Prebuild 4 Released

Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
edited February 2005 in NS General Discussion
<div class="IPBDescription">Changelog</div> <!--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-->O Combat scan deploy time halved to 0.25
O Combat scan is now triggered by partially cloaked aliens.
Note: Scan 'fires' every 3 seconds, so there is a window in which a fast alien can still close the distance.
O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players.
O Hive drop check fix redux.
O Changed the health bar around structures to more acurately reflect its health. Full bar is now exactly 100% health, empty

bar is 0%.
O Reset room_type to 0 after being digested to avoid sound issue.
O Recycling phasegates are no longer visually active.
O Fixed small bug from last revision where recycling wouldn't show on the health bar.
O Recycling IP now triggers change of marine status in queue.
O Knockback reduced to 1/3 for ducking players on the ground.
O Modified hive health sprite to indicate damaged hive at 99% health.
O Alien_hivedying2.wav now plays.

O Updated ns_eclipse
O Updated ns_veil
O Updated ns_nothing

O Changes to bast:
- Fixed horrible stuck issues in Refinery (two of them)
- Fixed not being able to wall-run on Feedwater-Tram tunnel vents
- Sped up MS door (that one that leads to atmos)
- Added vent from engine to water treatment
- Fixed LoS issue in Engine hive
Known issues:
- New stuck issue in refinery in the pipe near the Water Treatment entrance
- Minimap isn't fully shown (the new vent gets cut off)
- The new vent out of engine is VERY dark at some points
O co_sava Aesthetical fixes
o ns_altair v7d (2/14/05)
- Played with HLRAD compile settings a bit
- Added a few new lights to sewer
- Misc detail to parts room and Station Monitoring
- Small tweek to fix minimap glitch till I have time to do a full sprite again
- Added new vent weldables
O Changes to hera
- Outside now has proper light level
- Restricted movement outside even more so gorges can't build on tube
- Skulks cannot climb the cliff walls or sky anymore. (might be slightly unaccurate - skulks are still able to stick to the

ceiling but only if they manage to get through a trigger_push pushing them away with a force of 2000 units.)
- Hanger bay doors now openable/closable (again). Added a twist whereby for a short moment (3 secs) when opening/closing,

onoses aren't able to pass through.
- A few general clipnode improvements
- Minimap Sprite updated (sorry for not including that before)
- Removed Systems and Fog Corridor nodes.
- Fog Corridor now has a weld to turn on lights
- Made the CC area more open/acessible to help alien attacks.
O co_core changes
- New light in hive
- Widened new vent
- Credits in RR<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Alright, here's a picture of the new alien hivesight:
«1

Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--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-->O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Cool. Enhanced sight (that was the name of it, right?) comes back, and makes the alien flashlight useful.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-im lost+Feb 20 2005, 09:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 20 2005, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Cool. Enhanced sight (that was the name of it, right?) comes back, and makes the alien flashlight useful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wow. That would make it actually usefull.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--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-->O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yay.

    <!--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-->O Recycling phasegates are no longer visually active.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yay.
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    no more hiding for marines <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> (or that little dark corner in core hive where you almost never get noticed)
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--QuoteBegin-Cj the Dj+Feb 20 2005, 11:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cj the Dj @ Feb 20 2005, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no more hiding for marines <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> (or that little dark corner in core hive where you almost never get noticed) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    death to the humans!!!
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    Wow, after a bit of searching for alien_hivedying2.wav, I'm impressed.
    All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-urinalcake+Feb 20 2005, 10:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Feb 20 2005, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow, after a bit of searching for alien_hivedying2.wav, I'm impressed.
    All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Where is it? A search on my PC yielded nada. (GG M$ search... -_-)
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    Bah, curse the USPS and its inability to operate on Sundays.

    …And, my inability to make use of Paypal, I suppose.

    A lot of what I see looks great though. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    <!--QuoteBegin-DragonMech+Feb 20 2005, 11:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DragonMech @ Feb 20 2005, 11:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-urinalcake+Feb 20 2005, 10:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Feb 20 2005, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow, after a bit of searching for alien_hivedying2.wav, I'm impressed.
    All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Where is it? A search on my PC yielded nada. (GG M$ search... -_-) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dragon:
    C:\Program Files\Steam\SteamApps\youremail\half-life\ns\sound\hud\alien_hivedying2.wav

