Some pics of the changes to ns_tanith (someone requested a few posts ago pics of changes). I would post some changes of veil, but the monitoring pods are still there (conflicts with the changelog)
This is the remodeled waste hive. Notice the res node is a lot lower, and there is an added vent in the back.
<span style='color:red'>This Thread is for NSC screenshots only please</span>
Oh man, that vent is so marine-boostable. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<!--QuoteBegin--Swift Idiot+Jan 7 2004, 11:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Jan 7 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh man, that vent is so marine-boostable. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Indeed it is!
However: There's an area further in the vent that's impossible to get up into (And, subsequently, into the hive) without another person. Good for a supermini cozy, though. No space for two chambers on top of one another, however.
<!--QuoteBegin--grim32+Jan 7 2004, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (grim32 @ Jan 7 2004, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lol yea and hows blood if u digest a marine hows blood come out of his skin with no holes<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> There are holes, the things on the onos's belly aren't nipples they're his ribs sticking through his skin.
<!--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-->Some pics of the changes to ns_tanith (someone requested a few posts ago pics of changes). I would post some changes of veil, but the monitoring pods are still there (conflicts with the changelog)
This is the remodeled waste hive. Notice the res node is a lot lower, and there is an added vent in the back. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Thanks Danwatt the veil ones would be cool if you get the time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Haha amckern took me 10 mins to figure out that you meant lead poisoning and were'nt talking about the "lead position" in kills or something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Swift Idiot+Jan 8 2004, 06:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Jan 8 2004, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh man, that vent is so marine-boostable. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> you might even be able to go in it without a boost (with the crate)
Question about Waste: I'm unable to really visualize this, but does the onos still have to crouch to go in waste? (by any entrance)
<!--QuoteBegin--Cereal_KillR+Jan 8 2004, 12:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Jan 8 2004, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Swift Idiot+Jan 8 2004, 06:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Jan 8 2004, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh man, that vent is so marine-boostable. <!--emo&:0--><img src='http://www.natural-selection.org/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> you might even be able to go in it without a boost (with the crate)
Question about Waste: I'm unable to really visualize this, but does the onos still have to crouch to go in waste? (by any entrance) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I don't believe so. I'll run up a few people in IRC and see if we can't test it. Edit: I was going to test this, then while four marines somehow magically outran a skulk.. or twelve, I forgot that they just want some god damned ego boosts, and completly obliterated us before we could do anything. "Look, there's this res node and this res node you should take out, fade" "Hay dude, the fade is ignoring you." "Why?" "Because you told him to take out this resnode"
Gee gee unwelcome and UNWILLING IN ANY WAY WHATSOEVER testing environment.
<!--QuoteBegin--Roger Dodger+Jan 8 2004, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Jan 8 2004, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks Danwatt the veil ones would be cool if you get the time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> As of right now, I dont see anything different with veil. It looks exactly like the one in 2.0. Not quite sure why the changelog says the pods were removed. Maybe they are slightly further away (though I havent tested this, since I need to be in a real server to see the map - the shots from Tanith were by running the 3.0 version with 2.0).
quick spam some more random images of the useless stuff before someone cares! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--amckern+Jan 8 2004, 09:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jan 8 2004, 09:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if the crates are removed, WTH is making the door stay ajar like that, i was gona say something when 2.x came out, but now it just wrong
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Maybe it's....broken. It's all technology, so once it's broken, it doesn't come down. Or something.
<!--QuoteBegin--danwatt+Jan 8 2004, 05:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (danwatt @ Jan 8 2004, 05:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As of right now, I dont see anything different with veil. It looks exactly like the one in 2.0. Not quite sure why the changelog says the pods were removed. Maybe they are slightly further away (though I havent tested this, since I need to be in a real server to see the map - the shots from Tanith were by running the 3.0 version with 2.0). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> A day or two ago I sieged double from monitoring pods in veil on 3.0, so they haven't been changed at all.
<b>Edit:</b> And after some testing, an onos doesn't need to duck going anywhere into waste hive any more, or any main areas of the map. Plus there are some really cool texture changes to tanith too.
Also, I don't remember seeing any screenshots of this, but here's a little shot of the red circles around all marine structures. You can't build any other structures inside of those circles. This is me trying to place an observatory, but it's too close to the IP, armory and other obs. (Also electricity range is increased to cover the build circles).
Does this mean that you can't defend the ip with a single elec tf anymore or did they increase the elec range by that much?
Can someone get a screenshot showing the new electricity range (just draw a circle in paint or something), and how much harder does it make it for skulkz to kill a rt?
<!--QuoteBegin--Boy who lost his wings+Jan 9 2004, 01:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boy who lost his wings @ Jan 9 2004, 01:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> damnit no more cramming all structures next to the TF <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No more turret walls.
