Tremulous Forum
Media => Map Releases => Topic started by: your face on January 29, 2009, 12:05:57 am
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Beta 6:
Mercenaries Guild: Cruz Exports, Beta 6 (http://downloads.mercenariesguild.net/maps/)
Dropbox: Cruz Exports, Beta 6 (http://dl.dropbox.com/u/37268231/map-cruz-b6.pk3)
Beta 5:
Mercenaries Guild: Cruz Exports, Beta 5 (http://downloads.mercenariesguild.net/maps/map-cruz-b5.pk3)
Dropbox: Cruz Exports, Beta 5 (http://dl.dropbox.com/u/37268231/map-cruz-b5.pk3)
(http://i.imgur.com/okCww.jpg)
(http://i.imgur.com/mPp1z.jpg)
(http://i.imgur.com/JOSVb.jpg)
(http://i.imgur.com/VfLzV.jpg)
(http://i.imgur.com/pHX8W.jpg)
(http://i.imgur.com/cbmzQ.jpg)
(http://i.imgur.com/zc63R.jpg)
Beta 4:
Dropbox: Cruz Exports, Beta 4 (http://dl.dropbox.com/u/37268231/map-cruz-b4.pk3)
Mercenaries Guild: Cruz Exports, Beta 4 (http://downloads.mercenariesguild.net/maps/map-cruz-b4.pk3)
I've changed quite a lot since beta 2. Most significant changes include:
- All corridors have been widened.
- Map layout changed slightly, many rooms are now farther apart.
- Moar color in the map. Less gray!
- Lots of little details added.
- More alternate base locations.
- Ventilation shaft added.
- Port room added.
- Other stuff.
[old]hai, I am releasing dis here map finally that I've been working on slowly since August, and I decided to make it memorable by releasing it on my 1337 forum post!
Beta Two
Einsteinbennyboy mirror: Cruz Exports, Beta 2 (http://imn2rc.unvanquished.net/base/map-cruz-b2.pk3) (US)
Random Keywacking mirror: Cruz Exports, Beta 2 (http://maps.randomkeywhacking.com/base/map-cruz-b2.pk3) (US)
solar.4chan mirror: Cruz Exports, Beta 2 (http://solar.4chan.no/map-cruz-b2.pk3) (US)
age.ai mirror: Cruz Exports, Beta 2 (http://www.age.ai/maps/map-cruz-b2.pk3) (Japan)
ezbake mirror: Cruz Exports, Beta 2 (http://www.ezbake.org/map-cruz-b2.pk3) (US)
}MG{ map repo mirror: Cruz Exports, Beta 2 (http://downloads.mercenariesguild.net/maps/map-cruz-b2.pk3) (US)
tremcentral.com map repo mirror: Cruz Exports, Beta 2 (http://tremcentral.com/base/map-cruz-b2.pk3) (US)
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Beta One
Filefront mirror: Cruz Exports, Beta 1 (http://files.filefront.com/map+cruz+b1pk3/;13126610;/fileinfo.html)
Random Keywacking mirror: Cruz Exports, Beta 1 (http://maps.randomkeywhacking.com/base/map-cruz-b1.pk3)
Einsteinbennyboy mirror: Cruz Exports, Beta 1 (http://imn2rc.unvanquished.net/faes/map-cruz-b1.pk3)
Tremcentral mirror: Cruz Exports, Beta 1 (http://tremcentral.com/base/map-cruz-b1.pk3)
Mercenaries Guild mirror: Cruz Exports, Beta 1 (http://downloads.mercenariesguild.net/maps/map-cruz-b1.pk3)
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[/old]
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SECKSY MAP
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Whooooo yeah! :o epic winnage kthx. working conveyor belt ftw.
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MY EYES HAVE LITERALLY MELTED AWAY FROM MY HEAD.
Face, this is amazing. You truly are one of the most gifted mappers I have ever seen!
EDIT: OYA, that conveyor belt is pure winnage.
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Excellent map, enough said.
Good job face!
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Haha, I see you found a new plane model. I will never forget the old one =D
Awesome work as always, Mr. Face.
Everyone check this out!
