<!--QuoteBegin--SiLeNcEr-7+Jun 12 2003, 05:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SiLeNcEr-7 @ Jun 12 2003, 05:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I want to know is what happened to <i>power armour</i>, was it overpowered (heh) or something? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Power Armo(u)r: 150 or so AP, you glowed blue, and it <i>regenerated</i>. It was overpowered, yes, you could beat it down to the last bit by a stroke of luck, get killed, get back to the guy, and he is fully replenished. Without being touched by another marine with a welder.
EDIT: pfft, voog, the commander view is rather easy, its the commanding+interface that is amazing, you can rotate cameras easily in HL.
As far as I understand it, PA was pretty much only the placeholder for the (secret) HA. I can assure you as one of the PTs suffering through it that it wasn't very funny, though.
that is definetly the saw/para from CS.. no doubt about it.. the blurred picture is not what seen in the picture, the saw/para in the ss is shaded, no black (things will turn black in some places in CS maps, that is not solid black) if it had those bright colors you could still tell..
<!--QuoteBegin--Align+Jun 12 2003, 01:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jun 12 2003, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EDIT: pfft, voog, the commander view is rather easy, its the commanding+interface that is amazing, you can rotate cameras easily in HL.[quote] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yeah thats what I meant, the commander interface <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
<!--QuoteBegin--voogru+Jun 12 2003, 11:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voogru @ Jun 12 2003, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [QUOTE=Align,Jun 12 2003, 01:43 PM] EDIT: pfft, voog, the commander view is rather easy, its the commanding+interface that is amazing, you can rotate cameras easily in HL.[quote] [/QUOTE] Yeah thats what I meant, the commander interface <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Align=pwnt
Ns is just amazing in all regards, not just the commander interface <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
(omg 5 min until school gets out for summer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
I'm inclined to say that it is the Para. NS is absolutely incredible. The amount of time it must have taken Flay. I can just imagine the number of times he misplaced a semicolon and then the machine hurls. I don't know if I could do it. Flay, I salute you.
Bah, I wouldn't say they dismiss it. You have to admit, the HL engine is pretty limiting (especially from a mapper's perspective), but with mods like NS and Spirit of Half-Life we now know that HL can be pushed to the edge.
Isn't that the chain gun from OpForce? That would be so cool if they put that in NS! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin--JediYoshi+Jun 12 2003, 11:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JediYoshi @ Jun 12 2003, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ^Pusing to the edge is more like the PolyFighter MOD. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Heh, I would say that that was tearing the edge down and building a new one further off. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
IMHO, the real key innovation in NS is using a RTS-style resource system on top of team-based multiplayer, which lets you set up a game where your maps change dynamically based on where people build things. That adds enough depth to the game to add a lot of replayability.
There were other games that did this previously (notably Allegiance), but I don't know of any other FPS games. Gloom, for example, has a res-from-kills system which isn't the typical RTS-style resource system.
After that, there's a whole bunch of cool tech (commander mode, lerk flight, etc) and flavour (artwork, sounds, music, etc), but I don't think any single thing of those are key - each one just adds another nifty feature to the pile.
What I want to know is, why did some of these ideas go? I mean some of them look stellar, I'd love to see them in the NS of today!
E.g.
Commander provides leadership near him, decreased fatigue, increased damage (encourage grouping of marines so they advance together or in small teams) <--- Maybe a "subcommander" or leutenant that the Commander can promote: perhaps the Commander can "reward" a skilled marine who follows orders?
Fatigue <-- Interesting, I'd like to have seen how this fared in the playtesting
Flame thrower (purchased) < - so there WAS a flamethrower! We demand screenshots and it's immediate implementation! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Door welding (purchased) <-- Marines could weld any door? That would be so cool, I'd love to see that!
Armor piercing ammo (shoots through thin walls and all aliens, upgrade) <-- That's so sweet, I love it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Stimpack (purchased) <-- Always wanted to see this. Must have been too powerful....
Anywho I think these ideas could really see some new useage. But what do I know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Ryo-Ohki+Jun 12 2003, 09:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Jun 12 2003, 09:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But what do I know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Nothing! Just like I've been telling you for ages...
One of the hardest things to do in game development is to realise when something isn't helping (even if it's cool) and throw it away. Sometimes it's something small, sometimes it's the whole game.
<!--QuoteBegin--LambdaProject+Jun 12 2003, 06:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Jun 12 2003, 06:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bah, I wouldn't say they dismiss it. You have to admit, the HL engine is pretty limiting (especially from a mapper's perspective), but with mods like NS and Spirit of Half-Life we now know that HL can be pushed to the edge. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> My point exactly. People say, like you just have, that HL's engine limits you. Yes it does, but only so far as you want to push something. Instead of countless CS clones Flayra has created something as innovative as NS with such an old & limiting engine. If you have that ability then your tools certainly won't stop you. Look at how Kenneth Yeung performed miracles with Max Payne's engine to create his Kung Fu mods.
