Author Topic: Gloom 2: Beta 2  (Read 15753 times)

Jex

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Gloom 2: Beta 2
« on: June 01, 2006, 06:41:19 pm »
Here is a second build of Gloom 2 with some much needed changes. I've added my own versions of the extra routes from Gloom2SE and attempted to make the human base more assaultable. Hopefully this will break up the choke point gameplay.

A number of people have said that the alien base is not very good but I am unsure if it is really the base that is so bad or whether the alien team had just been so starved for frags by the time the humans managed to lucifer their way past the choke point that they had no muscle left to defend with. In any case I have made a small addition to the alien base which essentially tucks the overmind out of the way making it harder to get to. It is also better protected from jetpackers now.

At this point I'm really not sure how the gameplay will be, so.. only one way to find out:

Put this file in your tremulous/base/ directory:

http://jex.vilkacis.net/map-gloom2beta2.pk3
http://tremulous.net/users/jex/map-gloom2beta2.pk3
http://tremulous.megavoid.de/downloads/map-gloom2beta2.pk3
http://www.dasprids.de/maps/map-gloom2beta2.pk3

Note: Some people have been having trouble when downloading the file. Some web browsers will rename the file to map-gloom2beta2.zip. If this happens, do not extract the archive to your tremulous/base directory, simple rename the file to map-gloom2beta2.pk3.


Survivor

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Gloom 2: Beta 2
« Reply #1 on: June 01, 2006, 07:15:54 pm »
When I looked around most problems concerning the human base should be solved. Alien base is always a difficult subject. Can't wait to play it on db's testserver.
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DarkWolf

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Gloom 2: Beta 2
« Reply #2 on: June 01, 2006, 07:17:00 pm »
Good, very good, can't wait for megabite to upload it (sending a mail to him now).
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Pacra

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Gloom 2: Beta 2
« Reply #3 on: June 01, 2006, 07:19:36 pm »
I've found that the hardest thing in the Gloom map is walljumping to the second level of the room (bear with me, I forget the exact name) right after the default alien base, but before the 'choke room'.  It's almost impossible, which isn't good for doubling back to protect base or running away.  Is it, in fact, difficult, or is there some way I'm missing?
I'll give more of a gameplay issue-reply later, when I've played it more :)
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[db@]Megabite

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Gloom 2: Beta 2
« Reply #4 on: June 01, 2006, 08:36:54 pm »
I am downloading the piece right now, providing a fast download mirror and a place in the server cycle soon... ;)

Edit: Have it up and running on #db@ Derelict, a fast download mirror is available at http://tremulous.megavoid.de

Have fun! I'll join you later... ;)

Danny
url=http://www.tremulous.info][/url]


Jex

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Gloom 2: Beta 2
« Reply #5 on: June 01, 2006, 08:51:21 pm »
ty :D

[db@]Megabite

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« Reply #6 on: June 01, 2006, 09:07:19 pm »
at your service ;)

Danny
url=http://www.tremulous.info][/url]


[db@]bishop

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Gloom 2: Beta 2
« Reply #7 on: June 01, 2006, 09:13:40 pm »
Another mirror from our member DASPRiD:

http://www.dasprids.de/maps/map-gloom2beta2.pk3

Survivor

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Gloom 2: Beta 2
« Reply #8 on: June 01, 2006, 10:46:55 pm »
After a game or three I can say that humans are moving out of their base more and more easily but it's pretty hard to reach the alien base without teamwork. All in all good changes which balanced it out. But the marauder is indeed lacking some jumppoints.

Edit: Just looked around in peace, this is the only way.
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Jex

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Gloom 2: Beta 2
« Reply #9 on: June 01, 2006, 11:16:35 pm »
The window to the fan-tube to the ledge works as well.

Survivor

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Gloom 2: Beta 2
« Reply #10 on: June 01, 2006, 11:19:42 pm »
It's a hard jump to make though and if it fails the marauder can't flee.
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[db@]Megabite

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Gloom 2: Beta 2
« Reply #11 on: June 02, 2006, 12:15:38 am »
Gameplay is much more at ease now... for aliens at least! With a good builder aliens seem almost overpowered as they can close down their base completely with wall mounted tubes and hives humans cannot escape, even without trappers.

Overmind and 2 eggs being safe in the new backroom, 2 tubes and a hive for backup, the hallway in front of it covered with the remaining tubes and a single hive make a pure deathtrap for any humans.

Human base is less overpowerded by now... aliens were (in our games) always able to almost keep them inside their main base all the time until stage 3. Some Advanced Goons and Tyrants finishing the job.

I have yet to see a game where humans own and I would dare to say that the map is quite pro-alien now. More matches without the whole alien team in teamspeak will show, though... ;)

Danny
url=http://www.tremulous.info][/url]


DASPRiD

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« Reply #12 on: June 02, 2006, 10:00:27 am »
Quote from: "[db@
Megabite"]More matches without the whole alien team in teamspeak will show, though... ;)


Don't think so, but let' see ;)
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Neo

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Gloom 2: Beta 2
« Reply #13 on: June 02, 2006, 10:59:44 am »
yes, I take it a temporary failure would count for the tyrants that got slaughtered by a light armour with a chaingun :D

[db@]Megabite

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« Reply #14 on: June 02, 2006, 11:11:50 am »
I stopped playing advanced goon when you started luckgunning back then... and see, it worked... ;)

Danny
url=http://www.tremulous.info][/url]


Neo

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« Reply #15 on: June 02, 2006, 04:15:32 pm »
lol, its called learning to dodge the slower players on the alien team ;)

Lava Croft

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Gloom 2: Beta 2
« Reply #16 on: June 02, 2006, 07:44:06 pm »
Jex, congratulations on the perfecting of gloom2 for Trem.

