Tremulous Forum

Media => Map Releases => Topic started by: your face on January 29, 2009, 12:05:57 am

Title: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: your face on January 29, 2009, 12:05:57 am
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)
--------------

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)
--------------
[/old]
Title: Re: Map Cruz Exports (beta 1)
Post by: Superpie on January 29, 2009, 12:11:46 am
SECKSY MAP
Title: Re: Map Cruz Exports (beta 1)
Post by: n.o.s.brain on January 29, 2009, 12:12:27 am
Whooooo yeah!   :o  epic winnage kthx. working conveyor belt ftw.
Title: Re: Map Cruz Exports (beta 1)
Post by: Evoc on January 29, 2009, 12:21:34 am
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: X-20 on January 29, 2009, 12:27:24 am
Excellent map, enough said.

Good job face!
Title: Re: Map Cruz Exports (beta 1)
Post by: KamikOzzy on January 29, 2009, 12:28:25 am
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!
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 12:29:10 am
Thanks, but I am reluctant to post, because I really like my post count saying "leet"

(http://cocoapet.googlepages.com/leet.gif)

:D
Title: Re: Map Cruz Exports (beta 1)
Post by: TRaK on January 29, 2009, 12:43:22 am
Good work face, this map is very nice  :)
Title: Re: Map Cruz Exports (beta 1)
Post by: Kaleo on January 29, 2009, 12:49:51 am
*hump hump hump hump
Title: Re: Map Cruz Exports (beta 1)
Post by: Effect on January 29, 2009, 12:51:06 am
Leet map :) I love it!!! :D everyone should download this map in put it on your server :p
Title: Re: Map Cruz Exports (beta 1)
Post by: fleash eater on January 29, 2009, 01:08:08 am
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?  ::)
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 01:14:21 am
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)
Title: Re: Map Cruz Exports (beta 1)
Post by: Archangel on January 29, 2009, 01:47:37 am
sup, you're overflowing me babe.
Code: [Select]
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: Bissig on January 29, 2009, 01:55:32 am
sup, you're overflowing me babe.
Code: [Select]
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).
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 02:19:34 am
Someone else had the same problem until using TJW's client I think.
Title: Re: Map Cruz Exports (beta 1)
Post by: Volt on January 29, 2009, 02:33:55 am
now if we could only make trem more autodownload friendly, so even nubs could play this map.
Title: Re: Map Cruz Exports (beta 1)
Post by: cactusfrog on January 29, 2009, 02:41:20 am
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. 
 :-[
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 02:50:24 am
MOOSEBERRY HAS BRAINWASHED YOU
Title: Re: Map Cruz Exports (beta 1)
Post by: The Me on January 29, 2009, 02:58:33 am
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)
Title: Re: Map Cruz Exports (beta 1)
Post by: mooseberry on January 29, 2009, 03:04:43 am
Oh hey, nice map, I played that, but why is conveyor belt made of CONCRETE? ???
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 03:07:16 am
Well from now on, it ISN'T concrete, okthx.
Title: Re: Map Cruz Exports (beta 1)
Post by: Kaleo on January 29, 2009, 03:08:48 am
Is the Ubergeist trying to get in?
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 03:34:15 am
D:

(added a few more screens)
Title: Re: Map Cruz Exports (beta 1)
Post by: player1 on January 29, 2009, 04:31:29 am
Is the Übergeist trying to get in?

rogl'd

nice work @ ur faes!
Title: Re: Map Cruz Exports (beta 1)
Post by: Demolution on January 29, 2009, 05:17:58 am
I miss the old plane, but it still looks good! :D Oh, and the tentacles/cables coming through the wall look schveet.
Title: Re: Map Cruz Exports (beta 1)
Post by: Archangel on January 29, 2009, 05:29:27 am
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
Title: Re: Map Cruz Exports (beta 1)
Post by: cactusfrog on January 29, 2009, 06:08:36 am
My favorite part of the map is flying the plane but i always crash  :-[
Title: Re: Map Cruz Exports (beta 1)
Post by: _Equilibrium_ on January 29, 2009, 06:11:42 am
this looks so good. i'll try to play it soon.
Title: Re: Map Cruz Exports (beta 1)
Post by: Exclamation on January 29, 2009, 07:00:41 am
Looks cool, I will check it out next time I'm on.
Good stuff your face  :)
Title: Re: Map Cruz Exports (beta 1)
Post by: rotacak on January 29, 2009, 07:33:16 pm
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  :'(
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 29, 2009, 07:40:04 pm
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!
Title: Re: Map Cruz Exports (beta 1)
Post by: amz181 on January 29, 2009, 10:16:37 pm
Brilliant lighting ;)

