Why'd They Change Hera
Nurot
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
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--> )
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.
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.
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.
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.
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
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.
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-->
-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.
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.
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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.
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.
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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.
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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.
bonsai base. Laugh out loud.
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
3.0 will fix that
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3.0 will fix that
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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.