There are far too mnay nodes in easy reach frm outside Engine room hive. If marines lock that down early on they have MS, Engine room, One down the lift (better where it used to be), one where they are.
Thats 4 easy to protect nodes, as well as being a stroll away from sieging ref, engine and feed (vent to tram tunnel.)
Move the node back where it was. (and feed water now has no easy RT nearby, why did that one go?)
Bast is choke point heaven. Whoever controls main aft controls the map. If a team can manage to hold both main aft and anything along the atmos - steam gen - feed - tram route, they can effectively split the map in half. There need to be alternate routes around, and not just vents, but actual hallways that can't be locked down by a single OC... The map obviously needs a major reworking, and I'm curious to see what the remake team will be able to do with it from here. I like the idea of adding on to the map while retaining the majority of the original layout where possible. I want to see more of bast.
totally sorta kinda OT. but i've always found bast to be one of the prettiest and atmospheric of the kinda crazy sci fi space marine genre that got many of us into NS in the first place. it's durn pretty. tons of great memories on this map, all the way from 1.0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> thanks for bringing it back <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Heh, ns_bast is very claustraphobic, with very little spaces present, which means being an alien is all the more easier because a marine has no way to strafe around you. A charging Onos and you are dead...
The vent above tram tunnel is pretty much useless right now since you can only get there from main aft. I'd suggest you connect it with both refinery and feedwater, because you only need it when A) marines have set up the sieges and feed is going down B) marines camp in the feedwater end to stop aliens coming from refinery.
/me stealz0rz from IRC These aren't final though, are they? <a href='http://mendasp.thezazi.net/mapas/bast_remake/newarea.jpg' target='_blank'>http://mendasp.thezazi.net/mapas/bast_remake/newarea.jpg</a> <a href='http://mendasp.thezazi.net/mapas/bast_remake/newarea2.jpg' target='_blank'>http://mendasp.thezazi.net/mapas/bast_remake/newarea2.jpg</a>
Your probably aware of what needs tweaking regarding the lighting, but ill post this anyway.
I suggest making the pink lights into a darker red shade (more like the red light in the 2nd shot above). The colours are generally too harsh and appear washed out when applied to certain textures or combined with other colours. For example the vent near the airlock area has a rainbow effect across the wall that looks unatural. Using greyer shades (lower saturation) would help alot.
Maybe post an overview of the planned layout changes for feedback?
Yes, I'm trying to get a clear idea of what has changed from the original layout ben was following so I can post an updated layout, but so far, the people that have seen it say it's a big improvement over the old layout (I'm afraid there will be some big changes)
And about the lighting, if I have time after "reworking" the layout, I'll take a look and see what I can do about it...
I really think it needs more resource nodes, the extent that the 1.0 version had. I dont know about others, but I found Bast was fun to play because there was an insane amount of resources, you never had to worry about starving (this could also help, from what Ive seen, out of every Bast lover, there are 10 that despise it. 12 [Bast 1.0 had 12-14 resource nodes didnt it?] nodes might balance the scale a bit). Perhaps a 2nd level underneath the EM Drill Shaft, maybe some kind of area similar to Origins Laser Drill area, because after all, it is a <i>Drill Shaft</i> yet, there is no drill (just brushes for the drill, no entities like the laser if its really that bad). Marines always seem to relocate or heavilly concentrate on Atmospheric Processing (oh yeah, there isnt much in there that looks like it creates oxygen, aside from that obvious "Alien" fan/ventillation shaft, adding things that look more like they create a breathable atmosphere inside the ship would be nice if possible), so it might not be that bad, and if done correctly it would be to the aliens advantage. Also, if it hasnt been done already, the vent in Marine Start is so totally ridiculous; yes, I understand why its there, but you get two Gorges and a Lerk with two hives and Marines have to ditch Marine Start, unless they want to die.
Perhaps add that room on the other side of the unused airlock(or a ship, since it is an <i>airlock</i>) that is only accessable via vents (many, 3 or 4, perhaps 5) and contains two resource nodes (move the Main Aft node to the room). That could help balance Engine Room hive for the Aliens, since they have a hard enough time doing anything in Main Aft without laming it up, thus spending considerable resources. I believe that Refinery needs more equipment that looks like it refines minerals, right now its just a smelter and 2 computer consoles, and some random towers that probably store material to be smelted. Overall though, taking it easy with the vents would be a good idea, remember that the map takes place aboard a mining spacecraft, and aside from the Nostromo, spaceships dont have vents (if you really want em, turn them into Geoffries Tubes, like ships have from Star Trek, let them look like they arnt just there to allow quick access to skulks and the occassional JPing marine; think of that Landing Gear room between Engine Room and Marine Start). However, I can see how gameplay would take presedence over realism, and build time of complicated vents over quick and easy vents.
