KungFuSquirrel
May 4 2004, 05:02 AM
ns_eclipse Changes: 3.0 Beta 5
==============================
X - Removed doors in Marine Spawn
X - Aesthetic adjustments to Marine Spawn
X - Fixed clipnode issues in South Loop (invisible "ledges")
X - Additional lighting tweaks
ns_eclipse To-Do: 3.0 Beta 5
==============================
X - Integrate pipes in Triad to surrounding geometry
X - Fix Triad particle effects (spawning at level origin currently)
Marine Spawn changes:

DragonMech
May 4 2004, 05:05 AM
Awesome stuff! I can't wait to play it. (Too bad that might be a while, as my computer is borky borky.)
Some_tall_guy1
May 4 2004, 05:05 AM
I like the new skylight

but that backwall looks a tad empty on the right.
Thaldarin
May 4 2004, 05:07 AM
I always feel the Eclipse marine spawn appears a little empty because of how large it is, maybe you could work on that? I felt that 3.03 had sufficient business due to the placement of the node and the piece of wall propped up against the side, it just seems far too empty now everything is all on one side.
Anyway now to B5 nice screenshots (seem to be seeing double of the same screenshot), glad south loops is fixed, and glad to see your going to do things with the pipes.
[EDIT] Double screenshots thing edited out now

[/EDIT]
Bios
May 4 2004, 05:13 AM
bring back old marine start (1.x?)

and i love the doors so dont remove them
Sonic
May 4 2004, 05:22 AM
Hurrah!!!! no doors!!!
ElvenThief
May 4 2004, 05:24 AM
The doors really kill getting anything accomplished on either side too often. Aliens can't work the marine base, and often marines can get "towered" into their base, to use the parlance of warcraft 3 players. Additionally, your element of suprise is blown.
The doors are good asthetically, but gameplay-wise, they cause more problems than they're worth.
Charge
May 4 2004, 05:25 AM
noooo.. i liked the doors

well they were little slow but..
Belgarion
May 4 2004, 06:10 AM
i agree with elven on the doors. and i think the MS really needed that bit of extra flair. it was really hurtin.
and yes... please work on the pipes in triad. they look out of place, but certainly a welcome addition.
:edit: the skylight in MS looks a bit strange on the floor. it looks as if the two windows nearest the entrance allow more light through than the two in back. probably just the used textures, but it still looks strange.
Thaldarin
May 4 2004, 06:13 AM
| QUOTE (E-Th33ph @ May 4 2004, 05:24 AM) |
The doors really kill getting anything accomplished on either side too often. Aliens can't work the marine base, and often marines can get "towered" into their base, to use the parlance of warcraft 3 players. Additionally, your element of suprise is blown. The doors are good asthetically, but gameplay-wise, they cause more problems than they're worth. |
Maybe there could be a way round this, with a weldable set to activate the doors when welded? That way all the door lovers could get their wish if they spend res on a welder, would also be a nice tactical feature for clans.
NzNexus
May 4 2004, 09:09 AM
you does it right KungFuSquirrel, there is no point with the doors, remove them damn. And well, are you really pepsi-powered? u work so hard man..
Olmy
May 4 2004, 09:43 AM
KFS have you changed your rad parameters or upped the brightness of some lights? Because from beta 4, in both eclipse and veil i've noticed the lighting looks brighter and more washed out, before i thought the lighting was perfect because in places it looked dark without actually making it hard to see... now it appears everything is well lit.
Crackerjack
May 4 2004, 10:54 AM
Looking better KFS, I will be looking forward to seeing the final product for Beta 5...and DOOR BEGoNe!
Kalessin
May 4 2004, 01:24 PM
Looking great! I think you made the right decision about the doors, they were a nightmare for alien base assaults.
MrBen
May 4 2004, 01:26 PM
Sweet merciful jesus the doors have gone! Rejoice.
Coblet
May 4 2004, 01:50 PM
Coblet is pleased

. Glad you've tweaked the lighting (I hope tweaked in the sense of darkened), as I thought it was getting a tad fullbright
TriPhase
May 4 2004, 02:16 PM
Oh man, good job man ! Can't wait to play it
ElvenThief
May 4 2004, 04:26 PM
| QUOTE |
| Maybe there could be a way round this, with a weldable set to activate the doors when welded? That way all the door lovers could get their wish if they spend res on a welder, would also be a nice tactical feature for clans. |
When aliens get the ability to weld, I might agree with you.
v4rA
May 4 2004, 04:36 PM
Yeah, No more doors, bye bye xploits ^^
Hey, good job squirrel, i like the ms ^^

