HoustonHighGround by Wichita on March 26, 2004

Capture the Flag Lush Clear Bots Client Side Custom Textures Custom Shapes

"Houston we have our own Map".
This my shameless plug for a clientside map("OH NO CLIENTSIDE ClIEEEEEENTSIDE!!", says Courage the weather dog, "user may have to download for one maybe two minutes OH NOOOHOHOHOOO! not the download!")to be picked up by HoustonVehicles one of the most enduring and popular T2 servers. Once aquired this mission treats the player to no less than 14 custom interior objects modelled on a BloodEagle theme with some buildings sporting HV logos.
Two such interiors are a capturable DropCruiser and Corvette sporting map center dominating offensive equipment and respawning air vehicles on the cruiser flight deck.
As the name implies there is lots of high ground graced above with Alundra's splendid thin air sky from his map Ninevah. The main bases themselves carved from their respective moutains sit about 2000 meters apart as the shrike flys. Each includes a custom vpad, genbunker,and defense tower, with an anti-grav flagstand just outside and above the base walls.
I've built some nice tricks and two humorous but useful nav points in to make things more interesting.
Houston pick me up please, I worked hard on playground for you.


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by Wichita on March 29, 2004 · Rating:

This is the wrong Vl2 I sent Bytor an email with the new one. You can dl this one but it has a spawn sphere that will spawn one team on the other teams vpad sometimes.

by starstriker1 on March 29, 2004 · Rating:

Well, this is GARANTEED not to get on HV... the server is only as popular as it is because it runs server side maps! The instant a clientside map comes up, all but 3 or four people on the server would get booted. Anyways, the screenshots look PRETTY... I should take a look! :D

by starstriker1 on March 29, 2004 · Rating:

Well, first off, the interiors are VERY well done. The little "bonus" areas (stinkies glave and the bigtony areas) are entertaining, as well. However, there are some major issues on this map. First, the fog causes TONS of problems. When it gets that thick, the engine gives you all sorts of nasty artifacts. Next, this map is LAGGY. This is, in small part, because of the visible distances. But its mainly because the interiors you made are UNBELIEVABLY detailed. They're pretty, yes! But they've got too much to them!!! One of these interiors doesn't kill FPS too much, but when all of them are visible at once, PLUS the majority of the terrain? Choose between either visible distance or detail... you can't have both. Aside from that, though, its obvious a TON of work was done to this mission. I never thought I'd see windows with a metal grid work in a tribes2 map. Good job!!!

by ZOD on March 29, 2004 · Rating:

Positives:
Use of terrain textures and water textures is excellent.

Interiors are very detailed.

Very pretty overall. Gameplay looks like it's right up HV's alley, I can see many shrike caps on this one.

Negatives:
Interiors appear to not have any LOD which is killing FPS. (AMD 2200+ GF4 4200).

Interiors are hard to get in and out of because of the thresholds.

Visible distance is way to high. Also killing FPS.

Way too many turrets at key locations for my tastes.

by Wichita on March 29, 2004 · Rating:

Please don't grade this map yet. It is the wrong VL2. I sent Bytor a link to get the proper file but he has not responded to my email yet.
I assure you guys all the interiors have at least four lod's the bigger ones 7 and eight. The map was perfectly playable on my AMD 2800 GFFX system with all detail turned up and quinqunx AA on. The fog yes it seems to have gone funky with the latest GF drivers along with other things in T2.
I will probably make a new map with just the ships as bases.
I ought to put up my old 128 meg ATI card for a prize night on HV maybe my map would get played then.
[img]Please don't grade this map yet. It is the wrong VL2. I sent Bytor a link to get the proper file but he has not responded to my email yet.
I assure you guys all the interiors have at least four lod's the bigger ones 7 and eight. The map was perfectly playable on my AMD 2800 GFFX system with all detail turned up and quinqunx AA on. The fog yes it seems to have gone funky with the latest GF drivers along with other things in T2.
I will probably make a new map with just the ships as bases.
I ought to put up my old 128 meg ATI card for a prize night on HV maybe my map would get played then.
[image/]Please don't grade this map yet. It is the wrong VL2. I sent Bytor a link to get the proper file but he has not responded to my email yet.
I assure you guys all the interiors have at least four lod's the bigger ones 7 and eight. The map was perfectly playable on my AMD 2800 GFFX system with all detail turned up and quinqunx AA on. The fog yes it seems to have gone funky with the latest GF drivers along with other things in T2.
I will probably make a new map with just the ships as bases.
I ought to put up my old 128 meg ATI card for a prize night on HV maybe my map would get played then.
[IMG]http://members.cox.net/thidvegi/flightdeckdemo.jpg[/IMG]

by Wichita on March 29, 2004 · Rating:

Ok Wichita has lost his mind and pasted the same comment in 3 times on the same post. Please forgive him he is distraught over knowing he will have to make a clientside(lets stack the buildings)map soon if he wants to ever play the game on one of his own maps.

by Wichita on March 30, 2004 · Rating:

Yes serverside which limits ones original content to how one arranges objects and objectives.
Can any of you T2 map guys help me get the correct vl2. file posted for this map? I still have not gotten a response for my email sent to Bytor.

by Wichita on April 3, 2004 · Rating:

Err Bytor or whoever got it posted thanks.
Oh and I must say that T2maps is one of the most easily navigated and well laid out web sites I've ever come across.

by Wichita on April 3, 2004 · Rating:

Ugggghh! Sorry I put this map out just to show how many mistakes I can make on the uneditable comments. This is still not the right Vl2 that is unless you like terrain iside of bases and spawning on the enemy vpad.
I really wish someone would get the correct one posted.

by kLUMSY bOT on April 3, 2004 · Rating:

very pretty! 2 points of concern: long pointy brushes. not a good idea. almsot overly detailed.... kills fps - visible distance is way too high. I understand your concern about being a cs map, but the advantage of cs maps is that you can put more creativity and not be bound by the boring dynamix bases - and i hate when ss mappers put buildings on top of each other.

by fujilives on October 21, 2004 · Rating:

I admin on the HV server, and We have recently started a client side map night.

This map is likely to see the light of day very soon.