Small Change To Ns_nancy

2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
Remove the lip of the vent entrance in cargo on ns_nancy. Make it easier for lerks/skulks/fades to enter the vent.

Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited July 2005
    agreed

    EDIT: Also what is it with so many cargo locations on NS maps?
  • CaptainHarassmentCaptainHarassment Join Date: 2005-04-18 Member: 48827Members
    I asked somone this question a while ago. Space marines need stuff to keep them alive right? The cargo/supplies have to come in somewhere, seeing as how NS is set in in-door environments
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    You must have a cargo area in your map before it can go official.
  • meepmeep Join Date: 2004-02-04 Member: 26034Members
    edited July 2005
    <!--QuoteBegin-CaptainHarassment+Jul 22 2005, 05:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainHarassment @ Jul 22 2005, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I asked somone this question a while ago. Space marines need stuff to keep them alive right? The cargo/supplies have to come in somewhere, seeing as how NS is set in in-door environments<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is logical, but unfortunately wrong. To discover the real answer we have to remember Newell's Law of Half-Life Map Osmosis (Gabe's Osmosis for short). In the Half Life universe, cargo boxes are the basic unit of all matter. Gabe's Osmosis basically states that for any map to resist implosion, there must be enough cargo boxes in the interior to equal the concentration of cargo boxes in the exterior (also known as the box-iverse). The formula, if I remember correctly, is Map Volume * Mod Coefficient * (Atmospheric Intensity / 1000). Natural Selection, being a sci-fi oriented mod, obviously has a low resistance to Cargo Bays -- thus its Mod Coefficient is relatively high.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    its the sci-fi setting: cargo bays, med labs, comms array's, coffee shops. It just fits.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Since the NS map brief was "Marines take back infested spacecraft", we must assume in a vessel such as this that supplies will enter and leave the ship through some sort of controlled manner which requires a specifically designed location: the Cargo Bay.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Reebdoog+Jul 23 2005, 01:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jul 23 2005, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You must have a cargo area in your map before it can go official. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    QFT.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Uhh can you please stop talking about cargo bays and focus on my suggested change to one in nancy? Thanks.
  • Freedom_LoafFreedom_Loaf Join Date: 2005-01-07 Member: 33381Members
    <!--QuoteBegin-Thaldarin+Jul 23 2005, 07:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Jul 23 2005, 07:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reebdoog+Jul 23 2005, 01:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jul 23 2005, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You must have a cargo area in your map before it can go official. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    QFT. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Choo choo
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Thaldarin+Jul 23 2005, 07:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Jul 23 2005, 07:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reebdoog+Jul 23 2005, 01:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jul 23 2005, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You must have a cargo area in your map before it can go official. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    QFT. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ayumi does not have a cargo area.. neither does caged, or metal (except maybe storage d)
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I think your original suggestion has already been suggested. That's why I feel no moral implication to concentrate on the topic on this thread.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Freedom Loaf+Jul 23 2005, 04:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freedom Loaf @ Jul 23 2005, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thaldarin+Jul 23 2005, 07:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Jul 23 2005, 07:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reebdoog+Jul 23 2005, 01:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jul 23 2005, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You must have a cargo area in your map before it can go official. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    QFT. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Choo choo <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Serenity has a cargo area, so does my old map glory too I believe. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> And why oh why Jezpuh do you keep coming back? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    edited July 2005
    Agreed on this suggestion. If noone wants to do it, I'll do it-- it really shouldn't take long to actually do it, but the red tape might prove an issue. (eg: the dev team doesn't need to be bothered by things like this, there are more serious issues, etc)
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Many vent entrances could need changing in ns_nancy, to be honest.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Well, many vent entrances need changing (i.e. veil, jeez), I'm just focussing on the worst vent there is.
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