Tremulous Forum

General => General Discussion => Topic started by: Catalyc on June 29, 2006, 01:05:29 am

Title: Meep Beta2 Release
Post by: Catalyc on June 29, 2006, 01:05:29 am
Balance should be a whole lot better now. Thanks to the SATGNU peeps for hosting, should be in the map vote list there soon.

http://maci.ws/map-meep_b2.pk3
http://www.clanopener.com/catalyc/map-meep_b2.pk3
http://www.tremulous.info/index.php?module=download
http://www.capponcino.it/tremulous/dl/pk3/map-meep_b2.pk3


(http://img306.imageshack.us/img306/8016/meep034yr.th.jpg) (http://img306.imageshack.us/my.php?image=meep034yr.jpg) (http://img218.imageshack.us/img218/4691/meep050xs.th.jpg) (http://img218.imageshack.us/my.php?image=meep050xs.jpg) (http://img136.imageshack.us/img136/1346/meep088lz.th.jpg) (http://img136.imageshack.us/my.php?image=meep088lz.jpg) (http://img471.imageshack.us/img471/4574/shot05253jj.th.jpg) (http://img471.imageshack.us/my.php?image=shot05253jj.jpg)

[edit]
Added some new mirrors, the map can be played on the following servers:

!SATGNU! - Have Fun! - IP: 62.75.251.215:30720
#db@ Derelict (Pub Test) IP: 213.239.197.132:30722

[/edit]
Title: Meep Beta2 Release
Post by: Lava Croft on June 29, 2006, 01:18:12 am
MEEP[/color]

Thank you Catalyc!  :D

[PS] The download link will probably be updated tomorrow.
Title: Meep Beta2 Release
Post by: kozak6 on June 29, 2006, 01:51:04 am
(http://img521.imageshack.us/img521/6291/roadrunner6rx.jpg)

Thank you!!!   :D  :D  :D
Title: Meep Beta2 Release
Post by: hodge on June 29, 2006, 04:02:09 am
Nice, Lava croft told me about the new version so I went to the forum to grab it. Thanks for posting Catalyc.
Title: Meep Beta2 Release
Post by: Gryf on June 29, 2006, 04:28:49 am
this new maps gloom and meep b2 arent working weath win nt dont know why :(
Title: Meep Beta2 Release
Post by: Stasis on June 29, 2006, 04:34:52 am
bout
damn
time
Title: Meep Beta2 Release
Post by: rasz_pl on June 29, 2006, 06:30:02 am
eveeeerythhhhinggg toooo wiiiideeee on this map
this new version is for FAT ppl
Title: Meep Beta2 Release
Post by: [db@]Megabite on June 29, 2006, 09:02:09 am
Just uploaded it to the 3 Tremulous Infobase (http://www.tremulous.info) mirrors.
Right now it is running on the #db@ Derelict server... ;)

Danny
Title: Meep Beta2 Release
Post by: codernem on June 29, 2006, 10:13:02 am
I mirrored this (and the others) map on our site
http://www.capponcino.it/tremulous/dl/pk3/map-meep_b2.pk3

Good job, Catalyc!
Title: Meep Beta2 Release
Post by: Catalyc on June 30, 2006, 12:06:48 am
Its also running on AKKA now.
Title: Meep Beta2 Release
Post by: rasz_pl on July 08, 2006, 09:43:37 am
Catalyc lookie here http://tremulous.net/phpBB2/viewtopic.php?p=10742#10742

alien base door from the teleporter side (not the big drop side), one side of the door = max fps possible, other side of the door = 23-25fps and VERY choppy gameplay. If you could cut back on geometry or something. I dont really know what makes Q3 engine slow so much on some maps, but i know its in that section of your map :(. Please do something with it. I'm not the only one with this problem. Ppl with 3GHz P4s have low fps there.
Title: Meep Beta2 Release
Post by: KorJax on July 09, 2006, 01:40:37 am
Suggestions:


1.  Make a large slow moving door or somthing where the vents end and the "storage area" begins.  Right now its alittle "unrealistic" to have a huge vent just open up as a walkway into a diner... wtf?

A huge door (mabey able to open and close only by press of a button next to the door?) and some other vents to "vent" the air into the underground levels would looks much more belivable.  How about have a small vent in the upper-middle of the door that "vents" the air (also serves as a conveinent walkway for dretches and jets), while the slow-moving door surrounds the vent in the upper middle of the walk-way.  Button operated hopefully ;)

2.  I still think the undergorund should have less "ambient" light levels.  The diner and UFO room is good i think.  But a large room like the M room, and the bottom of the elevator, and a majority of the hallways i think have too much ambient light for an underground area.

Im not saying to make it really dark underground, just make it look alittle less daylight looking.