ill try it out later :)
Title: Re: Map Cruz Exports (beta 1)
Post by: Bissig on January 29, 2009, 10:49:33 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: rotacak on January 29, 2009, 11:46:08 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 30, 2009, 12:01:51 am
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
Title: Re: Map Cruz Exports (beta 1)
Post by: Kaleo on January 30, 2009, 12:22:09 am
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 30, 2009, 12:40:53 am
Thanks, on it.
Title: Re: Map Cruz Exports (beta 1)
Post by: tuple on January 30, 2009, 02:50:47 am
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  ;)
Title: Re: Map Cruz Exports (beta 1)
Post by: FreaK on January 30, 2009, 06:00:14 am
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
Title: Re: Map Cruz Exports (beta 1)
Post by: cactusfrog on January 30, 2009, 06:56:07 am
wheres the Easteregg
Title: Re: Map Cruz Exports (beta 1)
Post by: Kaleo on January 30, 2009, 07:04:16 am
wheres the Easteregg

It wouldn't be much of an Easter Egg if he told you now, would it?
Title: Re: Map Cruz Exports (beta 1)
Post by: seeeker on January 30, 2009, 07:17:28 am
=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 =)


Title: Re: Map Cruz Exports (beta 1)
Post by: CreatureofHell on January 30, 2009, 02:02:35 pm
That looks great! Can't wait to get home and test it!  :o

EDIT: Why does the maps folder contain 1984b4.bsp in it???
Title: Re: Map Cruz Exports (beta 1)
Post by: n.o.s.brain on January 30, 2009, 05:33:26 pm
What mirror did you download it with?
because you probably have a corrupt pk3...
Title: Re: Map Cruz Exports (beta 1)
Post by: CreatureofHell on January 30, 2009, 06:03:28 pm
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)
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 30, 2009, 08:08:07 pm
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
Title: Re: Map Cruz Exports (beta 1)
Post by: ACKMAN on January 30, 2009, 08:14:41 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 30, 2009, 09:07:53 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: ACKMAN on January 30, 2009, 09:14:04 pm
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
Title: Re: Map Cruz Exports (beta 1)
Post by: CreatureofHell on January 30, 2009, 09:26:17 pm
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...  :'(
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on January 30, 2009, 09:31:43 pm
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?
Title: Re: Map Cruz Exports (beta 1)
Post by: FreaK on January 30, 2009, 10:17:35 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: Winter on January 31, 2009, 08:03:02 pm
I has easter egg. ;)
Title: Re: Map Cruz Exports (beta 1)
Post by: Oblivion on February 01, 2009, 07:05:34 am
Very nice map, I sure can not wait to play it.
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on February 01, 2009, 07:42:35 am
Beta 2 shot using TRaK's epicwinbelt texture :D:
(http://imn2rc.einsteinbennyboy.com/faes/belt.jpg)
Title: Re: Map Cruz Exports (beta 1)
Post by: CreatureofHell on February 01, 2009, 08:17:51 am
Epic Win!  :D Is the reason the red blocks hurt because of campers?
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on February 01, 2009, 05:28:30 pm
Well if it looks like it hurts, it sounds like it, and it smells like it, then it must hurt. :D
Title: Re: Map Cruz Exports (beta 1)
Post by: {7}wrath on February 01, 2009, 07:24:49 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: Evoc on February 01, 2009, 07:36:21 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: {7}wrath on February 01, 2009, 08:09:01 pm
there is a point where DIFFERENT becomes JUMBLED.
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on February 01, 2009, 09:08:03 pm
Unless there are other people who want me to change it as well, then I'll think about it. :P
Title: Re: Map Cruz Exports (beta 1)
Post by: epsy on February 01, 2009, 10:00:43 pm
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.
Title: Re: Map Cruz Exports (beta 1)
Post by: {7}wrath on February 01, 2009, 10:09:13 pm
I second both points.