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Thanks, but I am reluctant to post, because I really like my post count saying "leet"
(http://cocoapet.googlepages.com/leet.gif)
:D
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Good work face, this map is very nice :)
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*hump hump hump hump
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Leet map :) I love it!!! :D everyone should download this map in put it on your server :p
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Thanks, but I am reluctant to post, because I really like my post count saying "leet"
(http://cocoapet.googlepages.com/leet.gif)
:D
didnt it move since you just posted? ::)
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Question: has anyone got this map working before the link went down?
e: Temporary filefront link up: http://files.filefront.com/map+cruz+b1pk3/;13126610;/fileinfo.html (http://files.filefront.com/map+cruz+b1pk3/;13126610;/fileinfo.html)
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sup, you're overflowing me babe.
Hunk alloc failed on 4848480
no matter how many times I try to load it.
setting g_hunkMegs to 256 allows it to load fine.
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sup, you're overflowing me babe.
Hunk alloc failed on 4848480
no matter how many times I try to load it.
setting g_hunkMegs to 256 allows it to load fine.
Had they same problem with his map Veddak Final. It is just incredibly huge (texture and geometry wise speaking).
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Someone else had the same problem until using TJW's client I think.
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now if we could only make trem more autodownload friendly, so even nubs could play this map.
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Ya no auto download bugs me because everyone who connects to my server just disconnects :(.
Oh and nice map its amazing just i wish you had a better conveyor belt texture.
:-[
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MOOSEBERRY HAS BRAINWASHED YOU
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Wall textures on conveyor belts ftw!
Oh and btw, amazing map! Sorry I missed beta-testing :(
Oh and also, bottom picture, Bottom right corner, the texture is reversed at the corner :( (yellow and black stripe texture)
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Oh hey, nice map, I played that, but why is conveyor belt made of CONCRETE? ???
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Well from now on, it ISN'T concrete, okthx.
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Is the Ubergeist trying to get in?
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D:
(added a few more screens)
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Is the Übergeist trying to get in?
rogl'd
nice work @ ur faes!
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I miss the old plane, but it still looks good! :D Oh, and the tentacles/cables coming through the wall look schveet.
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the excessive use of sounds makes me absolutely love this map. and it's pretty awesome for scrims by the look of it, the layout is really nice, not fucking massive like some maps
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My favorite part of the map is flying the plane but i always crash :-[
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this looks so good. i'll try to play it soon.
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Looks cool, I will check it out next time I'm on.
Good stuff your face :)
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Very nice map. But sadly is too much restricted. I can't go far down or up near reactor room, can't go inside plane engines, can't go trough fan etc. There is many interesing places, but players can't go there :'(
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Thanks for the comments, guys, it really means a lot. :D
@ Rotacak: If people could go wherever they wanted to, it would end up with too much gameplay borking stuffs, dretch camping spots, and other hax. :(
(Beta 2 coming soon).
Edit: if anyone has a texture they think would make a good conveyor belt texture, that would be great!
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Brilliant lighting ;)
ill try it out later :)
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Very nice map. But sadly is too much restricted. I can't go far down or up near reactor room, can't go inside plane engines, can't go trough fan etc. There is many interesing places, but players can't go there :'(
That's because it is a well made map and not some brick of shit.
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your face: I don't think that dretch in plane engine can camp :) Even near fan. Humans can shoot him. But it is only my opinion. You like to be blocked/killed by invisible wall, me not.
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Well, I wanted the effect of it going up endlessly beyond sight, and if someone went up there it wouldn't have the epic effect, and if you really want to get zapped by the ship's engine, be happy with the reactor. :P
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I would suggest putting some ladders into the reactor room so if a player falls onto the pipes, their only option is not to jump to their deaths.
I would also lower the hurt brush in that room a bit, but that's just personal preference.
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Thanks, on it.
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Haven't played a proper match, but it looks fun. Lots of places for aliens to hide and egg spam, and good human base location. The floor of the hanger is a really nice touch. I look forward to beta2, though I'd still play beta1 ;)
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scrimmed on this map earlier, only problem i see with it are some of the hallways are too narrow but other then that I like it. gj
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wheres the Easteregg
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wheres the Easteregg
It wouldn't be much of an Easter Egg if he told you now, would it?
