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Topics - rad4Christ

Pages: 1 [2] 3
21
Off Topic / Another Way to find fellow players...
« on: June 18, 2005, 08:02:18 AM »
Over the last few weeks/months, other games have really stressed our community involvement and activity. Whether it's because of other games sucking us in or the current state of NS, we won't discuss here. What we will discuss here is a way for us to communicate and *gasp*, play online together.


XFire has been around over a year now, so I thought many people should be using it. Although it's not as robust as I'd like it, it is a good way to communicate across multiple games. the feature I like most is the ability to click on a friends icon while they're in game, and you'll join them. Sadly, I have no friends in my list to join. So list your ID's here for Xfire if you want them shared.'


Edit: My user is "rad4Christ".

22
General / So What's up with everyone
« on: June 16, 2005, 04:44:48 PM »
Recently, I've taken a second job that blocks IRC, so I can't chat during the day, and my evenings are swamped, but I've noticed when I am on the IRC channel, forum, and server aren't nearly as populated as before. Taking Gamesurge's ability to screw up 5 times a minute (the Chris Farley of the internet), and other summer duties, where is everyone? Has NS died and LM is following suit? What's going on with everyone.

23
Off Topic / Battlefield 2 Demo
« on: June 13, 2005, 06:57:54 AM »
Well, as most of you know, BF2 demo was released, and it has consumed my time. I tried playing BF1942 when it was released,but my PC couldn't handle it then, and I never gave it another thought. Now, with BF2, I'm really enjoying it. Regardless of the fact the map map is a bit monotonous, hey, I'm an NS player, monotony is life. Well, what do you guys think? What's your favorite soldier type/side/vehicle?


BTW, if I'm online, and NOT in NS, I'll be on the radclan server for BF2 (couldn't resist when I saw rad for a clan). It's actually a good server, no Voice over IP though. FF is on, and smacktards are dealt with well.

24
Off Topic / It's the end of the world...
« on: April 27, 2005, 07:24:07 PM »
From IRC tonight. Talk about massive quittage...

Quote
[21:10] <+LowCrawler|NS> not that i know...
[21:10] <@rad4Christ> yoyoyo
[21:11] <+LowCrawler|NS> yoyo
[21:11] * +LowCrawler|NS chokes rad4Christ with a yo yo
[21:11] <@rad4Christ> ?
[21:11] <+LowCrawler|NS> XD
[21:11] <+LowCrawler|NS> i dont know how to do anything else with a  yo yo
[21:11] <+LowCrawler|NS> sorry
[21:11] <+LowCrawler|NS> nothing personal
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[21:12] <+LowCrawler|NS> AH
[21:12] <+LowCrawler|NS> WE'RE ALL DEAD
[21:12] <+LowCrawler|NS> HELP
[21:13] <+LowCrawler|NS> ahhhhhhh
[21:13] <+LowCrawler|NS> rad4Christ!
[21:13] <@rad4Christ> OGM
[21:13] <+LowCrawler|NS> HELP
[21:13] <@lewf> SAVE US JESUS!
[21:13] <@rad4Christ> LOL
[21:13] <+LowCrawler|NS> lewf
[21:13] <+LowCrawler|NS> HELP
[21:13] <@lewf> OMG NO CHANSERV ABUSE TIEM!
[21:13] <@lewf> !k LowCrawler|NS k
[21:13] <+LowCrawler|NS> YYEEEAHHH
[21:13] <+LowCrawler|NS> !k lewf
[21:13] <+LowCrawler|NS> NOES
[21:13] <+LowCrawler|NS> !up
[21:13] <@rad4Christ> !op LowCrawler|NS
[21:13] <@rad4Christ> kekeke
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[21:14] <@lewf> MUAHAHA
[21:14] <LowCrawler|NS> ahh finally
[21:14] <LowCrawler|NS> it only took 3 years
[21:14] <LowCrawler|NS> 3.03
[21:14] <LowCrawler|NS> wtf is that
[21:15] <LowCrawler|NS> marine survivability vs upgraded skulks by allowing them to take one more bite
[21:15] <LowCrawler|NS> WHOAH
[21:15] <LowCrawler|NS> 3 bites to kill a rine
[21:15] <@lewf> WOAH!
[21:16] <@rad4Christ> YEah, I can't wait o play it
[21:17] <LowCrawler|NS> neato
[21:17] <LowCrawler|NS> um rad
[21:17] *** lewf sets channel #lunixmonster mode +v Tooky
[21:17] <@rad4Christ> yeah?
[21:17] <LowCrawler|NS> what would you say if you saw me in a cheerleader suit?
[21:17] <@lewf> tooky > lc
[21:17] <@lewf> We would call you a homosexual.
[21:17] <LowCrawler|NS> hm i had voice till just a second ago
[21:17] <@rad4Christ> I'd say any link you post will not be clicked on by me
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[21:17] <+Tooky> hok
[21:17] <SWAT4|Lee> klient borked my putar once
[21:17] <@rad4Christ> OWAH
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[21:17] <AgentOrange_> oh really?
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[21:17] <@ChanServ> [Rath] <lolfighter> I repeat what I have said before: I am in every setinfo.
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[21:17] <@ChanServ> [bacon_flaps] and lil buddy, honestly, all u need to do is treat a girl like they deserved to be treated, like an angel. with the uttermost respect, but dont be afriad to teeze her when necessary... hahahahaha!
[21:18] <AgentOrange_> was it because you tried to crack it?
[21:18] <@devicenull> its just gamesurge dieing again
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[21:18] <@rad4Christ> Welcome back world
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[21:18] <@rad4Christ> LOL
[21:18] <@lewf> klient never borks anything.
[21:18] <LowCrawler|NS> www.google.com
[21:18] <+StoneToad> I'll look into that shina, there's a version that doesnt have the stupid donateware thing
[21:18] <LowCrawler|NS> rad wont clikc.
[21:18] <+StoneToad> wb rad4Christ
[21:18] <@rad4Christ> I never left
[21:18] <+StoneToad> YOU left US
[21:18] <@rad4Christ> This is great
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[21:18] <+StoneToad> WE were here the whole time
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25
General / Typical Day on LM
« on: April 14, 2005, 03:57:34 PM »
Pathetic.