One last thing: The ends of Tram Tunnel should be doors, not solid walls. It makes no sense what-so-ever for a freakin tram to run between the area under Feedwater (sorry, dont remember the loc. name) and the halls outside Refinery (if that has a name too, I obviously dont remember it), when it takes 4 seconds to run down the corridor. Maybe the Feedwater side could be a connector to a station (be it space or an installation like Hera is supposed to be), so my idea would be to make it look like its an airlock door, maybe a 256 or 384-unit long hall, with two sets of doors, one that has the "DO NOT OPEN, OPENING OF THIS DOOR WILL CAUSE THE SHIP TO DECOMPRESS AND INSTANT DEATH WILL FOLLOW" sign (kinda like the Main Aft airlock door that is not used), and the inner door has a window so you can see the sign inside.
Ok, I lied, this is <b>really</b> the last thing, but what is Feedwater supposed to be? Some kind of water reclamation system or something?
Sorry for the long post, but Bast is my favorite map, and its death at 3.0 and its decline in popularity during 2.0 damn near caused me to do bodilly harm to myself, and all I want is to see it that it returns to its hayday and become the best NS map once again. And as you might be able to notice, I kinda went overboard on the parentheses, but I have a fetish for detail, so forgive me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
<!--QuoteBegin-Ivok+May 18 2004, 04:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ivok @ May 18 2004, 04:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One last thing: The ends of Tram Tunnel should be doors, not solid walls. It makes no sense what-so-ever for a freakin tram to run between the area under Feedwater (sorry, dont remember the loc. name) and the halls outside Refinery (if that has a name too, I obviously dont remember it), when it takes 4 seconds to run down the corridor. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Since we have some plans for the layout already, I'll just skip that part.
I quoted that part, to make you notice that there is a wall on Tram <b>Maintenance</b> part, on the other side (the side where the "train" is), the tram would continue, you just can't access to it, look a bit closer (it's quite dark, so maybe turn on your flashlight, too).
We don't really know what purpose has each area because we aren't the original authors...
It's quite possible that the electric arcs at the bottom of EM Drill Shaft will be back...
Of course there is a wall there (there has to be), but Im just saying it should have a door texture so it doesnt look like all that thing is for is just running between Ref. and Feed. The arcs at the bottom of the EM Drill Shaft are pretty unnecessary IMO, especially if youre getting close to the entity limit, also considering that the Observation Deck and the EM Drill Shaft walkway have no purpose (therefore, no to extremely minimal foot traffic) aside from Marine recon patrols or a shortcut for a Skulk. Might as well spend those entities on something like additional resource nodes (which are still needed BTW). Kinda curious of the your/the teams thoughts on my other suggestions though.
Of course there is a wall there (there has to be), but Im just saying it should have a door texture so it doesnt look like all that thing is for is just running between Ref. and Feed. The arcs at the bottom of the EM Drill Shaft are pretty unnecessary IMO, especially if youre getting close to the entity limit, also considering that the Observation Deck and the EM Drill Shaft walkway have no purpose (therefore, no to extremely minimal foot traffic) aside from Marine recon patrols or a shortcut for a Skulk. Might as well spend those entities on something like additional resource nodes (which are still needed BTW). Kinda curious of the your/the teams thoughts on my other suggestions though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Tram maintenance is the end of the tram, it goes the other way, you can see how the tunnel continues, you just can't see where it ends.
Step just outside the tram in the direction of refinery and look back at the tram and up. There's a little sign there that shows the tram route. The refinery -> maint route is the very teeny end of a giant path. Pretty cool!
Although I still think you guys need to put another light or two on the OTHER side of the tram, so people will realize that the tunnel extends onwards, it's just unreachable. (Inaccessible detail for the win!)
- Reduced size of the vent on top of feedwater so marines have to crouch - Fixed button on the Engine Door - Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots) - Raised Feedwater hive to avoid exploits and making the access to the vent easier - Moved the Feedwater resource a bit so you can get behind it to attack it - Moved engine and added a second exit to the hive - Moved the res outside of Refinery to Water treatment - Made the revolving door unusable (like the one on the other side) - Lowered Marine Spawn closer to the cargo level and made the elevator unusable - Added new area between the Marine Spawn and the Engine corridor
How long is a run from MS to engine hive now? Without even so much as a res tower or choke point inbetween them, it looks like MS and the hive are practically next door neighbors now, even moreso than before. (Of course, it may be just as far as it was before, but the new layout makes it look a lot shorter.)
