[v1.1 FINAL] Dys_Tower_v11

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[v1.1 FINAL] Dys_Tower_v11

Postby DarkWolf » Mon Aug 06, 2007 7:09 pm

Here it is,

Dys_Tower v11

Final version for Dystopia v1.1

Download: dys_tower_v11.bsp.bz2

Version 200 will be released to supporters during testing.

Background: The mega corporation, iNPath, runs the fiber lines from various corporations, both big and small. They have been contracted by both the monopolizing industries as well as the revolutionists for their connections to the world wide web. It is rumored that iNpath has been intercepting connections and storing various bits of data and sending it to their corporate headquarters, in a part of town that was purchased by the entire corporation.

Synopsis:
iNPath has stored highly confidential information on both monopolizing corporations as well as the fast rising punk resistance. iNpath has been planning to sell information that was intercepted by various punk resistance organizations to major security corporations in a blanket effort to wipe out all punk resistance. Enough information has been gathered by Punk resistance forces to then lead a movement on iNPath to eliminate vital information and kill their reactor to give them financial hurt.

Game Play: The Punk forces have restored a small portion of the subway transit system running to the nearby tower, they must stop the flow of information and redirect security forces by cutting the power to the building and secure a presence inside the tower before the defense system quarantines the building.
Corp forces have been pushed back to closely guard the executive level on the top floor, Punk forces must coordinate a rush to overpower the Corp forces long enough to reprogram the security console with any key-card to reconfigure their clearance to secure a punk presence on the executive floor. A pair of hacked express elevators will transport the punks rapidly from the lobby to the executive floor.
Once a Punk presence is secured a secret passage from the executive level will take the Punks to the closely guarded mainframe. The punk forces must destroy Corp data off of 12 servers. From there, a passage will open exposing the entrance to the reactor, once down there, hack and hack away.

Objectives:

  1. Cut power to the building: You can enter in through the front door Hack open a maintenance door or go down a ladder inside the tower to destroy the power units. (Meat space, Not recappable)
  2. Secure the Executive Floor: Swipe your key card to reconfigure the security system, any punk can do this. (Meat space, Not recappable)
  3. Destroy Servers: Take out the mainframe servers, this can be done by forcing your way up the stairs and damaging the servers. Beware of their newest security installation, iNPath has not got it fully functional, but occasionally the turrets will come online, stay alert, and shoot them down if they do activate. If the server room is held tightly, you can hack the cooling systems, they have two chilling towers, both need to be deactivated for serious damage to occur. Hack them both, and wait for the room to get hot and servers to overheat. (Either space, not recappable)
  4. Reactor shutdown: Since it is too dangerous to physically destroy the reactor, you must shutdown the containment field via cyberspace. Problem is the security terminal is inside the reactor room. To access the reactor room deckers must hack the security system to allow forces to enter. The system only allows ONE decker to enter the room. The remaining forces must safely escort the lone decker to the airlock, it will check him to ensure he is alone. Once he is inside, his life is in the hands of his fellow decker to ensure the Corps do not reactivate the security while inside. The lone decker will then have to deactivate security check points, once at the final node, he must shutdown the system. (hybrid obj)
Last edited by DarkWolf on Thu Sep 04, 2008 5:10 am, edited 7 times in total.
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby Prototype » Mon Aug 06, 2007 7:37 pm

I vote for dys_tower. Great map.

Like I need to be any more of a fanboy of this.
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Postby Dredhorse » Tue Aug 07, 2007 2:14 am

lol, the voting will start next year :D

I will setup a script during the next weeks which will make it easy for mappers to get their maps hosted on DysAreNewMaps (EU), atm it is a manual think.

Looking forward to see the changes
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Postby carn1x » Wed Aug 08, 2007 2:05 pm

voting will start next year?

how long does she have left doctor?
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Audio/Video Quality:3.5
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Postby Dredhorse » Thu Aug 09, 2007 2:11 am

Dystopia? quite some time..

regarding timeline of the competition... we wanted to give everybody some time to create maps.. not just give people the possibility who already started them.

so release of the competition material is scheduled for the 1 year anniversary of V1.

as posted in the the stickies.
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Re: [Map] Dys_Tower

Postby DarkWolf » Sat Feb 23, 2008 8:52 am

I hereby re-enter the competition.

as of now it is in build 59,

LOL

Now at 86, RC2
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby Overflow » Sun Feb 24, 2008 7:47 pm

Wow, this is incredible, you linked the maps together. This is what i like to see
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Postby DarkWolf » Sun Feb 24, 2008 11:04 pm

Wow, this is incredible, you linked the maps together. This is what i like to see
I knew someone would find that =D
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby DarkWolf » Mon Feb 25, 2008 7:00 pm

Feb 25 Update: Unfortunately, some lower end hardware (monitors) give players trouble cyber fighting on Obj2. This caused many players frustration when trying to cyber fight in the Green Server.
So please re-download the map, fastdl servers will not be able to update the map for you, you must delete the old dys_tower.bsp
I apologize for any inconvenience or frustration.
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby Dredhorse » Tue Feb 26, 2008 4:31 am

aarrghh....

