try to remember that the new 'gameplay ideas' will mostly be used in cases where you wont be able to sit there and explain it to everybody. Which will likely end up with them being mistakenly used, and people raging about them being unfair.
I mean, jesus, people ######ed and complained to no end about how complicated Nexus was. And it has nothing of the sort that you're talking about.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
Hehe I do know the risk of "new gameplay"elemetents and people hating them. But this is pretty easy to understand and/or use. It's simply a resnode with a sprite hovering above a button.
This is simply what happens:
Aliens: - On usesage, the bacterium covers the resnode in 3 seconds (they are able to toggle it on and off) - Gorge can build on covered and uncovered resnodes, so the toggling of the resnode has lost it's value - Marines can't build on covered resnodes (indicated by red resource tower model for the commander)
Marines: - Only useable when it's covered - Once used, the bacterium will die after 4 seconds and another 3 to uncover the resnode (total of 7 seconds) - The aliens can't undo this during the process of uncovering the resnode - If marines use it when it's not covered they hear an invalid sound from the button (and nothing happens)
Ingame it's easy to see for player if resnodes are covered or uncovered. A covered resnode will be, well... covered in bacterium... The commander sees this trough the red resource tower model he normally gets on areas he can't build.
Very easy to use ingame and to see it's status, so there shouldn't be a problem, the only problem could be the whining of people getting annoyed, because of the "omg new gameplay element, we have to adept" factor. But that's easily achieved these days <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also the weldable resnode is initially marine only, that should counter the 7 seconds delay at the bacterium lockdown nodes...
I now only have one problem left... why won't my hive <a href="http://www.unknownworlds.com/forums/index.php?s=8460433149697326080&showtopic=99178&pid=1585064&st=0&#entry1585064" target="_blank"><b>target something on death</b></a>?
[edit] minimap update.
Keep in mind that the marine resnode still has to be place (probably Port ION Cannon), the alien part on the map north of Aft Engine is the trough wall teleporter for the aliens... <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/minimap_v2b3.jpg" border="0" alt="IPB Image" />
-move the hallway to the west of Port Gen Hive (the area where aliens would be attacking through to Ion Siege), enough so that fades etc can heal from the hive, but still be up front like that. While you definitely fixed the LOS issue, its still quite the distance from the hive. Or, you could actually make that hallway connect to the left side of the hive on the bottom, rather than the bottom side of the hive on the right.
-I like the mess weldable and new route to double. But in double, the weldable closes what vent(s)? is it only the one right above it? Perhaps the best config would be to close both the north vents. You could still bile from the bottom one, but it would be manageable, especially with good placement.
-i dont see this new weldable node on the minimap?
and -can the comm click off the bacterium lockdown?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
I actually had this hallway going into the hive from the 90 degree turn into ION Cannon in the first version of the map and kind of wanted to see it return. However, starting from beta2, whenever I add this entrance, it somehow screws up the clip hulls inside the hive. They were already screwed up for the Onos. However in beta2 it doesn't screw it up for the Onos, but rather for the other lifeforms and marines... They can't get near the hive and resnode or even trough the exit/entrance...
I wasn't able to make the 90degree turn as well due to the same clip hull problems mentioned before, which occured once I created it. But I fixed this by pushing the other hallway into ION Cannon a little bit more south. So perhaps I also fixed this problem with this. If it works, the layout will get another weldable at the southern part of the 90degree bendy hallway and an entrance into the hive from the hallway just left of the hive. IF it works...
<b>Main Computer Vent:</b> The weldable closes both north vents permanently for the duration of the round. I'll add the south vent once more with the addition of it being able to close with a button from inside main computer. The vent will the close for 10 seconds, and the button resets after 30seconds? So it's not a constant bilbombing menace...
<b>I dont see this new weldable node on the minimap?</b> <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Keep in mind that the marine resnode still has to be place (probably Port ION Cannon)<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>The commander:</b> He can't click on the bacterium lockdown nodes. He could at first, but I fixed it so he can't. For realism sake it's not logical he can deactivate it, since the bacterium lockdown nodes aren't part of the ships internal systems. It's button has to be manually pressed/shorted out.
<b>Teleporter:</b> My first aim was to make if Aft Engine hive dependant for it to be active. But because I can't get this targetondeath to work, I can't deactivate it once the hive dies...
What it does: It teleports an alien into the hallway behind the Main Computer (useable every 5 seconds) to couter a siege position, The target area of the teleported is a nobuild area. This should be used for the bigger aliens, since they have a harder time getting there. The smaller ones can go into the vents and proceed into the Flow Control (new area) and emerge from there...
heh, you should really try to slow it down a bit dude. Putting in too many complex game ideas at once will likely lead to the map being more frustrating than fun.
IMHO, stick with the lockdown but forget the teleport. Leave the small south vent in main computer open, forget this whole temporary-closing deal. You seriously cant afford the 3+ more entities, and a timer like that is too long to be understood. The gorge would probably run away and figure it was closed for good.
