Sass Posted July 11, 2007 Report Posted July 11, 2007 (edited) NEW BASES/LVZ/TILES can be sent to my email: s!@#$%^&*@omega-fire.com Ok folks - after many months of using the current map, Dr Brain has graciously permitted Quigy and I to begin seriously working on a new map with a whole new layout! This means lots of work for Dr Brain as well as everyone involved in the final design - so be patient, we're going to try to get it right the first time. Having said that, here's what I know so far. Quig and I have a basic layout designed on a bitmap image. (see below) We have also picked out a tileset that was once used by EG. Ratio and Pointman have given me exclusive permission to use this tileset for hyperspace. The sample is here I've begun to collect bases from zone players. Having made a few bases and base changes to current bases, I think Quig and I have a better idea what players want - tight, defensively strategic, good looking bases. It's going to take a few tries to get each base right so we'll need various people to help out with testing possible bases. If you want to get involved in the new map, here's what you can do. 1. If you have a base you want to use on the new map, give it to me or Q in zone. Do this by pm'ing us then use the /?sendfile {filename} command.2. We need a new center. This 'could' be a slightly modified version of the existing center, or something more graphically pleasing, or perhaps more technical. Dr Brain has asked that the new center include a tunnel to a small fighting area nearby. This is commonly done in EG and other zones.3. Tilesetters are always welcomed. As we get new bases we'll need to tile them. If you want to tile a base let us know on this thread....we'll look you up when a base becomes approved for use in the new map.4. Hypertunnel background is needed. The current background on the tunnels is a sophisticated blended image that does a great job of hiding sneaky mines and bombs. Players have mixed feelings about it - we need a new background - can you design one?5. Other random objects will be needed. If you have an idea for the design of a store, a new HS logo, or something not mentioned but useful to the zone, post it here for consideration. Great ideas can make the zone even better! Thanks in advanced to those who can help out with this! http://www.omega-fire.com/hslayout.bmp Edited July 14, 2007 by Sass Quote
Dr Brain Posted July 11, 2007 Report Posted July 11, 2007 Store designs are greatly appreciated because we'd like to get them all individualized. We need some with and without safeties. Quote
tcsoccerman Posted July 11, 2007 Report Posted July 11, 2007 I see a major issue with the diagonal tunnels, unless they are wide enough to not stop bad driving players when going hyperspeed. Quote
tcsoccerman Posted July 11, 2007 Report Posted July 11, 2007 I posted a new pic w/ scribbles in areas of concern and some "questins" that i have. p.s. i don't know how to post a picture...so i did a .ziphslayout.zip Quote
Choose Profile Posted July 11, 2007 Report Posted July 11, 2007 I'll retile the **** out of anything you throw my way. Im going to send a file to you or quigy about a potential base (its going to be base 6 from the oldschool hs, desgined by quigy), but I am going to send it anyways - knowing that you already have it - because it should be used again. Leave some sort of oldschool feeling for a new map that many players will be objective towards. I dont really have much free time to do base layouts, but i might be able to dig up and reedit old designs, and perhaps give a shot at store designs. What are the 3 circles on the east, west, and north edges of map? I think a better idea than the 3 seperate "center" sections would be 2 "center" sections, one with the general spawn point and stores, while the other has a large fighting area for players with perhaps more advanced stores, such as the one that sells AD and fields. Or keep the current design and use one of the 3 "center" sections as a base, but it would most likely be very easy for players to see whats going on in that base from the other "center" sections, and the base might be less used because of it. Quote
9vgnc3eZ01 Posted July 11, 2007 Report Posted July 11, 2007 (edited) The hypertunnels look like teh uber pwn. If you can't drive a diagonal than practice until you can. Is everything supposed to be so simple to do that style has to be sacrificed as well, tcsoccerman? I hope not... but I haven't downloaded your file yet, so we'll see if I change my mind. But that map overall looks uber pwn. Could you possibly number the bases or at least let us know what sections serve what purpose? It would help, I believe. Thanks. EDIT: Maybe some of the areas ARE small... but we don't know their exact use. There may be less bases in this map, if it comes to that. Or maybe we'll have smaller bases that are perhaps more easier to defend than the average. I like this kind of change honestly, so I'm rooting for you all either way. I'll probably make a map of my own to help you guys out as well. Edited July 11, 2007 by Relos Quote
