Tremulous Forum
Media => Map Releases => Topic started by: Superpie on June 01, 2009, 05:12:49 am
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This is a map designed primarily for balance and fun but with appearance in mind.
It requires the server it is played on to allow semipure. Both the client and the server must have all of the default 1.1.0 maps.
old beta 2 downloads
http://superpie.info/base/map-bluedragon-b2-1.1.0.pk3
http://downloads.mercenariesguild.net/maps/map-bluedragon-b2-1.1.0.pk3
Beta 3 Downloads
http://superpie.info/base/map-bluedragon-b3-1.1.0.pk3
http://downloads.mercenariesguild.net/maps/map-bluedragon-b3-1.1.0.pk3
Beta 4 Downloads
http://superpie.info/base/map-bluedragon-b4-1.1.0.pk3
http://downloads.mercenariesguild.net/maps/map-bluedragon-b3-1.1.0.pk3
Final Version Downloads
http://superpie.info/base/map-bluedragon-1.1.0.pk3
http://maps.randomkeywhacking.com/base/map-bluedragon-1.1.0.pk3
http://78.47.88.170/map-bluedragon-1.1.0.pk3
http://downloads.mercenariesguild.net/maps/map-bluedragon-1.1.0.pk3
(http://superpie.info/bluedragon.jpg)
I'd like to give a big hug to Clayborn, Your Face, Supertanker, Trak, ghostisback, and everyone else who played the beta versions and provided the motivation to balance and finish the map ;D
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Purdy.
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Visually you've done a superb job; for a first map you've out done yourself. Couple of things though;
* .arena file please.
* Levelshot didn't show up. (Must have exactly the same name as .bsp)
* Personally I don't like the atcs like layout (But that's just me).
* Would be nice to see some crates or anyother kind of obstacle/barrier in the long halls/large rooms.
* The spinup/spindown sound effects gave me errors. (You didn't include them in the pk3)
* Oh, and lower your grid size (In Radiant), as those protruding tiles are far to thick imo.
* cg_draw2d 0; cg_drawgun 0 (for screenshots)
P.S. Sorry for layout of this post
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Looks sexy.
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Too much free time. :(
But nice.
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Beta 2 already, thanks to Knowitall66. I didn't change those tiles because 1) I like the fat tiles 2) I'm too lazy to recompile yet
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Too much free time. :(
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Looks really, really nice for a first map, good job! Some problems tho:
the light below OM is floating
the elevators should not be func_doors, cuz those teleport specs around, in this case out of map
missing tex on the platforms in stairway and on elevator walls.
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You released it!! Downright stunning!
There is one thought I have, though...
gimme ur mod plz ok :'(
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Too much free time. :(
Pretty damn nice looking.
Looking forward to your future efforts.
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Nice Work !!!
*** Uploaded on TremSpain Server ***
*** Played 4 times in a row :) ***
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Dam dude. i actually wanna play this map.
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beta 3 released :booster:
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<3
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The map is on the Oppressed server, just vote for it if you want to play on a west coast server.
~ b1ackmagic ~
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Beta 3 looks great! ...and I still haven't tried any of the versions... :(
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beta 3 released :booster:
:booster: :grenade:
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Cool map i like it
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Ok after you tried vote spamming this map on AA server, i put on my thinking cap and did some investigating then figured out you made a map played it. And like everything else you do *COMPLETE PWNAGE*
Raises pies karma +1
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Great, but my only complaint is that the default OM is shootable from quite a distance.
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The Alien Base spot is really bad. Human is a bit better.
@ Superpie: nice Pizza room :)
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final version released ;D
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<3 :granger:
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*** Uploaded on TremSpain Server ***
Alternative Download (http://78.47.88.170/map-bluedragon-1.1.0.pk3)
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Out of curiosity why does the server need semi-pure enabled and will I have to do anything extra apart from placing the map in the appropriate place for the server to function properly with the map? Sorry I've never used semi-pure before so I have pretty much no idea when it comes to using it.