If you're having clipping issues, the best bet is to use HLFix in a batch compiler by itself, and set the Epsilon to less than 1. You'll be shown where your errors lie more and more with a smaller and smaller epsilon number. I found dozens in my map once i found this out, its what got it to finally compile properly. But it also fixed pretty much every random clip error i had.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Aight, adding it. That release will be sooner then you think (beta3 that is <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />)
Very nice map, another map for my server. Thanks! If you need a mirror of this map, here it is: <a href="http://halflife2.filefront.com/file/;73851" target="_blank">http://halflife2.filefront.com/file/;73851</a>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
After much editing, fixing and more editing tweaking and other stuff, which annoyed me because it didn't work like in my entity test map.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><b>Beta3 has been released</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
The initial host is up and running, going to get more mirrors now ^_^
Information, as always also posted in the first post of this thread:
<b>ns_achio_v2b3 release date, Dec-21-2006:</b> Most important additions/fixes: - <!--coloro:#FFCC33--><span style="color:#FFCC33"><!--/coloro--><b>New gameplay addition:</b><!--colorc--></span><!--/colorc--> Hives Based Bacterium Lockdown Resnodes, information included in readme - <!--coloro:#FFCC33--><span style="color:#FFCC33"><!--/coloro--><b>New gameplay addition:</b><!--colorc--></span><!--/colorc--> Alien only trough wall teleporter at aft engine, information included in readme - 5 new weldables (total of 6) - Port ION-Cannon has an initially marine only resnode due to weldable - Fixed siege issue at Port Material Displacement Core <b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/minimap_v2b3.jpg" target="_blank">Minimap</a></b>
<b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/versions/ns_achio_v2b3.zip" target="_blank">Mirror</a></b> hosted by home.nl
Very nice work! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />, also mirrored the file for you: <a href="http://halflife2.filefront.com/file/;73936" target="_blank">http://halflife2.filefront.com/file/;73936</a>
only got to mess around with it for a few mins, but..
-i love the nano-cover thingies for the rts, well done (though still gotta see how they fan out in gameplay and bugtesting) -looks like you fixed just about everything, i'll delve into siege exploits again later when i have more time -layout changes seem great
***
But: -you can weld the Mess weldable from above <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
-i'd suggest making the Starboard Hive weldable actually close that door (the door would begin open). Theres no real reason for rines to want to open that. If anything, they'd want to close it to have a more easily defended siege from Skylight - S2. It'd be fun too, cuz a rine would basically be 5 feet from a hive while welding, but it would be worth it.
-are there two water entities on top of each other in Water Cleansing? i lowered the water and saw what looked like two layers of surface.
-itll cost you an extra entity, but you might want to split up the glass window entity in Bridge. Toss on gl_wireframe 2 and you'll notice it gets drawn from everywhere. There are a few other little things in the map that do the same but almost every map has em; the glass though might be an r_speed hog.
-lol this isnt an issue but i managed to get the dbl doors open by myself as a gorge (spit and +use ftw <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
-i found a missing texture that seems more noticeable than usual because of the bright blue water behind it: <a href="http://img184.imageshack.us/my.php?image=nsachiov2b30000rm6.jpg" target="_blank"><img src="http://img184.imageshack.us/img184/5608/nsachiov2b30000rm6.th.jpg" border="0" alt="IPB Image" /></a>
-theres also a few issues with Port Ion:
-the welded door creates a pretty big dead end. Its your call, but i find a lot of people seem to REALLY hate dead ends in NS
-the entrance into port ion from the hive has an odd corner, i'd suggest squaring it out, giving it thickness at the edge like all your other doors <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). This is shown in the next screenshot.
-the other thing is also found in the next screen, on the right. Seems that players float a bit off the ground near there; i thought it was a func_nobuild. Dunno what it is, but it seems as though it sinks marine structures. That TF is placed at the edge of where they sink (they sink down the hall to the right). Its a sink space of about 10 feet in length. <a href="http://img110.imageshack.us/my.php?image=nsachiov2b30005eo3.jpg" target="_blank"><img src="http://img110.imageshack.us/img110/8631/nsachiov2b30005eo3.th.jpg" border="0" alt="IPB Image" /></a>
This looks like a wicked update dude, but you might want to fix up a few of these things and re-release v2b3. God, if these were fixed up, dunno what else i could review about the map <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
Awesome review, I jus thave to respond <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
- Weldable is weldable from the top because it's a counter to the aliens locking down Mess Hall
- Starboard door closeable. Nice idea I also like the reasoning! My idea was to open it up to have an easier time sieging when looking at the hive, I didn't realise it would open up an extra attack vector for the aliens. Good call!
- That water entity also made me look twice, however it seems this is just the way HL renders the waves...