Sass Posted July 11, 2007 Author Report Posted July 11, 2007 The map design shown is moreover for abstract ideas to come to fruition. Perhaps the circles could be stores, or maybe goals. The tunnels - perhaps diagonal if they fit the overall design. As more ideas pour in I'll try to encomp!@#$%^&* them into the layout design. When I get closer to the final layout I'll post it here. Quote
tcsoccerman Posted July 11, 2007 Report Posted July 11, 2007 (edited) No, but when you're chasing a run winner and you hit a block and fly backwards after you were catching him, i'm sure it'll get quite frustrating. This topic is for suggestions..right? Edited July 11, 2007 by tcsoccerman Quote
Choose Profile Posted July 11, 2007 Report Posted July 11, 2007 I kind of agree with TS, but my issue isnt with ME hitting the wall, its with the runner hitting the wall to stop flying through the HT. Although this is currently possible, it takes some sort of effort instead of just flying directly into the wall. Quote
Dr Brain Posted July 11, 2007 Report Posted July 11, 2007 From what I understand of the map, the hypertunnels will not be changing. Only the empty space between the sectors. Quote
Muskrat Posted July 11, 2007 Report Posted July 11, 2007 I understood it like that as well. But on that note it might be cool to have a tunnel that connected directly with center or something? I don't know about the multiple centers unless there could be a modified warper like is currently over the safe to make it quick. Really, just very quick access between centers is very necessary. Quote
scarface.nl Posted July 11, 2007 Report Posted July 11, 2007 Finally, I hate this map we have now. Thanks for changing it. Quote
James1293 Posted July 12, 2007 Report Posted July 12, 2007 Suggestions:-1 center that would be kinda like a marketplace (all safe, all stores nearby)-1+ other "centers" that would be good for general fighting (like the current center)-as many bases as possible-once the map is made, adapt to suggestions about bases never used (like current base 7 because of the shortcut which has been complained about.... for a long time) What i can do to helpmake graphics (gifs, tilesets, store names, "5. Other random objects will be needed. If you have an idea for the design of a store, a new HS logo, or something not mentioned but useful to the zone") Though i dont want to make a new ht background because it would probably be biased as i am one of the ht miners Quote
nebulou Posted July 13, 2007 Report Posted July 13, 2007 i dont like that tileset. if you use that everything will be either gray or gray and purple. Quote
Animate Dreams Posted July 13, 2007 Report Posted July 13, 2007 From what I understand of the map, the hypertunnels will not be changing. Only the empty space between the sectors.I believe he thought the space between the sectors were going to be hyper tunnels. Personally, I think that would be pretty awesome. I remember the map that at least used to be up in oldhs, and it was quite a bit of fun. The map as a whole would've sucked for a pub map, but what was fun about it - running around in non-linear hypertunnels - could easily be part of a good pub map, I think. The diagonals, too. I guess it kind of encourages runwinning, but so do the current hypertunnels. It'll just be something else the players have to conquer, and it'd be a lot more fun than the current hypertunnels. And S!@#$%^&*, I didn't know you were working on a map for HS. You sure do jump around a lot. >_> But have you seen the Command & Conquer zone? Quote
Sass Posted July 14, 2007 Author Report Posted July 14, 2007 (edited) Yah, saw it - its got some neat knock-off ideas on it but I couldn't care less for zones that are simulations of current major games. I'm thinking about trying a new tileset - part of the one that i did for the new OF (pipes) and part new. I have a huge platform of 5-6 tilesets that I'm using for ideas. As for the hypertunnels, I think some players want a mix up of tunnels, but brain has asked me not to make major modifications from the existing surrounding square configuration because it costs a lot of programming time and takes away from what he can....'control'. Edited July 14, 2007 by Sass Quote
James1293 Posted July 15, 2007 Report Posted July 15, 2007 I guess it kind of encourages runwinningfor me:runwinning=i go put out antimatters=i get flags anyone else could do this....with 50k... Quote
»Ceiu Posted July 15, 2007 Report Posted July 15, 2007 And the willingness to spend the money each time someone tries to win in HT. Quote
