High and Dry - Final

pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

High and Dry - Final

Post by pjw »

Aaannnd, it's done. Lots of minor last minute touches and a bit more detailing--the most major change from the final beta was switching LG and RL-at-RA, and switching some ammo around.

Thanks for all the help and feedback folks! :)

Obligatory pics:

Image

Image

Image

Download

(Note mirror below! Thanks scourge34! :) )
Last edited by pjw on Mon Jan 02, 2006 7:11 am, edited 4 times in total.
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

Dude this map is sweet! It looks good! One of the first quake 4 maps i've seen that looks like a quake 4 map, not a retextured quake 3 map!

(if that made no centz/dollars i'll explain more)
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

I was in the middle of writing this at 2am or something when my son got up so its delayed a bit.

1. On the NG side of the Quad I like the tiny ramp jump you can do to get the Quad.

2. On the opposite side by the LG ammo there is a tiny step, with stair jumping not working it can screw up a jump.

3. The Rail is in a great spot. :D

4. I would personally like fences around the walls so there are less void deaths. Thats just a personal preference however since I hate space maps. :]
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Please no fences, that would be sooo rediculous. I would really like to be able to play this map, and I will once I get this dvd drive in place.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

primaltheory: Thanks man!

jester!:
1. Glad you like the little slope jump--you can do it from the other side as well. :)
2. Good catch! I would have bet you money that I clipped every lip in the map until I actually took a look at it in the editor. Doh.
3. Yeah, the new RG placement was one of those wtf-3:00-in-the-morning ideas that actually worked. It used to sit on the floor below the ladder near YA.
4. Probably no more fences at this point. You would have really hated the original descending corner near the YA that goes down into the basement--it used to be completely exposed--no railing, no ceiling--and narrow...it was a bit annoying...
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Obviously its subjective, but why would fences be rediculous? Voids in main fighting areas just arent fun to me I guess. :tear:

Directed above pjws post...

As for the fences, I dont mind there being dangers and such to getting things, its just that constant falling into the void gets like you said annoying, dm17 is imo one of the most critically flawed disasters to ever grace a server. :icon25:

Still, a new map is a new map and I will definitly give it a few run throughs. :icon32:
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Hmmn. The only place I can think of that seems a little iffy is below the YA, only because it can be tricky to come flying out of the teleporter and avoid the Edge of Doom. I know for sure that I won't be putting fences near the RA, RG, or the MH-tele-dest, since that's the risk you take...

Was there a particular place that you found to be especially annoying?
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

No not really, its just a general personal preference type thing. :icon26:

Another note though, there is a small block with a 50h, at the 10 second mark in Sonic clangs video, that should be non-solid or something, it messes with movement to much imo.

EDIT: The RG and MH are great as is, the RA however is one of the few more open spaces, an area that may see a bit of action, I can see a whole lot of pit deaths going on there.
Last edited by jester! on Thu Dec 29, 2005 11:29 pm, edited 1 time in total.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Already fixed--you're right, it was kinda squirrelly.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Cool. :icon32:
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Well, after a certain point you hardly ever fall in the void anymore except for when your are pushed in.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
primaltheory
Posts: 623
Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

where are you playing this at? I wanna come play!
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Lenard wrote:Well, after a certain point you hardly ever fall in the void anymore except for when your are pushed in.
Thats the point, I am not talking about messing up and offing yourself, you should die if you cant control yourself. I am talking about running around, full health, just got the mega, all the weapons, even quad, your going for the RA and some dude plinks you into the void. Its lame.

:icon26:
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Plink them first :icon28:

:icon25: I like voids.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Lenard wrote:Plink them first :icon28:

:icon25: I like voids.
But to do that I need to slow down and look around first, spam the entry up to the 50h, generally play all CS like. It slows down the game and really just makes it so that newbies dont get crushed quite as easy.

Bah, circular argument. :icon25:
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

jester! wrote:I am talking about running around, full health, just got the mega, all the weapons, even quad, your going for the RA and some dude plinks you into the void.
As well he should, you greedy bastard you. ;)
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Bah! I want to be near godlike in my stacked power, ruling the server for 30 seconds. :icon32:
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

When will someone make custom teles?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Lenard wrote:When will someone make custom teles?
There's a serious shortage of custom mapmodels for Q4, at least for the moment. I'm hoping people (Evil_lair springs to mind) will crank out some cool stuff.

Custom teles would be nice, as would pads/ramps. Also, just random crap to sprinkle around for flavor. Skulls/skeletons, chains, light fixtures, busted weapons, crushed beer cans, used condoms, you know...
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

(Anyone could make custom teleports out of brushes.. but using the stock ones makes it easier for people to just drop in and be acquainted with the map.. )

This is a huge improvement over the first beta, actually.. More of the navigation seems to make more sense. I still find some of the trickjumps a little hard to pull off naturally.. But then, maybe I'm not very good at trick jumping? :icon26:
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

From now on you should just post here pjw. Having the double post confuses me. :icon28:
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Lenard wrote:When will someone make custom teles?
Yeah, the stock model gets boring so quickly while i'm not even really bored with the one from Q3 (with the yellow 'wings').

I like simple flat 'models' best, like in Lukin's map Monsoon, and Q1 style tele's like in CPMA maps too.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

New version up (edited first post).
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Sweet, looking great. One question however, the boxes with the shards to the right of the RA in the picture, I can ramp jump up to the pipe, up one box, then I cant jump up the rest of the way, need a HB boost to get to the next box, then I can get up to the platform. Is that as intended?
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Ah crap. No. Fixing. Argh.

Edit: There you go. Nothing to see here...move along...

Image

(Sorry you have to download it again if you want the fix though. :( )
Locked