- I'm at 276 entities at the moment, but I've seen ns_hera being at 299, still no reason to slack off though. However the smaller ones (the crystals) are probably a bigger r_speed hog. This seemingly bigger one has hugely scaled up glas textures. It would add about 10 r_speeds I think (gonnah test that)
- 2 button door is working as intented, 2 marines, 2 aliens or a smart gorge can open the door <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
- missing textures has been fixed
- The reason Port-ION Cannon is closed off is because the resnode is marine only due to the weldable. Try to put a RT on it on round start and you can see it's not possible. I though it would be interesting to get a perfect siege location and a free RT (as counter to the Locked nodes) for the cost of a welder. RT becomes buildable once the door is welded
I had something else in mind though, an actual weldable node. I got it working in the test map. However in Achio the Gorge was suddenly able to build on it... Thats the main reason I came up with this setup. If I ever get that weldable resnode to work in achio the weldable door will be gone, same goes for the bacterium wall (giving me some entities back) now let's hope beta4 will let me put this weldable resnode in the game <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> For now this is the only way to stop the Gorge from building on it in the main map file...
- squaring off that wall is indeed a good idea (will be done)
- That floating bug is one of the many wonders of the clip hulls in this game... I'm just sick and tired of this bug. This is actually the best I could manage (building arround the offending area). This is actually also the main reason why the port generator has rotated 90 degrees. I'll most likely just fix it with a with a func_nobuild. Didn't know about it though. Good spot!
I'll probably release beta4, since this was a test phase of the new gameplay elements. Already have change the file names to v2b4 anyway
Thanks StixNStonz. You have a good eye for these things, that and I sometimes just lose touch with the map and things wrong with it XD
On a totally different note:
I you look outside of Achio into space on the port side, you'll see the marine Frigate, the TSA Cerberus. The RR is actually the starboard side of this frigate for those of you who havent cought on yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Now I've been toying with the idea of turnging that area with more of the ship into an aftermath combat map from Achio.
Imagin this: The marines come back from their mission on Achio to find that their own ship has been infested. So to be able to go back to base, they first have to clean out their own ship. I will include a modified skin for the CC and armory (gritty after recently out of battle kind of look) Due to a leak at the engine compartment, the bacterium present in the asteroid field as been able to get onboard. And the Kaahra cought the personal onboard Cerberus totally of guard (being focussed on the battle onboard Achio and all)
I've also been looking into the name Cerberus, and I can't seem to find any map by that name or any relation of the name to Natual-Selection, so I take it it's safe to use?
co_cerberus sounds like a fun followup from achio. Besides I'm interested as to how the other side of the mapping folk live <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
question i am noticeing a lot of late, which i hope wil lbe fixed in 3.2, but rines are rushing the first hive and droping rt's on ether res node on ether side of the hive before gorgies can gorge and drop a node
is it possable to add a breakable no build function over the res node on eay at least one side of each node for each hive and basicly gorge spits it drops node before rine can
eh prolly not important here looking at you 3.2
ill have a shot at it kouji san and see how it plays out great to see some more heavy alien orientated maps
i hope machina makes it into 3.2 that place is a sulk fade lurk paradice
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
This map is at the moment 2.1 compatible, I've had it up and running for 3.2beta, but the minimaps for instance have a different filenaming policy <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
If the commander drops Rt's on the hive, aren't they simply destroyed by damaging them if they aren't built yet? I haven't played 3.2beta yet, but I've read something like this in the changelog... If this is the case, that would be a rather expensive thing to do if you don't have any marines near the node. and all a gorge has to do is spit once and it's gone...
I could change the bacterium lockdown nodes so the marines can't build on it from the start of the map though. The possibility is there, but at the moment they are not locked from the map/round start. Aliens have the manually disable the nodes for the marines
Ah well these additions give me more control over the map it RTS value <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Note:
Beta3 should have come with the weldable resnode for the marines, but as explained above it got buggy in achio, while it worked in the test map.
However I now have it working and beta4 will have the weldable resnode. the changes that will be made are the following: - Port ION-Cannon door and infested blockage will be removed - The resnode there will move to the right side of the Port ION-Cannon - The resnode will only be able to be used once welded. This rule applies for both teams, making the resnode initially marine only
i hope you reconsider the mess weldable. It just seems to me like it would be better gameplay if it could only be welded from the bottom. Its not a common thing for aliens to ###### up that room except in long games; marines always have plenty of time to run around freely in mess. It would simply give it more depth. But, your call.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
Again, your point > my point
Changed it. I think I'll release beta4 this weekend. Just doing some optimisations on the map now. I'm very happy I got the true weldable resnode working now, hence I want to release it as soon as possible. That and because Port ION-Cannon is kind of weird now...
And I had some time to work on the bridge of the marine frigate TSA Cerberus, I might even go ahead and create a combat map. Just need to get the layout of the ship roughly done, It's a small ship compared to Achio (about roughly 25% of the size of Achio) and the work done sofar is quite about 20% of the map I think.