Edit: Also, is it possible to get into the vents that used to be on the elevator wall in MS? The ones that allowed you to walk over and get into N-corridor? With a non-working elevator, is there a way to get into these vents?
Looks like if the aliens get Refinery, you can basically kiss double goodbye. It's practically in marine start with no elevator/ladders to slow down movement, and you have to run the long way around the map to get to it. Be better if the rotating door was between double and MS to make that acess much slower and intermitent.
I'd second that. Anything to slow down travel between the marines and atmospheric. As it is, in fact, unless the aliens start in FEEDWATER I'd kiss atmospheric goodbye. You're practically giving it to the marines there...
I suppose a playtest or two would confirm or deny the situation though.
Now would making atmos a single node and putting a new node between MS and the new location of engine hive just totally destroy this map forever and ever amen? Because it seems like the best balancing idea at this point.
Atmos is probably there to not make Feed so crappy a Hive. But I'd love it to be either a bit more connected to the rest of the map or less connected to MS - right now, if aliens don't have Feed, 'rines hold Atmos by agression alone (meaning, moving down to refinery alone ensure that they hold the Atmos area).
<!--QuoteBegin-BobTheJanitor+May 25 2004, 06:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ May 25 2004, 06:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now would making atmos a single node and putting a new node between MS and the new location of engine hive just totally destroy this map forever and ever amen? Because it seems like the best balancing idea at this point.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Definatly something to try. Adding that res tower would make engine something similar with... pipeline and c-12, that resource between topo and pipe is kind of conflictive, isn't it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I forgot, let's see, I've got some suggestions on adding one more res, to make it more balanced (so the map has 10 nodes), opinions on this?
Refinery is right now the "worse" hive (it isn't all that bad, though). Although you can now get water treatment + engine + main aft easily. The main problem is the huge size + long walks for almost everything on the map :\
Well, engine is at roughly the same distance as feedwater is. In fact, when we did a small PT marines couldn't get to the hive with ease (the vis blockers kind of slow them a little bit, too), or maybe it was because we were competent aliens? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Mendasp+May 23 2004, 04:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ May 23 2004, 04:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Lowered Marine Spawn closer to the cargo level and made the elevator unusable<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> NOOOOOOOOOOOOOOO! The "Elevator of OC DOOM" is gone?
my one major suggestion is.....darken the map....the entire map....its getting harder and harder to hide as a skulk in a room nowadays -_-
a slightly less of a concern is that i think Atmospheric is still a bit too close to MS i like having double near the middle of the map, with numerous attack points...so that the fight for its control is...a real battle itself in it's current state, there are 2 ways or so to approach....if those two ways are blocked...well....you're hooped
maybe make the middle area (the one with the pit) have a node....there would be like 3 nodes in close proximity....thats the ground they would want to take....add a vent at the top of the pit so relocating there is less viable, but taking that middle area still desirable
<!--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-->- Lowered Marine Spawn closer to the cargo level and made the elevator unusable<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
that is really anti-onos isn't it? the ladder is like a hole, usually with marine fire at the other end...if the marines get good defence on the other wall....aliens will have a hard time getting in won't they?
And here I thought there was going to be a Bast remake. It is now, a map based on Bast. Changing a res node here or there, lengthing a few hallways and adding a few vents is one thing, but this no longer seems like bast.
I plan on backing up my current version of bast to ns_oldbast when this new version comes out.
Times change, the game changes, maps must change also. Bast was the first ns map. Think of all the changes that have happened between then and now. Now tell me bast doesn't need to be updated for the modern NS. Drown in nostalgia if you will, but I'd rather have a bast that's fair and balanced for both teams, rather than a bast where MS is unassaultable with onos, a hive is halfway siegeable from MS, one choke point effectively cuts the map in two, and a reloc to engine hive can let the marines drag the game on literally for hours.
What is the latest version of hera, or caged, or eclipse? Are they 'maps based on' the 1.0 versions? All of those have been changed as much, if not more, than bast is being changed. I'm happy with the changes, and I hope they keep coming until this map is a favorite like veil or eclipse.
<!--QuoteBegin-SleeplessOne+May 26 2004, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SleeplessOne @ May 26 2004, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And here I thought there was going to be a Bast remake. It is now, a map based on Bast. Changing a res node here or there, lengthing a few hallways and adding a few vents is one thing, but this no longer seems like bast.
