The reason why the hive wouldn't get sucked out of the tunnel is because there is a water-tight gate there. The gate malfunctioned when the kharaa infested Hypnos so it remains shut and there'll probably be some sparks coming out of it to show that its broken. That also explains why the water level in the tunnel doesn't increase and flood the entire Hypnos station.
The two broken glass floors are actually special glass made to withstand extreme water pressure. This explains how before the Kharaa infestation, whenever the large gate is opened, water wouldn't flood into the upper levels. After Kharaa's infestation of Hypnos however, the Bacterium had taken it's effect on those glass floors and made it very weak (explains why its breakable now), but luckily the gate is shut so water levels didn't reach the upper sections.
Oh yes, I might as well explain what that room above the hive is for <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , that room is suppose to be a "look-out" type of room where underwater vessels would signal the look-out and the crew there would report to gate lock controls as to when to open the large water-tight gate for the vessel.
I guess were just going to have to see. I really like your layout, wondering what kind of textures you will use...Good back story Lets wait and see is what i say
Excellent idea with the Hive in the water speil. You already know my ideas about the map through our forums. I hope my brother can actually do something like this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> if he messes it up...I'll have to <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> him in the face. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I still think you're giving up some of the coolness that the underwater hive was all about by giving the marines normal ground access to it. Its a underwater hive!!! it should force player to SWIM! [/rant]
<!--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 still think you're giving up some of the coolness that the underwater hive was all about by giving the marines normal ground access to it. Its a underwater hive!!! it should force player to SWIM! [/rant]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ya i know... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> but you see, i have to face the problem of either choosing coolness or balance. Alot of people are saying if marines are forced to swim or siege the hive, then aliens have a huge advantage and thus would be unbalance. I personally agree with you that adding that room above the hive takes out the whole uniqueness of the UW hive in the first place but hey... we'll see what happens. Anyways, the UW hive section will probably be built last just to give me more time to solve the balance issue.
<!--QuoteBegin-Ollj+Jun 25 2004, 08:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jun 25 2004, 08:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> origin overview looked worse when it was half done. you get serious r_speed and ballancing problems with long straight corridors.
and Hives under water <b> just dont work</b> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not that I'm saying your wrong, but care to elaborate on why UW hives don't work?
Comments
<img src='http://home.graffiti.net/xeifeh:graffiti.net/UW1.jpg' border='0' alt='user posted image' />
The reason why the hive wouldn't get sucked out of the tunnel is because there is a water-tight gate there. The gate malfunctioned when the kharaa infested Hypnos so it remains shut and there'll probably be some sparks coming out of it to show that its broken. That also explains why the water level in the tunnel doesn't increase and flood the entire Hypnos station.
The two broken glass floors are actually special glass made to withstand extreme water pressure. This explains how before the Kharaa infestation, whenever the large gate is opened, water wouldn't flood into the upper levels. After Kharaa's infestation of Hypnos however, the Bacterium had taken it's effect on those glass floors and made it very weak (explains why its breakable now), but luckily the gate is shut so water levels didn't reach the upper sections.
Oh yes, I might as well explain what that room above the hive is for <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , that room is suppose to be a "look-out" type of room where underwater vessels would signal the look-out and the crew there would report to gate lock controls as to when to open the large water-tight gate for the vessel.
Looks really cool, time to start teh mapping.
Ya i know... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> but you see, i have to face the problem of either choosing coolness or balance. Alot of people are saying if marines are forced to swim or siege the hive, then aliens have a huge advantage and thus would be unbalance. I personally agree with you that adding that room above the hive takes out the whole uniqueness of the UW hive in the first place but hey... we'll see what happens. Anyways, the UW hive section will probably be built last just to give me more time to solve the balance issue.
you get serious r_speed and ballancing problems with long straight corridors.
and Hives under water <b> just dont work</b>
you get serious r_speed and ballancing problems with long straight corridors.
and Hives under water <b> just dont work</b> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not that I'm saying your wrong, but care to elaborate on why UW hives don't work?