It's main feature is that it will get an even larger external view from the bridge than any of the ones in Achio (r_speeds permitting). I can do this in a combat map since I don't have to consider the commander <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Port ION-Cannon door and infested blockage will be removed <!--QuoteEnd--></div><!--QuoteEEnd-->
are you tottaly removeing this door and all access from this way?
how about leave the door with infestation but add the infestation on to its own unique prims
make the door weldable but when you weld it as the door close it function breaks the infestation in a sequwence rangeing form top one breaking first to the bottom one breaking last .2 of a second between each break as the door glides down into its final resting place
maybe a sprit like set of gib VFX's and a sqwishie sound
sorry i know i am trying ot add mroe to your map, than fix current issues or suggested changes *hides
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Well I'd like to add even more stuff as wel NEX, don't get me wrong. Beta 4 (wip version) has 272 runtime entities at the moment (beta3 had 276)
The only things I removed are: - The infestation blockage (which was part of the resnode lock in Port ION-Cannon, so didn't gain back an entity here) - The door (it's now simply another none interactive door) - a multimanager - the func_weldable near the door - an env_shooter
A total of 4 entities freed up. The hallways and stuff are stil there don't worry about that. I can't keep the infestation blockage as a weldable, simply because it would stop the bigger aliens to even get to Port ION-Cannon when the marines are sieging from there. So there wouldn't be any reason for the marines to weld it.
There is a vent button near where the infestation blockage was, which is kind of elusive. I'm going to turn that into a weldable for the vent door in Port ION-Cannon
Still I have 3 entities freed up. Not sure what I'm gonnah do with those yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
i know ya just changed it sealed the door up and so on
but instead of a weldable, what about block the ram door form slamming shut with infestation, add a breakable to the infestation and on break the door slams shut so aliens can use it to get into into quiker and if that goes south can chomp the infestation door slams shut for the map
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Let me see if I understand this correctly, you're English is sometimes hard to understand, no pun intented ^^
"The Skylight P1 door into ION should start open, the infestation wall should be turned into a breakable. When this infested wall is broken the door in skylight P1 should close for the duration of the round?"
Even though I like the idea, it still would create an huge dead end from Locker room towards Skylight P1, which would take a revision of the hallways to get it working without disturbing gameflow (like it currently does). And I'm reluctant to add these entities back into the map. I might use these free entities in NS3.2 lateron when the targetondeath is working once more, thanks to puzl and me for spotting it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (hey I like to polish my ego, makes me shiny yknow). I need these entities to get the aft trough wall teleported working as intended. At the moment it's always working, but it should only work when that hive is spawned and should stop when it's dead. I added it as an introduction to get used to the idea.
New gameplay elements take time to get used to so the sooner you introduce them, the faster people will either hate it or love it (I'm hoping for the love part to be the dominant value in this calcuation though <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
Yeah I know it has lost some of it's value with 3.2, but it still has some nice other features, just keep in mind this map is not yet fully compatible with 3.2
locked when alien: - no sieging - no turret lock - marines have to disable it and wait 7 seconds to be able to build on it (a lot can happen in 7 seconds) - It gives the aliens more security in their hives - Makes the map more interactive
And at the moment on round start it doesn't do anything, since all resnodes are enabled, but it's main features was to slow down the marines and give the aliens more security in their hive areas. And that's the part where it does succeed <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
----------
Anyway time for an update: <!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Beta4 has been released</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<b>ns_achio_v2b4 release date, Dec-26-2006:</b> Mostly gameplay tweaks - <!--coloro:#FFCC33--><span style="color:#FFCC33"><!--/coloro--><b>New gameplay addition:</b><!--colorc--></span><!--/colorc--> Finally the addition of a true weldable resnode - Fixed the sinking building bug with a func_nobuild in the infested hallway at Port Generator <b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/minimap_v2b4.jpg" target="_blank">Minimap</a></b>
<b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/versions/ns_achio_v2b4.zip" target="_blank">Mirror</a></b> hosted by home.nl
[edit] I just realised there are two beta updates on this very same page <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
hmm i couldnt really understand the guy perfectly either, but he led me to another idea (despite the fact that it sounds like you've already changed away from it).
What about if you had the weldable door like before, as well as the infestation blocking the other side... but the infestation was a func_breakable that opened the door as well? Both teams could then have access, and a high health bar on the infestation would make it balanced. Just an idea.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
breakable --> triggers door and disables weldable (which is not possible I think)
func_weldable --> triggers door and breakable
Then theres still the problem I have with breakables not resetting properly on round end. Besides I personally think opening up this area completely, with the ability to close the vent into the room (weldable). In combination with a true weldable resnode is probably better for defending/attack of this area instead of using doors and walls.
269 runtimers at the moment (yeh I did some more optimisations <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) So there is a chance some more vents could get welded shut or something. But beta4 first has to prove itself in 3.1 I think. Next update will probably be for 3.2...
its been a few weeks, but... you wouldnt need to disable the weldable if the door itself couldnt be triggered twice (time to reset = -1)
Any news? Or are you pulling a Stix by not touching hammer whatsoever for long intervals between your super-productive weeklong mapping binges? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2007
meh, I've been toying arround with a combat map idea as a continuation of this map
co_cerberus (name not sure yet) posted 3 screenies of it in "post your screenshots thread", they are already out of day though). Lighting and some architecture, Merkaba suggested the bulkheads angles were to pointy or something also I didn't like the some texturing and of course the lighting was bland <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I agree with that and also upscaled the bridge, because the big fat Onos couldn't move very well...
ns_achio beta4 will get a small compatibility update once the final nsv3.2 client installer is released. Prolly call it beta4b or something.