will update the package on the sprawl..

and DarkFalcon...

never do a blindrev again..
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Postby DarkWolf » Tue Feb 26, 2008 5:45 am

Kay' New version, this one tagging a _v1 suffix to the end of it. Fixing the Textures in cyberspace issue.
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby Dredhorse » Tue Feb 26, 2008 2:22 pm

OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Postby Meester » Tue Feb 26, 2008 6:48 pm

For some reason after downloading it via a server many of the surfaces are bright white textured. How do I solve this? This is v1 btw.
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Postby Esoj » Tue Feb 26, 2008 6:58 pm

sounds like maybe cubemap problem. try build cubemaps 1 in the console. don't worry if you crash that is normal for building cubemaps via the console.
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Postby Meester » Tue Feb 26, 2008 9:56 pm

sounds like maybe cubemap problem. try build cubemaps 1 in the console. don't worry if you crash that is normal for building cubemaps via the console.
Alas that doesn't seem to work (not on my own, in my own server at any rate).
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Postby DarkWolf » Tue Feb 26, 2008 10:06 pm

For some reason after downloading it via a server many of the surfaces are bright white textured. How do I solve this? This is v1 btw.
HDR issue, I tried to just use a tool to rename the .bsp

and well, it would buildcubemaps just fine, but wouldn't retain them. so... crap. Looks like I've got another compile ahead of me.

Sorry to all for the many updates!
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby Warsprite » Wed Feb 27, 2008 4:53 am

Better updates than no updates =)
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Postby DarkWolf » Wed Feb 27, 2008 6:08 am

Better updates than no updates =)
Yeah, damn compiles take forever... >.>
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby DarkWolf » Wed Feb 27, 2008 6:51 pm

Version 100 released.

Fixed: Cubemaps from v1
Fixed: Cyberspace from RC3
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby KindredPhantom » Fri Feb 29, 2008 3:20 pm

I think the first objective needs a bit of work, it's too easy for the corps to spam the forcefield with nades. Also with the tesla forcefield bug it makes it easy for them to tesla spam it.
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Postby avv » Wed Apr 09, 2008 11:32 am

Dude u gotta make last obj easier :o The cyber is a bit too hard because of huge altitudes and keeping the hacker alive in the last jip is a bit too hard too. There's hardly nothing to do at meatspace if the access to final jip isn't hacked.

If u accept suggestions I would suggest to make the cyber a quite bit simplier and put something to do in the meatspace but just defend the unhacked final jip entrance (which is boring and mostly unnecessary). Hell, it would be cool if punks could attack corp deckers somehow.

Soz for straightforward words but I really think that way. The last obj is so hard if enemy has even 2 deckers who know what to do and rest team complete newbs.

The 1st objective is quite fun nading objective and over relatively fast which is good.
2nd obj is cool because punks can hack the spawn which is very big advantage. Elevator music is legendary.
3rd obj has cool voice when servers are breaking and they sparkle in funny way when taking damage. Btw, the servers are ovens :D. It's fun that there's no need to go through that spammy hallway but u can hack the servers too. Sometimes the server room turrets act weirdly like they get offline or online randomly. 3rd obj cyber is a bit too "tubish". I mean it has too narrow for proper cyber combats.
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Postby DarkWolf » Wed Apr 09, 2008 2:21 pm

Dude u gotta make last obj easier :o The cyber is a bit too hard because of huge altitudes and keeping the hacker alive in the last jip is a bit too hard too. There's hardly nothing to do at meatspace if the access to final jip isn't hacked.

If u accept suggestions I would suggest to make the cyber a quite bit simplier and put something to do in the meatspace but just defend the unhacked final jip entrance (which is boring and mostly unnecessary). Hell, it would be cool if punks could attack corp deckers somehow.

Soz for straightforward words but I really think that way. The last obj is so hard if enemy has even 2 deckers who know what to do and rest team complete newbs.
I like your feed back, and I have to say all of your concerns are taken care of in my internal builds. So stay tuned for fireworks, depending if I get acquired for 1.2 or not.
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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Postby Remonttimies » Wed Apr 09, 2008 4:00 pm

I noticed that you have replaced one of the jack in points skins in your map with your own version. Of course this is nice but sadly when a map changes it doesn't load any of the models, materials, etc. that are already loaded.
This means that if you play some other map before tower, your new jip skin won't be seen in tower and if tower is the first map you play after starting Dystopia, you will get the new skin on every single map before restarting Dystopia. Just noticed this when vaccine had nice InPath logos in it's jips.
The only way to fix this would be to recompile that jip model with a new name and that new skin.
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Do you still remember dys_desert?
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Postby ViralHatred » Wed Apr 09, 2008 4:23 pm

Or he could just make a small brush and manually add the logo which is what I thought he did.
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Postby DarkWolf » Wed Apr 09, 2008 4:33 pm

Stuff
Ah, k. Will add that to the to-do list.
<frier> interesting... teddy coded the turrets to shoot people in the nuts

[ DarkWolf ] yay, found a bug
[ Teddy ] nooooooooooooooooo
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