Why'd They Change Hera

NurotNurot Join Date: 2003-12-04 Member: 23932Members, Constellation
Well today I downloaded 1.0 just to see how different it was because I became an NS junkie right before 2.0 came out and I played Hera. Wow I had forgotten what the 1.0 version looked like. I like it a heck of a lot and our LANs gonna run it tonight. Hera is so overdone and that map is a welcomed change of tactics on Hera. So I snagged all the 1.0 maps and slapped um on 2.0, except for Nancy, because of onos issue of course. But why'd the change it so vastly..... I really enjoy the looks of 1.0 better it seems more realistic for some reason, maybe becasue you cant go outside I dunno but its sweet.

Comments

  • Cr-ckCr-ck Join Date: 2003-09-14 Member: 20873Members
    edited January 2004
    and Why did they change Caged(marine start mainly which forces you to bonsai base) and Why did they change eclipse(The vent can be opened and spores are annoying, The skulks cant climb railings onto the MS base)...The World Will never Know.
  • DarkYetiDarkYeti Join Date: 2003-11-15 Member: 22886Members
    OMG!!! in this rate we all gonna die in 70 years!

    Now ofcourse there are bugz, thats why its a BETA!
    Every one misses an old game, but if you look at it, its so diffrent now, for the good way....you figure that out alone dont need to tell ya.....
    Any way they changed maps so it will be less heavy for the server and fps....and to be good for onoses and other issues......

    (FADE DA PWNZ <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> )
  • KayomaniKayomani Join Date: 2003-05-17 Member: 16399Members, Constellation
    Screw the server cpu loaded bring back functionality to the maps. One of the thing which makes NS better than other mods if the level of detail in the maps, thats I wish they had not removed all the moving doors etc. I know how much of a **** running a 1.x server was with all its ents. I will have to have a game on 1.x soon for old times sake <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    The new maps in 3.0 look like they have alot of entities in them, wonder if that is because steam handles the load better.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Most of the marine starts were changed because having the CC up a ladder in a tiny room by itself makes it almost impossible to destroy even with several onos and fades assaulting all at once and allows a great deal of marine turtling. The skulk/railing problem is actually a bug which will be fixed in 3.0. (THANK GOD!)

    Admittedly the new hera MS is pretty cruddy now. But it's still fun to have TEH CLORF!!! I believe some of the issues with these maps are in line for reworking again before 3.0 comes out.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Well ofcourse all maps get edited to perform better in resources and gameplay, duuuuuh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin--BobTheJanitor+Jan 14 2004, 09:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jan 14 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The skulk/railing problem is actually a bug which will be fixed in 3.0. (THANK GOD!) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wouldn't call it a bug. It was intentional.

    Mappers would make railings into func_illusionary (basically, you can shoot and walk through them) and then put a clip brush over it (you can shoot but not walk through it). This allowed you to shoot through railings, but NS had been made so that skulks couldn't climb clip brushes. This was changed in 3.0 because it was simply bad for aliens.

    An example where the mapper didn't make it a func illusionary with clip brushes is in Generator room on ns_nothing, or in the surface access elevators in marine start (also ns_nothing). If you shoot it, the bullets won't pass through. Not saying ns_nothing is a bad map, in fact, it rocks. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I'm done now.
  • danwattdanwatt Join Date: 2003-09-10 Member: 20720Members, Constellation
    Play some of the 1.0 maps, then play the 2.0/3.0 versions. You will notice that the graphics have been upped, even from NS's already high standards (compared to other HL mods). One in particular is ns_caged, I was amazed at how much more detailed it was after I went back and played the 1.0 version.
  • NurotNurot Join Date: 2003-12-04 Member: 23932Members, Constellation
    Any big changes from 2.0 to 3.0 in maps that we don't know about yet?
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    edited January 2004
    Yeah, besides the detail update on Caged, when I went back and played it a while ago, I liked that layout alot more than the current.

    For Hera, yeah, the version 1.0 marine start was better in <b>my opinion</b>, no lorks to keep sporing base from the clorf.
  • meatballmeatball Join Date: 2003-05-10 Member: 16196Members
    i miss noname hive but its never going to be back...
    it's good that they have redone the marine starts with commchairs up the ladder, but eclipse marine start was alot nicer in 1.0x
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--meatball+Jan 14 2004, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (meatball @ Jan 14 2004, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i miss noname hive but its never going to be back...
    it's good that they have redone the marine starts with commchairs up the ladder, but eclipse marine start was alot nicer in 1.0x <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    actually, last I heard was that nancy would probably be in our next test build or so.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Well, generally, the mapper wanted to make it look good. But I guess the mapper left out the gameplay bit <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Thankfully, maps that need major facelifts (except bast, no source map anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ) are going to be redone in 3.0. Hera is quite possibly candidate #2, with Tanith being #1, because of Waste Handling <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Changes I didn't like (not counting cool doors removed for cpu):

    -Eclipse Marine Start (for the feel only though)
    -Hera MS (OMG CORNMANDO THERS A LORK ON TEH CLORF!)
    -Caged central processing area + gen RT
    -Bast's MS vent, obviously