So in essence I am pulling "a Stix" on this map, yet have been busy poking arround in Hammer on another map file <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I can say what I have in mind for next version, but it ain't all that big...
- fixing some doors (shadow casting on them look bad) - making the aft engine alien teleporter dependant on the aft engine hive, atm its always active with a 5 second delay. But I want it only active when the hive is built, 3.2 now opens up this option due to my work on this idea and spotting a problem with the targetondeath of the team_hive in 3.1. puzl managed to fix it in 3.2 - I wanted to create these socalled transparant minimaps, but am not able to "hax" them together
But other then that... I dun have much plans...
unrelated: I am thinking about making a map from the 1 screenshot I posted in screenshot thread, probably combat (small action packed and with cool movingthingies)... And polishing cerberus... But no idea when I am going to do this or if I have time at all the next few weeks <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Comments
I mean, jesus, people ######ed and complained to no end about how complicated Nexus was. And it has nothing of the sort that you're talking about.
This is simply what happens:
Aliens:
- On usesage, the bacterium covers the resnode in 3 seconds (they are able to toggle it on and off)
- Gorge can build on covered and uncovered resnodes, so the toggling of the resnode has lost it's value
- Marines can't build on covered resnodes (indicated by red resource tower model for the commander)
Marines:
- Only useable when it's covered
- Once used, the bacterium will die after 4 seconds and another 3 to uncover the resnode (total of 7 seconds)
- The aliens can't undo this during the process of uncovering the resnode
- If marines use it when it's not covered they hear an invalid sound from the button (and nothing happens)
Ingame it's easy to see for player if resnodes are covered or uncovered. A covered resnode will be, well... covered in bacterium... The commander sees this trough the red resource tower model he normally gets on areas he can't build.
Very easy to use ingame and to see it's status, so there shouldn't be a problem, the only problem could be the whining of people getting annoyed, because of the "omg new gameplay element, we have to adept" factor. But that's easily achieved these days <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also the weldable resnode is initially marine only, that should counter the 7 seconds delay at the bacterium lockdown nodes...
I now only have one problem left... why won't my hive <a href="http://www.unknownworlds.com/forums/index.php?s=8460433149697326080&showtopic=99178&pid=1585064&st=0&#entry1585064" target="_blank"><b>target something on death</b></a>?
[edit]
minimap update.
Keep in mind that the marine resnode still has to be place (probably Port ION Cannon), the alien part on the map north of Aft Engine is the trough wall teleporter for the aliens...
<img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/minimap_v2b3.jpg" border="0" alt="IPB Image" />
-move the hallway to the west of Port Gen Hive (the area where aliens would be attacking through to Ion Siege), enough so that fades etc can heal from the hive, but still be up front like that. While you definitely fixed the LOS issue, its still quite the distance from the hive.
Or, you could actually make that hallway connect to the left side of the hive on the bottom, rather than the bottom side of the hive on the right.
-I like the mess weldable and new route to double. But in double, the weldable closes what vent(s)? is it only the one right above it?
Perhaps the best config would be to close both the north vents. You could still bile from the bottom one, but it would be manageable, especially with good placement.
-i dont see this new weldable node on the minimap?
and -can the comm click off the bacterium lockdown?
I wasn't able to make the 90degree turn as well due to the same clip hull problems mentioned before, which occured once I created it. But I fixed this by pushing the other hallway into ION Cannon a little bit more south. So perhaps I also fixed this problem with this. If it works, the layout will get another weldable at the southern part of the 90degree bendy hallway and an entrance into the hive from the hallway just left of the hive. IF it works...
Clipping hulls, go figure <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<b>Main Computer Vent:</b>
The weldable closes both north vents permanently for the duration of the round. I'll add the south vent once more with the addition of it being able to close with a button from inside main computer. The vent will the close for 10 seconds, and the button resets after 30seconds? So it's not a constant bilbombing menace...
<b>I dont see this new weldable node on the minimap?</b>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Keep in mind that the marine resnode still has to be place (probably Port ION Cannon)<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>The commander:</b>
He can't click on the bacterium lockdown nodes. He could at first, but I fixed it so he can't. For realism sake it's not logical he can deactivate it, since the bacterium lockdown nodes aren't part of the ships internal systems. It's button has to be manually pressed/shorted out.
<b>Teleporter:</b>
My first aim was to make if Aft Engine hive dependant for it to be active. But because I can't get this targetondeath to work, I can't deactivate it once the hive dies...
