Poll

What Next?

New room where base could fit.
0 (0%)
New way between bases.
1 (10%)
Remove the pit trap.
1 (10%)
More gfx improvements.
4 (40%)
More stuff high on walls (platforms) so you can build high
4 (40%)

Total Members Voted: 10

Voting closed: August 15, 2006, 05:47:34 pm

Author Topic: Highrise 1st Beta!  (Read 9434 times)

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« on: August 15, 2006, 05:47:34 pm »
Adding media takes so much time so I leave it out this time.
If you  remember the anoying sound bug then i let you know that i fixed it!
Also removed the pit trap but those who loved it finds out that going through devil's horns on human side is not so great idea.
I hope you find the two new base spots and one new trap between them (new trap for request).
Also if you did not like corners to be 90 degree straight i got good news: I gave 'em enchantment!
You also might find a space warp where you can build your base!
NOTE: The space warp might be best spot for base on whole map... both teams need s2 to reach it (adv granner and jetpack.)

DOWNLOAD!

FX-Arch

  • Posts: 111
  • Turrets: +2/-6
Highrise 1st Beta!
« Reply #1 on: August 15, 2006, 06:34:10 pm »
Maybe some better gfx will do and make some higher areas where aliens can hide/build base. For humans make a hall/room, very small with 1 entrance to make it balanced. Good luck  8)  It's looks pretty cool but needs some improvement.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #2 on: August 15, 2006, 06:38:28 pm »
well we did discus about small enterances that are only enterances to the room and ended up making the hole of lift be larger... I also wonder how the heck do you "hide" alien strctures in the midle area if it is higher? Thats the first place i would look when i get down...

Ofcource the horizonal enterance makes base more vurnable... Door or just way in?

vcxzet

  • Guest
Highrise 1st Beta!
« Reply #3 on: August 15, 2006, 09:35:24 pm »
Quote from: "whitebear"
well we did discus about small enterances that are only enterances to the room and ended up making the hole of lift be larger... I also wonder how the heck do you "hide" alien strctures in the midle area if it is higher? Thats the first place i would look when i get down...

Ofcource the horizonal enterance makes base more vurnable... Door or just way in?

please dont release this map
and consider the following things
1)alien base should be reachable by humans at s1
2)human base should be reachable by aliens at s1
3)at least 2 alternate base location for teams
4)human base with 1 entrance supports camping
5)maybe same for aliens but I am not sure about that
6)some realistic corridor, door, and room dimensions
7)You should remember that you are making a multiplayer map So try to keep things that can reduce fps at minimum. also accesories on walls make wallwalking really annoying.
8)while designing the alien base think you are playing as an alien Is it well protected?
9)same for human base
10)be original

krom

  • Posts: 56
  • Turrets: +0/-0
Highrise 1st Beta!
« Reply #4 on: August 15, 2006, 10:09:58 pm »
I remember advices from q3 mappers, they used to say: Never release your first map. Even if you think it's cool, just just keep it as a reference of what not to do. Rethink gameflow in second and third map, then you may release the fourth one!

This map as the same geometry as Q1, with flat textures everywhere. I do not want to be mean nor pretend that i have done better (since I haven't!) but this is not a decent playground.
No offense meant.

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
Highrise 1st Beta!
« Reply #5 on: August 16, 2006, 05:20:12 am »
don't listen to him much...


your first map Always sucks my original did. the concept i had for it though was good so i went back and redid it. the top of the chunk in the middle of mine is the original bit. i wish someone would redo it for me.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #6 on: August 16, 2006, 08:16:57 am »
Quote from: "vcxzet"
please dont release this map

I sugges that this comment would not be made unless someone realeases map that is just HUGE BOX and has giant dildo in midle. This has never been professional map and was never ment to be.

Quote from: "vcxzet"
1)alien base should be reachable by humans at s1
2)human base should be reachable by aliens at s1

They are... but I don't think they can survive from the main enterance... mayby from the smaller one...

Quote from: "vcxzet"
3)at least 2 alternate base location for teams

Currently there are the one in center (not so great) and s2 humans might move their base to the "shock room". More are coming.

Quote from: "vcxzet"
4)human base with 1 entrance supports camping
5)maybe same for aliens but I am not sure about that

exactly why i made the alternative way between bases. (i gess you have only tryed 1st alpha.)

And you are right in 5) if enterance has door.

Quote from: "vcxzet"
6)some realistic corridor, door, and room dimensions

go play cs if you want realisim... I wanted to make something near ATCS and it does not have much realisim, does it?

Quote from: "vcxzet"
7)You should remember that you are making a multiplayer map So try to keep things that can reduce fps at minimum. also accesories on walls make wallwalking really annoying.