DarkRogue

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Gloom 2: Beta 2
« Reply #17 on: June 02, 2006, 09:30:19 pm »
humans won this afternoon but it was a hard fought battle for every inch of alien base. Will agree assaulting alien base now is incredibly difficult, with human base you have no less than 2 ways to change direction throughout their base. In alien base unless you have jetback you're stuck going the route you're going which makes co-ordinating defenses rather easy.

If possible for the next release (beta or final, whichever):

- remove the new 'backroom'

While this new room in alien base is nice looking and completely fitting it adds a huge advantage to alien defenses as you cannot shoot it at range or through the barred 'windows'. And with a good setup even a battlesuit will die trying to get in there within a few seconds. And that's without any aliens chomping your ass.

- instead of the backroom add some more cover in alien base area and drop the lighting 50%

- In forward alien area (the glass tube) add a ladder or something so you can get from low to high, in gloom you had xt's able to switch routes on the fly. In trem jetpackers get raped in that area.
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[db@]Megabite

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« Reply #18 on: June 03, 2006, 08:45:23 am »
I support the request for removal of the back room, my arguments are somewhere up there... ;)
With a capable builder it was hard enough for humans to get in and do some severe damage in beta1. Hard but not that near to impossible it is in beta2.

The other parts of the map seem just fine and balanced and need no further tweaking in my eyes.

Just my 2cents... ;)

Danny
url=http://www.tremulous.info][/url]


Neo

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« Reply #19 on: June 03, 2006, 09:25:00 am »
How about adding a ladder to the other entrance to human base, so humans can use it as well.

As atm humans have only 1 way out, so aliens just camp there making a breakout extremely difficult. Please don't say 'oh use jetpack' as aliens can practically hear it from the moment you buy it while listening to heave rock music.

Survivor

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Gloom 2: Beta 2
« Reply #20 on: June 03, 2006, 06:01:41 pm »
Err, there IS a ladder there, left hand side.
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Neo

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« Reply #21 on: June 03, 2006, 07:38:39 pm »
i'll try see it nextime, unless you mean that thing that looks like a machine texture going up the wall.

Jex

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Gloom 2: Beta 2
« Reply #22 on: June 05, 2006, 07:28:33 pm »
Well now that this version has seem some amount of gameplay I am interested to know what people think. So far my impression has been that people generally prefer to play the 'standard' maps. However, some people might not be aware of the extra routes in Beta 2 and/or just don't have the map.  D:

Please comment!

Survivor

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« Reply #23 on: June 05, 2006, 08:52:37 pm »
Generally people agree the human base is sufficiently weakened now in comparison to beta 1.
The alien base however seems to have become an impregnable stronghold in the hands of a single builder and is hard to take down. Suggestions are removing the backroom but I foresee doing that makes the om too vulnerable again. Maybe making the backroom more of an alcove instead of a full fledged room thus providing the om with some long range but not full cover?
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Neo

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« Reply #24 on: June 05, 2006, 10:21:05 pm »
i'd say replace backroom with just the alcove the OM is in now, just rotated 90 degrees and moved to the end of that section.

Jex

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Gloom 2: Beta 2
« Reply #25 on: June 05, 2006, 11:30:39 pm »
From my limited experience, when a couple humans manage to reach the alien base intact, getting to the OM hasn't been too much of a problem. (Especially with a few Lucis in the mix)

For the most part I've seen the human team get somewhat stuck in their base, unable to reach the alien base at all with any sort of force. However, my experience is all with AKKA's high player count..

Survivor

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« Reply #26 on: June 06, 2006, 10:35:08 am »
I've played it on db's test server usually from 4 to 12 people on it. Medium games.
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Neo

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« Reply #27 on: June 06, 2006, 10:43:11 am »
Same, builders tend to just spam acid tubes in there so unless you have a huge queue of people to press through you won't make it. As you can't attack the turrets without taking damage, and they place the last egg over the OM, so you can't attack it without being hit by tubes.

DarkWolf

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« Reply #28 on: June 06, 2006, 11:38:35 am »
Quote from: "Jex"
From my limited experience, when a couple humans manage to reach the alien base intact, getting to the OM hasn't been too much of a problem. (Especially with a few Lucis in the mix)

For the most part I've seen the human team get somewhat stuck in their base, unable to reach the alien base at all with any sort of force. However, my experience is all with AKKA's high player count..
Actually, that is because their exit out of the base (the door) is too small, so only 1-2 huans can actually go out at a time, plus they block the fire of their teammates which (if FF on) damages them, and/or gives aliens a bulletshield and some evo points, so my sollution is to put a big door that opens slowley and closes slowley (like in Karith) os humans will have the time to stop shooting and that more humans can go out at a time.

Also, i've seen a small grey vent going through the wall and around the human base, this could be a nifty path (only) for alien dretches to get closer to the human base rather than: 1. block the bigger aliens and somewhat feed the human team whilst they try to take the offensive. or: 2. they camp out of sight in the corridor hoping that they will get any passing human, whilst the human team mostly has broken through the front whith luci's, Bsuits and pulse rifles and advancing through the level, and dretches aren't suited to stop that.
So the vent should start at the Resevoir, go through the wholse human base spot, have 1 hole in the vent to go through somewhere whilst the vent is going , a vent-exit in the human base, and ofcourse lot's of turns.
Humans shouldent be able to go in, ONLY dretches (don't worry, dretches can't evolve if any human (structure) is close to a vent), but the vent-exit (not the hole in the vent) should be defendable with a turret or something  :) .

Anyhow, that's just my 2 cents :wink: , comments / reply's are appriciated  :D  :) .
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