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=O awesome map!!
(/me wants to get better >_<)
uploaded to tremcentral so that servers (and ppl) can get it easy =D
http://tremcentral.com/base/map-cruz-b1.pk3
again... awesome map =)
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That looks great! Can't wait to get home and test it! :o
EDIT: Why does the maps folder contain 1984b4.bsp in it???
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What mirror did you download it with?
because you probably have a corrupt pk3...
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nvm, somewhere I made a mistake when extracting it... :P I knew i'd feel like an idiot...(and no one say that's because I am one)
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wheres the Easteregg
It's actually a different kind of easter egg (no random room in void). :P
@seeeker: thanks for the tremcentral mirror! <3
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Is pretty cool map IMHO...
But there are some things that you should change:
- Annoying sounds everywhere... Make them lower or remove because if you are building in human base you get headache :/
- You should add some 'tunnels', they are campy, but good.
- Second door to plane?
The rest is very good.
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Is pretty cool map IMHO...
But there are some things that you should change:
- Annoying sounds everywhere... Make them lower or remove because if you are building in human base you get headache :/
- You should add some 'tunnels', they are campy, but good.
- Second door to plane?
The rest is very good.
1. That sound is my anti-camp device, glad it's working :)
2. I thought I already had enough camp spots D:
3. This is one of the camping spots.
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1. That sound is my anti-camp device, glad it's working :)
2. I thought I already had enough camp spots D:
3. This is one of the camping spots.
Shame on you
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you should make a campers version of the map! :D Looks a great map, but as someone mentioned, the corridors are very narrow. Some parts lower my fps quite a bit though... :'(
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yeah, I suppose so. :(
Anyways, TRaK made a leet texture that will appear in b2, and superpie also made some cool new door sounds. (<3)
@FreaK: how did the gameplay balance out during the scrim?
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yeah, I suppose so. :(
Anyways, TRaK made a leet texture that will appear in b2, and superpie also made some cool new door sounds. (<3)
@FreaK: how did the gameplay balance out during the scrim?
While on humans we moved rc to the room with the 3 stair cases and vent and all 4 of us went through the vent and we killed their eggs while the goons killed our base. I ran and hid in the plane as a builder so they couldn't get me :D. Next round humans built next to default by the pipes and wires and we built forward eggs and acids and slowly won. It wasn't a serious scrim, only problem i saw was the narrow halls. We have to try it on the map again to see.
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I has easter egg. ;)
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Very nice map, I sure can not wait to play it.
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Beta 2 shot using TRaK's epicwinbelt texture :D:
(http://imn2rc.einsteinbennyboy.com/faes/belt.jpg)
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Epic Win! :D Is the reason the red blocks hurt because of campers?
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Well if it looks like it hurts, it sounds like it, and it smells like it, then it must hurt. :D
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I would like the zappy red stuff better if it covered the entire opening and had the same texture as the blue glow walls in atcs. That would help tie it together and convince us they are from the same world.
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I would like the zappy red stuff better if it covered the entire opening and had the same texture as the blue glow walls in atcs. That would help tie it together and convince us they are from the same world.
Contrarily, I like it how it is. It's different, original, different, nonconformist, and different. Oh, did I say it yet? It's different.
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there is a point where DIFFERENT becomes JUMBLED.
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Unless there are other people who want me to change it as well, then I'll think about it. :P
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Bit linear. The plane looks really ugly on mapshot, better show some conveyor bets or something. Otherwise looks nice.
Also the force fields are fine. They only do 1dmg every two seconds anyway.
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I second both points.
The force fields are not, however, super-awesometastic.
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one man's opinion.
I suppose I'll update the levelshot anyways.
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Update
Beta Two released, check first post or download here (http://imn2rc.com/base/map-cruz-b2.pk3).
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Looks great! The conveyor belts look like conveyor belts ::) and the room with the light coming in under the door is now much better(meaning it isn't blinding anymore). :D
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Its in the }MG{ map repo (http://downloads.mercenariesguild.net/maps/map-cruz-b2.pk3).