Keep on
moultano
May 4 2004, 04:55 PM
Looks good.
The area under the skylight on the north side of the room looks like its begging for a hera-style huge monitor.
Fluffy_Kitten
May 4 2004, 05:11 PM
Noooooo to the welder idea.
Give a marine a welder and he'll weld any weldable on the map regardless of what it does... if you could set up a weld point that formatted their hard-drive, and put a big sign above it saying "WARNING : Welding this will format your hard drive !" people would still weld it every damn game.
If doors must be used, then how about putting them a little further out... say on the corner leading to Station Access Alpha... or at the bottom of SAA... one thing I don't like about Eclipse is how unsafe half the nodes on the map feel when placed as an alien. Horseshoe, SAA and to a lesser extent Triad always feel a bit of a waste to put up to me, as they're only a short trip from the marine base. Power Subjuction has a similar feeling due to being so close to SAA.
But that's probably just me.
ssjyoda
May 4 2004, 06:15 PM
a decent alien team only needs 3 or 4 rt's to win a game. take out the ones u mentioned, and u got cc, main, sl, and ec. Plenty to win. If you can't make kills to account for less rt's, then there is no point anyway.. heh
<< Me Happy

Those doors were a nightmare for 56kers, they seemed so slow and laggy
But i agree those skylights look very nice indeedy, nice work KFS
Kouji_San
May 4 2004, 08:48 PM
| QUOTE |
| Integrate pipes in Triad to surrounding geometry |
So you're going to create more pipes with that yellowish texture to make it look like it has a purpose? Since in its current state I don't get it why they are there and also look rather out of place or kind of ugly even
and what about the eclipse hive? are you going to do something to the lighting there

since at the moment all of its former good looking atmosphere is uhm... GONE! It's just to bright now *argh my eyes!!!*
The new MS-start and now even without the doors somehow reminds me of the old MS-start...
[edit] which is a good thing btw
| QUOTE (Kouji San @ May 4 2004, 03:48 PM) |
| QUOTE | | Integrate pipes in Triad to surrounding geometry |
So you're going to create more pipes with that yellowish texture to make it look like it has a purpose? Since in its current state I don't get it why they are there and also look rather out of place or kind of ugly even and what about the eclipse hive? are you going to do something to the lighting there  since at the moment all of its former good looking atmosphere is uhm... GONE! It's just to bright now *argh my eyes!!!* The new MS-start and now even without the doors somehow reminds me of the old MS-start... [edit] which is a good thing btw |
The reason they looked out of place was for testing purposes, so he didn't have to do a bunch of work just so they could be taken out, now since people think they are okay he's going to make them look good.
KungFuSquirrel
May 4 2004, 09:09 PM
| QUOTE (Kouji San @ May 4 2004, 02:48 PM) |
So you're going to create more pipes with that yellowish texture to make it look like it has a purpose? Since in its current state I don't get it why they are there and also look rather out of place or kind of ugly even |
Integrate means I will be fitting them in to the surroundings so they don't look like ****... as much. as Hi! just stated, they were a quick test to try making the nozzle a little less vulnerable from the doors, which seems to have worked.
Coblet
May 4 2004, 09:17 PM
Yes, my one problem is the brightness of the revised eclipse hive. If you ask me, more orange spot lights and fog, less bright.
Alcapwn
May 4 2004, 09:24 PM
| QUOTE (Cobra^ @ May 4 2004, 04:17 PM) |
| Yes, my one problem is the brightness of the revised eclipse hive. If you ask me, more orange spot lights and fog, less bright. |
Um, how about he just changes it back to the old hive? there was nothing wrong with it...
SiLenTDeaTH
May 4 2004, 09:48 PM
Why not have a blue scrolling texture on the pipes in Triad. So it will look like stuff is flowing thru them into those big blue things on both sides of the node.
KungFuSquirrel
May 4 2004, 10:42 PM
You know, that's a good thought - I'd been approaching other ideas for integrating them, but I could have some fun with that, I bet. I'll see what I can do.
SiLenTDeaTH
May 4 2004, 11:06 PM
It would be really neat to see

and it would also kinda show that the building they are in is still running
ssjyoda
May 5 2004, 12:16 AM
i like the ideas of moving the doors a lil farther out of ms. I dont know y, but i like the doors, and moving them out may be easier for aliens to bust the base, as the doors wouldn't open them into open fire.
SiLenTDeaTH
May 5 2004, 12:47 AM
Yeah, I dont really mind the idea of having the doors moved back a little.
But that still does give the aliens cover right outside of the marine base. Like if marines are shooting grenades at towers that are right behind the door, and the door closes, that gives the aliens some time to heal the towers and get them back to full health.
Iron_Maiden
May 5 2004, 02:32 AM
weldeable things in MS?

??
put it default if thats the idea
OT:LET THE DOORS!
Thaldarin
May 5 2004, 05:04 AM
The doors being moved back will still keep the problem of marines being locked down in an area, I'm starting to think after playing eclipse lately that the doors are ready to be prart of NS History, although leaving one as nostalgia would be nice
TheGuy
May 5 2004, 09:06 AM
Well if you're really aiming for nostalgia , make the ready room the old marine start from 1.04. It would bring back memories and add a nice touch
NzNexus
May 5 2004, 09:39 AM
| QUOTE (TheGuy @ May 5 2004, 04:06 AM) |
| Well if you're really aiming for nostalgia , make the ready room the old marine start from 1.04. It would bring back memories and add a nice touch |
now u makes me really wanna cry! memories, yes memories.
Sizer
May 5 2004, 01:26 PM
The raised archetecture opposite the CC serves no purpose, and right now the only things making use of the excessive space are spamming lerks.
The 1.x MS was fine.
Reese
May 5 2004, 02:13 PM
the 1.x marine start was tiny, cramped, and dark, not to mention that the "inner" half of it was difficult to work with as comm. Sometimes I wish people could go back and PLAY 1.04 for a little bit to remember all the crap that we put up with then. The game is much much better now, as are the maps.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know.
Align
May 5 2004, 02:44 PM
I think the horseshoe ceiling window would do better if there weren't any "ceiling slopes" on the sides, and if it was just one, slightly bigger, window, above the crossways(if you count the vent).
It would be nice with some stronger light, like in the marine spawn, too.
Coblet
May 5 2004, 03:22 PM
| QUOTE (h20 @ May 4 2004, 09:24 PM) |
Um, how about he just changes it back to the old hive? there was nothing wrong with it... |
Well I doubt he will want to revert to the older version, so we may as well criticise what has been provided to us

.
Thaldarin
May 5 2004, 03:25 PM
| QUOTE (Reese @ May 5 2004, 02:13 PM) |
the 1.x marine start was tiny, cramped, and dark, not to mention that the "inner" half of it was difficult to work with as comm. Sometimes I wish people could go back and PLAY 1.04 for a little bit to remember all the crap that we put up with then. The game is much much better now, as are the maps.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know. |
I believe the pipes are to protect the triad generator node from becoming too easily destroyed as its a largely open area (a walkway overlooking, 3 openings and a ladder making the area easy to attack a node).
KungFuSquirrel
May 5 2004, 03:27 PM
| QUOTE (Cobra^ @ May 5 2004, 09:22 AM) |
| QUOTE (h20 @ May 4 2004, 09:24 PM) | Um, how about he just changes it back to the old hive? there was nothing wrong with it... |
Well I doubt he will want to revert to the older version, so we may as well criticise what has been provided to us  . |
Would you like to know what I actually changed in that hive?
I added two sprites at a large scale to add a slight haze to the area. I did the same in computer core, but with 3 or 4.
That's it. I fail to see how this is a problem.
Sizer
May 5 2004, 04:53 PM
| QUOTE (Reese @ May 5 2004, 09:13 AM) |
the 1.x marine start was tiny, cramped, and dark, not to mention that the "inner" half of it was difficult to work with as comm. Sometimes I wish people could go back and PLAY 1.04 for a little bit to remember all the crap that we put up with then. The game is much much better now, as are the maps.
That said I agree this new marine spawn is a little on the big side. It seems to work well though. My only problem at the moment is that a single spam happy lerk changes that weld point from an option to a necessity.
I like the idea of the doors being used in the readyroom....... seems like easter egg fodder to me actually.
KFS can you/did you explain your reasoning for those new pipes in triad? I don't really understand what they're supposed to accomplish and would like to know. |
We did play it. I certainly did. Please don't compare it to a real 1.x imbalance like Bast marine start or 1.x jp.
Forlorn
May 5 2004, 05:20 PM
new marine start is better than the old marine start.
However, the marine start is a tad big, considering how little it is all used.
I really like how there are two exits from marine start, but the oppisite elevated side does seem a bit redudant. Perhaps you could take that area and make it something else, like instead of an elevated path, you could turn it into a sunken area or something, or a giant computer, or something which gives is it a tid bit more purpose to the room.
SiLenTDeaTH
May 5 2004, 07:48 PM
Yeah making that elevated part a bit more useful would be good, because its kinda out of place right now, has no purpose, mabye even add a door to that side but make it locked.
DragonMech
May 5 2004, 07:53 PM
Would it be too much to ask for an overhead shot of the whole map?
SiLenTDeaTH
May 5 2004, 08:17 PM
Shouldn't there be one somewhere in ur nsp folder? mabye under overviews?....
Coblet
May 5 2004, 08:59 PM
| QUOTE (KungFuSquirrel @ May 5 2004, 03:27 PM) |
I added two sprites at a large scale to add a slight haze to the area. I did the same in computer core, but with 3 or 4. That's it. I fail to see how this is a problem. |
That just makes you lazy
Olmy
May 5 2004, 09:16 PM
The haze brightens the hives and makes them look less contrasted. I think it spoils their aesthetics to a certain extent.
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