for me.. i still think bast is a marine prison... unless marines are experienced and know what to do, getting them to do or go anywhere in bast is a pain... the marine base is pretty isolated... to go anywhere you have to wait a couple of seconds (e.g. rotating door or elevator) using the ladder in big games can be quite annoying... so people tend to jump off the ledge after jumping there is another door... byt hte time you get to atmospheric the whole skulk brigade is waiting (especially if they have feed water hive). its also hard to do blitzes when you have to wait for the rotating door (and you get left behind and have to wait more)... this, ofcourse, is all just my opinion.
<!--QuoteBegin-G8ToR+May 3 2004, 07:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (G8ToR @ May 3 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> for me.. i still think bast is a marine prison... unless marines are experienced and know what to do, getting them to do or go anywhere in bast is a pain... the marine base is pretty isolated... to go anywhere you have to wait a couple of seconds (e.g. rotating door or elevator) using the ladder in big games can be quite annoying... so people tend to jump off the ledge after jumping there is another door... byt hte time you get to atmospheric the whole skulk brigade is waiting (especially if they have feed water hive). its also hard to do blitzes when you have to wait for the rotating door (and you get left behind and have to wait more)... this, ofcourse, is all just my opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> My proposed solution is to remove the revolving door and lowering the MS close to the cargo door level and making the elevator non-working (so it gives the illusion that there is a lower lever, or something like that...).
Then, the exits of the Marine Spawn would be a ramp up to Main Aft, and the cargo door (initially open?)
Before you start telling me that I'm going to hell if I remove the revolving door and the elevator: I'm not proposing this to DESTROY the map, it's because I want it to make it a playable map... right now, the Marine Spawn is one of the worst tactical points in Bast...
Suggestions about this issue? (the rest is being considered or done...)
This is what's done atm (there may be more things, but they are minor) - Reduced size of the vent on top of feedwater - Fixed button on the Engine Door - Fixed a lot of areas where the comm shouldn't build - Fixed most clipping issues in engine (I hope) - Raised Feedwater hive to avoid exploits and making the access to the vent easier
To do: - Add a second exit to Engine - Reduce the gamma value so it's less contrasted and more similar to the original
<!--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-->- Reduce the gamma value so it's less contrasted and more similar to the original<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This is to be seen... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Oh, well; there is always PowerStrip; guess I just need to give it a shot.
<!--QuoteBegin-Mendasp+May 5 2004, 07:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ May 5 2004, 07:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reducing that value would make the map brighter, not darker.
<!--QuoteBegin-Mr.Ben+May 5 2004, 10:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ May 5 2004, 10:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was yelled at for wanting to destroy the rotating door but i got my way finally. AHAHAHA <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> what about if you... <b>start working!?</b>
My main gripe at the moment is the lighting. It's still quite nice, but it's a bit overboard atm, like in feedwater and those retinae burning random spotlights. Glad thats getting fixed. I have no idea how you are going to deal with the bast marine start, but please don't replace everything with ramps... also, wouldn't putting the ms on cargo level make it very easy to reach the double res, or is that also being changed?
we'll do some playtests to see how it plays and decide <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-crypt+Apr 25 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Apr 25 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is one great bug I have to complain about. As a rine you can swim inside the the feedwater hive! There you are nearly invictible. A guy has done thin in pcw against us and nearly knifed the hive down (we used para and heathspray to kill him... really annoying :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I have also seen this happen - someone swam under feedwater hive as a marine with a knife out and then he precedied to knife the hive to death.
To replicate - go through the water and swim up to the hive with knife out you get then go into the hive and can knife it to death
<!--QuoteBegin-Walking Target+May 7 2004, 11:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Walking Target @ May 7 2004, 11:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-crypt+Apr 25 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Apr 25 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is one great bug I have to complain about. As a rine you can swim inside the the feedwater hive! There you are nearly invictible. A guy has done thin in pcw against us and nearly knifed the hive down (we used para and heathspray to kill him... really annoying :/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have also seen this happen - someone swam under feedwater hive as a marine with a knife out and then he precedied to knife the hive to death.