26
Media / The LM Paint Game!
« on: April 14, 2005, 02:36:49 PM »
SO I was bored today, and ran across this thread. I figured, why not do it here.

Simple rules, one person tries to make this into a image (keep it LM friendly (PG)), and posts it on the thread. Then the user creates a new squiggle. I'd recommend no more than five lines in the squiggle, but whatever. I'll post the first squiggle.

For some reason, the other thread liked it saved in GIF, so keep it that way!

DHP: lets keep the image the same dimensions, ie. just take the old file and clear it, then add whatever you have onto it.
Second note: Colouring isn't obligatory, but it's encouraged. Just use the paint bucket a couple of times with a small range of colours and voila! much better pictar!

27
Off Topic / Rad's encounter with Bars
« on: March 14, 2005, 02:29:06 PM »
Note: There are strong spiritual references in this post, because, well, it's truth. Please respect it.

Last week’s experience was, for the most part, a most unexpected, but good experience. God used it to show me a few things, and a new found respect for the "little things".

Thursday morning, my wife, myself, and one of my student counselors were going to my church from my home (the Student counselor had stayed the night). We were entering the nearby city and a police officer pulled out on a motorcycle behind us. My tags have been expired, not because I haven’t paid my taxes, but only because I never received my sticker. Tonya and I had actually planned to go to the DMV on Friday morning to take care of it, but we were one day too late I guess. The police officer pulled me over and I showed proof of paying my taxes. He said it was OK, and asked for my driver’s license and insurance to run the routine check. He came back and informed me that my address wasn’t up to date on my license, and there was a fine to that. He also advised me my license happened to be suspended due to an unpaid traffic violation in July 2002.

In July 2002, as I was leaving a Christian music festival in Bushnell, Illinois, to come home, I was pulled for going 70 in a 55. I paid the ticket late, March 2003, however, everything was said to be cleared. To date, I have rented multiple vehicles from Enterprise for church events as well as personal, and I was pulled over by a Darlington Sheriff a month ago for the tags, and he took license back to the car, saw my proof of payment, and let me go with no problems, so I was unaware of a suspended license. Somehow the necessary paperwork did not reach SC as it should, and I was unlucky enough that Enterprise, nor the sheriff ran any sort of license checks to verify my license.

The officer explained to me that, although it was paid, because SC had not released it, my license was suspended, and law required that I be arrested for driving under suspension. A transport car was called, and my wife and Justin watched as I was patted down, cuffed, and placed in the back of a cruiser and taken to county jail in Effingham. An urgent request was placed on the prayer chain, and God really was talking to me.

Once I reached the county jail, I was processed, and placed in a Detox room to be processed fully. I was informed that court would be around 11 AM – 1 PM. At this time, I almost had a breakdown. I couldn’t understand how this could all happen on the eve of a youth event I was hoping would change the life of my students. I began to wonder if I would make it to the court or if I’d be forgotten, and spend a night in the jail. I also realized I had no power of any kind, and was completely at the mercy of the government. I didn’t know when I’d see my wife again, when I’d be able to walk freely, anything. I began to get fidgety, trying to figure out what to do. Then God spoke. “Why are you afraid? Why don’t you trust Me? What is worry going to help? If you harass the guards about when/how you are going to get out, will it help the situation or speed it up? No. I am in charge, you are not. I have the power, you do not. These people around have the power over your life so quickly, how much more Power do I have in this world than them! So, you must either trust me, or see to your own strength.”

Suddenly, I realized it was fully out of my hands, and gave it to Him. I told God if I could get out soon, then let it be a witness to show honor to Him. If I was to remain in jail for a day, then let it be an example to others my confidence in God. I let go of the worry, I released the doubt. Suddenly, in this room of concrete walls, ceiling, and floor, I began to sing praises to God. "Above All powers, above all Kings". "Open the Eyes of My Heart". "You Are Good".

The booking agents cuffed my hands behind my back, and began to question me. Soon, they released my hands and allowed me to relax a bit. We began to laugh at the circumstances, and I was able to show them the confidence I had in Christ, and hopefully be a light to them with my attitude. Instead of fully processing me and placing me in a waiting cell with others, I was allowed to sit in the lobby and wait quietly until my court time. I was given a drink and able to chat with the officers.

A few hours later, I was placed in front of a wall, where with three others I was placed in handcuffs, and leg irons, and escorted to the courtroom. Each person was questioned and informed of the charges. I was last. I actually laughed a little when she asked my occupation, and I embarrassingly said “Student Minister”. She let me go on a PR bond, and I have a court date on March 23.

The next day, I called Illinois, they faxed the necessary documents, I went to the courthouse and the DMV, and less than 24 hours later, I had a sticker on my car, new driver’s license, and a clean slate. Thanks to those who prayed for me, gave me help financially, and just saw the opportunity to serve the Lord. I plan to go back to those booking agents, and share with them how blessed I am by how they treated me. God worked wonders this weekend, 18 lives were changed forever, including mine. I know the Enemy wanted to hinder us from this trip so much, and I’m glad he did not succeed.

28
General / My NS2 Idea
« on: March 04, 2005, 08:47:35 AM »
This is an idea I've had for NS2, and echo from here:
http://www.unknownworlds.com/forums/index....dpost&p=1402838


My vision of NS2 is Massive, a starsystem RTS/FPS involving galaxies, systems, space flight/movement, and space battles, coupled with the existing infantry and ground assault inside ships, stations, and planet outposts.

Game screen, you connect to a massive server, as such, a ready room for the masses, let's say a starport. From here, you enter into fullly immersive SP gamemodes giving you the history of the TSA/Kharaa struggle, ways you can join the battle, game modes and other intsructions, or connect with other players in chat rooms and other mediums.Once you choose which species you want to be, TSA or Kharaa, you enter the portal of the team of your choice, and move to a different server dedicated to the species of your choice.

