Tremulous Forum

Media => Map Releases => Topic started by: WaxyChicken on February 26, 2009, 02:16:31 am

Title: Released: Jade Monkey v1.0
Post by: WaxyChicken on February 26, 2009, 02:16:31 am
hints, tips, bugs, strategies, how many ways you found to die, finding the dome roof, what you want in the next version, did you smoke the shrooms? post it all here: Offical Feedback Thread (external link) (http://knightsofreason.org/forum/viewtopic.php?f=6&t=4374&start=0)

and REMEMBER:
This is NOT an ATCS bang bang map that any monkey can play.
This map is for professionals and gamers that love to find the secrets.
(such as - "where does Link find the mirror?" and "How do you do Scorpion's fatality?")

Release Info:
Map Name: Jade Monkey v1.0
File Name: map-monkey_v1.pk3
Size: 5.71 MB (5,991,190 bytes)
Invoke: /map monkey_v1
Link: http://www.filefactory.com/file/af2gh15/n/map-monkey_v1_pk3 (http://www.filefactory.com/file/af2gh15/n/map-monkey_v1_pk3)
(IMPORTANT TO PBHead: please delete your beta map or you may have texture conflicts)

Known Issues:

Possible future v2.0 improvements:

Check out 1LordAnubis's Screen shot's page! (http://1lordanubis.yakkel.com/filesb/Screenshots4/gallery.php)

Map Hints:



WaxyChicken Interviews WaxyChicken on the Jade Monkey map:


WaxyChicken Q: This is a very interesting map. It's full of
death traps, health boosts, and secrets. More than i could
find in one sitting. What was your inspiration?

WaxyChicken A: Well, A while back i made a post asking for
map suggestions. Of the suggestions came for KOR PBHead
for a changing map. I considered this, thought of
Aliens VS Predator (the first movie), and decided to run with it.
It's not the same temple as the movie, just the same idea on
top of PBHead's suggestion.

WaxyChicken Q: This is a rather complicated map. I'd start off
as a rant in cheat mode, try to find the human base, and no
problem. but when i tried to go back to the alien base the map
CHANGED. entire walls moved and hallways were erased. Don't
you think this may be too complicated for the average players?

WaxyChicken A: Absolutely! most maps out there (with the
exceptions of Mission One and Akane's pokemon map) are
pretty much the same: Join in, Shoot up, Run Fast. This map
requires much more planning and teamwork to actually win
because of all the boobie-traps, secrets, and bonuses. In fact,
it may even require an entire strategy guide. One minute you're
running past a health booster, the next minute you're falling into
a nearly bottomless pit. Only hard core gamers and pros will love
this map.

WaxyChicken Q: Don't you feel you've overdone the secrets and
traps?

WaxyChicken A: Not at all. In fact, I'm considering adding in
many more if i decide to make a version 2. There is a love for maps
that require KNOW HOW. Every player wants to be the best at their
favorite maps and to be the ones to show off "Look - if i jump here
then i can open this door that you didn't see". This map is full of
that kind of stuff.

WaxyChicken Q: I am concerned about the instant Health and Ammo
replenisher i found in the map. In less than a second it took my empty
Luci and my 14 points of health and maxed them to full. Isn't that a
bit much?

WaxyChicken A: Well, i tried to keep a balance even with the secrets,
traps, and bonus zones. For example - that may be an infinite health
area, but there is a way to trigger a crushing wall that can kill the player
in it. But experience players will have to find that trick on their own.

WaxyChicken Q: I love the falling cage. And it's one of PBHead's favorites,
 too. But why did you make it?

WaxyChicken A: Well, each bar is a crusher. If you're lucky enough to
not be crushed by the bars then you still have to worry about being
trapped for Rant-Dinner. Or that you might be the rant that's trapped
for target practice. I might add in more unique traps like that later.
There is another trap that will crush rants but not humans...
Well - maybe the extra large BSuites in the current KORX/TremX mod.

WaxyChicken Q: What's next for your mapping adventures?