<!--QuoteBegin--Brave Ulysses+Jun 13 2003, 01:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brave Ulysses @ Jun 13 2003, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--LambdaProject+Jun 12 2003, 06:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Jun 12 2003, 06:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bah, I wouldn't say they dismiss it. You have to admit, the HL engine is pretty limiting (especially from a mapper's perspective), but with mods like NS and Spirit of Half-Life we now know that HL can be pushed to the edge. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> My point exactly. People say, like you just have, that HL's engine limits you. Yes it does, but only so far as you want to push something. Instead of countless CS clones Flayra has created something as innovative as NS with such an old & limiting engine. If you have that ability then your tools certainly won't stop you. Look at how Kenneth Yeung performed miracles with Max Payne's engine to create his Kung Fu mods.
Only your ideas & abilities limit you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The truth is that Flayra could push the Half-Life engine further than he has, but at the cost of compatibility with lower-end computers. I can think of three things that could be pushed further, but can't really be due to older hardware:
1) High res textures. Half-Life can support 512x512 textures (only 480x480, the edges get chopped off), but it would break all voodoo 3 and older cards that don't support above 256x256. It apparently also would mean that the texture would be chopped up by the engine into 4 textures, substantially increasing the polys used to render each scene. NS currently uses 256x256 textures, 240x240 since edges get chopped off. Too bad HL textures are 8-bit indexed <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
2) Higher poly models and maps. This is just plain a performance issue. TruForm support would be the best of both worlds though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3) Increase the soft-limit of having no more than 4MB of textures per NS map... This again is just a performance / map size issue, not a technical limitation.
Plus increasing the entities in creative ways would help. But unfortunately, these three (four) changes would ALL substantially decrease the performance of NS, except for maybe TruForm compatible models since they wouldn't have their higher poly count if TruForm was off.
All that aside, I'm still incredibly impressed with what Flayra has done, probably most notably the commander interface <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nothing! Just like I've been telling you for ages...
Seriously, many of these ideas *were* tried. They didn't work for one reason or another. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good to see that married life has not blunted that sledgehammer wit of yours Monse <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I miss our old sparring grounds in the discussion forums <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Well, res for kills was tried, and discarded, and now brought back. What made it an exception? NS has, obviously, changed a HEAP since those changes were in; why could not some of them now be viable in the NS of today?
haha we might as well make up "NS for DOS" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> cant wait for the future of NS as Flayra kindly explained in the interview.... oooo DROPSHIPS <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> then we can have a "Natural-Selection Timeline"
Personally, I LOVE the idea of the marines staring out in a ship, them moving into the rest of the "map" It's somehtign I'd love to see more of in maps! I wonder if there isn't some nice person willing to make a good "dropship" model, or if Flay could give us an "official" one?
<i>"good morning mr. freeman, please walk towards the lolly pop"</i> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Obviously you guys have never seen the Beta Video of Natural Selection.....good lord it was hideous! It showed Flay doing some in game particle editing, cs weapons, stolen starcraft sounds, and the platform with buttons that was suppose to be a commanders chair. That video rocked.
<!--QuoteBegin--LambdaProject+Jun 12 2003, 11:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Jun 12 2003, 11:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its the para from CS I'm so sure of it (although its left handed). NS was based on CS, right? Or at least it started off that way. There is a bunch CS stuff floating around all over the ns directory. I wonder why it was based on CS in the first place.
(Also a little bug/ easter egg: If you've ever had babblers out look down at the bottom right and you'll see the C4 Icon from CS. Pretty weird) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm pretty sure that's the CS para. I'm sure it's the para because there's another trace of CS still in NS - go gorge and switch to babblers. You'll see a c4 icon for your ammo counter <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Let me put an end to this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Scarface121+Jun 13 2003, 05:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jun 13 2003, 05:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1471&hl=' target='_blank'>Old Hera Pic's</a> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1878&hl=' target='_blank'>Old Bast Pic's (not so old...)</a> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1452&hl=' target='_blank'>Even More Old Bast Pics</a> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1699&hl=' target='_blank'>Some Interesting Placeholder Models...</a> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1472&hl=' target='_blank'>Just 1 Pic, Wierd LMG and Marine Models</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> lol, Looks like the marines were in such a rush to kick alien scum they forgot to put on their shirts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
Power Armo(u)r: 150 or so AP, you glowed blue, and it <i>regenerated</i>.
It was overpowered, yes, you could beat it down to the last bit by a stroke of luck, get killed, get back to the guy, and he is fully replenished. Without being touched by another marine with a welder.
EDIT: pfft, voog, the commander view is rather easy, its the commanding+interface that is amazing, you can rotate cameras easily in HL.