Team 1: Trans-System Authority
After entering the TSA portal, you drop into a starship, with multiple command ships and dropships. Here you have a choice to fight in the TSA Space Fleet, or join the Infantry division and wipe out infested grounds. This will be a massive ship, with multiple Command Ships and Multiple Dropships awaiting crew members. Each CS or DS can represent different servers, be password protected, or otherwise customized (giving you a fully immersive server browser list!) There are also Training maps detailing the mission objectives of the TSA, and specific training in the duties of each area you can volunteer for.

--Class 1: TSA Space Fleet
An elite few can choose to be Command Ship crew, and fight The Kharaa Ships. As a crew member, you will choose from many positions, a Captian for each ship will direct the ship to the Quadrant in need, and deploy Harvestors for asteriods to collect needed resources to operate and upgrade the ship/fighters, manned pilots for the harvestors (to collect resources), Fighters (bombers and combat to defend/attack if encountering Kharaa ships), and gun ship personell to man stationary weaponry on the Command Ship. The commander has Voicecomm with all personnel, while Squad leaders take squads of fighters to attack enemies ships, or defend the harvestors. Harvesters attach Resource Gatherers to asteroids and transport the collected resources to the Command ship to be used. The Captian will have an RTS style view of the Quadrant and battle, with upgrades, WP's, and all that comes with commanding a space battle, at his fingertips. The fighters will have 1st/3rd person views from their ships when attacking, and the gunners will have 1st person view from the cockpit of the gun station. Your objective is to destroy any Kharaa Mother Ships in the area, cleansing the system of the alien filth. Interested in jumping into a battle straight away, there is a level where jump pilots are needed to replace those who have perished (left the server)

--Class 2:TSA Ground Forces
Here you join a squad of marines destined to fight the Kharaa on an infested ship/base, and await orders to move out. Or you can find a pad where a dropship has alreay deployed, and jump in the teleporter if a marine is needed. Once you have filled a dropship with the necessary amount of marines, your Division will be escorted to a Command ship where you will be taken to an outpost, Space Station, or infested Ship to fight back the alien infestation. Once your dropship is deployed, you will arrive on the target destination, and, using the TSA Command Chair brought in, try to retake the station from the Kharaa presence. Use the Resouce System of the facility to your favor, using technology to combat the power of the Kharaa. Your Division may stay be deployed to up to three battles, before returning to the Starship to resupply, and pick up new recruits. But don't fear, should a TSA marine perish at any time, other can be phased in from the nearby CS to help keep your Division full.

Team 2: Kharaa
After entering the Kharaa portal, you are taken to the Kharaa HomeWorld where are trained in the ways of the Kharaa. Do you join the ranks of the Armada to repel the Human invasion of your conquered glory, or do you join your brethren to hold fast to the human ground already conquered. Use the training grounds provided to prepare for the war, defending your race to destroy the human resistance.

--Class 1: The Armada
Should you choose to assault the TSA ships in the cold of space, you'll need to be ready. Taking the form of an organic assault fighters, and one MOTHER SHIP, use the resources you brought from the Homeworld to become a ship capable of creating automated harvetors, attaching to an asteroid and collecting needed resources. This "creator" ship can also place space mines, automated sentry organisms, even large structures capable of cloaking, healing, or transporting other alien fighters. In the end, this ship will be capable of evolving into another MOTHER SHIP, able to bring in more alien fighters, thus outnumbering the TSA and overwhelming the enemy. Once you have conquered the Command Ship, you will secure the territories as a Kharaa stronghold.

--Class 2: The Invasion Force
Using the powers that your evolution has afforded you, you will be sent to a human homeworld or outpost to protect it from recapture. You will be awakened once any human presence has been detected, and must regain control of the facility before the Marine presence spreads too far. Using the existing resource system, gather resources to survive, expand into other areas and build hives, or evolve into powerful lifeforms and repel the invasion. Should fellow lifeforms forfeit themselves, other Kharaa can be brought in to sustain the battle.




End idea. All in all, a fully integrated world of Fighter to Fighter combat, complete with RTS space system, server browser made in game, standard NS gameplay, and an experience that makes you feel like you are really part of a larger battle.

29
General / Natural-Selection 3.0 Final Release
« on: March 04, 2005, 05:09:30 AM »
So, some official release... blah blah blah.... Reserve Slot Night blah... blah... blah... around the same time and blah... blah... blah... shoudl we have a RS only night of NS3.0 if released in time?

I will try to get a poll added, but in the meantime, should we have RS night still, but play NS 3.0 final and ONLY allow RS, or leave it open and let any regs or other pubbers in if space is available?


Oh, and BTW, I'm in the official announcement in the forums... http://www.unknownworlds.com/forums/index....0&#entry1402345

30
General / Natural Selection Beta 3.6 Changelog
« on: February 21, 2005, 12:34:03 PM »
Here's the compiled Changelog for NSCM playtest, all combined into one LONG list. Just thought you'd like to see.

Quote
Gameplay changes
O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armour and stacks with DC or hive healing, but doesn't 'stack' with Regeneration.
O Alien upgrades cost 0 resources.
O Gestating to skulk costs 0 resources.
O Sieges no longer damage players.
O Siege now does 330 Damage.
O Turrets now prioritise players over structures.
O Offense Chambers now priorities players over structures.
O Parasite now takes precedence over Scent of Fear image (allows players to see that their Parasite hit when using SOF to help teammates track enemies).
O Bile Bomb's range has been increased by 15%.
O Cat-pack cost has been reduced from 4 to 3.
O Marines near Sensory chambers show up as if detected by Scent of Fear.
O Acid rocket now does double damage to armour.
o Fades can blink off ladders. (Pre2)
o Recycling observatories won't uncloak aliens. (Pre2)
o Increased visibility for aliens moving at greater than normal moving speed (bunnyhopping, gliding, etc.). (Pre2)
O Changed Scan cost from 25 to 20 energy units. (Pre3)
O Changed default combat game time to 15 minutes. (Pre3)
O Combat scan deploy time halved to 0.25 (Pre4)
O Alien flashlight tweaks: Marines in the alien's field of view are now lit up just like friendly structures and players. (Pre4)
O Knockback reduced to 1/3 for ducking players on the ground. (Pre4)
O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again. (Pre5)
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game. (Pre5)