    Changes I liked

    -Eclipse maint hive (I got mixed feelings but it feels more hiveish)
    -Caged, Ventilation hive (no more close shipping and a way in from CP)
    -bast, The closable/reopenable vents at MS elevator, only from the inside.
    -nothing. Via vents, the new cargo vent, the 2 rt's missing.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Ahnteis+Jan 14 2004, 05:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jan 14 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--meatball+Jan 14 2004, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (meatball @ Jan 14 2004, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i miss noname hive but its never going to be back...
    it's good that they have redone the marine starts with commchairs up the ladder, but eclipse marine start was alot nicer in 1.0x <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually, last I heard was that nancy would probably be in our next test build or so. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, it's been finished and hopefully with the next build we can start testing it.
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    I *really* want the old caged back, minus the anoying doors and any onos stuck problems. Anyone know what happened to Manah?
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    The only problem I have with new caged is that there is waaay too much empasis on central processing (the double node). Other than that, its improvements all around.

    I like old eclipse maint hive, that 'cliff' gives the hive character.

    On the topic of the original hera. I believe all the changes made to it was due to requests from the community and necessity. Proc changes were due to the double siege spot (remedied a bit, but it is still possible to siege two hives with one tf), ms changes were made due to the popular request to go out to the landing pad. The upper area was opened up due to the elevator being a pretty annoying chokepoint.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->The only problem I have with new caged is that there is waaay too much empasis on central processing (the double node). Other than that, its improvements all around. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    CP was always really good (though it used to be called, em, transit control? my memory's not so great), it just took the new, more obvious version for people to realize that. However, the design does make the area easier to defend now, and you no longer require some coop to get a welder there.

    <!--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-->On the topic of the original hera.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Agreed (with all the stuff). I'm pretty sure that's why, I remember the posts when it was "under production".

    <!--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-->Yes, it's been finished and hopefully with the next build we can start testing it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    God, I need to get a Paypal account.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--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-->The only problem I have with new caged is that there is waaay too much empasis on central processing (the double node). Other than that, its improvements all around.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Central processing, I think, was made central processing because it was a semi-double node anyway. It was just that the other node needed to be welded open. Most commanders didn't realize how close the two nodes are and mostly disregarded it.

    <!--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-->
    On the topic of the original hera. I believe all the changes made to it was due to requests from the community and necessity. Proc changes were due to the double siege spot (remedied a bit, but it is still possible to siege two hives with one tf), ms changes were made due to the popular request to go out to the landing pad. The upper area was opened up due to the elevator being a pretty annoying chokepoint. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, the double siege point is still there. It's just considerably harder to get to processing and relocating to it... and holding it.
  • ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
    <!--QuoteBegin--Cr/-\ck+Jan 14 2004, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cr/-\ck @ Jan 14 2004, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and Why did they change Caged(marine start mainly which forces you to bonsai base) and Why did they change eclipse(The vent can be opened and spores are annoying, The skulks cant climb railings onto the MS base)...The World Will never Know. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    bonsai base. Laugh out loud.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    I miss the old ns_eclipse. First ns map I played.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    <!--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--><!--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-->
    The only problem I have with new caged is that there is waaay too much empasis on central processing (the double node). Other than that, its improvements all around. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Central processing, I think, was made central processing because it was a semi-double node anyway. It was just that the other node needed to be welded open. Most commanders didn't realize how close the two nodes are and mostly disregarded it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    OMG i had completely forgotten about the old elevator shaft to weld open, that used to be such a fun place to relocate to, mines everywhere aliens all over.

    Pity Bast cant be fixed coz that vent in MS really effects the map in dramatic ways.

    Im happy with the new waste handling changes.

    But i really do hope that Hera is fixed for no double siegeing. And MS is poo, "clorfs" are cool but the MS is poo!

    - RD
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    What about the siege of dbl from marine spawn? in ns_veil shouldent that be fixed?
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--Svenne_Man+Jan 15 2004, 08:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenne_Man @ Jan 15 2004, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about the siege of dbl from marine spawn? in ns_veil shouldent that be fixed? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    3.0 will fix that


    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    ns_origin needs to be fixed, its one of the worst onos maps. Both furnace and ventilation hive have only one entrance for oni, and biodome is an onos trap because you can get in quickly, but you cant get out because of the nice slow elevators.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    well then look in your hl/ns/maps and find the ns_origin info and send an e-mail to the creator voicing your concerns or ideas, most people who create for NS are very receptive to comments and inqiry

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--That Annoying Kid+Jan 15 2004, 11:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ Jan 15 2004, 11:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Svenne_Man+Jan 15 2004, 08:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenne_Man @ Jan 15 2004, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about the siege of dbl from marine spawn? in ns_veil shouldent that be fixed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    3.0 will fix that


    <!--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-->
    Actually I'm not sure if it will.

    It may be kept in as a feature.

    If you remove those monotoring pods, aliens have no vent access to marine start, and consequently marines will not need much (if any) base defense as long as they send men out to cover both routes.


    Also, aliens have an easy way to make sure marines never get double node:

    - THE VENTS INTO DOUBLE NODE SERVE AS A DIRECT AN EASY AMBUSH ON ANY MARINES IN DOUBLE!!!



    Therefore both teams have an easy time attacking anyone who builds in it, however for marines they must seige which costs a lot of res and time.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    The veil change was in a previous changelog but for some reason it's not in yet. Maybe the mapper decided to keep it. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
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