The force fields are not, however, super-awesometastic.
Title: Re: Map Cruz Exports (beta 1)
Post by: your face on February 01, 2009, 10:19:09 pm
one man's opinion.

I suppose I'll update the levelshot anyways.
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on February 02, 2009, 08:02:15 pm
Update

Beta Two released, check first post or download here (http://imn2rc.com/base/map-cruz-b2.pk3).
Title: Re: Map Cruz Exports (beta 2)
Post by: CreatureofHell on February 02, 2009, 08:39:09 pm
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
Title: Re: Map Cruz Exports (beta 2)
Post by: tuple on February 03, 2009, 01:45:06 am
Its in the }MG{ map repo (http://downloads.mercenariesguild.net/maps/map-cruz-b2.pk3).
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on February 03, 2009, 02:49:49 am
Thanks tuple! <3
Title: Re: Map Cruz Exports (beta 2)
Post by: Archangel on February 03, 2009, 03:23:32 am
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:
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on February 03, 2009, 03:58:54 am
:grenade:

Thanks 2u2 :D
Title: Re: Map Cruz Exports (beta 2)
Post by: Bissig on February 03, 2009, 05:49:06 am
And of course in the tremcentral.com map repo (http://tremcentral.com/files.php) too. Cheers!
Title: Re: Map Cruz Exports (beta 2)
Post by: Taiyo.uk on February 04, 2009, 04:02:31 pm
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.
Title: Re: Map Cruz Exports (beta 2)
Post by: tuple on February 04, 2009, 05:08:45 pm
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
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on February 04, 2009, 05:56:36 pm
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.
Title: Re: Map Cruz Exports (beta 2)
Post by: Plague Bringer on February 24, 2009, 01:47:50 am
How on earth did you get that conveyor belt working? Is it a series of func_trains?
Title: Re: Map Cruz Exports (beta 2)
Post by: Kaleo on February 24, 2009, 03:32:31 am
Moving shaders with a series of tubes launch pads?
Title: Re: Map Cruz Exports (beta 2)
Post by: CreatureofHell on February 24, 2009, 09:17:30 am
looking at the .map file it seems to be a func_train
Title: Re: Map Cruz Exports (beta 2)
Post by: Plague Bringer on February 24, 2009, 12:04:04 pm
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).
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on February 24, 2009, 11:40:28 pm
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. :)
Title: Re: Map Cruz Exports (beta 2)
Post by: Plague Bringer on February 25, 2009, 12:42:28 am
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.
Title: Re: Map Cruz Exports (beta 2)
Post by: Kaleo on February 25, 2009, 05:25:49 am
I thought it would be a moving texture. Otherwise you would have uneven lighting on the belts.
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on February 25, 2009, 06:59:52 pm
Yeah I had a 9999 speed belt at first, then I decided on using the shader for proper lighting.
Title: Re: Map Cruz Exports (beta 2)
Post by: 1LordAnubis on March 04, 2009, 06:25:42 pm
<3 this map; its been added to the KoR tremx map rotation
Title: Re: Map Cruz Exports (beta 2)
Post by: your face on March 04, 2009, 06:49:25 pm
Thanks! :)
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: your face on August 06, 2011, 07:03:07 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: Volt on August 06, 2011, 07:19:09 pm
Fun map.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: your face on August 06, 2011, 07:42:00 pm
stopped working again, hunk_alloc error. everything is on hold.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: /dev/humancontroller on August 08, 2011, 05:53:04 am
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: MegaMedic on August 08, 2011, 04:31:00 pm
I test map Face. Is very nice. Good job ;)
                                   Regards,
                                          Wozzie
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: your face on August 08, 2011, 07:03:49 pm
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?
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: Qrntz on August 08, 2011, 07:51:00 pm
  • 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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: /dev/humancontroller on August 08, 2011, 08:14:16 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: your face on August 08, 2011, 08:21:23 pm
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 []
Title: Re: NEW RELEASE: Map Cruz Exports (beta 3)
Post by: Firstinaction on August 08, 2011, 09:17:23 pm
Yay. Cruz
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: your face on August 10, 2011, 01:45:25 am
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)
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: your face on August 10, 2011, 02:37:09 am
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)
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: Qrntz on August 10, 2011, 02:59:43 am
omg there's me :-D
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: /dev/humancontroller on August 10, 2011, 04:04:43 am
new notes (for cruz-b4):

