Tremulous Forum

Media => Map Releases => Topic started by: soubok on July 02, 2006, 02:54:39 pm

Title: last public maptest: pulse - BETA 3
Post by: soubok on July 02, 2006, 02:54:39 pm
Hello,
I have released the last BETA of my map.
You can download it here (http://www.tremulous.info/index.php?module=download) ( thanks to Megabite ! ).
The map will be uploaded soon on the db@Derelict server.
For further informations, go here (http://soubok.googlepages.com/tremulous).
Of course, comments are welcome.
Title: last public maptest: pulse - BETA 3
Post by: [db@]Megabite on July 02, 2006, 07:11:39 pm
Okay, apart from the things mentioned, some last opinions from me. Mind that this is completely my opinion only:

The control room is quite laggy, checked it and made a screen of the r_speeds. :-? They still are an issue in other places, but the control room is worst.
(http://blackheartware.com/trem/pulseb3.jpg)

Other things are the funky lights in the corridors are still irritating me. I think the map would look far better with just a little "pulse" and not in every corridor.
Well, I guess I don't have to tell you that the map is quite boring in games with less than 16 or 18 people. Sometimes you run around minutes without finding an enemy with 2-12 people on the server.
The door locks are another thing. I just don't like them as they promote camping. Don't know how they are supposed to work, either. They just make the map unneccesarily complicated. The outside is non-buildable and was not used at all... I guess partly because of the locks, partly because the human base is blocking the way to it. Either move human base or lock the outside completely... as a big non-buildable area it does not make sense in any way in my eyes.
Further I don't like the scrolling text at the startpoint. It does not look well... and btw, what is the text supposed to mean? It looks something like latin but seems to make no sense... It has been a while since my last latin lessons but I can't get any sense for it into my mind.
Last but not least are the changes to the default settings the map takes. In my opinion they don't influence gameplay much. Anything they do is add more annoying defenses and making the game even more boring by stretching stages to limbo.

I know this review must sound crushing, but it is not. It is my opinion, only, just my binary 10 cents! ;)

Final word being that the map, in this size, will not make it into cycle on any of my administrated servers as I would deem 20 players minimum to have a fun game on it. I don't plan on opening such a big server as I am a big friend of 14player maximum games.
As already said, just my personal opinion and no offense meant! ;)

Danny

P.S.: I concentrated on the negative points only! I like the artwork and great parts of the layout... it's mostly the little things and the sheer size that bug me!
Title: last public maptest: pulse - BETA 3
Post by: Survivor on July 02, 2006, 08:29:23 pm
That's weird, the outside will contain damage in the next release of trem because of a new entity. We've already given him ideas to optimize the control room. The size is big yes, but once you know the map the only problem would become the egg hunts with games <12 players. The locks are mostly a gimmick although they have saved my ass when I was fleeing by closing them behind me. The outside is reachable by a vent through generator room. You can bypass the human base by the pipes near the watchtower. Scrolling text is personal and doesn't hinder the map. As far as i know only the outside has less gravity.
Will it still be in place on derelict?
Title: last public maptest: pulse - BETA 3
Post by: [db@]Megabite on July 02, 2006, 08:43:31 pm
Of course it will stay on Derelict for a while to give people a chance to evaluate it further.
As I said, these were just my personal opinions... ;)

Danny
Title: last public maptest: pulse - BETA 3
Post by: rapha on July 04, 2006, 12:36:44 pm
Well, it /is/ an interesting map and I can appreciate the ideas you had very much. My only major complaint would be same as Megabite's: size. Took me five minutes to find the base entrance as an alien. If that's meant as to give humans a chance to build there, it's only going to work for the first five games. After that, every A knows how to get there faster than H can move the reactor. The only thing that could be quite cool is if you could get the admin of that SUPER BIG server to have it in the cycle. JMO.

-- Raphael
Title: last public maptest: pulse - BETA 3
Post by: soubok on July 04, 2006, 01:13:35 pm
The first time I played niveus ( 4 month ago ) I was completely lost and it took me more than five minutes to find the alien base.
BTW, here are some times:
# from the landing platform to the base entrance : 20 sec.
# from the base entrance (human base) to the wearhouse (alien base) : 15 sec.
# from the base entrance to the generator room : 15 sec.
# from the generator room to the wearhouse : 10 sec. ( add 4 sec. if both lift are not here )
now compare with niveus, karith, ...
... big is relative  :)

( I will contact the SUPER BIG SERVER guy )
Title: last public maptest: pulse - BETA 3
Post by: Survivor on July 04, 2006, 01:55:57 pm
the map seems to work well with the regular derelict crowd where both teams are experienced and the humans do more then just camp. And the reactor is already up at the base entrance along with some turrets in beta 3. I'm talking 10 to 12 player games.
Title: last public maptest: pulse - BETA 3
Post by: Quaoar on July 04, 2006, 06:41:11 pm
Everything promotes camping nowdays  :roll:

The door locks are alternatively good and bad depending on how people use them. As far as I can tell, only tyrants can open doors using the controls (?), or, at least dretches didn't seem able to, so humans can lock aliens out or at least make them lag behind the door long enough to get away.

Alternatively, humans might get trapped by a slowly opening door, which is certainly death in the right circumstances. The solution is hardly to sit behind the doors, cause that's even more boring than sitting behind turrets. You just stare into a wall the whole time.
Title: last public maptest: pulse - BETA 3
Post by: rapha on July 05, 2006, 02:36:56 am
Oops, hadn't noticed the new human base layout when I wrote that post. Now it's _much_ better. But now there's not much of a point in the landing zone for the humans. Soubouk, why not just put up the entire human base at the entrance and remove the outdoor part of the map alltogether? I think that would make it most excellent!

