Author Topic: Highrise 6th beta!  (Read 24586 times)

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« on: September 28, 2006, 07:51:21 pm »
Current version: 6th Beta (highrise9)

Version History:
Quote
-1st Alpha-
First release
-2nd Alpha-
Some minor gfx improvements.
-1st Beta-
All traps were removed but some replacements made
More Gfx improvements
Sound bug fixed
Shock hop added
Space warp added
-2nd Beta-
Replaced spacewarp with teleport centre
Added some stuff on walls in main area
-3rd Beta-
Added Jail
Added Pool
Added F-word story
Added Laction nodes for team talk
Added One-way Floor
-4th Beta-
Fixed F-word story
Added timers for buttons
Added Winter sports
Added Some default base improvements
-5th Beta-
Added preview of upcoming map as a spectator spawn
Added 2 new easter eggs to find
Removed particle test button
Added new trap
-6th Beta-
Removed preview of upcoming map
Added two new easter eggs
Fixed second alien egg blowing up on start
Added green wierd stuff and small grid above it

Tips:
Great Base Locations
-Under floor of alien side room
Good human base here imphosible to aproach with aliens or must cheat or *Uncreative Foulness* of an dragoon rush.
Good alien base that can be shot down with good nade rush.
-Teleport chamber
Defences builded in income tubes are best way to do it but can be easyly killed with nades. Although counter action would be building defences on outcome spots in shock room.
-Pool
Works for humans until s3 and sniper goons.
-Jail
Works for humans untill s3 and sniper goons.
-Shock Hop (shock room?)
Works Awsomely for humans since gives protection from tyrants and adv goons.
Blowing up default bases
-Human base
1. Go trough Shock Hop and wait till you see no humans or be just brave.
2. Evolve to basilisk and wall walk to the other side of human base using the rings as protection from turrets.
3. Go between the rings above the reactor and start swiping from out of reac shock range.
4. rest should be easy...
-Alien base
1. go on the elevator of alien side and stick on the other side of the elevator so less acid tubes damage you.
2. just when you get up run to the corner and start wasting your ammo or use blaster to blow up the eggs and then over mind.

Download:
filefront
Next version will be final. All suggession before that will be noted. If you want to add sound file button it has to be in wav file format.

krom

  • Posts: 56
  • Turrets: +0/-0
Highrise 6th beta!
« Reply #1 on: September 28, 2006, 08:36:56 pm »
Ideas:
Stop the flood
Unify these "releases" in a unique thread or maybe dump this map and work on a new project

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #2 on: September 28, 2006, 08:44:39 pm »
done ^^
i release all versions here

Basilisco

  • Posts: 592
  • Turrets: +24/-5
    • http://wilhelmrahn.googlepages.com/
Highrise 6th beta!
« Reply #3 on: September 29, 2006, 05:00:08 am »
Now see, this is why i don't like rapidshare.. :[

=====
Edit: Played it, and lol, that dang death button is addicting

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Highrise 6th beta!
« Reply #4 on: September 29, 2006, 10:53:46 am »
A note about base setups, take a lesson from the point release maps no base should be protected from both S3 alien evos.

ie. Aracnid: the pipe base is tyrant proof but snipable, transit: ledge base is difficult for tyrants to easily navigate en masse but is snipable, blood room is hard to snipe but is tyrantible, NExus: lame room is damn near impossible to snipe but can be tyranted, KArith: Elev room is tyrant proof but can be sniped, slow door base is hard to snipe but can be tyranted


if you have a base location that tyrants can not access and adv goons cannot snipe you're setting up a stalemate location, a sweet spot that if taken instantly denies aliens any hope of winning vs a semi competent human team.
n game name: Xiane

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #5 on: September 29, 2006, 03:11:54 pm »
what spot are you talking about? ^^

And if there is such spot then why on earth do you let them build there... you can simply kill all builders wondering around.. blame your self if them reach such spot ^^

and don't even dare to tell me that default bases are like that since ive tested them both easy to take down.

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
Re: Highrise Center! (Reguested)
« Reply #6 on: September 30, 2006, 08:03:35 am »
Quote
if you have a base location that tyrants can not access and adv goons cannot snipe you're setting up a stalemate location, a sweet spot that if taken instantly denies aliens any hope of winning vs a semi competent human team.


Question :

Quote
what spot are you talking about? ^^


Hint :

Quote from: "whitebear"

-Shock Hop (shock room?)
Works Awsomely for humans since gives protection from tyrants and adv goons.