What it does:
It teleports an alien into the hallway behind the Main Computer (useable every 5 seconds) to couter a siege position, The target area of the teleported is a nobuild area. This should be used for the bigger aliens, since they have a harder time getting there. The smaller ones can go into the vents and proceed into the Flow Control (new area) and emerge from there...
IMHO, stick with the lockdown but forget the teleport. Leave the small south vent in main computer open, forget this whole temporary-closing deal. You seriously cant afford the 3+ more entities, and a timer like that is too long to be understood. The gorge would probably run away and figure it was closed for good.
If you're having clipping issues, the best bet is to use HLFix in a batch compiler by itself, and set the Epsilon to less than 1. You'll be shown where your errors lie more and more with a smaller and smaller epsilon number. I found dozens in my map once i found this out, its what got it to finally compile properly. But it also fixed pretty much every random clip error i had.
and once you got the next version done give meh a shout and i'll host that too
<a href="http://halflife2.filefront.com/file/;73851" target="_blank">http://halflife2.filefront.com/file/;73851</a>
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><b>Beta3 has been released</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
The initial host is up and running, going to get more mirrors now ^_^
Information, as always also posted in the first post of this thread:
<b>ns_achio_v2b3 release date, Dec-21-2006:</b>
Most important additions/fixes:
- <!--coloro:#FFCC33--><span style="color:#FFCC33"><!--/coloro--><b>New gameplay addition:</b><!--colorc--></span><!--/colorc--> Hives Based Bacterium Lockdown Resnodes, information included in readme
- <!--coloro:#FFCC33--><span style="color:#FFCC33"><!--/coloro--><b>New gameplay addition:</b><!--colorc--></span><!--/colorc--> Alien only trough wall teleporter at aft engine, information included in readme
- 5 new weldables (total of 6)
- Port ION-Cannon has an initially marine only resnode due to weldable
- Fixed siege issue at Port Material Displacement Core
<b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/minimap_v2b3.jpg" target="_blank">Minimap</a></b>
<b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/versions/ns_achio_v2b3.zip" target="_blank">Mirror</a></b> hosted by home.nl
<a href="http://halflife2.filefront.com/file/;73936" target="_blank">http://halflife2.filefront.com/file/;73936</a>
-i love the nano-cover thingies for the rts, well done (though still gotta see how they fan out in gameplay and bugtesting)
-looks like you fixed just about everything, i'll delve into siege exploits again later when i have more time
-layout changes seem great
***
But:
-you can weld the Mess weldable from above <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
-i'd suggest making the Starboard Hive weldable actually close that door (the door would begin open). Theres no real reason for rines to want to open that. If anything, they'd want to close it to have a more easily defended siege from Skylight - S2. It'd be fun too, cuz a rine would basically be 5 feet from a hive while welding, but it would be worth it.
-are there two water entities on top of each other in Water Cleansing? i lowered the water and saw what looked like two layers of surface.
-itll cost you an extra entity, but you might want to split up the glass window entity in Bridge. Toss on gl_wireframe 2 and you'll notice it gets drawn from everywhere. There are a few other little things in the map that do the same but almost every map has em; the glass though might be an r_speed hog.
-lol this isnt an issue but i managed to get the dbl doors open by myself as a gorge (spit and +use ftw <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
-i found a missing texture that seems more noticeable than usual because of the bright blue water behind it:
<a href="http://img184.imageshack.us/my.php?image=nsachiov2b30000rm6.jpg" target="_blank"><img src="http://img184.imageshack.us/img184/5608/nsachiov2b30000rm6.th.jpg" border="0" alt="IPB Image" /></a>
-theres also a few issues with Port Ion:
-the welded door creates a pretty big dead end. Its your call, but i find a lot of people seem to REALLY hate dead ends in NS
-the entrance into port ion from the hive has an odd corner, i'd suggest squaring it out, giving it thickness at the edge like all your other doors <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). This is shown in the next screenshot.
-the other thing is also found in the next screen, on the right. Seems that players float a bit off the ground near there; i thought it was a func_nobuild. Dunno what it is, but it seems as though it sinks marine structures. That TF is placed at the edge of where they sink (they sink down the hall to the right). Its a sink space of about 10 feet in length.
<a href="http://img110.imageshack.us/my.php?image=nsachiov2b30005eo3.jpg" target="_blank"><img src="http://img110.imageshack.us/img110/8631/nsachiov2b30005eo3.th.jpg" border="0" alt="IPB Image" /></a>
This looks like a wicked update dude, but you might want to fix up a few of these things and re-release v2b3. God, if these were fixed up, dunno what else i could review about the map <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
- Weldable is weldable from the top because it's a counter to the aliens locking down Mess Hall
- Starboard door closeable. Nice idea I also like the reasoning! My idea was to open it up to have an easier time sieging when looking at the hive, I didn't realise it would open up an extra attack vector for the aliens. Good call!
- That water entity also made me look twice, however it seems this is just the way HL renders the waves...
- I'm at 276 entities at the moment, but I've seen ns_hera being at 299, still no reason to slack off though.