    Also, were enemy approaches ever used? I'm starting to get alzheimers, so my 1.00 memories are quickly dying
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-urinalcake+Feb 20 2005, 10:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Feb 20 2005, 10:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, were enemy approaches ever used? I'm starting to get alzheimers, so my 1.00 memories are quickly dying <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    IIRC that was when a marine walked in range of a SC back a few versions.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    Ahh, yes, now I faintly remember that.
    Probably because I didn't hear it that much, but it still seemed like a nifty tool for aliens.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-urinalcake+Feb 20 2005, 11:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Feb 20 2005, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DragonMech+Feb 20 2005, 11:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DragonMech @ Feb 20 2005, 11:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-urinalcake+Feb 20 2005, 10:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Feb 20 2005, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow, after a bit of searching for alien_hivedying2.wav, I'm impressed.
    All great new additions. I should be sending out my connie money this week! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Where is it? A search on my PC yielded nada. (GG M$ search... -_-) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Dragon:
    C:\Program Files\Steam\SteamApps\youremail\half-life\ns\sound\hud\alien_hivedying2.wav

    Also, were enemy approaches ever used? I'm starting to get alzheimers, so my 1.00 memories are quickly dying <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah, it was used in 1.0, and its better that they keep it out. (hella annoying hearing that every 15 seconds... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Especially since SC's now make marines in range show up like sof does. That's much better than SC's that would parasite the marine if the SC was touched (which could be avoided even while knifing it, I believe).
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    edited February 2005
    <!--QuoteBegin-im lost+Feb 21 2005, 12:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 21 2005, 12:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Especially since SC's now make marines in range show up like sof does.  That's much better than SC's that would parasite the marine if the SC was touched (which could be avoided even while knifing it, I believe). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If I recall correctly, it used to do both (temp hivesight them and para if touch).


    oh and FINALLY we get the advanced hive sight put right over the flashlight. Ive wanted this ever since 1.0x's. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    The enemy approaches would be useful to be heard when a marine is in an occupied hive area. But how it was implimented in 1.0x.. ugh, just.. just no.

    Alien flashlight finally got the boost we were all whining for, about time. I wish I could play beta six, all the patch servers are down for me and its really tickin' me off. *sigh*

    (I'm not responsible for typos i make, ... my lack of sleep is)
  • c4tc4t Join Date: 2003-09-06 Member: 20619Members
    alien flashlight shouldnt show alien structures. it feels weird.
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    edited February 2005
    It's wierd but damn useful for seeing that guy ontop of the hive.

    Personally, sometimes I would rather of had Enhanced hive sight than having SoF. Now I can have both <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->

    edit: Just noticed Hive-Health indicator. Is there a counter-part for marines?
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    I'd like to see some minimaps for the co_ maps...I'am not sure if this is being worked on already or if it is currently available. Just a thought.
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    I never did understand why anyone felt the need to replace Enhanced Sight, especially with something like Pheromones. Finally, it seems, those responsible have realised its usefulness and undone their mistake... by making it a potentially overpowered intrinsic.

    I've always felt that Enhanced Sight was in its proper place in the Sensory Chamber upgrade slot. When Pheromones was due for removal at the end of 2.01, and the ideas for a replacement littered I&S, I didn't understand why the return of Enhanced Sight wasn't a more popular option - or, for that matter, how it ended up being displaced by yet another upgrade, Focus, which, while useful, is totally out of place.

    At the other extreme is what has happened here: Enhanced Sight has been implemented as an innate ability. Perhaps the effects of a constantly available legal skinhack have been understimated; from what I recall of Enhanced Sight in 1.04, the effect was simply amazing, and that's taking into consideration the fact that you needed 1.04 Sensory Chambers to use it. With the Marines contrasting so prominently against the background, it's rather hard to miss attacks.

    Still, I can understand this change as far as the game's concept is concerned: the shadows were a tool that only the Kharra were meant to use; the Marines were expected to form up in the scared, huddled groups seen in the movies, while, conversely, the Kharaa hid in dark corners, lying in wait for the opportunity to spring an ambush. To this effect, it is logical that the Kharaa have an innate advantage in their own element; really, they <i>are</i> always supposed to be able to see their prey. But no matter how well it fits in the storyline, the gameplay is quite another matter, and although this change also helps to correct some of the darkness-related gameplay issues, nonetheless, it might just be a bit too much.
  • PRTePRTe Join Date: 2003-10-25 Member: 21919Members
    new alien flashlight looks cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    you can't climb on the hera sky anymore? aww...
  • tanathostanathos Join Date: 2002-11-02 Member: 4949Members
    <!--QuoteBegin-Uzguz+Feb 21 2005, 08:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uzguz @ Feb 21 2005, 08:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I never did understand why anyone felt the need to replace Enhanced Sight, especially with something like Pheromones. Finally, it seems, those responsible have realised its usefulness and undone their mistake... by making it a potentially overpowered intrinsic.