I plan on backing up my current version of bast to ns_oldbast when this new version comes out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I loved, and still like bast a lot. But Bast ist just unbalanced as it is right now, so changes are definitly needed, even if it means getting rid of such cool places like Atmo or the revolving door =/
Comments
MS, Engine room, One down the lift (better where it used to be), one where they are.
Thats 4 easy to protect nodes, as well as being a stroll away from sieging ref, engine and feed (vent to tram tunnel.)
Move the node back where it was. (and feed water now has no easy RT nearby, why did that one go?)
A) marines have set up the sieges and feed is going down
B) marines camp in the feedwater end to stop aliens coming from refinery.
These aren't final though, are they?
<a href='http://mendasp.thezazi.net/mapas/bast_remake/newarea.jpg' target='_blank'>http://mendasp.thezazi.net/mapas/bast_remake/newarea.jpg</a>
<a href='http://mendasp.thezazi.net/mapas/bast_remake/newarea2.jpg' target='_blank'>http://mendasp.thezazi.net/mapas/bast_remake/newarea2.jpg</a>
Not final, at all...
I suggest making the pink lights into a darker red shade (more like the red light in the 2nd shot above). The colours are generally too harsh and appear washed out when applied to certain textures or combined with other colours. For example the vent near the airlock area has a rainbow effect across the wall that looks unatural. Using greyer shades (lower saturation) would help alot.
Maybe post an overview of the planned layout changes for feedback?
And about the lighting, if I have time after "reworking" the layout, I'll take a look and see what I can do about it...
Perhaps add that room on the other side of the unused airlock(or a ship, since it is an <i>airlock</i>) that is only accessable via vents (many, 3 or 4, perhaps 5) and contains two resource nodes (move the Main Aft node to the room). That could help balance Engine Room hive for the Aliens, since they have a hard enough time doing anything in Main Aft without laming it up, thus spending considerable resources. I believe that Refinery needs more equipment that looks like it refines minerals, right now its just a smelter and 2 computer consoles, and some random towers that probably store material to be smelted. Overall though, taking it easy with the vents would be a good idea, remember that the map takes place aboard a mining spacecraft, and aside from the Nostromo, spaceships dont have vents (if you really want em, turn them into Geoffries Tubes, like ships have from Star Trek, let them look like they arnt just there to allow quick access to skulks and the occassional JPing marine; think of that Landing Gear room between Engine Room and Marine Start). However, I can see how gameplay would take presedence over realism, and build time of complicated vents over quick and easy vents.
One last thing: The ends of Tram Tunnel should be doors, not solid walls. It makes no sense what-so-ever for a freakin tram to run between the area under Feedwater (sorry, dont remember the loc. name) and the halls outside Refinery (if that has a name too, I obviously dont remember it), when it takes 4 seconds to run down the corridor. Maybe the Feedwater side could be a connector to a station (be it space or an installation like Hera is supposed to be), so my idea would be to make it look like its an airlock door, maybe a 256 or 384-unit long hall, with two sets of doors, one that has the "DO NOT OPEN, OPENING OF THIS DOOR WILL CAUSE THE SHIP TO DECOMPRESS AND INSTANT DEATH WILL FOLLOW" sign (kinda like the Main Aft airlock door that is not used), and the inner door has a window so you can see the sign inside.
Ok, I lied, this is <b>really</b> the last thing, but what is Feedwater supposed to be? Some kind of water reclamation system or something?
Sorry for the long post, but Bast is my favorite map, and its death at 3.0 and its decline in popularity during 2.0 damn near caused me to do bodilly harm to myself, and all I want is to see it that it returns to its hayday and become the best NS map once again. And as you might be able to notice, I kinda went overboard on the parentheses, but I have a fetish for detail, so forgive me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
Since we have some plans for the layout already, I'll just skip that part.
I quoted that part, to make you notice that there is a wall on Tram <b>Maintenance</b> part, on the other side (the side where the "train" is), the tram would continue, you just can't access to it, look a bit closer (it's quite dark, so maybe turn on your flashlight, too).
We don't really know what purpose has each area because we aren't the original authors...
It's quite possible that the electric arcs at the bottom of EM Drill Shaft will be back...
Of course there is a wall there (there has to be), but Im just saying it should have a door texture so it doesnt look like all that thing is for is just running between Ref. and Feed. The arcs at the bottom of the EM Drill Shaft are pretty unnecessary IMO, especially if youre getting close to the entity limit, also considering that the Observation Deck and the EM Drill Shaft walkway have no purpose (therefore, no to extremely minimal foot traffic) aside from Marine recon patrols or a shortcut for a Skulk. Might as well spend those entities on something like additional resource nodes (which are still needed BTW). Kinda curious of the your/the teams thoughts on my other suggestions though.