WaxyChicken A: I haven't decided yet. but i for sure want an idea
that's fresh and just as crazy as Jade Monkey. It has to be very whacky
and out there but able to progress past the drawing board.



Official Feedback Thread: http://knightsofreason.org/forum/viewtopic.php?f=6&t=4374&start=0 (http://knightsofreason.org/forum/viewtopic.php?f=6&t=4374&start=0)
Title: Re: Released: Jade Monkey v1.0
Post by: mooseberry on February 26, 2009, 06:30:11 am
Cool, but pics or no one cares.
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on February 26, 2009, 07:06:36 am
Yeah, pics please.
Title: Re: Released: Jade Monkey v1.0
Post by: Winnie the Pooh on February 26, 2009, 07:09:33 am
Please don't be lazy both of you.

http://1lordanubis.yakkel.com/filesb/Screenshots4/gallery.php
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on February 26, 2009, 08:04:00 am
Looks like a poorly textured boxy box map to me.
Title: Re: Released: Jade Monkey v1.0
Post by: CreatureofHell on February 26, 2009, 10:01:57 am
some of those screens look like someone threw up over the walls...
Title: Re: Released: Jade Monkey v1.0
Post by: CATAHA on February 26, 2009, 12:47:30 pm
Good map for professionals: 'bright example how mapmakers shouldn't do!' =]
Secrets sounds good, but they cant fix total map. All secrets can be revealed through noclip. And what we have after view all of them? Ye, we have unplayable and annoying box map with misaligned textures. Btw... i cant download from shitty filefactory.com =] But screens giving enough sense. It can be fun playing once when you have no things to do, but place it on server? Well, no pls.

I give 2,5 of 10 rating for this map. 2 for idea and 0,5 for mapwork.

PS: ' requires /R_GAMMA 1 ' -LOL?! I must change settings when load map? Sounds idiotic for laze dude like me. =]
Title: Re: Released: Jade Monkey v1.0
Post by: ghostisback on February 26, 2009, 03:04:43 pm
YoP !!!

I downloaded the map and tried it :(

Sorry WaxyChicken but i dont like it ... as someone else said it's a box with "secrets" ...

When i began to map i made a really big box with other boxes and all in another box (joking) but it's normal... you have to understand the non-box rule :)

Have Fun !!!
Title: Re: Released: Jade Monkey v1.0
Post by: Ellohir on February 26, 2009, 03:16:51 pm
Looks like a poorly textured boxy box map to me.

That was the problem Rotacak had with MissionOne, he wanted a more-profesional texturing and stuff but he didn't how to do it. I think this map has the same potencial, but needs to be more eyecandy. Much more eyecandy.
Title: Re: Released: Jade Monkey v1.0
Post by: fleash eater on February 26, 2009, 03:41:21 pm
you do know he doesnt look at this forum for feedback right?
Title: Re: Released: Jade Monkey v1.0
Post by: CATAHA on February 26, 2009, 04:11:11 pm
Well... i hope he smart enough for take look here from time to time. =]
Title: Re: Released: Jade Monkey v1.0
Post by: 1LordAnubis on February 26, 2009, 09:53:07 pm
I think its a great idea, but it needs a lot more polish./me calls up DASPRiD for hamunaptra textures
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on February 26, 2009, 09:55:10 pm
Or like, maybe, uh, unzip map-hamunaptra.pk3 ?:]
Title: Re: Released: Jade Monkey v1.0
Post by: 1LordAnubis on February 26, 2009, 10:17:39 pm
Or like, maybe, uh, unzip map-hamunaptra.pk3 ?:]

Would it be ok for him to use someone else's textures?
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on February 26, 2009, 10:45:08 pm
Why not?
Title: Re: Released: Jade Monkey v1.0
Post by: 1LordAnubis on February 26, 2009, 10:53:02 pm
Why not?
Exactly what I was thinking; its opensource afterall
don't know, some ppl don't want their artwork used without permission? I also know this map came from urt or something...
Title: Re: Released: Jade Monkey v1.0
Post by: Bissig on February 27, 2009, 12:00:50 am
Gimmicky map with boring texturing and wallwork. Rotacak suffers from similar delusions.

