pretty large portion of the VHE grid.
Bast actually gave me the feeling I was actually in some sort of spaceship. The vents, the fact you start in a dock, loads of ways to get anywhere and the claustraphobic (spl?) atmosphere helped contribute to this.
It was my favourite map. I'm certainly looking forward to this rebuild of it.
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
Let's see what did I love about Bast..
The ambience... for one.. When you were in Feedwater, it felt like you were in a damp dank cave.. Same with Refinery it made you feel like you were close to a smelter..
I also loved some of the interesting "map" things they did with Bast, the rotating door was one, and long elevator down (or the ladder) allowed you to choose how you got down there, and there was enough variety for all
A few things I didn't like, and hope are addressed in the rebuild
Seiging from the vent outside MS, I timed this once, we had a TF, 3 Seiges built in about 2 minutes. Engine Room was a decent hive area, but it needed to be moved a few feet further away from MS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Refinery hive, needs to have the ceiling lowered.. Jpers and lerks are invincible in that much space.
I never found ONOS to have much trouble on this map, but perhaps it's just me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The thing I loved about it was that it is different. It has the most unique layout out of all the maps. Can't wait for the next version of ns when it will be official again.
Yes bast was a great map heck I loved the fact that it had onos sticking points <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I always laugh when I think the makers of the ships seem to always design it so it can perfectly fit the aliens biggest, meanest, toughest lifeform and allow it easy access to every space. Would love to see small walkways or tight spots where a crafty marine could run to quick and hide if an onos was chasing him. (yes like he wouldnt get stomped 20 times flat and the devoured what am I thinking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
hi im the one who started the thread so you know i like bast but there is a flaw that should be corrected..... under feedwater there is a water tunnel which should be changed to a small vent because aliens can make d chmbers down there and it becomes a hasle for marines. other than that its all good. It would be neet if they could add different passages to change it up a bit but its the most realistic map. (it has that train thingy,a rifinery, and other stuff)
<!--QuoteBegin-jaboo224+Mar 24 2004, 01:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jaboo224 @ Mar 24 2004, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> were can i get the remake or is that for VIP <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Right now it's undergoing testing, i'm not entirely sure if the final version is done right now, and i'm probably not supposed to post public links to the test versions, so i won't
It is <b>extremely</b> close to finished, having played it a few days ago, i can tell you that the architecture's there, the lighting looks excellent for the most part (A number of areas still remaining), and the visuals look even sexier. Refinery now has masses of infestation, feedwater has more space for building and everyone's favourite marine start vent is fixed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It plays amazingly like it always used to, and i can't wait to see if this is included back in the full version. Top work by Mendasp, MrBen and the rest of the guys (Sorry! I forgot who exactly's working on it!). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As to the Onos issue brought up, yes, it is specified in the mapping guidelines that Onos movement is restricted. Maps are supposed to be designed with this in mind, and ns_bast is no exception. Simple solution to this, if you know you can't go one way, go another, all NS maps are designed to have multiple paths.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Thanks its allways good to here music in my ears
if your allowd to answer this plz do so .. is the feedwater water hole fixed
<!--QuoteBegin-jaboo224+Mar 24 2004, 02:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jaboo224 @ Mar 24 2004, 02:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Thanks its allways good to here music in my ears
if your allowd to answer this plz do so .. is the feedwater water hole fixed <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nah it's not, it's still the same size.
One thing concerning this, i think it's quite a good idea keeping it large, i know on at least 1 occasion i've gone through that tunnel as an onos and come across another onos coming the other way. If the tunnel were smaller, much drowning could have followed.
If someone does decide to fortify themselves down there, there's always F4..... I hate people that decide to waste time at the end of the game.
