Eclipse V3.0 Beta5

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Comments

  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited May 2004
    <!--QuoteBegin-k1ndred+May 6 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (k1ndred @ May 6 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    First off, I know. It'll get fixed. It's first on the list.

    Second... Please learn your maps.

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

    There's really not much I can do here. The HL model lighting is very poor and points where the skylights don't overlap with many nearby lights cause this (also the explanation for the 2 shades of skylight color in the MS shots in the start of this thread). It seems a minor enough thing that a few spots here and there will be a problem - people should be used to this sort of odd lighting on characters by now, and working around it seems a pretty tedious process of light placement and tweaking, something I try to avoid these days (save for overall light level adjustments).
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    perhaps this idea may sound a bit dumb, but when looking at the marine spawn, I was thinking that it'd be cool to see the comm chair in that new pit thingy in the middle, and then have the entrance on the triad/station side of things up on the higher platform with rails, rather then the marines. not sure how well that'd fare, but it'd be cool to try something new. Having the entrance up top instead of the marine start being basically symetrical on that side would add some variety and perhaps make it not as easy to camp at the end of the game :\

    I dunno, just chucking around suggestions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> - love the new skylights though. Would be great to integrate them more into the marines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited May 2004
    I certainly think the ms needs rethinking. At the moment it's a bit of a nightmare to break at end games, and it has so much unused space. Perhaps if the balcony on the opposite side was even removed, and the far wall was brought in that distance. It just seems like unnessecary space. Also with the added balcony space for the rt, it is easier for marines to camp at end games.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited May 2004
    An idea for the MS could be to slighty extend the wall between the two doors outwards slightly, not too much but just enough to remove some of the marine line of sight when you're running to that door. It's damned annoying and having to leave ms so early because you lose so much health doing the mile hike to get out of there.

    Alternatively some sort of crate *gasp* thing going on the middle could both block line of sight but also provide a bit more cover and make it seem less big and empty.

    I also like the idea of aliens being able to enter on the raised area with the cc, it's pretty damn annoying having to run all the way along, up the stairs before you can even start to hurt things as an onos. Maybe as an alternative entrance openable for marines like one of those two doors you added which goes off somewhere, maybe meeting up near triads allowing you to get there faster but at the same time if welded gives the alien an other opening.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i also like the idea of moving the entrance. I never really liked having both entrances right next to eachother.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    I think the wall between the two entrances should extend out like mr ben said, also i think the res tower should return to it's original position in the centre of the room, down from the balcony.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    How about add an automated defense network (broken down of course) using turrets similar to what they use against spawn campers in TFC ?
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    Yeah, I think that wall should come out a little bit, and mabye move 1 of the entrances over to where the raised platform is, oppisite of the cc
  • IceIce Join Date: 2003-03-29 Member: 15008Members
    The spawn is too big, I agree. Maybe break down one of the walls and put half of a dropship inside the base <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • blackpiranhablackpiranha Germany Join Date: 2003-03-11 Member: 14375Members, Constellation
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Mr.Ben+May 7 2004, 12:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ May 7 2004, 12:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An idea for the MS could be to slighty extend the wall between the two doors outwards slightly, not too much but just enough to remove some of the marine line of sight when you're running to that door. It's damned annoying and having to leave ms so early because you lose so much health doing the mile hike to get out of there.

    Alternatively some sort of crate *gasp* thing going on the middle could both block line of sight but also provide a bit more cover and make it seem less big and empty. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree if the marine start is going to stay in its current format.

    If you don't feel like doing lots of changes, then a simple modification could be to move the CC into the back corner above where the steps are now. Then move the steps over to the door side, so that aliens don't have to run a marathon to get to the CC.
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