ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i like the ideas of moving the doors a lil farther out of ms. I dont know y, but i like the doors, and moving them out may be easier for aliens to bust the base, as the doors wouldn't open them into open fire.
Yeah, I dont really mind the idea of having the doors moved back a little.
But that still does give the aliens cover right outside of the marine base. Like if marines are shooting grenades at towers that are right behind the door, and the door closes, that gives the aliens some time to heal the towers and get them back to full health.
weldeable things in MS?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->?? put it default if thats the idea
The doors being moved back will still keep the problem of marines being locked down in an area, I'm starting to think after playing eclipse lately that the doors are ready to be prart of NS History, although leaving one as nostalgia would be nice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-TheGuy+May 5 2004, 04:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGuy @ May 5 2004, 04:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if you're really aiming for nostalgia , make the ready room the old marine start from 1.04. It would bring back memories and add a nice touch <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> now u makes me really wanna cry! memories, yes memories.
the 1.x marine start was tiny, cramped, and dark, not to mention that the "inner" half of it was difficult to work with as comm. Sometimes I wish people could go back and PLAY 1.04 for a little bit to remember all the crap that we put up with then. The game is much much better now, as are the maps.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know.
I think the horseshoe ceiling window would do better if there weren't any "ceiling slopes" on the sides, and if it was just one, slightly bigger, window, above the crossways(if you count the vent). It would be nice with some stronger light, like in the marine spawn, too.
<!--QuoteBegin-h20+May 4 2004, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (h20 @ May 4 2004, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, how about he just changes it back to the old hive? there was nothing wrong with it... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well I doubt he will want to revert to the older version, so we may as well criticise what has been provided to us <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
<!--QuoteBegin-Reese+May 5 2004, 02:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ May 5 2004, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the 1.x marine start was tiny, cramped, and dark, not to mention that the "inner" half of it was difficult to work with as comm. Sometimes I wish people could go back and PLAY 1.04 for a little bit to remember all the crap that we put up with then. The game is much much better now, as are the maps.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I believe the pipes are to protect the triad generator node from becoming too easily destroyed as its a largely open area (a walkway overlooking, 3 openings and a ladder making the area easy to attack a node).
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited May 2004
<!--QuoteBegin-Cobra^+May 5 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ May 5 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-h20+May 4 2004, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (h20 @ May 4 2004, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, how about he just changes it back to the old hive? there was nothing wrong with it... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well I doubt he will want to revert to the older version, so we may as well criticise what has been provided to us <!--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--> Would you like to know what I actually changed in that hive?
I added two sprites at a large scale to add a slight haze to the area. I did the same in computer core, but with 3 or 4. <b>That's it</b>. I fail to see how this is a problem. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Reese+May 5 2004, 09:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ May 5 2004, 09:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the 1.x marine start was tiny, cramped, and dark, not to mention that the "inner" half of it was difficult to work with as comm. Sometimes I wish people could go back and PLAY 1.04 for a little bit to remember all the crap that we put up with then. The game is much much better now, as are the maps.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We did play it. I certainly did. Please don't compare it to a <b>real</b> 1.x imbalance like Bast marine start or 1.x jp.
new marine start is better than the old marine start.
However, the marine start is a tad big, considering how little it is all used.
I really like how there are two exits from marine start, but the oppisite elevated side does seem a bit redudant. Perhaps you could take that area and make it something else, like instead of an elevated path, you could turn it into a sunken area or something, or a giant computer, or something which gives is it a tid bit more purpose to the room.
Yeah making that elevated part a bit more useful would be good, because its kinda out of place right now, has no purpose, mabye even add a door to that side but make it locked.
<!--QuoteBegin-KungFuSquirrel+May 5 2004, 03:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ May 5 2004, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I added two sprites at a large scale to add a slight haze to the area. I did the same in computer core, but with 3 or 4. <b>That's it</b>. I fail to see how this is a problem. <!--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--> That just makes you lazy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-Mouse+May 5 2004, 08:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ May 5 2004, 08:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I personally get major fps lag in computer core now that those haze sprites are there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Then get a better computer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
That haziness made me think of black & white, when you're a Good god, it's all bright and fuzzy like that. Not very fitting for a hive :O Glad to hear it was just a mistake.