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Thanks tuple! <3
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http://www.age.ai/maps/map-cruz-b2.pk3
http://solar.4chan.no/map-cruz-b2.pk3
http://www.ezbake.org/map-cruz-b2.pk3
my three mirrors. D:
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:grenade:
Thanks 2u2 :D
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And of course in the tremcentral.com map repo (http://tremcentral.com/files.php) too. Cheers!
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ZOMG L33T!!!11oneone
Just played this map. Make the D3-type-worm-tentacle-things have a slowly scrolling envmapped shader and a subtle vertexdeform so they look like they're creeping and writhing. Spam them in various locations to give the impression of the base being slowly infested by the creep! The ship pwnz, but the light raybox from the door in the smaller hangar looks too intense.
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And of course in the tremcentral.com map repo (http://tremcentral.com/files.php) too. Cheers!
Yay! More repos means more servers will be willing to test/play/put maps in rotation! :-D
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ZOMG L33T!!!11oneone
Just played this map. Make the D3-type-worm-tentacle-things have a slowly scrolling envmapped shader and a subtle vertexdeform so they look like they're creeping and writhing. Spam them in various locations to give the impression of the base being slowly infested by the creep! The ship pwnz, but the light raybox from the door in the smaller hangar looks too intense.
Maybe if I steal lava's stolen q3 shader.... :D, and light electrician coming right up.
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How on earth did you get that conveyor belt working? Is it a series of func_trains?
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Moving shaders with a series of
tubes launch pads?
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looking at the .map file it seems to be a func_train
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Moving shaders with a series of tubes launch pads?
That's what I had though. A series of trigger_pushes. The only thing wrong with that, though, is that you wouldn't be able to move the opposite way of the conveyor belt, and it'd be hard to time it well enough so that you stay in time with the shader.
The only reason I asked is because, in metro, a large number of func_trains resulted in lag (only of the escalator, and rarely for me o_o).
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I have 3 func_trains made of playerclip moving in order, so as there won't be any gaps, then I have a brush textured with the convey shader moving at the exact same speed as the trains, so you get the proper illusion. :)
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Is there a way to teleport brushes from one place to another, to have a smooth transition of the belt? I think I had heard of such a thing.
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I thought it would be a moving texture. Otherwise you would have uneven lighting on the belts.
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Yeah I had a 9999 speed belt at first, then I decided on using the shader for proper lighting.
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<3 this map; its been added to the KoR tremx map rotation
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Thanks! :)
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Download link: BRB doesn't work
(http://i.imgur.com/TT51O.jpg)
I've changed quite a lot since beta 2. Most significant changes include:
- All corridors have been widened.
- Map layout changed slightly, many rooms are now farther apart.
- Moar color in the map. Less gray!
- Lots of little details added.
- More alternate base locations.
- Ventilation shaft added.
- Port room added.
- Other stuff.
To my awesome beta testers: thankyou! And before playing, please remove the b3t2 file, and replace with this. :D
If you are so inclined, you can set hunkmegs back to 128, I fixed the hunc_alloc problem.
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Fun map.
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stopped working again, hunk_alloc error. everything is on hold.
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- i can see that (vs cruz-b2) you've fixed some inconsistent architectural designs (a closed door leads to a room without a door there; boxes are carried through a forcefield, but there is an irrelevant room just on the other side of the forcefield), however:
- there's a room with no doors.
- there are some pipes connected in useless loops. see pipe_loop.jpg.
- the boxes that are carried through forcefields are weirdly lit.
- the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
- in the large ship service room, it appears that there is a large fuel tank "nailed" to the floor. the tank is blocking the entry/exit of a "full-sized" (almost fitting through the ship door) ship. move the tank out of the way, or put it on a cart. or, if the tank is staying, then why have an oversized door?
- there is an opening at the ship door (the slimy alien thingy is blocking the door). the whiteness from the outside should shine like it does in the "broken zodiac hoverboat room".
- near the sides of the ship door there are large yellow lights on the walls. the metal grids on the lights are pitch black.
- i can see the missing geometry of the exterior of the building complex when i jump down or do a lucijump outside. there are also large parts of the complex that are wrongly not visible from the outside. i recommend adding dense fog outside (in addition to fixing the outside geometry near the exit).