Game mechanics
O Hitbox code has been much improved, so shooting through the legs of an Onos will miss, while shots on edges of models will now hit.
O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
O Players moving faster than walking pace will gradually become more visible the faster they move, but only to a max visibility of 30%.
O Turrets will not fire at aliens with less than 10% visibility.
O Clicking on an enemy structure (visible, non-visible and cloaked) gives a 'move to' waypoint.
O Shotgun range begins to fall off at 500 units, and is then reduced by 1% for every 2 further units, resulting in 0 damage after 700 units, to stop shotgun sniping.
O If you are within 600 units of marine start, you will not be transported in by Distress Beacon.
O Group waypoints will now act like personal waypoints for each player (so when you reach the waypoint, it disappears for you, while remaining for all other players).
O Alien respawn time reduced for teams larger than 6. As the number of hives increase, this time is increased, so at 3 hives there is no difference from respawn rate at 6 players.
O Combat wavespawn now takes a 5 seconds plus 2 seconds for every dead player, up to a maximum of 13 seconds.
O Added 'notready' command to reverse ready status in tournament mode.
O Fixed exploit where structures could be dropped near marines in water to avoid building restrictions.
O Equipment, med-packs, ammo-packs, etc. can again be dropped directly on players.
O Knife knockback has been removed.
O Players no longer join a team in the 'dead' state.
O Phasegate bug that allowed for the fast transportation of numerous marines has been fixed.
O Changed player min build distance from 20 to 30.
O Pancake prevention code. Flapping no longer adds lift after speed exceeds about 900 ( or 1000 with celerity ). This seems to work well, forward movement is as normal, and diving is as normal.
o Mines now damage normally when the player leaves the team. (Pre2)
o More tweaks to pancake capping. (Pre2)
o Fixed cloaking bugs (lerks no longer cloak when gliding quickly, etc.). (Pre2)
o Players only beacon in if they are more than 600 units away from all spawn points. (Pre2)
o Reverted to beta5 hitboxes to get a lead on the hitbox issues. (Pre2)
O Changed structure build restriction radius from 60 to 30 units (Means that you can now drop multiple structures within viewing range of each other.) (Pre3)
O Changed player build restriction radius from 25 to 16.50 units (Should reduce the amount of marines-standing-in-the-way to the bare minimum, makes medpack- and ammodropping easier.) (Pre3)
O Scan exploit fix improved. (Pre3)
O Fixed a bug where a hive could not be dropped over a chamber. (Pre3)
O Team join sounds now only play for the team joined. (Pre3)
O Fixed bug where resupply wasn't effective for HMG or pistol. A resupplied weapon will never reload to less than a full clip. (Pre3)
O Combat scan is now triggered by partially cloaked aliens. Note: Scan 'fires' every 3 seconds, so there is a window in which a fast alien can still close the distance. (Pre4)
O Hive drop check fix redux. (Pre4)
O Changed the health bar around structures to more acurately reflect its health. Full bar is now exactly 100% health, empty bar is 0%. (Pre4)
O Reset room_type to 0 after being digested to avoid sound issue. (Pre4)
O Fixed small bug from last revision where recycling wouldn't show on the health bar. (Pre4)
O Recycling IP now triggers change of marine status in queue. (Pre4)
O Fixed bug that makes dead marines show up with 1 red health segment in the healthbar. (Pre5)
O Tweaked xenocide/gore pushback behavior to eliminate weird flying marines and cratering (WIP). (Pre5)
O Included cool coloured minimaps from JazzX. (Pre5)
O Fixed bug where a dead IP would not reset its respawn queue. (Pre5)
O Commander hints will not play if cl_autohelp is set to 0. (Pre5)
o Fixed the disabled weapons bug ( AKA Weapon redout ) (Pre6)
o updated minimaps from jazzx (Pre6)
O Scan build restrictions removed.  ( still problems dropping on water ) (Pre6)
O Reverted structure nobuild radii to 60. (Pre6)
O Allows the placement of items and weapons within RT nobuild radius. (Pre6)
O Fixed xeno/gore knockback so it doesn't cause marines to fly at high speeds. (Pre6)

Cosmetic changes:
O Added Heavy Armour falling sound.
O Gave each Alien a unique landing sound.
O Updated Jetpack sound.
O Updated LMG clip out and clip in sounds.
O Updated Pistol reload sounds.
O Reverted LMG firing sound back to sound from beta 4.
O Updated welder idle sound to be more obvious when not welding anything.
O Replaced raindrop sprites.
O Added a "player joined team" messages to HUD.
O Updated cat-pack commander menu icons to provide a consistent interface.
O Friendly parasited players no longer show up in hive sight, and are no longer notified that they are parasited (Parasite still does FF damage though).
O Added a separate sprite for parasited enemy structures (placeholder graphics).
O Hive locations always appears on Hive Sight.
O Unbuilt hives use a different sprite for easy detection.
O Commander Station always shows as closed in combat maps.
O Changed Hivesight sprites to be better discernable for colour-blind players (Thanks Jazz!).
O Partly implemented third person reload animations.
O Added slightly tweaked xenocide charge and explosion sounds.
O Animations for egg now play, they were broken
o New medpack skin and icons from Supernorn (thanks!) (Pre2)
O Added all-new hivehealth indicators for the alien HUD. (Pre3)
O Replaced the old parasited structure sprite (thanks, gazz0zz!). (Pre3)
O Modified hive health sprite to indicate damaged hive at 99% health. (Pre4)
O Alien_hivedying2.wav now plays. (Pre4)
O Recycling phasegates are no longer visually active. (Pre4)


Map changes:
O co_angst
- Completely reworked center area of map
- Increased brightness in landing gear zone
- Fixed several onos stuck issues
- Various other changes around the map

O Updated co_core. It now actually has a RR. (Pre3)
O co_core changes (Pre4)
- New light in hive
- Widened new vent
- Credits in RR
O co_core  (Pre5)
o made the new vent wider

co_daimos (Pre5)
o Full visual rework
O Updated co_daimos (Pre6)
- Fixed two small stuck issues.
- Railings can now be shot through.
- Added windows in the MS ceiling to light up area.
- Added some lights in the Tram Tunnel
- Added some fog in the sewer area.
- Added a hologram to show players where they can activate the PGs.
- Added location names
- Vent from Cargo Storage to Lower Tram now has an alternative exit/entrance at Upper Tram.