    I've always felt that Enhanced Sight was in its proper place in the Sensory Chamber upgrade slot. When Pheromones was due for removal at the end of 2.01, and the ideas for a replacement littered I&S, I didn't understand why the return of Enhanced Sight wasn't a more popular option - or, for that matter, how it ended up being displaced by yet another upgrade, Focus, which, while useful, is totally out of place.

    At the other extreme is what has happened here: Enhanced Sight has been implemented as an innate ability. Perhaps the effects of a constantly available legal skinhack have been understimated; from what I recall of Enhanced Sight in 1.04, the effect was simply amazing, and that's taking into consideration the fact that you needed 1.04 Sensory Chambers to use it. With the Marines contrasting so prominently against the background, it's rather hard to miss attacks.

    Still, I can understand this change as far as the game's concept is concerned: the shadows were a tool that only the Kharra were meant to use; the Marines were expected to form up in the scared, huddled groups seen in the movies, while, conversely, the Kharaa hid in dark corners, lying in wait for the opportunity to spring an ambush. To this effect, it is logical that the Kharaa have an innate advantage in their own element; really, they <i>are</i> always supposed to be able to see their prey. But no matter how well it fits in the storyline, the gameplay is quite another matter, and although this change also helps to correct some of the darkness-related gameplay issues, nonetheless, it might just be a bit too much. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It was too similar to Scent of fear, and less usefull, thus people always picked up SoF, and Enhanced sight was left in the dark.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    For those playing the new version, does anyone not keep their flashlight on the entire time to use enhanced sight? It doesn't seem like there's much reason to turn it off.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-im lost+Feb 21 2005, 11:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 21 2005, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For those playing the new version, does anyone not keep their flashlight on the entire time to use enhanced sight? It doesn't seem like there's much reason to turn it off. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's rapidly becoming the standard Modus Operandi for the aliens, but Nem0 said it best:

    <!--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-->There's an upgrade to show you marines on the other side of walls, yet there was nothing to show you hidden marines in your current room. Seems kinda backwards, dunnit?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • MalevolentMalevolent Join Date: 2003-08-03 Member: 18842Members
    Yeah, this will definitely come in handy for those rines that like to hide in dark corners at the end of the game.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The main reason to turn off your flashlight is if you want to see whether or not a structure is cloaked. I usually turn it off when there aren't marines nearby anyway because it's annoying when it's on all the time. It's not even close to as overpowered as some of you guys are saying though; it only makes a difference in really dark places, and aliens should have the advantage there.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Giant glowing Onos in your field of vision causes everything around it to lose color depth. When I'm working on graphics, the giant white background causes shaded black lines to look like solid black. Making the background dark blue allows you to see the grays more easily. Again, this flashlight thing seems to give aliens the advantage in dark places.. and they should. It also makes the flashlight a more valuable tool for the Marines. What's the #1 reason you don't have it on in a dark area? The giant glowing halo around you that tells all the other aliens that can't see you either where you are. If they can already see you, no reason to have it off, which gives -you- the ability to see them. Good changes all around, though I have a feeling that Enhanced Hivesight might get tweaked later on.

    As for "the enemy approaches," wouldn't that be a nice wav to play for when a Hive can visually see a Marine? He just hops into a corner, no one knows, and then starts spawn camping. If the Hive was alerting players to the fact that it could see a marine in the corner somewhere, you might have a chance to get back there and stop spawn camping. On the flip side, it'd be harder to ninja PGs, so perhaps the "sight" radius of the Hive could be reduced to something like an Obs. For instance, Cargo hive on map.. uh.. ns_veil? Marines coming in from Subsector's side would be spotted and the hive would tell everyone enemies are approaching. Marines coming in from Pipeline's direction wouldn't be seen unless they got closer to the res node. Of course a radius this small would make Power Silo on ns_nothing useless, but.. it's a crappy hive anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    i was just messing around in that folder of sounds, and marine_needportal1 and 2 need to be implemented. it just makes sense. its the most important thing to drop first, and new people who dont know what they are doing can at least hear that, and drop it, and then continue to poke around with the buttons, figuring out what the buildings do
  • tevvantevvan Join Date: 2005-01-31 Member: 39247Members
    edited February 2005
    Fix the east door in marine start on ns_tanith, getting stuck on the right side, its a fade/lerk killer, many games i've played have been decided because of an HLF (higher lifeform) dying there (forgot the map name last time, whoops.) also, the ceiling in subsector hive in ns_veil, its very very very very easy to get stuck trying to get on the hive, and it becomes an advantage for marines killing skulks trying to get up and gestate.
  • EggmanEggman Join Date: 2004-09-05 Member: 31423Members
    Which map are you talking about?
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    I agree with whoever said that it shouldn't make buildings glow. It might make JPs a bit easy to kill in the alien hive, but who cares. Kharaa FTW.
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