- there are lights in the vents? either lightbulbs are uber cheap in trem, or...
- the music played through the speakers is, well... consider replacing it with Benny Hill music, perhaps some of its 8-bit remixes.
- some details are not solid, whereas they look solid. for example, see non-solid_green_pipe.jpg.
- some of the soft pipes are bending against gravity. for example, see soft_pipe_hax.jpg.
- i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
- there is a pipe-ladder leading up to a vent. the other similar pipe nearby does not function as a ladder.
- the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
- i question the shape of a pipe: see this_pipe.jpg and fell_off_from_here.jpg.
- random red/blue paint around the map sucks fishcocks. big time.
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I test map Face. Is very nice. Good job ;)
Regards,
Wozzie
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thanks woozie man!
thx for the educated reply devhc. What version of cruzb3 are you playing on?
- i can see that (vs cruz-b2) you've fixed some inconsistent architectural designs (a closed door leads to a room without a door there; boxes are carried through a forcefield, but there is an irrelevant room just on the other side of the forcefield), however:
- there's a room with no doors.
Where?
- there are some pipes connected in useless loops. see pipe_loop.jpg.
Um ok. I guess that could be some sort of problem. Wait how?
- the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
- the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
That has been fixed a long time ago.
- in the large ship service room, it appears that there is a large fuel tank "nailed" to the floor. the tank is blocking the entry/exit of a "full-sized" (almost fitting through the ship door) ship. move the tank out of the way, or put it on a cart. or, if the tank is staying, then why have an oversized door?
Thanks, I will fix this. Didn't notice.
- there is an opening at the ship door (the slimy alien thingy is blocking the door). the whiteness from the outside should shine like it does in the "broken zodiac hoverboat room".
- near the sides of the ship door there are large yellow lights on the walls. the metal grids on the lights are pitch black.
Can't do that unless I got rid of the ubergeist. Having a light raybox going around patches is ....well maybe it is possible.
- i can see the missing geometry of the exterior of the building complex when i jump down or do a lucijump outside. there are also large parts of the complex that are wrongly not visible from the outside. i recommend adding dense fog outside (in addition to fixing the outside geometry near the exit).
Yeah, the outside idea was a neat one, but not executable. I tried more complex detail only to be hit with q3 limits (safe_malloc failed). I may just remove the entire outside area anyways just so it will work. I tried fog but that caused a safe_malloc error as well
- there are lights in the vents? either lightbulbs are uber cheap in trem, or...
Would you prefer having pitch black vents?
- the music played through the speakers is, well... consider replacing it with Benny Hill music, perhaps some of its 8-bit remixes.
Go away America-hater. Stars and Stripes forever will stay. :P
- some details are not solid, whereas they look solid. for example, see non-solid_green_pipe.jpg.
Yes, this is mostly to make it easier for dretches not getting stuck on tiny pipes. I could solid them and cover it with playerclip.
- some of the soft pipes are bending against gravity. for example, see soft_pipe_hax.jpg.
I will fix this
- i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
Try turning up your res.
- there is a pipe-ladder leading up to a vent. the other similar pipe nearby does not function as a ladder.
Excellent observation. I wanted s1 humans to be able to get up to the vent. :D
- the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
Seriously? I can't even tell. You aren't a relative of Adrian Monk's are you?
- i question the shape of a pipe: see this_pipe.jpg and fell_off_from_here.jpg.
Thanks I will fix this.
- random red/blue paint around the map sucks fishcocks. big time.
Are you hating on the British too now?
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- the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
The Boxing Station or something. If you run from one end of the conveyor to the other, you're going to make it through the tunnel which hangs in the middle of room (?) with crates, cranes, ATCS force fields and stuff.
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What version of cruzb3 are you playing on?
the one (and only?) posted here not long ago.
- there's a room with no doors.
Where?
above the broken zodiac hoverboat. well, i guess that room can be explained as being an attick, and the way to put stuff up there is via the hoverboats.
- there are some pipes connected in useless loops. see pipe_loop.jpg.
Um ok. I guess that could be some sort of problem. Wait how?
obviously by revealing your limits in logical designing.