O Added co_ether

O co_faceoff
- Widened vents near marine start
- Changed geometry behind comm chair to be more accessible
- Hive can no longer be shot by jetpackers sitting in the side vents
O Re-compiled co_faceoff.bsp for performance fixes (Pre6)

O Added co_niveus

O co_pulse
- Added a ramp to the hive room

O co_sava
- Increased brightness
- Added cover in various rooms
- Reworked hive room to increase alien-friendliness
- Added several vents
- Increased brightness level
- Added more cover for aliens
- Tweaked some areas to allow easier Onos movement
O Updated co_sava (Pre2)
O co_sava Aesthetical fixes (Pre4)
- Fixed stuck issue in Lower water distribution access
co_sava (Pre5)
o General Updates

O ns_altair
- Increased lighting variation and brightened up overly dark rooms
- Various texturing fixes and improvements
- Reworked geometry slightly in various rooms
- Added vent between Omega Site, Phi Test Site, and Zeta Corridor
o Updated ns_altair  - build 7 (Pre2)
    * Added vent from Omega to Zeta with two exits into Phi
    * Added vent from Muck Pump to Parts Room RT
    * Rspeed optimizations
    * Adjustments to Surface Umbilical to reduce LOS
    * Adjustments to MS top entrance
    * New monitor textures by Samejima
    * Covered up pit in Omega
    * More details
    * Removed Diving tanks and connected Nanite Regulation and Settling tanks
    * Rerouted path from Settling tanks into Communications
    * Moved weldable to Muck Pump
    * Optimized Sub Bay
    * Moved node from outside Parts room into parts room
O Updated ns_altair (Pre3)
- Moved Parts Room RT to Sigma Test Site
- Added new info_locations to help navigation and direction
- Split up Life Support info_location
- Split up Sub Bay info_location
- Removed weldable door
- Reopened path between Sub Bay and Parts Room
- Moved some alien spawns into Life Support instead of being a bit outside the hive room.
O ns_altair v7d (2/14/05) (Pre4)
- Played with HLRAD compile settings a bit
- Added a few new lights to sewer
- Misc detail to parts room and Station Monitoring
- Small tweek to fix minimap glitch till I have time to do a full sprite again
- Added new vent weldables
O ns_altair (Pre5)
- extended rim around water in Submarine Bay to connect the doorway in the northeast corner with the eastern platform
- combined two nodes to one in the center of the map
- moved node in Settling Tanks closer to MS (back to its former location)
- re-opened wall near Settling Tanks to allow faster travel between MS and the southern hive

O ns_ayumi
- Gorge's Hideout and Oxygen resource towers removed
- Windows in Cold Turn and Hamasaki Hive are now breakable
- Fixed some snag spots in Eastern Entrance
- Change entrance to AE35 so Onos can fit
- Fixed spelling mistakes and invisible ledges
O Fixed the ns_ayumi alien-spawn-issue. (Pre6)

O ns_bast
- The broken door in MS is now closed
- Marines have to go through Main Aft again to get to Engine (fixes the 15 second run)
- Added infestation in Refinery to block the massive line of sight to the hive
- Added cover in Refinery in a desperate attempt to make the hive more alien-friendly (and someone somehow convinced me to do it)
- Reworked and renamed Docking Storage (it's called Reactor Core Regulation now)
o Updated ns_bast (Pre2)
O Changes to bast: (Pre4)
- Fixed horrible stuck issues in Refinery (two of them)
- Fixed not being able to wall-run on Feedwater-Tram tunnel vents
- Sped up MS door (that one that leads to atmos)
- Added vent from engine to water treatment
- Fixed LoS issue in Engine hive
- Moved column in Atmospheric Processing more to the center
- Widened the corridor outside feedwater
- Fixed multiple stuck issues in Refinery

O ns_eclipse
- Recreated Marine Start as a mixture between 1.0x and 2.0x versions and removed doors
- Moved Power Subjunction, Horseshoe, and Maintenance resource nodes
- Redesigned some hallways
- Vent from Horseshoe to Marine Start removed
- Various bug fixes
O Updated ns_eclipse (Pre4)
O Updated ns_eclipse (Pre6)

O Added ns_eon
o Updated ns_eon (Pre2)
O Updated ns_eon (Pre3)
- Lowered Marine Start roof considerably, and added a cc alcove.
- Small aesthetic changes to N-Turn.
- Centre console in Core Monitoring to reduce line of sight.
- Vents rearranged in Core Monitoring to help aliens and a new vent added.
- Vent in Core Power moved as part of the vent rearrangement.
- New space added to Engineering Hive to increase space for spawn points and add more cover, and just make it cooler.
- Other minor adjustments to Engineering Hive.
- Removed vent doors from Bridge Hive, while blocking line of sight to hive created by their removal.
- Increased usefulness of bridge vents (one exits from the cieling, the other is higher), and removed stickiness on one vent exit.
- Decreased Bridge Hive vent weld time from 60 seconds to 20 seconds.
- Increased lift speed from 70 to 90.
- Fixed onos stuck issue at Core Monitoring.
O ns_eon (Pre5)
- Made some minor aesthetic improvements.