 :roll:

And as for the "you just need to kill every wandering builder" thats stupid...if humans know they have such a spot they can easily use half of their team to move there. And no alien will be able to stop half of the human team (providing they have some brain)
url=http://tremulous.net][/url]

dodo1122

  • Posts: 160
  • Turrets: +0/-0
Highrise 6th beta!
« Reply #7 on: September 30, 2006, 02:31:31 pm »
lol nice 1 :D
nime & manga fan <3

Currently learning the fine art of programming in c++
Currently on holidays (will be back @ 24/08/07 )

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #8 on: September 30, 2006, 05:26:24 pm »
You forgot that there is no way that bs can get out ^^

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
Highrise 6th beta!
« Reply #9 on: September 30, 2006, 06:55:22 pm »
The fact remains that Aliens wont be able to win...Humans will only have to camp with teslas/turrets.
All the others trem's maps have been checked to avoid such positions. No map has a position completly denying victory to the other side.

There are already too many ways for f****** to make the game dull, without having the map helping them

Well if you want your map to be removed from the map rotation of all the major servers (because people will soon know the ultimate spot and abuse it) thats the way to go :roll:

P.S : As for the fact that BS cant get out this wont limit humans at all...There are already people who likes building on top of the maps, where only jetpackers can play so thats not gonna stop them
url=http://tremulous.net][/url]

holyknight

  • Posts: 998
  • Turrets: +4/-2
Highrise 6th beta!
« Reply #10 on: September 30, 2006, 08:02:55 pm »
how do you transport to that other place you see when you go as spectator? :?

(*sLaYeR*)

  • Posts: 3
  • Turrets: +0/-0
Highrise 6th beta!
« Reply #11 on: October 01, 2006, 02:14:19 am »
can you post with diff link rapidshare dont work for me...

Somethief

  • Posts: 284
  • Turrets: +1/-1
    • http://www.somethief.net/
Highrise 6th beta!
« Reply #12 on: October 01, 2006, 02:46:49 pm »
Quote from: "(*sLaYeR*)"
can you post with diff link rapidshare dont work for me...


http://tremmap.omgwtf.nl/highrise-b5.pk3
url=http://fi.tremulous.net/]Tremulous Suomi[/url]
My blog

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #13 on: October 01, 2006, 06:11:00 pm »
you can also get it from my filefront profile (added today)

Quote from: "Ksempac"
The fact remains that Aliens wont be able to win...Humans will only have to camp with teslas/turrets.
All the others trem's maps have been checked to avoid such positions. No map has a position completly denying victory to the other side.

There are already too many ways for f****** to make the game dull, without having the map helping them

Well if you want your map to be removed from the map rotation of all the major servers (because people will soon know the ultimate spot and abuse it) thats the way to go :roll:

P.S : As for the fact that BS cant get out this wont limit humans at all...There are already people who likes building on top of the maps, where only jetpackers can play so thats not gonna stop them


If you dont know that you dont need to attack either then you are rly dumb. What we do with my friends (when aliens) we start to play tag if humans camp  :P
humans get bored and we have fun  :roll:

About the spectator place:
*Shhhh!* Its a secret!
It's also preview of my WIP map

Somethief

  • Posts: 284
  • Turrets: +1/-1
    • http://www.somethief.net/
Highrise 6th beta!
« Reply #14 on: October 01, 2006, 06:34:59 pm »
<3 that map if that trap near humans lift isn't counted. Base in spactators start is nice to drive hummies mad so <3 it  :wink:
Just do something for that trap near hummies lift and its perfect
url=http://fi.tremulous.net/]Tremulous Suomi[/url]
My blog

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #15 on: October 02, 2006, 10:24:56 am »
but it's not ment for humies... i use it to keep tyrants away ^^

vcxzet

  • Guest
Highrise 6th beta!
« Reply #16 on: October 02, 2006, 11:07:45 am »

it was SS2 then it became L0L but now it is crap?

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Highrise 6th beta!
« Reply #17 on: October 04, 2006, 04:15:50 pm »
Some suggestions after being subjected to this nightmare last eve:

1) Remove the winter sports.

- Firstly it breaks the lift in the center of the map
- Secondly it's an annoying feature, games have easter eggs not independant maps.

2) Clean up the textures

- There's alot of transition brushes without anything to cover the fact you switched from one texture to another.

