Author Topic: Common base locations (and their names)  (Read 206181 times)

yetshi

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Common base locations (and their names)
« Reply #60 on: August 30, 2006, 02:47:34 am »
you are quick you can get there in under 90 seconds and the old base is close enough to power while you get turrets up.

Bezerk

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Common base locations (and their names)
« Reply #61 on: September 10, 2006, 05:35:07 am »
very usefull... man... i wish i had time to make cool things like new bases... or i can just copy them from others! woo!
ezerk.z

Rippy

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Common base locations (and their names)
« Reply #62 on: September 13, 2006, 10:54:55 pm »
One base I've tried a couple times is what I call the "ledge", on Karith. It's in the hallway between the outside and the elevator room, and there's a ledge very high up that's big enough to place an OM, an egg and a booster easily. The defense consists of tubes and trappers placed directly at both entrances. Then you place a hive on the ledge and another hive (or tube if you're lacking BP) high up on the opposite side. The hives prevent jetpackers from getting high enough to get a decent shot.

Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.
remulous username: [GEC]MassiveDamage

rasz_pl

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Common base locations (and their names)
« Reply #63 on: September 13, 2006, 11:35:32 pm »
Quote from: "Rippy"
One base I've tried a couple times is what I call the "ledge", on Karith. It's in the hallway between the outside and the elevator room, and there's a ledge very high up that's big enough to place an OM, an egg and a booster easily. The defense consists of tubes and trappers placed directly at both entrances. Then you place a hive on the ledge and another hive (or tube if you're lacking BP) high up on the opposite side. The hives prevent jetpackers from getting high enough to get a decent shot.

Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.


OM is easily lucyspammed from below
Human base there on the other hand would be interesting :)

kozak6

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Common base locations (and their names)
« Reply #64 on: September 14, 2006, 02:08:55 am »
I've seen it before.

Marauders, dretches, adv goons (can plain goons jump that high?) and basilisks get up there.

Unless you are at one of the mundo build point servers, there are problems because most constructions down below get destroyed, and the bsuits have a hard time getting more non-energy ammo.

Jaradcel

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Common base locations (and their names)
« Reply #65 on: September 14, 2006, 02:20:10 am »
I've seen a few bases which have built there - Aliens is a bit of a risky gamble, because jettards DO still have a good way of getting up there with a good enough angle of all sides (it's too open) to get past your defenses and possibly take the OM down.

Humans OTOH might be a better/more interesting build. I've only seen that once and it was a bunch of jettards against a rampaging set of tyrants so erm... that was no fair comparison.
TOP DRETCHING THE ENGINEER!!!! =(
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Rippy

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« Reply #66 on: September 17, 2006, 04:26:51 pm »
Quote from: "kozak6"
Marauders, dretches, adv goons (can plain goons jump that high?) and basilisks get up there.

It's challenging as a marauder, because there are tiny little ledges about 2/3 of the way up that are hard to get around while jumping. Regular goons can't jump that high on their own, but I'm pretty sure you can land on one of those mini-ledges and then do a second hop from there.

A human base there would be very interesting, I've gotta try that next time I play a game where people aren't rediculously serious about winning. It'd have to be a mix of teslas (when available) and turrets, the teslas taking out the wallcrawlers and the turrets taking out adv goons trying to snipe while pouncing.

I see a couple problems though:
- adv goons could probably stay at the opposite side of the hall, out of turret range, and pounce upwards and then snipe in mid-air. Basically you'd need some guys to simply keep adv goons out of the base by s
taying on the ground, but you'd need a guy or two on the ledge to stop tyrants from allowing the adv goons through.
- lack of space on the ledge for defenses. Most would need to be placed on the ground, kind of negating the advantage of being up high.
- everyone needs a jetpack to get off the ledge. alternately, with an organized team you could have a jetpack wielding defender that also acts as the elevator. You can stand on jetpackers, can't you? If not, the entire team loses the advantage of bsuits.
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Stof

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Common base locations (and their names)
« Reply #67 on: September 17, 2006, 05:22:50 pm »
Quote from: "Rippy"
Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.