O Updated ns_hera
- Moved data core delta node into hive room
- General bug fixes/cosmetic improvements
- Onos can now leave through back door of delta hive (oops!).
O Changes to hera (Pre4)
- Outside now has proper light level
- Restricted movement outside even more so gorges can't build on tube
- Skulks cannot climb the cliff walls or sky anymore. (might be slightly unaccurate - skulks are still able to stick to the ceiling but only if they manage to get through a trigger_push pushing them away with a force of 2000 units.)
- Hanger bay doors now openable/closable (again). Added a twist whereby for a short moment (3 secs) when opening/closing, onoses aren't able to pass through.
- A few general clipnode improvements
- Minimap Sprite updated (sorry for not including that before)
- Removed Systems and Fog Corridor nodes.
- Fog Corridor now has a weld to turn on lights
- Made the CC area more open/acessible to help alien attacks.
O ns_hera (Pre5)
- minor bug fixes
- lighting returned to previous states
- fixed ms door
O Included a reompiled hera with map geometry visible to the naked eye. (Pre6)
O Fixed being able to get on top of hera station. (Pre6)

O ns_metal (Pre5)
- General Updates

O ns_nothing
- Sped up and fixed all elevators
- Elevators can no longer be permanently blocked by players or structures
- Widened most vents
- Fixed several ladders to improve Onos navigability
- Fixed railings in Ominous Kismet and improved general navigability of the area
- Several trivial bug fixes
O Updated ns_nothing (Pre4)

O ns_tanith
- Fixed ramp in Central Access tunnels
- Added structures to Waste and Satcom hives to reduce spawncamping
- Added a vent between Satcom and Acidic Solution resource node
- Fixed bugs with ceiling architecture in Fusion Reactor hive

O ns_veil
- Moved Emergency Nozzle C-12
- Redesigned Pipeline hive
- Added cover to east exit from Cargo hive
- Fixed vents from Cargo to Nanogrid monitoring
- Various bug fixes
O Updated ns_veil (Pre4)
O ns_veil (Pre5)
- Reverted ot the earliest version without clipping issues
O Updated ns_veil (Pre6)


31
Off Topic / Musical Influences
« on: January 28, 2005, 01:15:17 PM »
I post alot in IRC link to bands I listen to, music I like. I can't help it, music is a big part of my time. I thought we should start a thread dedicated to those lesser known artists that you really think are worth a listen. It can be any genre, but please provide links to artists (or even labels) where they can actually be listened to.



I guess I'll start. Before I post any links though, understand I am not trying to "evangelize" with this. Some artists are indeed Christian bands, others may not be, but I am providing these links b/c of the music, not the message. Please give these artists equal weight before dismissing them. Open mindedness and all that...


Electronica (SynthPop):
Joy Electric[/i] - WebPage - Ronnie Martin, considered by most to be the cutting edge in his field, has been putting out record since the early nineties.
Elkland[/i] (formerly Goat Explosion) - WebPage - Great sound, reminiscent of some great synth
The September Equation[/i] - WebPage
Soviet[/i] - WebPage - A Personal favorite, really great energy, fun concerts as well.
Travelogue[/i] - WebPage - Only have one song from them, but it's smart and melodic. Very well worth the listen.

Indie Rock/Pop:
Starflyer59[/i] - WebPage - Brother of Ronnie Martin, Jason Martin and SF59 have really evolved their sound as an influential artist over the last 10 years. Well worth a listen, you may quickly become an avid fan.
Pedro The Lion[/i] - WebPage - By far my favorite artist, his simplistic music style combined with his brutally honest lyrics of human life, religion, and relationships, David Bazen is an absolute genius as an artist.

Harder stuff:
Demon Hunter[/i] - WebPage - Definitely my favorite hardcore artist, DH has made a wave. It's on the RE: Apocolypse Soundtrack, but the melodies and crushing guitar mixed with the heavy drums (by Jesse Sprinkle, personal favorite) makes this an awesome sound.
Showbread[/i] - WebPage - Just ran into this band about a month ago, but the energy they exert in their music (and in concert) is unbelievable, and reminiscent to good old rock. Check these guys out, you'll be pleasantly surprised.

Record Labels:
Velvet Blue Music[/i] - WebPage - Run by Jeff Cloud, the backup for Ronnie Martin of Joy Electric, and guitarist of Starflyer59, this label has a great varietu of indie music.
Tooth And Nail[/i] - WebPage - The label JE and SF59 are signed to, I've been a dihard fan of most of what they've released. Based out of Seattle, this label has produced some of the best overall artists to date IMO.
Solid State Records[/i] - WebPage - A sublabel of T&N, this is for the hardcore and emocore fans. Showbread and Demon Hunter are just some of the artists on this label.
Deep Elm Records[/i] - WebPage - Originally discovered this label with Brandtson, this label has some really great artists, most falling into the "emo" category. I'd recommend Brandtson, Planes Mistaken for Stars, Appleseed Cast, muckafurgason, and this beautiful mess.


Browse, listen, post your thoughts, but most importantly, expand your music library. Add some for me and others to check out.

32
General / Stacking has to stop
« on: January 21, 2005, 12:20:15 PM »
I thought I'd place this in Reserved slot forums, but honestly we have alot of "regulars" who don't have RS. So....

So I'm in a few games, and I can tell exactly who's going to win by the game start. So next game I ask to random... nothing. Now understand I am coming to you as a player, not admin. This has got to stop. It's getting worse than ever. But you know what's the worst, some people don't think it's possible for our LM regulars to act more sportsmanlike by creating a level playing field. and I'm starting to agree.

Quoted from IRC:

[14:11] <Vinnie-sleep> yea rad
[14:11] <Vinnie-sleep> this issue is ooooooooold
[14:11] <rad4Christ-NSwithJE> IT'll get better, then worse
[14:11] <Vinnie-sleep> and was scrapped with the res slot guidelines
[14:11] <rad4Christ-NSwithJE> Now it's worse than before.
[14:12] <rad4Christ-NSwithJE> Still, I'm not asking as an admin, but as a fellow playre.
[14:12] <rad4Christ-NSwithJE> I want FUN games, not easy wins for one team
[14:12] <Vinnie-sleep> and they wont listen to a fellow player rad :p
[14:12] <rad4Christ-NSwithJE> Well, if the community gets that bad...
[14:13] <Vinnie-sleep> dont get me wrong man
[14:13] <Vinnie-sleep> I WANT to see reg stacking stop
[14:14] <Vinnie-sleep> I totally support you
[14:14] <Vinnie-sleep> but
[14:14] <Vinnie-sleep> I also realize how IMPOSSIBLE it is
[14:14] <Vinnie-sleep> without restructuring the res slot people


SO, my petition to you. Start making the games more playable and fun. please.