Knowing how to hax entities is not the only prerequisite for a good map.
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on February 27, 2009, 01:43:24 am
The only difference is Rotacak's map didn't blow so hard. I actually enjoy playing that map. This one was just confusing and hurt my eyes.
Title: Re: Released: Jade Monkey v1.0
Post by: Plague Bringer on February 27, 2009, 02:00:31 am
Looks like shit, and I'm not sure exactly how it plays, but it sounds as though there are some interesting concepts that could be put to good use if you continue work on the map.
Title: Re: Released: Jade Monkey v1.0
Post by: Winnie the Pooh on February 27, 2009, 02:17:33 am
I played it. Not with anybody, just by myself. And there are a LOT of little tweaks and stuff to be done. I don't even have the energy to give feedback. I would basically just start a new map and put some stuff in like that.
Title: Re: Released: Jade Monkey v1.0
Post by: Kaleo on March 02, 2009, 09:54:27 pm
Or like, maybe, uh, unzip map-hamunaptra.pk3 ?:]

Would it be ok for him to use someone else's textures?

http://simonoc.com/pages/materials/tpegypt/index.htm

Have fun.
Title: Re: Released: Jade Monkey v1.0
Post by: The Me on March 03, 2009, 01:38:33 pm
some of those screens look like someone threw up over the walls...
Sorry, that was me. After playing it I couldn't help it.
Title: Re: Released: Jade Monkey v1.0
Post by: Winnie the Pooh on March 03, 2009, 07:47:12 pm
Ooo BURRRN.
Title: Re: Released: Jade Monkey v1.0
Post by: WaxyChicken on March 04, 2009, 10:45:04 pm
Wow, what a flip.
on the usual server i play on it's approval rating is around 75%.

i noticed that nearly everyone hates it the first time then, oddly enough, it started developing fans.

One day on the server it was vote passed 4 times during a 6 map period (that was about the time i got offline)
and on another day it played 3 times in a row.

Everyone here is loading the map, glancing at it, swapping barf, and then ignoring it forever.
Perhaps you should try actual game play with a population > 1 before knocking it as a map.

-I agree, yes, the textures suck. but I'm not a texture guy - I'm naturally color blind and suck at art.  i spent more time making the map (4 months) than i spent on the textures (2 weeks)

-I agree, yes, it's too bright in it's lighting.  But don't blame me that you have to turn your R_Gamma UP for OTHER maps because mappers don't know how to map with the default r_gamma 1 setting. (something that should be locked IMHO because that's what brightness/contrast control is for on your monitor) 
r_gamma 1.7 for mancannon. 
r_gamma 1.5 for rotcannon.
r_gamma .4 for LSD. 
Come on developers- lock that shit already!

-I agree, yes, it's missing bells and whistles such as crap in the hallways and wall trimms and other such material.  but...

It's a Version 1 - wtf do you expect?

now learn the map and play it on a populated server. KnghtsOfreason.org has a good size following for this map.
then reconsider and you will come to the conclusion:

Below Average V1
Above Average potential

Current Rating: Rockey Horror Picture Show VS. Star Wars
Title: Re: Released: Jade Monkey v1.0
Post by: UniqPhoeniX on March 05, 2009, 12:03:55 am
R_gamma should not be locked IMO, cuz there are way too many different monitors and even room lighting condition affects what you will need. New maps should be made to match the old ones lighting conditions, that is, make it look good at the gamma level at which default maps look good. About the map: you need to add a lot of details. I haven't had a chance to play a good game on this map yet tho.
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on March 05, 2009, 12:32:45 am
Have you ever played atcs or any other default map with r_gamma 1? Because they're dark. Yours caused my eyes to hurt, I had to go to .5. I typically play with r_gamma 1.2, I don't change it for any other maps, because clearly, the game was designed to be dark. Not bright.

