A Suggestion For Ns_eclipse

theclamtheclam Join Date: 2004-08-01 Member: 30290Members
In ns_eclipse, if you go to triad generator array, the ambient noise sounds almost exactly like the phase gate (it might even use the same .wav file). This is annoying as an alien if you have the eclipse command hive, because if you are in the area just north of the hive, you can't tell if the marines drop a phase gate just by hearing.

Comments

  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Funny, never noticed that at all. And after going and listening, I can't say they sound alike at all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • WarningForeverWarningForever Join Date: 2004-05-06 Member: 28503Members
    Ns_Veil needs bigger weld hitboxes.
  • exileSoulexileSoul Join Date: 2004-07-04 Member: 29716Members
    since we're off topic. ns_origin needs to fix stuckpoints in ventilation and biodome.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    <!--QuoteBegin-dsX.exileSoul+Nov 7 2004, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dsX.exileSoul @ Nov 7 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> since we're off topic. ns_origin needs to fix stuckpoints in ventilation and biodome. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    biodome? O_o , im curious, never got stuck in biodome. tell me. :o
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Ots+Nov 8 2004, 10:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Nov 8 2004, 10:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-dsX.exileSoul+Nov 7 2004, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dsX.exileSoul @ Nov 7 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> since we're off topic. ns_origin needs to fix stuckpoints in ventilation and biodome. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    biodome? O_o , im curious, never got stuck in biodome. tell me. :o <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You spawn in the infestation :/
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Biodome and vent hive are a crap factory of stuck points.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    nothing needs a vent from ominous/intimidation to miasma/gen
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Origin is a bug.

    No I dont mean there are bugs on the map, the entire map IS a bug. You cant play that game without someone getting an "elevator kill" or getting stuck...
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    elevator kills are funny.

    and if the server doesnt have /stuck-mod then.. psheesh.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    That's the thing though tomekki, /stuck doesn't work on the vent hive stuck points on origin. i've seen 2 lerks, and 3 fades die there in pcw's. Myself included.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin-TOmekki+Nov 8 2004, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Nov 8 2004, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nothing needs a vent from ominous/intimidation to miasma/gen <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think more vents in general are a good idea, particularly to res nozzles. That's why I've grown to like ayumi so much. One of the better maps for sure.

    And another thing, <span style='font-size:14pt;line-height:100%'> Please don't put vents on the celiings/sloped walls!</span> They're almost impossible to get into!
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-killswitch1968+Nov 8 2004, 08:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Nov 8 2004, 08:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+Nov 8 2004, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Nov 8 2004, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nothing needs a vent from ominous/intimidation to miasma/gen <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think more vents in general are a good idea, particularly to res nozzles. That's why I've grown to like ayumi so much. One of the better maps for sure.

    And another thing, <span style='font-size:14pt;line-height:100%'> Please don't put vents on the celiings/sloped walls!</span> They're almost impossible to get into! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    southloop anyone?
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin-Radagast+Nov 9 2004, 05:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Radagast @ Nov 9 2004, 05:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And another thing, <span style='font-size:14pt;line-height:100%'> Please don't put vents on the celiings/sloped walls!</span> They're almost impossible to get into! [/QUOTE]
    southloop anyone? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Southloop doesn't have vents on the ceilings, they're out of the wall like nice-happy-effective vents. What I mean by ceiling are the vents in origin, and the vents in shipping tunnel on ns_caged which are sloped.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    then origin needs an update.

    and ayumi is not a good map.

    and the shipping tunnels vents require some usage of eyes to get into... do not try to climb straight into them, find a flat wall which to go up with.
  • UnipacUnipac Join Date: 2003-01-27 Member: 12864Members, Constellation
    I usually climb up the opposite wall at shipping first, then cross over to the other side.

    I've never gotten stuck in any of the hives on ns_origin though.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    if you wanna make Ns_eclipse more balnced. revearse the slops. IE: makes the hives going up from MS. instead of a constant slope down from MS
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Gecko God Of DOOOM+Nov 9 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of DOOOM @ Nov 9 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you wanna make Ns_eclipse more balnced. revearse the slops. IE: makes the hives going up from MS. instead of a constant slope down from MS <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    How would that balance the map?
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    <!--QuoteBegin-Dragon_Mech+Nov 9 2004, 05:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Nov 9 2004, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Gecko God Of DOOOM+Nov 9 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of DOOOM @ Nov 9 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you wanna make Ns_eclipse more balnced. revearse the slops. IE: makes the hives going up from MS. instead of a constant slope down from MS <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    How would that balance the map? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because the marines would have an uphill battle?




    olo funneh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    skulks bhop faster going down hill that uphill.

    normaly.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, 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-->skulks bhop faster going down hill that uphill.

    normaly. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Surely marines could just bunnyhop up the hill though? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    Yah, if the map sloped uphill, marines would just bhop all the way to the hives and aliens would have no hope. Also, the vents on ceilings and sloped walls are good. They're almost "1-way" vents; you can use them to attack that point but they aren't meant as an easy escape.
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