//end of line.

33
General / Rad? Who is this rad?
« on: January 20, 2005, 09:46:19 AM »
So, this alternate reality, called "real life" has struck again. And my other persona, some guy known as "tim", has abducted me and taken over my life. It seems that this thing called a "job" has gotten quite busy, that and the fact that tim is also looking for another said "job", which will in short give him 2 full time jobs with one at half pay, "tim" persona has required more time as of late. Then there's this thing, it's the result of reproduction, a "baby" that his sole soul mate called "wife" is carrying around in her body, and the two are requiring "tim"'s attention and "money" more and more. And tim's son, we'll call him "Micah" since that's his name, is getting more into playing Midtown Madness and Motocross Madness on the PC, so it is in use more often.

Although rad4Christ is still a viable entity, his time has been reduced to a few minutes an evening, and a somewhat trolling presence in IRC and forums... You may see him in game, or playing B6. He will return, but not as highly visible as previously manifested.






In short, my youth group has doubled to about 30 teens a week, I have another kid on the way and doctor bills ot pay, I'm job hunting like a crazy man, and I'm spending more time with God and the fam. So I'll see ya when I see ya.

34
General / Detailed Map Strategies - Tanith (ns_tanith)
« on: January 03, 2005, 07:04:22 PM »
In this guide, we will discuss map control, the placement of PG/bases, and optimal siege locations.

A few simple tips regarding PG's, turret placements, and base configurations.
-Never clutter a base together, gives aliens cover to maneuver within the structures, and forces marines to close combat to get them out.
-Try to place all non-spawning structures against walls. Aliens love to hide behind a building and bite away while you play ring around the rosie. Place it against the wall, where the attacking skulk is vulnerable.
-Try NOT to place spawning structures (PG's and IP's) against a wall. Aliens love to have you trapped against the wall so you will spawn through and be trapped. Always try to leave 360 degress of open movement around the structure so marines can spread away from the structure and attack.
-Try to only place the bare minimum of turrets, and use electrification sparingly. Do not lock down unless there is a VERY high likelyhood of aliens taking it down swiftly.

Please understand that I am in no means suggesting that you follow all of this guide in one game, b/c it will cost you a ton of res and probably the game if you lame up everything as said here. However, the situation may warrant you to lock down a specific area, and hopefully this guide will help you do it as securely and economically as possible.

It's always a great idea to not locate INSIDE the hive when possible. Makes the aliens take risks, like trying to sneak up the hive. It also generally places you in a more central location, making it viable for easy access to other locations on the map. Remember, every failed hive attempt is one less higher lifeform to deal with, and another waste of 50 res.

Marine Start - Structure Placement

Normally, I've always randomly placed IP's in Tanith's MS, but placing the IP's up high has its advantages. Although you never go into the game planning to lose. You should realise that if the aliens have fades or onii, any structure will go fast on the lower floor, so IP's at the safest distance possible is a good idea. But if you follow this guide, you'll never have to worry about that, right? :p



Remember to place the IP's far apart from one another. Again you do not want all spawning devices in a nice line easily ambushed by a small number of aliens. Notice the armory placement, able to be used by marines on the platform, or by marines below. All key structures are far enough away that the commander (YOU) should be able to jump out of the chair and kill any skulk attacking it. They're also against a wall, hindering the skulks from using the structure as a shield.

Reactor Room - Fortification Layout

There is a little secret that most commanders don't know about, a deep hidden tactic that can reduce the likelyhood of losing RR by about 50%. It's a simple 3 step process shown below.



Once this "secret" tactic has been done, proceed as follows to fortify Reactor Room (RR).



You can actually secure this room with only the four outer turrets, but I've found that one that can hit any alien who drops down the ladder immediately is an effective deterrant, and keeps one from parasiting your marines every time they phase. Notice the PG is against the RT for electrification, but on the oppostie side of the water giving marines a wider area of movement should they phase in under attack.

Fusion Hive Siege Location - Cargo Storage - Fortification Layout



By far, the most contested room on the map. You can expect immediate resistence for this room from the beginning of the game. However, successfully capturing this area is devastating to the aliens. You'll want to always electrify RT's over TF's, because TF's have less health, so placing a TF against a node can be very effective. Make sure you have at least one turret facing each doorway directly, to ward off single rushers. Also, as stated in the Gorge thread, always have a turret in LoS of another turret, so that they protect each other.

Cargo is the primary siege point for Fusion Hive. The red hallway adjacent to Acidic can be used if Cargo is inaccessable.

Chemical Transport - Fortification Layout



Chemical Transport is a key location if you are guarding Satellite Communications hive, or assaulting it. Place all turrets near the ledge to cover both upper and lower ground. And do not place the PG or TF against the RT, as there is a vent directly above that they can BB or ambush from.

Acidic Solutions - Fortification Layout



If you are moving your team from Chemical to Cargo, and there is resistance, Acidic is a powerful place to set up a base as well. You cannot reach the Fusion hive from within Acidic, but you can clear any defenses in Cargo (and they usually place their DC's on the cargo water tank).

Waste Hive Siege Locations - Fortification Layout



The preferred siege location of the two, this location gives you the ability to build the TF/PG on a platform for easier protection. This area is accessed coming from Reactor Room or Cargo Storage.



Accessed by moving from West Access, this location can be used for siege, however the sieges are more vulnerable to attack. Try not to place the PG at the TF location noted above, as the vent on the left can easily spore or BB.

35
General / Detailed Map Strategies - Tanith (ns_tanith)
« on: January 01, 2005, 09:01:53 AM »
In this guide, we will discuss chamber placement for the gorge (builder lifeform).

A tip I always use when placing OC's is to have at least one, preferably two other OC's in direct sight of the one I'm dropping. This helps prevent sniping an OC down from around a corner. I also place OC's along walls, and not in the path of other lifeforms. In my opinion, Walls of Lame (WoL) aren't very good for hallways, corridors, or rooms with low ceilings, b/c it cause problems for largers aliens to get around. Besides, especially in hive locations or key locations marines may seige out or GL, the more spread out your structures are, the longer it willl take to clear them with seige or grenades, however a cluster of chambers will all die together.