If the map is shit, don't release it until it is not-shit. This isn't even pre-alpha, this is like a chimp shitting on your keyboard and you whacking the enter key until it makes a BSP.
Title: Re: Released: Jade Monkey v1.0
Post by: Plague Bringer on March 05, 2009, 01:26:49 am
Well, enter doesn't really do much in GTK Radiant.
Title: Re: Released: Jade Monkey v1.0
Post by: CATAHA on March 05, 2009, 01:54:05 am
-I agree, yes, it's too bright in it's lighting.  But don't blame me that you have to turn your R_Gamma UP for OTHER maps because mappers don't know how to map with the default r_gamma 1 setting. (something that should be locked IMHO because that's what brightness/contrast control is for on your monitor) 
I have r_gamma set to 1.5 and I WONT CHANGE IT.
When i developing maps i always test it with r_gamma 1 or 1.2 for check them not so dark and still playable. But almost all trem players use r_gamma MORE than 1. I can understand if map too dark. It can be demand of map atmosphere. But when it too bright? Hell, no. Over my dead body.

PS You think that you one and only one who know how make maps? And all other developers dont know? Sorry, disagree. Try fix texture aligment first before repeat this blah-blah.
PPS Always you can found some noobs on servers who wanna play on any shit, even untextured leaking boxmaps. They just wasting time. Map was checked, and 90% of ppls vote 'draw' right after this map starts. Two full games was enough for them to decide. (still thinking rest 10% is just too lazy for vote).
PPPS All things must keep balance. If you have great idea and shitty realisation - its just trash. May be you should use only few of your ideas on one map and focus some more on style and quality? Map spammed with different types of triggers isnt good at all.

UPD:
Quote
One day on the server it was vote passed 4 times during a 6 map period
We have same situation with Pulse. We explore this map 4 days in a row, play almost all time on it. It was funny with 'hunt-n-hide' situations and other. But this map NOT in our rotation, bcaus its unplayable with common number of players. But we all still think its GREAT well-maked map! And we play on it from time to time. Cant say same about your map, sorry. Dont be bored by comments, just try fix or remake your map.
Title: Re: Released: Jade Monkey v1.0
Post by: your face on March 05, 2009, 02:27:36 am
I leave my gamma on 1, and even though maps like tremor are darker, it's all part of the fun.
Title: Re: Released: Jade Monkey v1.0
Post by: WaxyChicken on March 05, 2009, 03:29:47 pm
PS You think that you one and only one who know how make maps?

wow. you don't know how to interpret written text.

Title: Re: Released: Jade Monkey v1.0
Post by: CreatureofHell on March 05, 2009, 04:10:28 pm
blah, blah, blah
Current Rating: Rockey Horror Picture Show VS. Star Wars

Rocky not Rockey
Title: Re: Released: Jade Monkey v1.0
Post by: WaxyChicken on March 05, 2009, 09:20:55 pm
never herd of a typo?
what are you? 12?
Title: Re: Released: Jade Monkey v1.0
Post by: Archangel on March 05, 2009, 09:25:18 pm
never herd of a typo?
what are you? 12?

heard, not herd.
Title: Re: Released: Jade Monkey v1.0
Post by: CATAHA on March 06, 2009, 01:57:07 am
PS You think that you one and only one who know how make maps?
wow. you don't know how to interpret written text.
LoL, dude. Its all you can say? Better spare time for remaking your map. Seems you just dont know how listen to other peoples. =]

PS phrases like 'because mappers don't know how' sounds clear enough for me ))
Title: Re: Released: Jade Monkey v1.0
Post by: WaxyChicken on March 06, 2009, 07:58:55 am
archangel
1 - eye kan't cpell.
B - eye also kan't kount.
but that has nothing to do with the thread.

Cataha
i said they don't know how to set the default settings before they map.
i didn't say they don't know how to map.
what's that have to do with anything concerning Jade Monkey map feedback from you?