There was a Granger hiding here once. Probably building a small base too. I bet he must have been surprised to see a Battlesuit jump there :D Lucifer jump is your friend.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Rippy

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« Reply #68 on: September 17, 2006, 07:20:27 pm »
Edit: crap, I took the regular link instead of the thumbnail links. For the sake of all 56k-ers, I'll remove the images and just leave the urls. :D

Well, I /devmapped it to see how much you can put up top. Here are some pictures: (sorry if the brightness is odd, for some reason Trem defaults to the regular brightness for its screenshots, so you can't see crap. Had to up the brightness in Gimp)

http://img165.imageshack.us/img165/7196/shot0000kr9.jpg
As you can see, there isn't even space for a defcomp, so you're restricted to turrets. There's just barely room for an armoury, medistation, telenode and reactor, with just enough space to line the rest of the ledge with turrets.

http://img258.imageshack.us/img258/1378/shot0001uh4.jpg
However, the reactor and armoury are very snipeable, so you need either an amazing team (in which case your base won't see any action anyway, why bother with the turrets lol), or turrets on the ground.

http://img158.imageshack.us/img158/5853/shot0002ag4.jpg
http://img257.imageshack.us/img257/3563/shot0003fa1.jpg

A better layout: 3 turrets on the top, and 3 at each door. Note that on a >100bp server, this base would be much more effective.


http://img159.imageshack.us/img159/4055/shot0004rh2.jpg
Here's a completely unrelated base I made after the "ledge" base, which I aptly name the "...wtf?" base. Things to note are:
- The draw glitch of the teslas between the reactor and armoury. They're really on the platform, but seem to be below. This can be done with anything that can fit on the platform, which is basically repeaters teslas and turrets.
- Again, there's no space for the DComp. I'm trying to find a better spot for it.

http://img66.imageshack.us/img66/6908/shot0005le4.jpg
A risky alternative for the DComp would be to hide it in the most deserted and out-of-the-way place on the map, which usually ends up being the human base if they moved. Of course, any sane alien would notice the lack of a DComp at your base and would find and destroy it. One thing that just came to mind now would be to place it on the "ledge" base, it'd be interesting to see if it could be sniped from there.

http://img436.imageshack.us/img436/4996/shot0006pr0.jpg
Here's the base, shown using up the extra BP that was used to defend the DComp.

Yes, this would be a retarded base on a 100bp server. Even if you got it up, which believe me, takes forever, one snipe of the DC and you're gone. (an all-turret base isn't an option because they can be bitten from below, and most of the defenses are placed on ledges) However, on a 150 or 200 bp server like Killaz, you'd have enough bp to guard both entrances to the entire outdoor area. You would only need 3 teslas or so to guard your "wtf platform", leaving all your other BP to make large defenses on each door. 66 bp is required for the necessities (armoury, medistation, 3 teslas, telenode, defcomp), 76 if you put in a new telenode somewhere outdoors, 86 if you put an armoury beside that telenode so that you can get a jetpack to get to the main base. On a 200 bp server that leaves 114 bp (btw thanks to the author of the bp calculator for all this :P) for turrets and teslas. That'd be 4 turrets and 2 teslas per door, or just 7 turrets per door. Even more defense if you neglect the extra telenode and armoury, making that base better for small games.

Hahah, I'm really looking forward to a game where I can try that base out. It just looks so awesome.
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benplaut

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Common base locations (and their names)
« Reply #69 on: September 17, 2006, 11:55:20 pm »
Quote from: "yetshi"

advantages:

too tight for a tyrant or goon
marus can fit but cant jump which takes away their biggest advantage
turrets can fire thru the cracks
teslas can fire thru the floor
you can buy thru the floor
30 seconds away from the CC

Problems:
adv goons can snipe thru the cracks but it is very difficult
adv marus can zap but only around the cracks, not thru the floor itself.
difficult to move around in quickly.


i'm confused... what map is this, and where?
looks like a great base
img]http://img240.imageshack.us/img240/5443/5863101266io.gif[/img]
}MG{benplaut

Rippy

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Common base locations (and their names)
« Reply #70 on: September 18, 2006, 12:24:55 am »
Quote from: "benplaut"
Quote from: "yetshi"

advantages:

too tight for a tyrant or goon
marus can fit but cant jump which takes away their biggest advantage
turrets can fire thru the cracks
teslas can fire thru the floor
you can buy thru the floor
30 seconds away from the CC

Problems:
adv goons can snipe thru the cracks but it is very difficult
adv marus can zap but only around the cracks, not thru the floor itself.
difficult to move around in quickly.


i'm confused... what map is this, and where?
looks like a great base

Gotta be a non-standard map. I'm no expert on those, so I couldn't tell ya.
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DarkRogue

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« Reply #71 on: September 18, 2006, 12:27:59 am »
it's pulse.
n game name: Xiane

benplaut

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« Reply #72 on: September 18, 2006, 02:50:14 am »
ahh...
i just started playing trem after a long absence, i really must go download a map pack ;)
img]http://img240.imageshack.us/img240/5443/5863101266io.gif[/img]
}MG{benplaut

kevlarman

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Common base locations (and their names)
« Reply #73 on: September 18, 2006, 03:08:46 am »
Quote from: "benplaut"
ahh...
i just started playing trem after a long absence, i really must go download a map pack ;)
pulse isn't in the mappack, you should just get tjw's newest client and play on servers that support http downloads
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

benplaut

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« Reply #74 on: September 18, 2006, 03:24:51 am »
tjw makes a client? i thought it was just trembot (and the new server ded)