- the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
you do. see carried_boxes.jpg
- the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
That has been fixed a long time ago.
bullshit, you saw the screenshot i posted.
- there are lights in the vents? either lightbulbs are uber cheap in trem, or...
Would you prefer having pitch black vents?
no, but lightly lit vents would do. or here's a more interesting idea: put some flashlights in the vents.
- i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
Try turning up your res.
see quality_of_The_Daily_NOS.jpg D:.
- the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
Seriously?
yes. the use of only top-double-quotes is only a bad habit coming from the limited set of characters that are directly typable on common keyboards and supported for display.
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oh oh ok, thought you meant crates going thru the red force fields :P
yeah those are entities, no way to properly light a func_train. unless a shader (see conveyor belt)
that's weird that you have this version because I'm sure I deleted the other grate side a long time ago. :O I will look into it, thanks.
The attic I thought would be a fun alt-base. But it might be overpowered, maybe I will put another hole going into it.
The daily NoS looks ok, if you want to read it you could open it from the pk3, the fine print is just gibberish by Bezerk. (I did go through the pk3 and reduce texture quality to improve memory use.)
OH LOL now I understand the pipe thing. I thought you were mad just because it was like this [ but it is like this []
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Yay. Cruz
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everyone: CRUZ BETA 4 IS OUT AND
Download Mirrors:
Dropbox: Cruz Exports, Beta 4 (http://dl.dropbox.com/u/37268231/map-cruz-b4.pk3)
Mercenaries Guild: Cruz Exports, Beta 4 (http://downloads.mercenariesguild.net/maps/map-cruz-b4.pk3)
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Screenshots:
new areas and bigger halls!
(http://i.imgur.com/mPp1z.jpg)
(http://i.imgur.com/JOSVb.jpg)
(http://i.imgur.com/VfLzV.jpg)
(http://i.imgur.com/pHX8W.jpg)
(http://i.imgur.com/cbmzQ.jpg)
(http://i.imgur.com/zc63R.jpg)
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omg there's me :-D
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new notes (for cruz-b4):
- although the loopy pipes were fixed, now two different type of pipes intersect there.
- where that greep pipe fell off near the vents... the pipe part that didn't fall off should have a curve at the end or something.
- you said that you wanted s1 humies to climb up to the vents; i pointed out that there was a soft pipe that didn't function as a ladder. did you just intentionally remove the soft pipe instead of adding ladder functionality? (not that s1 humies couldn't or can't climb up to the vents without that pipe.)
- generic solidity stuff.
though old, but an important note:
- the random red/blue colors suck mosquitolarvaballs.
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- what
- what. kind of understand, see no good reason to make it like that.
- adding a ladder to that pipe makes it impossible to go in vent
- woop
- does not
qrntz: YAY
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- what
- although the loopy pipes were fixed, now two different type of pipes intersect there.
- what.
- where that greep pipe fell off near the vents... the pipe part that didn't fall off should have a curve at the end or something.
- adding a ladder to that pipe makes it impossible to go in vent
ORLY
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This map's been around for 3 years, and haven't seen this. :P
Gotta say, this is cool map. Especially how colourful this is! :D
though old, but an important note:
- the random red/blue colors suck mosquitolarvaballs.
No way. These colors actually work. Got enough colors between light, gray and dark metal colours, and minimal variations of colored metals. Or what I think so.
Gah, I want drive that forklift, I got even licenses/permissions for that! :P
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I like the colors. My only complaints are that some spots invite griefer eggs/bases badly and need to be nobuilt, and one room with boxes where rants can't get through could use one more box or whatever so they can hop over. I'm worried about people spamming pulse/luci down the conveyor-belt hallway all the way from the near-the-H base into the A base, but I'm not sure if it will be a problem in practice. Other than those concerns it seems really quite good to me. Thank you for making it.
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I'm worried about people spamming pulse/luci down the conveyor-belt hallway all the way from the near-the-H base into the A base, but I'm not sure if it will be a problem in practice.
My thoughts too, but I don't have correct solution, except some sort doors...
My only complaints are that some spots invite griefer eggs/bases badly and need to be nobuilt,
Also, on top of the reactor core, me and my basi was just hanging up there, like in the picture...