3) Shock Hop room

- Half the room is buildable, the other half isn't. MAke up yer freakin mind.

4) Fog-water

- for the love of god learn how to make water and fog within water properly. The current incarnation sucks the donkeys left nut.

5) Ledges above fog water and both sides of crusher

- Might want to consider expanding the ramps up to something more than a balance bar.

6) Crusher Timing

- Only went to it once but the crushers lift moves far too slowly compared to the walls. What's the point of a means of escape if yer squished halfway up?


People seem to enjoy this map. No clue why, but then I never really understood why people liked the gimmick maps of gloom either, yeah sure there are features that are cute, but after awhile you start hungering for GAMEPLAY. Something highrise currently lacks thanks to a ton of useless gimmicks and easter eggs.

Would highly suggest focusing your next release about improving the gameplay of the map and scrap 50-75% of the gimmicky shit.
n game name: Xiane

Seffylight

  • Posts: 490
  • Turrets: +40/-26
Highrise 6th beta!
« Reply #18 on: October 04, 2006, 04:19:36 pm »
Quote from: "DarkRogue"
Some suggestions after being subjected to this nightmare last eve:

1) Remove the winter sports.

- Firstly it breaks the lift in the center of the map
- Secondly it's an annoying feature, games have easter eggs not independant maps.

2) Clean up the textures

- There's alot of transition brushes without anything to cover the fact you switched from one texture to another.

3) Shock Hop room

- Half the room is buildable, the other half isn't. MAke up yer freakin mind.

4) Fog-water

- for the love of god learn how to make water and fog within water properly. The current incarnation sucks the donkeys left nut.

5) Ledges above fog water and both sides of crusher

- Might want to consider expanding the ramps up to something more than a balance bar.

6) Crusher Timing

- Only went to it once but the crushers lift moves far too slowly compared to the walls. What's the point of a means of escape if yer squished halfway up?


People seem to enjoy this map. No clue why, but then I never really understood why people liked the gimmick maps of gloom either, yeah sure there are features that are cute, but after awhile you start hungering for GAMEPLAY. Something highrise currently lacks thanks to a ton of useless gimmicks and easter eggs.

Would highly suggest focusing your next release about improving the gameplay of the map and scrap 50-75% of the gimmicky shit.


Fucking seconded.
Stop it. Seriously.

Ksempac

  • Posts: 261
  • Turrets: +1/-1
    • http://www.ksempac.info/blog
Highrise 6th beta!
« Reply #19 on: October 04, 2006, 05:22:31 pm »
+1 here too
url=http://tremulous.net][/url]

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #20 on: October 05, 2006, 02:41:21 pm »
Quote from: "DarkRogue"
Some suggestions after being subjected to this nightmare last eve:

1) Remove the winter sports.

- Firstly it breaks the lift in the center of the map
- Secondly it's an annoying feature, games have easter eggs not independant maps.


I have never seen anyone who actualy know where this is activated. (i belive you were in UVache server if you saw this) And i had lot's of comments about this and mostly bad so i probly hide it somewhere no1 finds it (even the best easter egg hunters)

Quote from: "DarkRogue"

2) Clean up the textures

- There's alot of transition brushes without anything to cover the fact you switched from one texture to another.

I know map is pretty low detail and these mistakes won't probly be fixed soon.

Quote from: "DarkRogue"

3) Shock Hop room

- Half the room is buildable, the other half isn't. MAke up yer freakin mind.

o.O --{????)

Quote from: "DarkRogue"

4) Fog-water

- for the love of god learn how to make water and fog within water properly. The current incarnation sucks the donkeys left nut.

LIES! It sucks both.

Quote from: "DarkRogue"

5) Ledges above fog water and both sides of crusher

- Might want to consider expanding the ramps up to something more than a balance bar.

I knew this would come up some time ^^
i will do that but i make the ramps difrently for next release.

Quote from: "DarkRogue"

6) Crusher Timing

- Only went to it once but the crushers lift moves far too slowly compared to the walls. What's the point of a means of escape if yer squished halfway up?

Hehe... ^^ Just made sure that humans who just run through gets killed...

Quote from: "DarkRogue"

People seem to enjoy this map. No clue why, but then I never really understood why people liked the gimmick maps of gloom either, yeah sure there are features that are cute, but after awhile you start hungering for GAMEPLAY. Something highrise currently lacks thanks to a ton of useless gimmicks and easter eggs.