Fps is fine until the pk3 file becomes size of 1-2 mb. Stuff on walls are anoying if you don't know how to use them when wall walking.

Quote from: "vcxzet"
8)while designing the alien base think you are playing as an alien Is it well protected?
9)same for human base

I could make the base as ownage bases if I would want to and that wouldn't be fun. And you should know as well as i do t hat there is builder class in game so too good bases are not ment to be done with map editor... if you want i will take all defences and let players decide what and where do they build.

Quote from: "vcxzet"
10)be original

Orginal? You must be crazy! Just kiding  :wink:
But I do belive that the secondary way between bases is extremely orginal in tremulous. And more ORGINAL things to come.


Quote from: "krom"
I remember advices from q3 mappers, they used to say: Never release your first map. Even if you think it's cool, just just keep it as a reference of what not to do. Rethink gameflow in second and third map, then you may release the fourth one!

This map as the same geometry as Q1, with flat textures everywhere. I do not want to be mean nor pretend that i have done better (since I haven't!) but this is not a decent playground.
No offense meant.


1) Not first map.
2) I gess I take that Q1 geometry as compliment  :D
3) well textures are 2D so it's pretty hard to do it as non-flat

[AUST]REAPER

  • Posts: 13
  • Turrets: +0/-0
Highrise 1st Beta!
« Reply #7 on: August 16, 2006, 09:02:57 am »
what ver. of GTKR r u using?

also, can u please upload ur ver to here plz?

Thanx
[AUST]REAPER
ussies livin it to the max!

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #8 on: August 16, 2006, 12:57:48 pm »
1.5

And you can find a link from wiki... I am too lazy upload it... Sorry.

vcxzet

  • Guest
Highrise 1st Beta!
« Reply #9 on: August 16, 2006, 02:00:05 pm »
Quote from: "whitebear"

3) well textures are 2D so it's pretty hard to do it as non-flat

IMHO he tries to say brushes are all rectangular prisms - all 90 degrees - which is quite boring
your map is still not playable
work more
and read my advices once more (it looks like you did not understand them well)

krom

  • Posts: 56
  • Turrets: +0/-0
Highrise 1st Beta!
« Reply #10 on: August 16, 2006, 02:17:23 pm »
Quote from: "vcxzet"
Quote from: "whitebear"

3) well textures are 2D so it's pretty hard to do it as non-flat

IMHO he tries to say brushes are all rectangular prisms - all 90 degrees -

Thank you.
My point about Q1: Quake 1 geometry was reduced due to engine limited capabilities. Nowaday under Q3 you can achieve great interiors which actually look like (for instance) a space fleet or a lunar base. Thinking this way, will help you prevent applying a textures on a box room but rather add details like pilars, engines and whatever according to the atmosphere you want in your map.
Moreover try to break the symetry appealed bi the creation of two bases.
I hope this helps, it's only advices anyway.
Good luck mapping.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #11 on: August 16, 2006, 02:33:34 pm »
well next version (highrise 1st beta) has some more gfx tweaks and new cool things (some are kept as secret to keep map interesting) wich includes more base spots, all old traps removed added new ones (for request). Also those two new bases has balcony of some short that is good for building. base bit higher or building under it.

Please remember that this is not for any too serious players. Mainly made for having fun for bit longer time. More players = more fun (more players to kill :D).

------ALL ABOVE THIS IS OLD!---------

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #12 on: August 19, 2006, 12:05:23 pm »
1st Beta IS released.

Sorry doule post

krom

  • Posts: 56
  • Turrets: +0/-0
Highrise 1st Beta!
« Reply #13 on: August 19, 2006, 09:02:36 pm »
Quote from: "whitebear"
Quote from: "vcxzet"
please dont release this map

I sugges that this comment would not be made unless someone realeases map that is just HUGE BOX and has giant dildo in midle. This has never been professional map and was never ment to be.


Hi there,
I did it for the sake of trem community:



Does it need to be tested? If so tell me i wrap the whole thing in a pk3...
Cheers!  :D

Edit: you realised that it's a prehistoric dildo.

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #14 on: August 19, 2006, 09:19:40 pm »
HAHA! NICE!

I needed a laugh... Thank you for that :D

krom

  • Posts: 56
  • Turrets: +0/-0
Highrise 1st Beta!
« Reply #15 on: August 19, 2006, 10:23:19 pm »
Glad to see that you took it for what it was: A joke!
Plz appreciate the forms on the ceiling...

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 1st Beta!
« Reply #16 on: August 20, 2006, 10:23:44 am »
Next Goal: Giant Dildo farm :D

That could even be released :D