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Beta 5 has been released, fixing most gameplay issues.
MG: http://downloads.mercenariesguild.net/maps/map-cruz-b5.pk3
Dropbox: http://dl.dropbox.com/u/37268231/map-cruz-b5.pk3
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It's also been updated on US1/EU1.
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(http://i52.tinypic.com/2gt908z.jpg) SOUP & FLEURKA 4ever <3 xD
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who is qtip I don't know him
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o_o
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Holy cow!
I love the map, it's intricacies and overall feel!
A thing I noticed that's sort of an issue:
In the fan tunnels the humans can form a nearly invincible base because advanced marauders and goons can't fit into it.
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In the fan tunnels the humans can form a nearly invincible base because advanced marauders and goons can't fit into it.
Crap, my mission is compromised!
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I have high hopes for this map, it could become the next default amp if the mapper keeps working out the dents.
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I keep watching nextmap votes for this fail because people are complaining about that in-the-vents base. Looks like a little more nobuilding proved necessary after all.
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I keep watching nextmap votes for this fail because people are complaining about that in-the-vents base. Looks like a little more nobuilding proved necessary after all.
Yeah I tried to get ti voted in about 7 times and I didn't get it in.
I really hope he fixes it up. Perhaps he could allow aliens to build in there and not humans.
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thanks for the feedback! I just put in some obstacles preventing the overmind and rc from fitting in either vent rooms. eggs and nodes can be built, and there are only a couple spots you can build them on. compiling b6 right now.
-edit: nvm both vent rooms are total nobuild now.
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Haha, that seems like the best approach if you want to avoid repeating this process. Let me know when you're ready for it to go up.
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thanks man! beta 6 is up: http://dl.dropbox.com/u/37268231/map-cruz-b6.pk3
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And is now votable on us1/eu1 and downloadable from downloads.mg
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thanks for the feedback! I just put in some obstacles preventing the overmind and rc from fitting in either vent rooms. eggs and nodes can be built, and there are only a couple spots you can build them on. compiling b6 right now.
-edit: nvm both vent rooms are total nobuild now.
I will vote in your map when I can.
I know your from NOS and all, heck my friend Repatition talks about you very positively.
(meaning you can do it yourself :-) )
Anyways if you need any textured, uv-unwrapped models I can model some for your map no strings attached.
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never know when I will need a model but now know who to ask! thanks.
b6 doesn't seem to be any more popular. I'm guessing it's either because of the extremely long loading times or because games tend to take longer than the average GPPer's attention span. :P
thanks for the mirrors lakitu. this is (hopefully) the last version. I'm done with Tremulous for a while; need to focus on other things for now. ggs ttyl
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If you could keep tweaking it every few weeks that would be nice :)
It's such a nice looking map and seems to play well..
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b6 doesn't seem to be any more popular. I'm guessing it's either because of the extremely long loading times or because games tend to take longer than the average GPPer's attention span. :P
tell the truth, i just dont like the map. too many long, straight, corridors. and too much shit on the walls and ceilings. sorry.
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Is it because your FPS is low? I get 80 on this map with my $20 GPU
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tell the truth, i just dont like the map. too many long, straight, corridors. and too much shit on the walls and ceilings. sorry.
omg i just read this you suck >:( >:( >:( >:( and are nub wowoowowowo
we better take this to the arena
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if by the arena you mean acts, then sure. at least the corridors are not totally straight and there isnt too much shit on the walls =D
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Whoa! I never noticed the slight revival of this thread D:
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if by the arena you mean acts, then sure. at least the corridors are not totally straight and there isnt too much shit on the walls =D
acts
Acts of what? Benevolence?
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atcs.
shit gets garbled the faster i type =\
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your face is bargled >:(
i don't like you
go away
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This map is so nice, please just tweak it so the gameplay is improved and (hopefully) people will vote it up more...
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This map is so nice, please just tweak it so the gameplay is improved and (hopefully) people will vote it up more...
is inpossible i stopped mapping
how do you mean.! improve the gameplay? ?????
WHAT IS WRONG WITH IT ARGH
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What no don't stop mapping :(
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I dont what their problem is but I like your map