<edit>
this? http://trem.tjw.org/backport/
img]http://img240.imageshack.us/img240/5443/5863101266io.gif[/img]
}MG{benplaut

kevlarman

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Common base locations (and their names)
« Reply #75 on: September 18, 2006, 05:09:49 am »
yup, trembot has been renamed to g_admin, and will be included in the next tremulous release.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

raanan

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Common base locations (and their names)
« Reply #76 on: September 18, 2006, 08:18:30 pm »
Quote from: "Rippy"
http://img159.imageshack.us/img159/4055/shot0004rh2.jpg
Here's a completely unrelated base I made after the "ledge" base, which I aptly name the "...wtf?" base. Things to note are:
- The draw glitch of the teslas between the reactor and armoury. They're really on the platform, but seem to be below. This can be done with anything that can fit on the platform, which is basically repeaters teslas and turrets.
- Again, there's no space for the DComp. I'm trying to find a better spot for it.

http://img66.imageshack.us/img66/6908/shot0005le4.jpg
A risky alternative for the DComp would be to hide it in the most deserted and out-of-the-way place on the map, which usually ends up being the human base if they moved. Of course, any sane alien would notice the lack of a DComp at your base and would find and destroy it. One thing that just came to mind now would be to place it on the "ledge" base, it'd be interesting to see if it could be sniped from there.

http://img436.imageshack.us/img436/4996/shot0006pr0.jpg
Here's the base, shown using up the extra BP that was used to defend the DComp.

Yes, this would be a retarded base on a 100bp server. Even if you got it up, which believe me, takes forever, one snipe of the DC and you're gone. (an all-turret base isn't an option because they can be bitten from below, and most of the defenses are placed on ledges) However, on a 150 or 200 bp server like Killaz, you'd have enough bp to guard both entrances to the entire outdoor area. You would only need 3 teslas or so to guard your "wtf platform", leaving all your other BP to make large defenses on each door. 66 bp is required for the necessities (armoury, medistation, 3 teslas, telenode, defcomp), 76 if you put in a new telenode somewhere outdoors, 86 if you put an armoury beside that telenode so that you can get a jetpack to get to the main base. On a 200 bp server that leaves 114 bp (btw thanks to the author of the bp calculator for all this :P) for turrets and teslas. That'd be 4 turrets and 2 teslas per door, or just 7 turrets per door. Even more defense if you neglect the extra telenode and armoury, making that base better for small games.

Hahah, I'm really looking forward to a game where I can try that base out. It just looks so awesome.
Someone tried to build a base up there on Yakimagamers yesterday. It didn't work. Goons can get up there easily as there are small ledges half way up the wall for them to land on.

Rippy

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« Reply #77 on: September 20, 2006, 12:42:18 am »
Yeah... why is it that all the awesome-looking bases suck? :(
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benplaut

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« Reply #78 on: September 20, 2006, 05:54:11 am »
Quote from: "Stof"
Quote from: "Rippy"
Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.

There was a Granger hiding here once. Probably building a small base too. I bet he must have been surprised to see a Battlesuit jump there :D Lucifer jump is your friend.


i think that was me... i was building an egg up there and then i died...
img]http://img240.imageshack.us/img240/5443/5863101266io.gif[/img]
}MG{benplaut

Paradox

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AtcsZAlpha
« Reply #79 on: September 25, 2006, 01:33:22 am »
AtcszAlpha

This base is quite good for humans.


(click the photo to go to a page with hotspots detailing some of the building steps)

Start off by sticking the reactor in one of the middle alcoves in the underground bunker. Put 2 turrets right beside each door frame, so they dont block, but can fire into the door. Then build an armory on the opposite side of the reactor. Put 4 telenodes in the 4 leftover alcoves, these are temporary telenodes. If you have other skilled builders, build a corridor of machinegun turrets along the room, each of them alined with the 2 at each door, and leave a hole at the armory. Drop a medpad in the hole you left by the armory, giving you 2 medpads at the armory. Build a wall of 3 turrets slightly back from each door, but so they can fire at anything that comes in.
s2
At s2, stick one dcc on the left side of one platform, and another dcc on the opposite platform on the opposite side. Move the 4 telenodes up top.
s3
Replace the corridor of turrets with teslas, but leave the 3 infront of each door.

∧OMG ENTROPY∧

PHREAK

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« Reply #80 on: September 25, 2006, 09:13:57 am »
Lol Paradox.

I wanna see you build an "awesome" base there with 100bp's.
Then you can brag about it.
While I think that SST can be a lot of fun, builders should never learn to build there.
Yelling at team mates since 2006!