Sass Posted July 17, 2007 Author Report Posted July 17, 2007 Ok guys - I've got some stuff for you to respond to. I've designed the bulk of the new layout. Here it is so far: http://www.omega-fire.com/hs1_layout.png Here is the SSME LEVEL of the above map. I've been wrestling with which tileset to choose from. So - here are four choices. CHOICE A (old style) http://www.omega-fire.com/hs_tiles0.png Choice B: (with permission from EG)http://www.omega-fire.com/hs_tiles1.png Choice C: (extracted from the Omega Fire winter 06 map)http://www.omega-fire.com/hs_tiles2.png Choice D: (Pipes - brand spankin new (except to Animate Dreams)):http://www.omega-fire.com/hs_tiles3.png Lots to choose from - tell me what you like and dont like - feel free to say how you would like to change things, mix and match tiles etc. Quote
Sharpflame Posted July 17, 2007 Report Posted July 17, 2007 I really like our current tileset except for a few things, I also B (EG one) and D (Pipes), if we could somehow combine those that would be neat. Quote
Animate Dreams Posted July 17, 2007 Report Posted July 17, 2007 Lol, you know as well as I do how hard those pipes are to work with... another problem with the Pipes is that they dominate the whole tileset and you don't have any room left for diversity. Diversity is obviously the advantage set A gives you. Maybe a way around that would be to take some of the pipes that don't get used(slightly darker or slightly lighter ones, or decorative pipes) and make them into wildly different pipes you could use for the separate sectors. You know, like make pipes that are frozen over, or that are slightly melted/blasted/falling apart, or something. Also... it seems to me that it would look awkward for both the bases and the barrier separating the area from everything else to both be pipes. One or the other would be fine, but I'm not sure how great it would look with them both being pipes. I get the feeling you'd look at it and it would all run together. But since I haven't seen it, I can't say for sure. Btw, the blue in the pipes looks much better than the red, sorry to say. Quote
»Ceiu Posted July 17, 2007 Report Posted July 17, 2007 Out of all the tilesets, I'd say the one we're using is the best. B looks like crap; far below what I'd expect from EG (as I've seen some very nice tilesets come out of there).C is easy to reproduce with a texture fill and some simple beveling in photoshop, and could probably look nicer as well.D seems to lack variety. It looks nice, but I wouldn't want the entire map (or even an entire base) to be made with pipes. As far as the map goes, It's rather hard to say without playing it, but I'm not entirely sure I'd like it.-Some of the bases look like they'd be really cramped.-Seems like there is a great deal of wasted space outside of center -- specifically in 2 and 7, where the long corridors will be largely untouched and only used by flankers to har!@#$%^&* incoming teams.-Soccer seems like an alternative to flagging which could be a good (or bad) thing, but I don't understand how it would be implemented.-The stores appear to be off the map in a cluster, which leads me to believe that there will be warp gates to them. While this would help stop safe laming in general, I think it would only amplify it unless some measure were taken to prevent it. For example: it would be easier for someone to sit outside the gate and lob bombs and such, then run into the shop when in danger. With the safe setup now, you at least have the chance to repel them out or otherwise team them. That's all I've got. Again, it's hard to give you more concrete feedback without actually using the map, but those are the issues I can see this map having. Quote
Boldot Posted July 17, 2007 Report Posted July 17, 2007 Where is the ID tunnel? The transwarp hub?A offers the greatest diversity among bases, so that you can have each base look different, instead of everything looking the same. As cool as the others might look, having everything made out of the same looking tiles would be incredibly dull.I would totally love to have soccer make a comeback, I think it really helped keep the zone from becoming completely focused on the flagging game.Also, I am wondering where all of the HT gates are, I do not see any in C, and I only see 4 in the actual HT's.And are some of the sectors big enough to hold some of the bases we would use? Maybe incorporating some more tile groups into the main one, but I definitely like the diversity of A much more than the single theme sets. Quote
Quigybobo Posted July 18, 2007 Report Posted July 18, 2007 Just to let you all know I am busy the next while so i can't do much with the map for the next few weeks. My computer is broken and all my map stuff is gone right now. I just got a new job so I will be away for a while. Please give s!@#$%^&* your full cooperation. I will be back to help make the map i just have to be sure that I have everything good and solid before I can come back and help on the map. SOrry guys I don't mean to just dump this on you. Tty all soon. Quote
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