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final version released ;D
Changelog?
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Have internet connection; Shall download.
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i downloaded it but it dosent show up in my create sever menu!
(yes I put it in my "base folder"
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/devmap bluedragon ;)
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Uh-oh spaghettio: (http://i569.photobucket.com/albums/ss133/KingTutIII/shot0000-2.jpg)
The map is great! Very detailed, love the hexagon floor, the circular "airlock" style door, the elevator (and it's non-default sound).
;D
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Just played it; it's very sweet looking! I'm digging the detailed lighting.
And it's nice to see that someone figured out my iris doors, even though I never got around to writing a tutorial. I really should do that someday...*puts a note on his todo list*
And yeah, I'm sorry to say that I see the missing textures too :<
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Well it is sort of a tradition for me to screw up whenever I release something, I'm satisfied that this time it was a missing texture instead of something else :P
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Just played it; it's very sweet looking! I'm digging the detailed lighting.
And it's nice to see that someone figured out my iris doors, even though I never got around to writing a tutorial. I really should do that someday...*puts a note on his todo list*
And yeah, I'm sorry to say that I see the missing textures too :<
I made an iris door tutorial after working one out for one of my maps: http://forums.urbanterror.net/index.php/topic,13152.0.html
Anyways, this map is pretty nice. Nice use of alphashadows and generally good brushwork all around. A few opinions:
- The skybox looks like it should be emitting yellowish light instead of blue.
- Could use some more ambient sounds, like near the rotating fans in the large top room and vent. Some more general ambient noises might help too.
- Consider using a phong shader on the curvy brushwork in that fan room next to alien base.
- The two mirrored lower corridors are too similar in appearance. Some more obvious location markers might be a good idea, like some blue/red pipes or something.
- Some lights might benefit from a yellowish hue, especially in the large top room, where the excessive blueness of the lighting clashes with the skybox and makes things look rather monotone.
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Well iris doors actually look doable :D. But then again i struggle with normal doors :S
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@superpie
Please, please, please reduce the volume of the Rant blocker sound. It is fucking unbearable. It is much louder than any turret firing near you. Even if I turn my speakers down to about 5% volume it is still very loud. Did you use dynamic range compression on it?
When the rant blocker sound loop is running I can't even hear a goon taunting or a rifler firing.
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@superpie
Please, please, please reduce the volume of the Rant blocker sound. It is fucking unbearable. It is much louder than any turret firing near you. Even if I turn my speakers down to about 5% volume it is still very loud. Did you use dynamic range compression on it?
When the rant blocker sound loop is running I can't even hear a goon taunting or a rifler firing.
Hes released his final. He cant do it again.
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final-2? ;D
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Well, it is a show blocker. Also, it is so annoying that when I catch anyone on the server on that map activating the rant blocker at S1 or S2, they get kicked after a warning.
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final version released ;D
final (http://bobis.boldlygoingnowhere.org/bluedragon2.png)
05:28:12 * bob0 sleeps
05:28:20 < superpie> nite bob
06:01:54 < bob0> superpie: are you going to make a bluedragon2 or bluedragon-r1 or bluedragon-realfinal?
06:02:06 < bob0> superpie: I would like a dom layout for it
06:02:18 < bob0> superpie: but without the turret noise overridden
06:02:45 < bob0> superpie: bluedragon-realfinal would be quite funny
06:03:08 < bob0> superpie: if I released a map under -final, and it had a mistake, the next one would be -realfinal
06:03:54 < bob0> you can have an unlimited amount of final maps, and you'd still know which would be newest
06:04:21 < bob0> cephalopod-reallyreallyreallyreallyreallyreallyrealfinal is newer than cephalopod-reallyreallyrealfinal
06:04:46 < bob0> while being amusing to your players!
06:04:54 * bob0 really sleeps
06:04:58 < superpie> ...
06:05:15 < superpie> just bluedragon2, after the betas
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