To replicate - go through the water and swim up to the hive with knife out you get then go into the hive and can knife it to death<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'll quote myself:
<!--QuoteBegin-Mendasp+May 4 2004, 11:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ May 4 2004, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This is what's done atm (there may be more things, but they are minor) - Reduced size of the vent on top of feedwater - Fixed button on the Engine Door - Fixed a lot of areas where the comm shouldn't build - Fixed most clipping issues in engine (I hope) <b>- Raised Feedwater hive to avoid exploits and making the access to the vent easier</b>
To do: - Add a second exit to Engine - Reduce the gamma value so it's less contrasted and more similar to the original<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> See? Done <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> And I have tested that it's fixed...
great work on bast. but still it needs changes to fit into the new ns.
bast is a huge map. aliens easily have the problem that they cant hold their res in the beginning, if the marines play offensively. if you have feed, you can either build dres or ref RTs. dres is very close to rine start and pretty open - therefore easy to hold for rines against vanilla skulks. ref is far away from feed. if one rine camps tram, other rines can take down ref nodes. if you use the water way to ref, you lose hp till youre there to save your res and are even more cannonfodder. if you build the node down the elevator at main aft (heading to tram tunnel) its hard to hold in the beginning, since its too close to rine start.
well, this is my idea:
i'd like to see a resnode in the middle of tram tunnel. and maybe two big crates or something in there, so you cant camp tramp that much anymore as rine and the resnode isnt shootable as rine. maybe i can post a pic where i think the crates should be placed later on. this could be a bit hard if you have engine, and rines cap dres and both feed nodes again. but i think it makes things a bit fairer for aliens, dunno :/
My main gripe about bast is that Feedwater is siegable from the tram tunnel. It happened to our team just NOW. We had to run a mile just to die next to the sieges and have no effect. You should fix this. Sieging from there is just way too far.
Dont know if there has been mentioned I havent had time to read through all you guys posts so i make it quick.
Readyroom, the yellows lights on the ceiling doesnt rotate like in the 2.01 bast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i'd like to see a res tower in the center of the map, i forget what the area is called, the cockpit and the large pit behind it... No one ever goes in there, i'd like to see it put to some use.. love this area
<!--QuoteBegin-TheGuy+May 10 2004, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGuy @ May 10 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Please change the Alarmloop sound from the ready room back to Klaxon2 so it sounds like bast! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So, you post this thing here, and PM it to me... interesting...
Now, load the 2.0 bast and tell me what has changed in the ReadyRoom
<b>PLEASE</b>[/irony]
You know what? we didn't change any sound! maybe if you turn on your speakers...
Yoda, there is already a node there, but it's below that area however it is still inside the center of the map and in terms of access it would be no different.
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
mr.ben, you are thinking of the wrong spot. Im thinking in drill EM drill shaft and observation deck. You are thinking of the one below the elevator thingy...
<!--QuoteBegin-TheGuy+May 10 2004, 09:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGuy @ May 10 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well it turns out I had forgotten that I had a custom amb pack that I downloaded a long time ago (early beta3). Sorry for the trouble. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lol, np! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Any possibility of adding some kind of fog or mist in tram-tunnel? I'm thinking heavy fog that goes up just over skulk height at the lowest point of the tunnel, perhaps pouring in from feedwater. That way, it keeps the esthetics of the corridor nice and clean (and also makes it look like it might be usable for the tram.. unlike if boxes were put in it) but still might make it a tad more difficult for marines to just camp at one end.
<!--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-->yoda, there is already a node there, but it's below that area however it is still inside the center of the map and in terms of access it would be no different.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I disagree. Drill shaft is far more skulk friendly whilst the current spot is more suited to fades. Im not suggesting you move the node, but dont dismiss this suggeston simply because both areas have equal access (which isnt strictly true either).
Speaking of drill shaft though, ive always considered it to be a criminally under-used area of the map. With the node moved and water treatment remaining as the siege location of choice, its appeal has strunken even more. It kinda reminds me of N corridor in that its one of the coolest piece of map architecture on the map, but only acts as a vent.
i dont like the new ns_bast well it looks the same and all as the old one' really. but the fps are really ****, old ns_bast worked fine in all area's with good fps, now they just gone into the 5-15 fps in most area's
<!--QuoteBegin-xspike+May 13 2004, 02:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xspike @ May 13 2004, 02:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont like the new ns_bast well it looks the same and all as the old one' really. but the fps are really ****, old ns_bast worked fine in all area's with good fps, now they just gone into the 5-15 fps in most area's <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sure, we remade it and before inclussion we hit the "give **** fps" button. We are that evil, in fact, we wanted everyone to say we did a crappy job, it's so logic... right?