<!--QuoteBegin-Forlorn+May 5 2004, 05:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ May 5 2004, 05:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> new marine start is better than the old marine start.
However, the marine start is a tad big, considering how little it is all used.
I really like how there are two exits from marine start, but the oppisite elevated side does seem a bit redudant. Perhaps you could take that area and make it something else, like instead of an elevated path, you could turn it into a sunken area or something, or a giant computer, or something which gives is it a tid bit more purpose to the room. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The marine start is called "cargo transfer" if I remember correctly. Maybe there could be some big crates over there, or broken ones. I haven't played eclipse for a while but I think I noticed two doors in the indentations (best word I think of atm) behind the comm chair. Maybe we could have the railing of a small crane coming from the top of them (think of the railing the train follows when you start up Half Life), and a broken carne grip somewhere in the room. Could make it spark.
<!--QuoteBegin-ssjyoda+May 6 2004, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ May 6 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i can't believe ppl still have old crappy pcs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I can't believe your arrogance =/ NS requires a 32Megabyte card (according to FAQs) minimum. Maybe some people are less fortunate.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
When I say 'major fps lag' I mean my framerate drops to about 20. Not unplayable, but definately annoying. I seem to recall HL having some difficulty with showing large overlapping sprites, or something to that effect.
(fyi I have 128mb Geforce3 Ti 200, a XP2800+ and 256mb DDR. I don't think it's because I have a crap computer)
The new vent near cargo that leads closer to double res node just over the stair is too small to a kulk to get in <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I Liked that vent, can you fix it to a skulk size?
I don't feel like going through the rest of the posts in this topic but have you ever noticed that sometimes when you go under one of the skylights you get a very blood red color on your character. It looks kind of funny to me.
(and i have a 128mb ati radeon 9800 pro and i rarely go under 70 fps in ns)
Comments
But that still does give the aliens cover right outside of the marine base. Like if marines are shooting grenades at towers that are right behind the door, and the door closes, that gives the aliens some time to heal the towers and get them back to full health.
put it default if thats the idea
OT:LET THE DOORS!
now u makes me really wanna cry! memories, yes memories.
The 1.x MS was fine.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know.
It would be nice with some stronger light, like in the marine spawn, too.
Well I doubt he will want to revert to the older version, so we may as well criticise what has been provided to us <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I believe the pipes are to protect the triad generator node from becoming too easily destroyed as its a largely open area (a walkway overlooking, 3 openings and a ladder making the area easy to attack a node).
Well I doubt he will want to revert to the older version, so we may as well criticise what has been provided to us <!--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-->
Would you like to know what I actually changed in that hive?
I added two sprites at a large scale to add a slight haze to the area. I did the same in computer core, but with 3 or 4. <b>That's it</b>. I fail to see how this is a problem. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We did play it. I certainly did. Please don't compare it to a <b>real</b> 1.x imbalance like Bast marine start or 1.x jp.
However, the marine start is a tad big, considering how little it is all used.
I really like how there are two exits from marine start, but the oppisite elevated side does seem a bit redudant. Perhaps you could take that area and make it something else, like instead of an elevated path, you could turn it into a sunken area or something, or a giant computer, or something which gives is it a tid bit more purpose to the room.
That just makes you lazy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Then get a better computer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
However, the marine start is a tad big, considering how little it is all used.
I really like how there are two exits from marine start, but the oppisite elevated side does seem a bit redudant. Perhaps you could take that area and make it something else, like instead of an elevated path, you could turn it into a sunken area or something, or a giant computer, or something which gives is it a tid bit more purpose to the room. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The marine start is called "cargo transfer" if I remember correctly. Maybe there could be some big crates over there, or broken ones. I haven't played eclipse for a while but I think I noticed two doors in the indentations (best word I think of atm) behind the comm chair. Maybe we could have the railing of a small crane coming from the top of them (think of the railing the train follows when you start up Half Life), and a broken carne grip somewhere in the room. Could make it spark.
I can't believe your arrogance =/
NS requires a 32Megabyte card (according to FAQs) minimum. Maybe some people are less fortunate.
(fyi I have 128mb Geforce3 Ti 200, a XP2800+ and 256mb DDR. I don't think it's because I have a crap computer)
I Liked that vent, can you fix it to a skulk size?
(and i have a 128mb ati radeon 9800 pro and i rarely go under 70 fps in ns)