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High and Dry - Final
Posted: Thu Dec 29, 2005 8:07 am
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:
Download
(Note mirror below! Thanks scourge34!

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Posted: Thu Dec 29, 2005 2:21 pm
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)
Posted: Thu Dec 29, 2005 7:25 pm
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.
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. :]
Posted: Thu Dec 29, 2005 7:57 pm
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.
Posted: Thu Dec 29, 2005 10:01 pm
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...
Posted: Thu Dec 29, 2005 10:10 pm
by jester!
Obviously its subjective, but why would fences be rediculous? Voids in main fighting areas just arent fun to me I guess.
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:
Posted: Thu Dec 29, 2005 11:11 pm
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?
Posted: Thu Dec 29, 2005 11:25 pm
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.
Posted: Thu Dec 29, 2005 11:28 pm
by pjw
Already fixed--you're right, it was kinda squirrelly.
Posted: Thu Dec 29, 2005 11:30 pm
by jester!
Cool. :icon32:
Posted: Fri Dec 30, 2005 12:25 am
by Lenard
Well, after a certain point you hardly ever fall in the void anymore except for when your are pushed in.
Posted: Fri Dec 30, 2005 12:30 am
by primaltheory
where are you playing this at? I wanna come play!
Posted: Fri Dec 30, 2005 12:51 am
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:
Posted: Fri Dec 30, 2005 12:52 am
by Lenard
Plink them first :icon28:
:icon25: I like voids.
Posted: Fri Dec 30, 2005 12:54 am
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:
Posted: Fri Dec 30, 2005 1:03 am
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.

Posted: Fri Dec 30, 2005 1:11 am
by jester!
Bah! I want to be near godlike in my stacked power, ruling the server for 30 seconds. :icon32:
Posted: Fri Dec 30, 2005 6:25 am
by Lenard
When will someone make custom teles?
Posted: Fri Dec 30, 2005 8:47 am
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...
Posted: Fri Dec 30, 2005 10:03 pm
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:
Posted: Fri Dec 30, 2005 10:04 pm
by SonicClang
From now on you should just post here pjw. Having the double post confuses me. :icon28:
Posted: Fri Dec 30, 2005 10:43 pm
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.
Posted: Sat Dec 31, 2005 4:33 am
by pjw
New version up (edited first post).
Posted: Sat Dec 31, 2005 5:22 am
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?
Posted: Sat Dec 31, 2005 5:34 am
by pjw
Ah crap. No. Fixing. Argh.
Edit: There you go. Nothing to see here...move along...
(Sorry you have to download it again if you want the fix though.

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