However the smaller ones (the crystals) are probably a bigger r_speed hog. This seemingly bigger one has hugely scaled up glas textures. It would add about 10 r_speeds I think (gonnah test that)
- 2 button door is working as intented, 2 marines, 2 aliens or a smart gorge can open the door <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
- missing textures has been fixed
- The reason Port-ION Cannon is closed off is because the resnode is marine only due to the weldable. Try to put a RT on it on round start and you can see it's not possible. I though it would be interesting to get a perfect siege location and a free RT (as counter to the Locked nodes) for the cost of a welder. RT becomes buildable once the door is welded
I had something else in mind though, an actual weldable node. I got it working in the test map. However in Achio the Gorge was suddenly able to build on it... Thats the main reason I came up with this setup. If I ever get that weldable resnode to work in achio the weldable door will be gone, same goes for the bacterium wall (giving me some entities back) now let's hope beta4 will let me put this weldable resnode in the game <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> For now this is the only way to stop the Gorge from building on it in the main map file...
- squaring off that wall is indeed a good idea (will be done)
- That floating bug is one of the many wonders of the clip hulls in this game... I'm just sick and tired of this bug. This is actually the best I could manage (building arround the offending area). This is actually also the main reason why the port generator has rotated 90 degrees. I'll most likely just fix it with a with a func_nobuild. Didn't know about it though. Good spot!
I'll probably release beta4, since this was a test phase of the new gameplay elements. Already have change the file names to v2b4 anyway
Thanks StixNStonz. You have a good eye for these things, that and I sometimes just lose touch with the map and things wrong with it XD
On a totally different note:
I you look outside of Achio into space on the port side, you'll see the marine Frigate, the TSA Cerberus. The RR is actually the starboard side of this frigate for those of you who havent cought on yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Now I've been toying with the idea of turnging that area with more of the ship into an aftermath combat map from Achio.
Imagin this:
The marines come back from their mission on Achio to find that their own ship has been infested. So to be able to go back to base, they first have to clean out their own ship. I will include a modified skin for the CC and armory (gritty after recently out of battle kind of look) Due to a leak at the engine compartment, the bacterium present in the asteroid field as been able to get onboard. And the Kaahra cought the personal onboard Cerberus totally of guard (being focussed on the battle onboard Achio and all)
I've also been looking into the name Cerberus, and I can't seem to find any map by that name or any relation of the name to Natual-Selection, so I take it it's safe to use?
co_cerberus sounds like a fun followup from achio. Besides I'm interested as to how the other side of the mapping folk live <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
is it possable to add a breakable no build function over the res node on eay at least one side of each node for each hive and basicly gorge spits it drops node before rine can
eh prolly not important here looking at you 3.2
ill have a shot at it kouji san and see how it plays out great to see some more heavy alien orientated maps
i hope machina makes it into 3.2 that place is a sulk fade lurk paradice
If the commander drops Rt's on the hive, aren't they simply destroyed by damaging them if they aren't built yet? I haven't played 3.2beta yet, but I've read something like this in the changelog... If this is the case, that would be a rather expensive thing to do if you don't have any marines near the node. and all a gorge has to do is spit once and it's gone...
I could change the bacterium lockdown nodes so the marines can't build on it from the start of the map though. The possibility is there, but at the moment they are not locked from the map/round start. Aliens have the manually disable the nodes for the marines
Ah well these additions give me more control over the map it RTS value <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Note:
Beta3 should have come with the weldable resnode for the marines, but as explained above it got buggy in achio, while it worked in the test map.
However I now have it working and beta4 will have the weldable resnode. the changes that will be made are the following:
- Port ION-Cannon door and infested blockage will be removed
- The resnode there will move to the right side of the Port ION-Cannon
- The resnode will only be able to be used once welded. This rule applies for both teams, making the resnode initially marine only
Changed it. I think I'll release beta4 this weekend. Just doing some optimisations on the map now. I'm very happy I got the true weldable resnode working now, hence I want to release it as soon as possible. That and because Port ION-Cannon is kind of weird now...
And I had some time to work on the bridge of the marine frigate TSA Cerberus, I might even go ahead and create a combat map. Just need to get the layout of the ship roughly done, It's a small ship compared to Achio (about roughly 25% of the size of Achio) and the work done sofar is quite about 20% of the map I think.
It's main feature is that it will get an even larger external view from the bridge than any of the ones in Achio (r_speeds permitting). I can do this in a combat map since I don't have to consider the commander <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
are you tottaly removeing this door and all access from this way?
how about leave the door with infestation but add the infestation on to its own unique prims
make the door weldable but when you weld it as the door close it function breaks the infestation in a sequwence rangeing form top one breaking first to the bottom one breaking last .2 of a second between each break as the door glides down into its final resting place
maybe a sprit like set of gib VFX's and a sqwishie sound
sorry i know i am trying ot add mroe to your map, than fix current issues or suggested changes *hides
The only things I removed are:
- The infestation blockage (which was part of the resnode lock in Port ION-Cannon, so didn't gain back an entity here)
- The door (it's now simply another none interactive door)
- a multimanager
- the func_weldable near the door
- an env_shooter
A total of 4 entities freed up. The hallways and stuff are stil there don't worry about that. I can't keep the infestation blockage as a weldable, simply because it would stop the bigger aliens to even get to Port ION-Cannon when the marines are sieging from there. So there wouldn't be any reason for the marines to weld it.