For sensories, placing them in vents, or anywhere NOT on the ground are always best. In vents where they are unreachable, marines can not destroy them except by siege or boosting into the vent. In high places, they must be shot down, leaving the marine(s) vulnerable to reload. And I'm showing you all my sneaky SC placements.... grrr....

Also, for both chambers, please bind them to a key, b/c some of the placements shown require dropping them at the height of a jump, and the menu would make that impossible.

Hive Location - Waste Handling
Offense Chamber Placement

Waste is a relatively JP friendly hive because of three vents leading into it, and a ceiling support system that marines can hide up top on. However, a few well placed OC's can keep those pesky PG ninjas out, and help against a JP rush.



You'll see two OC's placed up top by the node, each on the edge, able to hit anything approaching the hive from the vent behind the node, the walkway from West Access, or from the hallway beside the hive. The two lower OC's are safe from shooting from a distance, but any wandering marine will be met with a surprise.



In this view, the OC on the left is the same one shown earlier, and the one on the ledge is mainly to protect against a sneaky PG. Again, the OC on the left has a direct Line of Sight (los) to protect that OC, and the OC on the leadge can assist shooting at anything that enters the hive room.

Sensory Chamber Placement



The best location to place a SC to cover the hive is right beside it, on the ledge. Marines never shoot near there, so an accidental discovery it not an issue. If marines have a node in that hive location, a SC at this point will cover it so you can ambush.



An SC here will cover a good portion of research labs AND the vent leading to Reactor Room. Placing another SC in the vent beside Research Labs and West Access (not pictured) will cover the remaining area.



An SC from this location will make combatting a marine siege or Shotty rush from the hallway beside the hive much easier.

Hive Location - Fusion Reactor
Offense Chamber Placement



This hive requires little protection from inside, due to the need to use OC's in cargo and acidic. However, three OC's in these locations will cover the entire hive room from rambos.

Sensory Chamber Placement



You'll need a skulk boost, or gestate on that ledge, but that is a great place for an SC, and it will cover a part of Cargo too.

Hive Location - Satellite Communications
Offense Chamber Placement



There are two places marines like to hide in the Satellite Communications hive location, one is directly under the OC by the node, and the other is beside the box in the corner on the right. With these OC's both locations, and anywhere else, is covered. The OC's on the left side on top can be dropped by jumping.

Sensory Chamber Placement



This is a great place for an SC because never shoot there, and it covers most of BOTH hallways leading in.



You will need to gestate on this ledge in order to place an SC here, but it will cover the hive and chamber fully.

36
Off Topic / MERRY CHRISTMAS
« on: December 25, 2004, 07:27:08 AM »
"For unto us a Child is born, Unto us a Son is given; And the government will be upon His shoulder. And His name will be called Wonderful, Counselor, Mighty God, Everlasting Father, Prince of Peace. " Isaiah 9:6


For what ever reason you celebrate, and wherever it is. I wish and yours a very Merry Christmas, and hope it is filled with joy, peace, love, and cheesy holiday ties.




Merry Christmas guys,
tim timmons

37
Off Topic / XXX Church
« on: December 21, 2004, 10:54:21 PM »
A few months ago, I ran into a site that dealt specifically with pornography as an addiction, and checked it out, expecting it to be this churchy, smarmy, pray about it thing. What I found was a bit different.

At XXX Church, you'll find everything from their motto, "Number 1 Christian Porn Site", to videos about Pete the Porno Puppet, and how to Save The Kittens.

It has an accountability software you can download, places to talk to other ppl, all kinds of resources. I'm not trying to get a conversation started about the legitimacy of pornography, or any of that sort, but if you are struggling with it, I'd recommend checking it out. And if you don't really care about that stuff, check out the commercials and the Wally awards, they're a good laugh.

38
Off Topic / OGM! Ulatoh is teh 19 YO
« on: December 14, 2004, 12:33:10 PM »
Squiggles to ya buddy!!!


~ [span style=\'color:red\']~ [span style=\'color:purple\']~ [span style=\'color:orange\']~ [span style=\'color:yellow\']~ [span style=\'color:gray\']~ [span style=\'color:green\']~ [/font][/span][/span][/span][/span][/span][/span]

39
General / Awesome Game on Metal
« on: December 10, 2004, 12:33:02 PM »
Kudos goes to the alien team for fighting us back again and again. And kudos goes to the marines, who honestly I thought the game was over in the first 6 minutes, when aliens got three hives. But 75 minutes later, you pulled it off. Great job to everyone, and sorry for hearing my commrage...



40
Off Topic / I Hate Hospitals....
« on: November 16, 2004, 08:24:43 AM »
Let me give you a rundown of how I spent my time waiting for HL2...

About 1 PM yesterday my wife calls me from work saying she's not feeling great, and to pray for her. it seems since last Friday, her heart would "flutter" from time to time, and it made her a little worried. Given that she had a pinched nerve or something in her knee a few weeks ago, we were worried that a blood clot had possibly formed. So, we monitored it, but no real problems, until Monday.

So she calls me. We talk, pray, and then hang up. Not 5 minutes later, her boss calls me and says she's lost color, and in alot of pain, so I leave and take her to the hospital. We arrive at about 3:15 PM to the Emergency Room. The nurse at the desk listens to the problem, and immediately seats her in a wheelchair, and check he heart rate. It's 125. Normal is around 70... She gets her blood pressure, weight, insurance info, and gets her in the system quickly. This excites us b/c maybe they're going to see her soon. But.... no. We sat in the ER for over 2 1/2 hours while she had 2 more "episodes" where her heart began to race, and she lost color. Then, they finally move us to a room. 2 hours later, a doctor comes in. Seems there was a shift change, and we were forgotten... He orders blood work, and an X-ray anf cat scan.

They took blood, placed an IV, and took her off for an X-ray. About thirty minutes later, the doctor came in. He said they couldn't do a CT because they found the problem. She's pregnant.

So YAY! Rad (tim) is going to have another kid!








PS. please have a boy... please have a boy... please have a boy... please have a boy...

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