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«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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I know I haven't finished oceanside yet (or a number of other maps), but I keep getting ideas, and I've got to work on em before I forget em...
Anyways... this map will be called [BuA]Hypsiphobia and it should be released in the next few days for beta testing.
It's a basic level, though the ledges aren't wide, and there's only a few paths... it should be a good teacher for those of us who want to improve our sniping/long distance shooting.
I guess we'll see in a few days, eh?

Distance fog will keep the framerate down, while few static meshes and basic BSP will also help.
Lighting will be basic, and I'll be borrowing the skybox from citadel (not unlike oceans).

Here's some pix.
 

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Shattered_Steel

Birthed of Destruction
Mar 9, 2002
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Um, what does Hypsiphobia mean? Hypsophobia is a fear of heights (like acrophobia, altophobia, and batophobia). Is that what was meant? It looks like it from the screenies. Suicides by falling, anyone?
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Shattered_Steel said:
Um, what does Hypsiphobia mean? Hypsophobia is a fear of heights (like acrophobia, altophobia, and batophobia). Is that what was meant? It looks like it from the screenies. Suicides by falling, anyone?

Hypsiphobia does indeed mean fear of heights.
I'll keep this one updated as I get work done on it... hopefully we're looking at a day's time til beta testing.
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Ok, everything but zoning is completed on Hypsiphobia.

Normally I would ask for testers, but seeing as this file will fit nicely right here... all I ask is that you get back to this thread and let me know what you think, after testing.
 

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«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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I meant to add these pics this morning.
Here's what the level looks like with the lighting and background.
I still need to add zoning (gonna need a link that works), and I'm considering an alternate path between bases.
Those who've downloaded the map, I would appreciate feedback. ;)
 

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Iceburgs

The Iceman Cometh....
Jul 22, 2002
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Just DL'ed it, but I don't know when I will get to try it. A word to the wise for you and any other mappers: If you aren't sure whether it is going to be final or whether you may add in things based on people's advice or testing, you should always give it a beta name or version number. Anyway, the screenies look nice. Maybe one day I will learn how to use UED. :)
 

Shattered_Steel

Birthed of Destruction
Mar 9, 2002
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Ok, Lurk. Map runs quite smoothly, but there isn't a whole lot in there, so that's to be expected. If you don't spawn up top, I didn't see any other way to get up there except via dodge-jumping from the middle top loop, but I think that's ok. The real downer is if you fall off or accidentally dodge or jump off the main path, there are no second chances. You will suicide. Perhaps have something simple underneath to give some hope to those that misstep. Even if they miss that afterwards, they will still feel they were given a chance to make it.
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Sounds good SS, and you're not the only one to say that.
I'll work on it in the next few days and re-release the beta.


Boney... lol...
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Shattered_Steel said:
If you don't spawn up top, I didn't see any other way to get up there except via dodge-jumping from the middle top loop, but I think that's ok.

Actually, you can jump up Anubis' legs to his lap. (Ewww...) But I made it a little easier in Beta2... see pics below.

The real downer is if you fall off or accidentally dodge or jump off the main path, there are no second chances. You will suicide. Perhaps have something simple underneath to give some hope to those that misstep. Even if they miss that afterwards, they will still feel they were given a chance to make it.

That's kinda the point, but I understand where yer coming from... so I made the paths wider... again, see pics below.


AX:

I'm currently working on meshes that will block the flags from the opposite sides. Evidence of this in the pics (below, you say?).
Also, I'm making it a lil more... physically appealing.

Oh fer pizz sake... lookit the pics! :D
 

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«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Iceburgs said:
For all you mappers, here is a mutator that you should definitely check out. It is a pathnoder, and it makes botpathing a cinch (purportedly). Good luck!

Thanks Ice, I'll test it out this morning on Hypsiphobia. :D
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Oki guys;

Hypsiphobia-Beta2 pix:
 

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TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
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Just played version two of your Hypsi Map. I have to say nice work on the map kinda of reminds me of DM-SpaceNoxx at the bases except smaller. Personnaly, I feel its to small bases should be bigger (not huge but little bigger),the paths need to be wider, and the middle section hmmmm (make it double layers like the bases & keep the center gold ring)

over all very nice map good work Lurk.. ;)
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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Wha?
CTF-[BuA]Hypsiphobia-Beta3

See the Hypsiphobia documentation for changes.
 

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«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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Wha?
With Hypsiphobia almost completed, I've decided to begin (continue?) working on our Hall of Assassins.
This will be a tech theme, and involve all «BuA» members in their original skins to keep the file size down.
If you plan on making a skin/model change, please inform me ASAP(ly).

Here's some pics of the structure:
 

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