Paradox

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Common base locations (and their names)
« Reply #81 on: September 25, 2006, 10:58:24 pm »
You can do it with 100 bps, just dont build the walls, and only one dcc.

∧OMG ENTROPY∧

Neovanglist

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« Reply #82 on: October 01, 2006, 04:17:09 am »
We just had a game where humans were built up in the elevator room, and aliens were down in the dark staircase.


(Of course the teams were balanced until the eggs were gone)

Even with over 2 hours of Tyrant rushing the base never really got hit that hard.

I find if you build a couple tesla/mg turrets up in front of the base, goons who try to hop up and snipe get hit to hard and either run away or get killed.

Plus, you can build telenodes up on the boxes, and the reactor/dc behind the boxes. This makes it really hard to snipe out, plus with some tesla in the base itself you are covered from aliens coming in via the vent.

On top of that, it's pretty much invincible to tyrants since the only way for them to get up there would be to ride the elevator up... which is seriously unlikely :)

The hard part from there was getting outside the base to form a decent raid.

The aliens had a really amazing base in the dark stairway, with tubes on the walls above the doors and tubes/stickers on the ceiling. Then they put OM/Eggs down behind the crates at the bottom.

This made raiding from the top a sure suicide run, the most you could do is maybe drop a grenade down on the OM before being stuck/tubed/tyranted all at the same time.

As a result, you had to run the long way through the default human base and back around to attack from below...

We managed to do it eventually, but most of our raids were broken up by running into tyrants/goons on the long road there.

Overall it was a great round, there are a couple other levels which have some good alternative human bases too (which haven't been listed here yet), maybe I'll grab a couple screenshots and post about them.

Jaradcel

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Common base locations (and their names)
« Reply #83 on: October 03, 2006, 02:11:25 am »
The thing I find annoying about Karith is that it is just sooo difficult to organize a good base move to the elevator room or the slow-door room. Especially with a pick-up group.

In the last few games I was playing Karith humans kept getting owned because there just wasn't a good enough defense of the engineer to make it to the elevator room.

However, if such happens, I usually just dump under the staircase (See my previous set of pictures) and start turtling up there. 100bp is enough to form a relatively stable base there.
TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!

Quaoar

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« Reply #84 on: October 29, 2006, 11:34:38 pm »
Quote from: "Jaradcel"
Especially with a pick-up group.


Quote from: "Jaradcel"
Especially with a pick-up group.


Quote from: "Jaradcel"
Especially with a pick-up group.


I've never played with non-pickup groups, and every single match is a gamble. It's the worst on Karith, Transit, and Niveus, because I could only hope that people will want to move. Usually they don't, and it's a problem.

Dersaidin

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Common base locations (and their names)
« Reply #85 on: October 30, 2006, 06:43:07 am »
Notice how almost all the bases are for humans? Damned campy nooobs :p

1337 1

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« Reply #86 on: October 30, 2006, 08:09:40 am »
Quote from: "Dersaidin"
Notice how almost all the bases are for humans? Damned campy nooobs :p


You think people camp in trem?  Try the combat mode in Advance Wars: Dual Strike.   That game redefines camping.

Besides, the whole point of a human base is to camp while getting new weapons.  The alien base is somewhat of a glorified spawning area, IMHO.
n the ongoing battle between the ground and the plane
the ground is yet to lose.

Jaradcel

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« Reply #87 on: November 30, 2006, 02:48:23 pm »
Quote from: "1337 1"
Quote from: "Dersaidin"
Notice how almost all the bases are for humans? Damned campy nooobs :p


You think people camp in trem?  Try the combat mode in Advance Wars: Dual Strike.   That game redefines camping.

Besides, the whole point of a human base is to camp while getting new weapons.  The alien base is somewhat of a glorified spawning area, IMHO.



I'm BACK! *shock*

Oh I've seen AW camping. That one's fun. *sarcasm* But c'mon, that's a TBS, this is real life :P


I know alot of people say you can't/shouldn't rely on your base to help win the game, but one of the things I insist on is trying to convince people that base-building (and defending it while it gets transported/built) is a valid strategy, especially for the physically weaker humans.
TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!

KamikOzzy

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Re: Common base locations (and their names)
« Reply #88 on: January 02, 2007, 04:03:26 pm »
Quote from: "Norfenstein"

The first one can be used by humans very effectively, but since it's right next to the alien base you shouldn't even try to move here in a serious game....
....I don't know of any name for it other than "side room".



Yep, thats our window room. Actually never heard it called the side room, but if I do, I'll now know what they mean.
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Stof

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« Reply #89 on: January 02, 2007, 04:12:44 pm »
Myself, I used to call it the deathtrap room. As in, "Aliens are moving to the deathtrap room". I have yet to see the aliens win a game while on that room and facing real human oposition :D

Lately, I've just been calling it the window room since it is what most people use.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.