Of course there is a wall there (there has to be), but Im just saying it should have a door texture so it doesnt look like all that thing is for is just running between Ref. and Feed. The arcs at the bottom of the EM Drill Shaft are pretty unnecessary IMO, especially if youre getting close to the entity limit, also considering that the Observation Deck and the EM Drill Shaft walkway have no purpose (therefore, no to extremely minimal foot traffic) aside from Marine recon patrols or a shortcut for a Skulk. Might as well spend those entities on something like additional resource nodes (which are still needed BTW). Kinda curious of the your/the teams thoughts on my other suggestions though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Tram maintenance is the end of the tram, it goes the other way, you can see how the tunnel continues, you just can't see where it ends.
It passes Refinery.
The track continues on, but the tram has crashed.
Although I still think you guys need to put another light or two on the OTHER side of the tram, so people will realize that the tunnel extends onwards, it's just unreachable. (Inaccessible detail for the win!)
Changelog:
- Reduced size of the vent on top of feedwater so marines have to crouch
- Fixed button on the Engine Door
- Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots)
- Raised Feedwater hive to avoid exploits and making the access to the vent easier
- Moved the Feedwater resource a bit so you can get behind it to attack it
- Moved engine and added a second exit to the hive
- Moved the res outside of Refinery to Water treatment
- Made the revolving door unusable (like the one on the other side)
- Lowered Marine Spawn closer to the cargo level and made the elevator unusable
- Added new area between the Marine Spawn and the Engine corridor
Layout:
<img src='http://mendasp.thezazi.net/mapas/bast_remake/bast_layout_beta5.jpg' border='0' alt='user posted image' />
The gamma level is exactly the same as the old one, sorry.
Edit: Also, is it possible to get into the vents that used to be on the elevator wall in MS? The ones that allowed you to walk over and get into N-corridor? With a non-working elevator, is there a way to get into these vents?
:cries:
Looks like if the aliens get Refinery, you can basically kiss double goodbye. It's practically in marine start with no elevator/ladders to slow down movement, and you have to run the long way around the map to get to it. Be better if the rotating door was between double and MS to make that acess much slower and intermitent.
I suppose a playtest or two would confirm or deny the situation though.
Definatly something to try. Adding that res tower would make engine something similar with... pipeline and c-12, that resource between topo and pipe is kind of conflictive, isn't it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I forgot, let's see, I've got some suggestions on adding one more res, to make it more balanced (so the map has 10 nodes), opinions on this?
Refinery is right now the "worse" hive (it isn't all that bad, though). Although you can now get water treatment + engine + main aft easily. The main problem is the huge size + long walks for almost everything on the map :\
Well, engine is at roughly the same distance as feedwater is. In fact, when we did a small PT marines couldn't get to the hive with ease (the vis blockers kind of slow them a little bit, too), or maybe it was because we were competent aliens? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Images deleted.
NOOOOOOOOOOOOOOO! The "Elevator of OC DOOM" is gone?
*cries*
a slightly less of a concern is that i think Atmospheric is still a bit too close to MS
i like having double near the middle of the map, with numerous attack points...so that the fight for its control is...a real battle itself
in it's current state, there are 2 ways or so to approach....if those two ways are blocked...well....you're hooped
maybe make the middle area (the one with the pit) have a node....there would be like 3 nodes in close proximity....thats the ground they would want to take....add a vent at the top of the pit so relocating there is less viable, but taking that middle area still desirable
<!--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-->- Lowered Marine Spawn closer to the cargo level and made the elevator unusable<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
that is really anti-onos isn't it? the ladder is like a hole, usually with marine fire at the other end...if the marines get good defence on the other wall....aliens will have a hard time getting in won't they?
I plan on backing up my current version of bast to ns_oldbast when this new version comes out.
What is the latest version of hera, or caged, or eclipse? Are they 'maps based on' the 1.0 versions? All of those have been changed as much, if not more, than bast is being changed. I'm happy with the changes, and I hope they keep coming until this map is a favorite like veil or eclipse.
I plan on backing up my current version of bast to ns_oldbast when this new version comes out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I loved, and still like bast a lot. But Bast ist just unbalanced as it is right now, so changes are definitly needed, even if it means getting rid of such cool places like Atmo or the revolving door =/