Comments
My proposed solution is to remove the revolving door and lowering the MS close to the cargo door level and making the elevator non-working (so it gives the illusion that there is a lower lever, or something like that...).
Then, the exits of the Marine Spawn would be a ramp up to Main Aft, and the cargo door (initially open?)
Before you start telling me that I'm going to hell if I remove the revolving door and the elevator: I'm not proposing this to DESTROY the map, it's because I want it to make it a playable map... right now, the Marine Spawn is one of the worst tactical points in Bast...
Suggestions about this issue? (the rest is being considered or done...)
This is what's done atm (there may be more things, but they are minor)
- Reduced size of the vent on top of feedwater
- Fixed button on the Engine Door
- Fixed a lot of areas where the comm shouldn't build
- Fixed most clipping issues in engine (I hope)
- Raised Feedwater hive to avoid exploits and making the access to the vent easier
To do:
- Add a second exit to Engine
- Reduce the gamma value so it's less contrasted and more similar to the original
This is to be seen... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Oh, well; there is always PowerStrip; guess I just need to give it a shot.
I'm talking about HLRAD -gamma... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'm talking about HLRAD -gamma... <!--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-->
I knew that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
what about if you... <b>start working!?</b>
I have also seen this happen - someone swam under feedwater hive as a marine with a knife out and then he precedied to knife the hive to death.
To replicate - go through the water and swim up to the hive with knife out you get then go into the hive and can knife it to death
I have also seen this happen - someone swam under feedwater hive as a marine with a knife out and then he precedied to knife the hive to death.
To replicate - go through the water and swim up to the hive with knife out you get then go into the hive and can knife it to death<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'll quote myself:
<!--QuoteBegin-Mendasp+May 4 2004, 11:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ May 4 2004, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This is what's done atm (there may be more things, but they are minor)
- Reduced size of the vent on top of feedwater
- Fixed button on the Engine Door
- Fixed a lot of areas where the comm shouldn't build
- Fixed most clipping issues in engine (I hope)
<b>- Raised Feedwater hive to avoid exploits and making the access to the vent easier</b>
To do:
- Add a second exit to Engine
- Reduce the gamma value so it's less contrasted and more similar to the original<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
See? Done <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> And I have tested that it's fixed...
bast is a huge map. aliens easily have the problem that they cant hold their res in the beginning, if the marines play offensively. if you have feed, you can either build dres or ref RTs. dres is very close to rine start and pretty open - therefore easy to hold for rines against vanilla skulks. ref is far away from feed. if one rine camps tram, other rines can take down ref nodes. if you use the water way to ref, you lose hp till youre there to save your res and are even more cannonfodder. if you build the node down the elevator at main aft (heading to tram tunnel) its hard to hold in the beginning, since its too close to rine start.
well, this is my idea:
i'd like to see a resnode in the middle of tram tunnel. and maybe two big crates or something in there, so you cant camp tramp that much anymore as rine and the resnode isnt shootable as rine. maybe i can post a pic where i think the crates should be placed later on.
this could be a bit hard if you have engine, and rines cap dres and both feed nodes again. but i think it makes things a bit fairer for aliens, dunno :/
Readyroom, the yellows lights on the ceiling doesnt rotate like in the 2.01 bast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
So, you post this thing here, and PM it to me... interesting...
Now, load the 2.0 bast and tell me what has changed in the ReadyRoom
<b>PLEASE</b>[/irony]
You know what? we didn't change any sound! maybe if you turn on your speakers...
lol, np! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I disagree. Drill shaft is far more skulk friendly whilst the current spot is more suited to fades. Im not suggesting you move the node, but dont dismiss this suggeston simply because both areas have equal access (which isnt strictly true either).
Speaking of drill shaft though, ive always considered it to be a criminally under-used area of the map. With the node moved and water treatment remaining as the siege location of choice, its appeal has strunken even more. It kinda reminds me of N corridor in that its one of the coolest piece of map architecture on the map, but only acts as a vent.
Sure, we remade it and before inclussion we hit the "give **** fps" button. We are that evil, in fact, we wanted everyone to say we did a crappy job, it's so logic... right?