though old, but an important note:
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: your face on August 10, 2011, 04:29:49 am
- 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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: /dev/humancontroller on August 10, 2011, 06:25:58 am
- 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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: CorSair on August 10, 2011, 03:04:05 pm
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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: Lakitu7 on August 10, 2011, 06:07:50 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 4)
Post by: CorSair on August 10, 2011, 06:26:00 pm
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...
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: your face on August 12, 2011, 01:29:33 am
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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: Lakitu7 on August 12, 2011, 01:32:15 am
It's also been updated on US1/EU1.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: MegaMedic on August 12, 2011, 11:52:05 am
(http://i52.tinypic.com/2gt908z.jpg)               SOUP & FLEURKA 4ever <3 xD
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: Qrntz on August 12, 2011, 12:17:59 pm
who is qtip I don't know him
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: A Spork on August 12, 2011, 03:18:02 pm
o_o
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: jm82792 on August 16, 2011, 11:59:08 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: Qrntz on August 17, 2011, 12:25:01 am
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!
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: jm82792 on August 18, 2011, 06:49:35 am
I have high hopes for this map, it could become the next default amp if the mapper keeps working out the dents.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: Lakitu7 on August 18, 2011, 09:04:08 am
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: jm82792 on August 18, 2011, 06:53:11 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: your face on August 19, 2011, 09:04:56 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: Lakitu7 on August 19, 2011, 10:28:33 pm
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: your face on August 19, 2011, 10:53:10 pm
thanks man! beta 6 is up: http://dl.dropbox.com/u/37268231/map-cruz-b6.pk3
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: Lakitu7 on August 19, 2011, 11:00:32 pm
And is now votable on us1/eu1 and downloadable from downloads.mg
Title: Re: NEW RELEASE: Map Cruz Exports (beta 5)
Post by: jm82792 on August 20, 2011, 03:37:28 am
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: your face on August 23, 2011, 02:24:53 am
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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: jm82792 on August 23, 2011, 02:54:40 am
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..
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: RAKninja-Decepticon on August 23, 2011, 03:08:15 am
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.
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: jm82792 on August 23, 2011, 04:41:17 am
Is it because your FPS is low? I get 80 on this map with my $20 GPU
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: your face on October 04, 2011, 04:36:31 am
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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: RAKninja-Decepticon on October 04, 2011, 06:29:19 am
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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: CreatureofHell on October 04, 2011, 11:28:37 am
Whoa! I never noticed the slight revival of this thread D:
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: Qrntz on October 04, 2011, 02:31:06 pm
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?
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: RAKninja-Decepticon on October 04, 2011, 05:15:36 pm
atcs.

shit gets garbled the faster i type =\
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: your face on October 05, 2011, 02:13:24 am
your face is bargled >:(

i don't like you

go away
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: jm82792 on October 27, 2011, 08:09:50 pm
This map is so nice, please just tweak it so the gameplay is improved and (hopefully) people will vote it up more...
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: your face on October 28, 2011, 01:52:01 am
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
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: Lakitu7 on October 30, 2011, 07:05:28 am
What no don't stop mapping :(
Title: Re: NEW RELEASE: Map Cruz Exports (beta 6)
Post by: Chomps123 on April 04, 2012, 01:34:01 pm
I dont what their problem is but I like your map