Would highly suggest focusing your next release about improving the gameplay of the map and scrap 50-75% of the gimmicky shit.


Well mostly what i've heard people talking in-game is cut half (Lovers and Haters) mostly beacouse of traps that might get on some people's nerve.
Then 50% of lovers like as fun house, 25% wants to start mapping coz they see what you can do with gtk radiant and the last 25% Loves to use traps aginst their enamys and find best base location in the map.
Highrise came up in community after it started to turn into fun house.

Also i was rly supriced that no1 actualy barked about the preview of my upcoming map since it turned out to be 2 easy 2 find for playing area.

And if ya are looking for serious mach i sugges you wait for my upcoming map (wich still lacks name :( )

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Highrise 6th beta!
« Reply #21 on: October 05, 2006, 04:26:44 pm »
actually sst has it votible as well and both times it was played the easter egg was switched on ;)

The real easter egg to find is the portal room where aliens seemed to setup shop. Might want to make the area non-buildable (if you can get the no build shader to work, I tried in gloom3ts 2nd beta and it didn't stop building at all :( )

As for the fog water I think the main issue is either you have a way too transparent surface or your fog brush is flush with the surface...or a mixture of both, usually it's suggested if you're going for that dank watery feel you use an opaque water surface.
n game name: Xiane

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #22 on: October 05, 2006, 05:29:14 pm »
Its hard to make good water unless you use same style as in skybox.

I got no "no build" shaders anywhere in the map so that should not be a problem...

I sure make the preview area "no build" on next release beacouse there are some issues with that area being used as base.

Caveman

  • Guest
Highrise 6th beta!
« Reply #23 on: October 05, 2006, 07:20:58 pm »
This map has lots of nice gimmicks, but due the above mentioned reasons it will not played on AW.

We like "custom"-maps, as much as the next server, but they have to be playable... *sigh*

vcxzet

  • Guest
Highrise 6th beta!
« Reply #24 on: January 04, 2007, 11:46:16 am »
great map
but needs lots of fixes

Lava Croft

  • Guest
Highrise 6th beta!
« Reply #25 on: January 05, 2007, 01:24:52 pm »
I'm sorry, this map fails for playability, but gets an A for gimmicks. Too bad that the good feeling you get with encountering gimmicks wears off rather quickly, leaving us with a whoefully unbalanced map, and what's even worse, it's balanced for the wrong team  :-?

Although Xiane's own maps are fucking cheap ripoffs, he did have a point. +1

PHREAK

  • Posts: 344
  • Turrets: +3/-2
Highrise 6th beta!
« Reply #26 on: January 05, 2007, 06:42:46 pm »
While the map is very unplayable, I love it for originality and creativity.
If mappers had 10% of your creativity and balls, we's have some great maps right now. Currently, most of the new maps are rinse and repeat junk that look like any other map out there.

I know mapping isn't an easy task and as such, people tend to go the safe route.

GJ making this.
Now please make something with gameplay in mind and you just might end up with the best custom map for Trem to date.
Yelling at team mates since 2006!

whitebear

  • Posts: 659
  • Turrets: +35/-20
Highrise 6th beta!
« Reply #27 on: January 16, 2007, 01:11:53 am »
New release in first post... enjoy.
I also promise to write person's name to in map (custom texture) who first finds how to get to the new easter egg: controll room. demo or live show is needed.

tuple

  • Posts: 833
  • Turrets: +97/-80
Highrise 6th beta!
« Reply #28 on: January 16, 2007, 01:55:56 am »
Whitebear,
I cannot wait for your next map, I expect it to be quite an accomplishment.  With this map you have learned some impressive tricks and made quite a unique map.  But Whitebear, the map is truly unplayable.  Not that first or second game, it's the 5 game and on.  It is fun to look at, to venture through, but it does not make fun matches.  Like dretch cannon, we'll all look at it and remark how the mapper used their ingenuity, then we will never think of it again.

You have spent time learning the ins and outs of the mapping tricks, now put it to good use.  You have a great deal of potential when it comes to making unique maps, now do it.

holyknight

  • Posts: 998
  • Turrets: +4/-2
Highrise 6th beta!
« Reply #29 on: January 16, 2007, 01:57:37 am »
Quote from: "tuple"
Like dretch cannon, we'll all look at it and remark how the mapper used their ingenuity, then we will never think of it again.

but the dretch cannon is still cool... right... right? RIGHT? ... :(
I still like it :(