EDIT: And by the way, if you head over to <a href='http://www.unknownworlds.com/forums/index.php?showtopic=66613' target='_blank'>this thread</a> in the mapping forum, you'll find info on an upcoming ns_bast_remake PT so you can get in on that when it happens, the re-makers will be there, so feel free to suggest it to them if you like. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
There was an attempt to fix this but i dont think that the original map source could be located and thus corrected. Unless you want to redo the whole map(like ns_nancy was) i dont think it will be coming back any time soon.
I did like the map.
word
I for mine loved it, simply for its atmosphere. No, I do not care about the Onos-restricting areas and the like, I simply enjoyed playing on it. I had, you know, <i>fun</i> on it, which kinda trumps all other arguments for me.
I've got great hopes in the remake.
I for mine loved it, simply for its atmosphere. No, I do not care about the Onos-restricting areas and the like, I simply enjoyed playing on it. I had, you know, <i>fun</i> on it, which kinda trumps all other arguments for me.
I've got great hopes in the remake. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'll be sure to tell you then how the remake is when it's played on the Constie server this weekend. I haven't glued myself to the Bast topic, but I am aware of some of the changes and for one, applaud such changes. Been many times a skulk or two can get to the CC area, and chomp on it, killing any marine that comes. Kinda like spawn camping, but trying to cripple the marines.
Bast was one of the biggest maps for NS. It fills a pretty large portion of the VHE grid.
It was my favourite map. I'm certainly looking forward to this rebuild of it.
The ambience... for one.. When you were in Feedwater, it felt like you were in a damp dank cave..
Same with Refinery it made you feel like you were close to a smelter..
I also loved some of the interesting "map" things they did with Bast, the rotating door was one, and long elevator down (or the ladder) allowed you to choose how you got down there, and there was enough variety for all
A few things I didn't like, and hope are addressed in the rebuild
Seiging from the vent outside MS, I timed this once, we had a TF, 3 Seiges built in about 2 minutes. Engine Room was a decent hive area, but it needed to be moved a few feet further away from MS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Refinery hive, needs to have the ceiling lowered.. Jpers and lerks are invincible in that much space.
I never found ONOS to have much trouble on this map, but perhaps it's just me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The thing I loved about it was that it is different. It has the most unique layout out of all the maps. Can't wait for the next version of ns when it will be official again.
(it has that train thingy,a rifinery, and other stuff)
Right now it's undergoing testing, i'm not entirely sure if the final version is done right now, and i'm probably not supposed to post public links to the test versions, so i won't
It is <b>extremely</b> close to finished, having played it a few days ago, i can tell you that the architecture's there, the lighting looks excellent for the most part (A number of areas still remaining), and the visuals look even sexier. Refinery now has masses of infestation, feedwater has more space for building and everyone's favourite marine start vent is fixed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It plays amazingly like it always used to, and i can't wait to see if this is included back in the full version. Top work by Mendasp, MrBen and the rest of the guys (Sorry! I forgot who exactly's working on it!). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As to the Onos issue brought up, yes, it is specified in the mapping guidelines that Onos movement is restricted. Maps are supposed to be designed with this in mind, and ns_bast is no exception. Simple solution to this, if you know you can't go one way, go another, all NS maps are designed to have multiple paths.
if your allowd to answer this plz do so .. is the feedwater water hole fixed
if your allowd to answer this plz do so .. is the feedwater water hole fixed <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nah it's not, it's still the same size.
One thing concerning this, i think it's quite a good idea keeping it large, i know on at least 1 occasion i've gone through that tunnel as an onos and come across another onos coming the other way. If the tunnel were smaller, much drowning could have followed.
If someone does decide to fortify themselves down there, there's always F4..... I hate people that decide to waste time at the end of the game.
EDIT: And by the way, if you head over to <a href='http://www.unknownworlds.com/forums/index.php?showtopic=66613' target='_blank'>this thread</a> in the mapping forum, you'll find info on an upcoming ns_bast_remake PT so you can get in on that when it happens, the re-makers will be there, so feel free to suggest it to them if you like. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Good old obs deck a comm spamed that with obs once hehehe