There is a vent button near where the infestation blockage was, which is kind of elusive. I'm going to turn that into a weldable for the vent door in Port ION-Cannon
Still I have 3 entities freed up. Not sure what I'm gonnah do with those yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
but instead of a weldable, what about block the ram door form slamming shut with infestation, add a breakable to the infestation and on break the door slams shut so aliens can use it to get into into quiker and if that goes south can chomp the infestation door slams shut for the map
"The Skylight P1 door into ION should start open, the infestation wall should be turned into a breakable. When this infested wall is broken the door in skylight P1 should close for the duration of the round?"
Even though I like the idea, it still would create an huge dead end from Locker room towards Skylight P1, which would take a revision of the hallways to get it working without disturbing gameflow (like it currently does). And I'm reluctant to add these entities back into the map. I might use these free entities in NS3.2 lateron when the targetondeath is working once more, thanks to puzl and me for spotting it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (hey I like to polish my ego, makes me shiny yknow). I need these entities to get the aft trough wall teleported working as intended. At the moment it's always working, but it should only work when that hive is spawned and should stop when it's dead. I added it as an introduction to get used to the idea.
New gameplay elements take time to get used to so the sooner you introduce them, the faster people will either hate it or love it (I'm hoping for the love part to be the dominant value in this calcuation though <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
locked when alien:
- no sieging
- no turret lock
- marines have to disable it and wait 7 seconds to be able to build on it (a lot can happen in 7 seconds)
- It gives the aliens more security in their hives
- Makes the map more interactive
And at the moment on round start it doesn't do anything, since all resnodes are enabled, but it's main features was to slow down the marines and give the aliens more security in their hive areas. And that's the part where it does succeed <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
----------
Anyway time for an update:
<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Beta4 has been released</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<b>ns_achio_v2b4 release date, Dec-26-2006:</b>
Mostly gameplay tweaks
- <!--coloro:#FFCC33--><span style="color:#FFCC33"><!--/coloro--><b>New gameplay addition:</b><!--colorc--></span><!--/colorc--> Finally the addition of a true weldable resnode
- Fixed the sinking building bug with a func_nobuild in the infested hallway at Port Generator
<b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/officialscreenshots/minimap_v2b4.jpg" target="_blank">Minimap</a></b>
<b><a href="http://members.home.nl/m.borgman/ns-forum/ns_achio2/versions/ns_achio_v2b4.zip" target="_blank">Mirror</a></b> hosted by home.nl
[edit]
I just realised there are two beta updates on this very same page <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
What about if you had the weldable door like before, as well as the infestation blocking the other side... but the infestation was a func_breakable that opened the door as well? Both teams could then have access, and a high health bar on the infestation would make it balanced. Just an idea.
func_weldable --> triggers door and breakable
Then theres still the problem I have with breakables not resetting properly on round end. Besides I personally think opening up this area completely, with the ability to close the vent into the room (weldable). In combination with a true weldable resnode is probably better for defending/attack of this area instead of using doors and walls.
269 runtimers at the moment (yeh I did some more optimisations <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) So there is a chance some more vents could get welded shut or something. But beta4 first has to prove itself in 3.1 I think. Next update will probably be for 3.2...
Any news? Or are you pulling a Stix by not touching hammer whatsoever for long intervals between your super-productive weeklong mapping binges? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
co_cerberus (name not sure yet) posted 3 screenies of it in "post your screenshots thread", they are already out of day though). Lighting and some architecture, Merkaba suggested the bulkheads angles were to pointy or something also I didn't like the some texturing and of course the lighting was bland <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I agree with that and also upscaled the bridge, because the big fat Onos couldn't move very well...
ns_achio beta4 will get a small compatibility update once the final nsv3.2 client installer is released. Prolly call it beta4b or something.
So in essence I am pulling "a Stix" on this map, yet have been busy poking arround in Hammer on another map file <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I can say what I have in mind for next version, but it ain't all that big...
- fixing some doors (shadow casting on them look bad)
- making the aft engine alien teleporter dependant on the aft engine hive, atm its always active with a 5 second delay. But I want it only active when the hive is built, 3.2 now opens up this option due to my work on this idea and spotting a problem with the targetondeath of the team_hive in 3.1. puzl managed to fix it in 3.2
- I wanted to create these socalled transparant minimaps, but am not able to "hax" them together
But other then that... I dun have much plans...
unrelated:
I am thinking about making a map from the 1 screenshot I posted in screenshot thread, probably combat (small action packed and with cool movingthingies)... And polishing cerberus... But no idea when I am going to do this or if I have time at all the next few weeks <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />