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Old 06-20-2007, 04:40 PM   #61 (permalink)
 
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Re: Map Request

Sounds like a good switch, i still miss CO_Faceoff in the map rotation thou.
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Old 06-21-2007, 09:56 PM   #62 (permalink)
 
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Re: Map Request

faceoffplxkthxbye
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Old 06-22-2007, 09:31 AM   #63 (permalink)
 
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Re: Map Request

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Originally Posted by aeroripper View Post
Swapped out machina for ns_nexus_v1
You removed machina from the rotation?! NOOOOOOOO!!!!!

Seriously though, if you MUST remove something, I'd rather see bast removed over machina.
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Old 06-22-2007, 06:57 PM   #64 (permalink)
 
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Re: Map Request

Agreed. I absolutely love machina. It has its flaws of course (too many nodes near MS), but imo they're better than bast's flaws (to FEW rts overall... 8, ew)
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Old 06-24-2007, 10:04 PM   #65 (permalink)
 
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Re: Map Request

Theres lots of maps with only 8 RTs. Like...um...I cant actually think of any at the moment. But theres one or two other sanctioned 8-RT maps, I think.

9-10 is normal, and once you hit 11 I think you've got too many. No map should have 12.

So Bast is one under the normal range, and Machina is one over the normal range. About the same level of ickness either way.
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Old 06-25-2007, 03:42 AM   #66 (permalink)
 
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Re: Map Request

Nexus should not be on rotation, since its a new map it should be treated like machina was when we were testing it when it was just beta(whatever u wanna call it) where people would vote for it, rather for it to be on rotation.

I dont mind nexus, I like new maps, machina especially(alien or marine side), but it needs to be voted on if people like to play it, not forced upon.

Once new mini map is added to nexus I have no doubt it will be more accessible.
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Old 06-25-2007, 03:44 AM   #67 (permalink)
 
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Re: Map Request

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Originally Posted by Quick and Easy View Post
You removed machina from the rotation?! NOOOOOOOO!!!!!

Seriously though, if you MUST remove something, I'd rather see bast removed over machina.


Wow that is brutal, could we have machina back in plz?
Please remove bast instead?
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Old 06-25-2007, 05:01 PM   #68 (permalink)
 
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Re: Map Request

New minimap to nexus? You mean because its a bit 'zoomed out' now? or because the vents are too over-powering on the minimap?

I'm about to start fixing up the new minimap. JazzX thinks i should not have the vent overlaps be translucent, but rather just be covered by the main corridors. I think i'll try a happy medium by still having them translucent, but a lot darker (the current vents are bright red)
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Old 06-25-2007, 07:50 PM   #69 (permalink)
 
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Re: Map Request

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Originally Posted by Kerostasis View Post
Theres lots of maps with only 8 RTs. Like...um...I cant actually think of any at the moment. But theres one or two other sanctioned 8-RT maps, I think.

9-10 is normal, and once you hit 11 I think you've got too many. No map should have 12.

So Bast is one under the normal range, and Machina is one over the normal range. About the same level of ickness either way.
Bast is all alone at 8 actually.
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Maps with 8: Bast
Maps with 9: Ayumi, Eclipse, Eon, Lost, Nancy
Maps with 10: Altair, Caged, Hera, Lucid, Metal, Nothing, Origin, Tanith, Veil
Maps with 11: Machina, Shiva
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Old 06-25-2007, 10:05 PM   #70 (permalink)
 
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Re: Map Request

Shiva has 11? Hmm it never 'feels' like it has that many nodes.
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Old 06-25-2007, 10:52 PM   #71 (permalink)
 
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Re: Map Request

I love shiva.
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Old 06-25-2007, 10:52 PM   #72 (permalink)
 
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Re: Map Request

Thats because one is a weldable. In Shiva Core, i.e. Double, the 2nd node has to be welded open, which barely happens in half the games on that map, it seems. So really, its a 10-rt map. And yes, Machina needs to lower the number of RTs around MS, so it might even be best to just lose one rather than move it.

8 nodes though is bad though, imo.
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Old 06-25-2007, 10:57 PM   #73 (permalink)
 
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Re: Map Request

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Originally Posted by Donat View Post
Shiva has 11? Hmm it never 'feels' like it has that many nodes.
Probably because we're too distracted by how bad the map is to notice the extra node. After all the bugs we ran into last night, this is now my least favorite map (replacing tanith). I especially enjoyed the arms lab that was built to 1 bar short of complete, then mysteriously became unbuildable. Is this a feature? For a silver lining, the 40 res in sinking/disappearing structures was a nice reminder of how much the rest of ns has improved...
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Old 06-26-2007, 02:46 AM   #74 (permalink)
 
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Re: Map Request

What was that other "almost official 3.0" map - the one that didn't make it? That had 11 nodes. Didn't think much of it either - huge map.
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Old 06-26-2007, 07:41 AM   #75 (permalink)
 
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Re: Map Request

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Originally Posted by Stupid View Post
What was that other "almost official 3.0" map - the one that didn't make it? That had 11 nodes. Didn't think much of it either - huge map.
Probably Agora, though the res nodes on that map shifted so many times I don't remember if it ended up with 11 in the end or not.

If you're thinking farther back ns_fenris was on track to be official with version 2.0. That was also a huge map, and if my memory serves it had two double res nodes...

Useless Fun Fact - ns_ayumi once had 12 res nodes: Marine Start, Oxygen & Gravity Controls, Hayamo, Gibli, AE-35, Gorge's Hideout, Eastern Entrance, Hamasaki, Cold Turn, Pressure, Server Outlet, Power Access
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