Yeah thats what I meant, the commander interface <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
Yeah thats what I meant, the commander interface <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Align=pwnt
Ns is just amazing in all regards, not just the commander interface <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
(omg 5 min until school gets out for summer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
Anyway, I really can't belive how they found so many placeholders for everything >_<
Heh, I would say that that was tearing the edge down and building a new one further off. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
There were other games that did this previously (notably Allegiance), but I don't know of any other FPS games. Gloom, for example, has a res-from-kills system which isn't the typical RTS-style resource system.
After that, there's a whole bunch of cool tech (commander mode, lerk flight, etc) and flavour (artwork, sounds, music, etc), but I don't think any single thing of those are key - each one just adds another nifty feature to the pile.
E.g.
Commander provides leadership near him, decreased fatigue, increased damage (encourage grouping of marines so they advance together or in small teams) <--- Maybe a "subcommander" or leutenant that the Commander can promote: perhaps the Commander can "reward" a skilled marine who follows orders?
Fatigue <-- Interesting, I'd like to have seen how this fared in the playtesting
Flame thrower (purchased) < - so there WAS a flamethrower! We demand screenshots and it's immediate implementation! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Door welding (purchased) <-- Marines could weld any door? That would be so cool, I'd love to see that!
Armor piercing ammo (shoots through thin walls and all aliens, upgrade) <-- That's so sweet, I love it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Stimpack (purchased) <-- Always wanted to see this. Must have been too powerful....
Anywho I think these ideas could really see some new useage. But what do I know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Nothing! Just like I've been telling you for ages...
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seriously, many of these ideas *were* tried. They didn't work for one reason or another.
My point exactly. People say, like you just have, that HL's engine limits you. Yes it does, but only so far as you want to push something. Instead of countless CS clones Flayra has created something as innovative as NS with such an old & limiting engine. If you have that ability then your tools certainly won't stop you. Look at how Kenneth Yeung performed miracles with Max Payne's engine to create his Kung Fu mods.
Only your ideas & abilities limit you.
My point exactly. People say, like you just have, that HL's engine limits you. Yes it does, but only so far as you want to push something. Instead of countless CS clones Flayra has created something as innovative as NS with such an old & limiting engine. If you have that ability then your tools certainly won't stop you. Look at how Kenneth Yeung performed miracles with Max Payne's engine to create his Kung Fu mods.
Only your ideas & abilities limit you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The truth is that Flayra could push the Half-Life engine further than he has, but at the cost of compatibility with lower-end computers. I can think of three things that could be pushed further, but can't really be due to older hardware:
1) High res textures. Half-Life can support 512x512 textures (only 480x480, the edges get chopped off), but it would break all voodoo 3 and older cards that don't support above 256x256. It apparently also would mean that the texture would be chopped up by the engine into 4 textures, substantially increasing the polys used to render each scene. NS currently uses 256x256 textures, 240x240 since edges get chopped off. Too bad HL textures are 8-bit indexed <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
2) Higher poly models and maps. This is just plain a performance issue. TruForm support would be the best of both worlds though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3) Increase the soft-limit of having no more than 4MB of textures per NS map... This again is just a performance / map size issue, not a technical limitation.
Plus increasing the entities in creative ways would help. But unfortunately, these three (four) changes would ALL substantially decrease the performance of NS, except for maybe TruForm compatible models since they wouldn't have their higher poly count if TruForm was off.
---------------------------------------------------------------------------
All that aside, I'm still incredibly impressed with what Flayra has done, probably most notably the commander interface <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seriously, many of these ideas *were* tried. They didn't work for one reason or another.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good to see that married life has not blunted that sledgehammer wit of yours Monse <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I miss our old sparring grounds in the discussion forums <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Well, res for kills was tried, and discarded, and now brought back. What made it an exception? NS has, obviously, changed a HEAP since those changes were in; why could not some of them now be viable in the NS of today?
<i>"good morning mr. freeman, please walk towards the lolly pop"</i> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
just shows how far ns has come!
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1878&hl=' target='_blank'>Old Bast Pic's (not so old...)</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1452&hl=' target='_blank'>Even More Old Bast Pics</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1699&hl=' target='_blank'>Some Interesting Placeholder Models...</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1472&hl=' target='_blank'>Just 1 Pic, Wierd LMG and Marine Models</a>
(Also a little bug/ easter egg: If you've ever had babblers out look down at the bottom right and you'll see the C4 Icon from CS. Pretty weird) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm pretty sure that's the CS para. I'm sure it's the para because there's another trace of CS still in NS - go gorge and switch to babblers. You'll see a c4 icon for your ammo counter <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1878&hl=' target='_blank'>Old Bast Pic's (not so old...)</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1452&hl=' target='_blank'>Even More Old Bast Pics</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1699&hl=' target='_blank'>Some Interesting Placeholder Models...</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=1472&hl=' target='_blank'>Just 1 Pic, Wierd LMG and Marine Models</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
lol, Looks like the marines were in such a rush to kick alien scum they forgot to put on their shirts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->