- R.
Title: Re: last public maptest: pulse - BETA 3
Post by: zybork on January 30, 2009, 10:08:07 am
Long time since last change in this map, I guess, however, this map is GREAT, one of the best I have seen so far. Anyone willing to develop it further? Soubok, you're still with us???
Title: Re: last public maptest: pulse - BETA 3
Post by: Volt on January 30, 2009, 01:25:48 pm
Dude i love you :D

Brings back the element in tremulous that i first felt but soon forgot.

I was walking in your map, with a rifle and bang DRETCH COMES OUT OF NO WHERE I PISSED MY PANTS!!

Great map; no Hiding and pleanty of sneaky bussiness.
Title: Re: last public maptest: pulse - BETA 3
Post by: Kaleo on January 30, 2009, 02:24:07 pm
*clears throat

OMFGNECRO!

However, since the necro was useful, I think it's acceptable.
Title: Re: last public maptest: pulse - BETA 3
Post by: CreatureofHell on January 30, 2009, 03:18:43 pm
best necro i've ever seen! it was last posted in 3 years ago, not counting months and days.
Title: Re: last public maptest: pulse - BETA 3
Post by: soubok on January 30, 2009, 03:37:22 pm
I will not to work on Pulse before the next Tremulous release.
Btw, I have released the source code of Pulse at: http://code.google.com/p/pulsemap/ (GPL)
Title: Re: last public maptest: pulse - BETA 3
Post by: Kaleo on January 30, 2009, 11:42:49 pm
Whoa! Soubok still comes here, or was it random chance, or did someone tip him off?

On topic:
Shame you're not going to work on Pulse anymore (or at least, not anytime soon). Had some really fun times on that map.
However, since the .map file is avaliable, I'm sure someone will come along and attempt to make Pulse better. To them I say this; don't fix what ain't broken.
Title: Re: last public maptest: pulse - BETA 3
Post by: Kromeh on January 31, 2009, 01:30:52 am
I will not to work on Pulse before the next Tremulous release.
Btw, I have released the source code of Pulse at: http://code.google.com/p/pulsemap/ (GPL)


You do know you can decompile a .bsp into a .map, right? :/
Title: Re: last public maptest: pulse - BETA 3
Post by: Kaleo on January 31, 2009, 01:46:33 am
Which fucks up all the texture alignment.
Title: Re: last public maptest: pulse - BETA 3
Post by: mooseberry on January 31, 2009, 03:23:17 am
Whoa! Soubok still comes here, or was it random chance, or did someone tip him off?

Watched topics.

Also, this was a good map, it would be interesting to see what further developments by other people turn out like, (if anyone else chooses to do this.)

And yes, Kromeh, giving the .map is MUCH better, because decompiling can fuck up the map.
Title: Re: last public maptest: pulse - BETA 3
Post by: cactusfrog on January 31, 2009, 05:27:00 am
i still can't find how to download the map due to my lack of brain.
Title: Re: last public maptest: pulse - BETA 3
Post by: tuple on January 31, 2009, 05:37:50 am
You can get it at the }MG{ Map Repo (http://downloads.mercenariesguild.net/maps/map-pulse-beta3-1.1.0.pk3) among other places.

I've always liked this map a great deal, and have played many, many fun matches on it.

Thank you Soubok
Title: Re: last public maptest: pulse - BETA 3
Post by: Archangel on January 31, 2009, 05:56:09 am
I will not to work on Pulse before the next Tremulous release.
Btw, I have released the source code of Pulse at: http://code.google.com/p/pulsemap/ (GPL)


You do know you can decompile a .bsp into a .map, right? :/

not only will the textures be screwed, the brushes won't be quite right either.
Title: Re: last public maptest: pulse - BETA 3
Post by: zybork on January 31, 2009, 10:01:00 am
I've always liked this map a great deal, and have played many, many fun matches on it.

That's the reason why I raised that thread back again from the dead: Pulse is a grrrreat map! There are many ideas in it that are awesome (like the human start point outside and the default base being actually inside, the control room, and and and) and if somebody really could iron out the flaws it still have, I would immediately vote this map to be part of the official Tremulous repository!

I would also appreciate to have the original .map-file, for decompiling does do damage to the map. Soubok? Anything in your archives?
Title: Re: last public maptest: pulse - BETA 3
Post by: Amanieu on January 31, 2009, 11:40:49 am
http://code.google.com/p/pulsemap/
Title: Re: last public maptest: pulse - BETA 3
Post by: zybork on January 31, 2009, 12:44:27 pm
...and if you actually had tried out that link, you would have realized, that the pk3 does not contain the map-file, only the bsp-file. That is why I explicitely asked for the original sources.
Title: Re: last public maptest: pulse - BETA 3
Post by: Kaleo on January 31, 2009, 12:47:35 pm
Seek and ye shall find.

http://code.google.com/p/pulsemap/source/browse/
Title: Re: last public maptest: pulse - BETA 3
Post by: zybork on January 31, 2009, 02:31:54 pm
Oh great! My radiant-installation obviously is completely screwed, that file won't even open  :(
Title: Re: last public maptest: pulse - BETA 3
Post by: Thorn on January 31, 2009, 04:45:18 pm
If you did a right click -> save as then that will not work.
Probably best to do an svn checkout.