While you no longer can "squish up" your base, the elect range for electricty has doubled. It's still very viable to use a single TF to hold base early on just as it is in 2.0. As for the 'new' chuckle, it's simply the old chuckle cleaned up a bit. It certainly sounds a whole hell of a lot better, but it's not a completely new sound no.
Sweet thanks for the chuckle info powerslave... Does electricity have the range to go through buildings to cover the outside edges of the buildings its protecting? Or is it used more when buildings are fitted into a semi circle in a corner and use the TF in front to cover the buildings?
The texture changes have been mostly covered in the previous shots of tanith. They're very nice, in my opinion, especially since they help break away from the flat grey feeling that 2.0 tanith has.
Electricity range is hard to get a range for, however a friend informed me (I've not tested it), that electricity would cover the majority of the room of west skylights on veil. Not the entire room, but a good portion of it.
Maxx ( the audio guy) actually said that the new chuckle isn't so much new as....I dunno. I tried it out a few times, and it doesn't seem that different. It's a bit quieter, I think, but it's hard to tell.
Comments
This is the remodeled waste hive. Notice the res node is a lot lower, and there is an added vent in the back.
<span style='color:red'>This Thread is for NSC screenshots only please</span>
<span style='color:red'>This Thread is for NSC screenshots only please</span>
Indeed it is!
However: There's an area further in the vent that's impossible to get up into (And, subsequently, into the hive) without another person. Good for a supermini cozy, though. No space for two chambers on top of one another, however.
There are holes, the things on the onos's belly aren't nipples they're his ribs sticking through his skin.
i am wating for the day, where eating a rine has reverabtions, such as a slow lead posion
amckern
(Excuse typos)
This is the remodeled waste hive. Notice the res node is a lot lower, and there is an added vent in the back. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thanks Danwatt the veil ones would be cool if you get the time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Haha amckern took me 10 mins to figure out that you meant lead poisoning and were'nt talking about the "lead position" in kills or something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
- RD
you might even be able to go in it without a boost (with the crate)
Question about Waste: I'm unable to really visualize this, but does the onos still have to crouch to go in waste? (by any entrance)
you might even be able to go in it without a boost (with the crate)
Question about Waste: I'm unable to really visualize this, but does the onos still have to crouch to go in waste? (by any entrance) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't believe so. I'll run up a few people in IRC and see if we can't test it.
Edit: I was going to test this, then while four marines somehow magically outran a skulk.. or twelve, I forgot that they just want some god damned ego boosts, and completly obliterated us before we could do anything. "Look, there's this res node and this res node you should take out, fade" "Hay dude, the fade is ignoring you." "Why?" "Because you told him to take out this resnode"
Gee gee unwelcome and UNWILLING IN ANY WAY WHATSOEVER testing environment.
As of right now, I dont see anything different with veil. It looks exactly like the one in 2.0. Not quite sure why the changelog says the pods were removed. Maybe they are slightly further away (though I havent tested this, since I need to be in a real server to see the map - the shots from Tanith were by running the 3.0 version with 2.0).
<span style='color:red'>This Thread is for NSC screenshots only please</span>
<span style='color:red'>This Thread is for NSC screenshots only please</span>
<span style='color:red'>This Thread is for NSC screenshots only please</span>
Some are good, the rest are like WTH random?
amckern
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Maybe it's....broken. It's all technology, so once it's broken, it doesn't come down. Or something.
A day or two ago I sieged double from monitoring pods in veil on 3.0, so they haven't been changed at all.
<b>Edit:</b> And after some testing, an onos doesn't need to duck going anywhere into waste hive any more, or any main areas of the map. Plus there are some really cool texture changes to tanith too.
Also, I don't remember seeing any screenshots of this, but here's a little shot of the red circles around all marine structures. You can't build any other structures inside of those circles. This is me trying to place an observatory, but it's too close to the IP, armory and other obs. (Also electricity range is increased to cover the build circles).
<img src='http://www.uploadit.org/mahnsawce/nobuild.jpg' border='0' alt='user posted image'>
Can someone get a screenshot showing the new electricity range (just draw a circle in paint or something), and how much harder does it make it for skulkz to kill a rt?
Gonna be so weird not being able to squish stuff up...
Also is the new chuckle better or the old one?
- RD
edit: Oh yeh mojo where those boxes are gone is the rubble opposite it still there? You know where all that crap blocked the end of the hallway?
No more turret walls.
Does electricity have the range to go through buildings to cover the outside edges of the buildings its protecting? Or is it used more when buildings are fitted into a semi circle in a corner and use the TF in front to cover the buildings?
- RD
Electricity range is hard to get a range for, however a friend informed me (I've not tested it), that electricity would cover the majority of the room of west skylights on veil. Not the entire room, but a good portion of it.