Tremulous Forum
Media => Map Releases => Topic started by: Knowitall66 on July 16, 2009, 11:27:22 am
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(http://i124.photobucket.com/albums/p32/knowitall66/Tremulous/rush_human.jpg)(http://i124.photobucket.com/albums/p32/knowitall66/Tremulous/th_shot0269.png) (http://i124.photobucket.com/albums/p32/knowitall66/Tremulous/shot0269.png)(http://i124.photobucket.com/albums/p32/knowitall66/Tremulous/th_shot0270.png) (http://i124.photobucket.com/albums/p32/knowitall66/Tremulous/shot0270.png) (Click for full size)
- //General Info//
Hard Landing plays like a singleplayer map AND DOES NOT REQUIRE ANY MOD :D
Human objective is survival their telenodes get destroyed shortly after the match starts and they must find their way to the escape craft. (There are two oppertunities to build telenodes so players can continue on)
Aliens simply have to stop them escaping. Their spawn room has various teleporters that will take them to where the humans are.
- //General//
Title: Hard Landing
Version: Alpha 1
Filename: rush_human_a1
Release Date: 16 July, 2009
Creator: Knowitall66
- //Gameplay//
Game Mode: Human Survival (Special - DOES NOT REQUIRE MOD)
Notes: Humans will have to traverse through the facility in search of a means of escape. There will be a few oppertunities to construct a Telenode so dead humans can continue.
Players: 4 Humans, Any number of Aliens
- //Story//
The 'Arcane Runner' was sent on a highly classified mission to deliver its cargo to Cabeça, Tiede. However halfway through the journey they encountered another ship which without warning fired upon them. Caught off guard and were unable to charge up their sheilds in time. They lost both their main and auxillary thrusters and were sent in a collision course with a nearby planet. On the Captains orders a distress call was relayed and the important crew members were to take the escape pod. 90% of the remaining crew died on impact. This map tells the story of four of those survivors and the trials they endured. They were lucky enough to end up outside the entrance a facility, or were they so lucky?
- //Notes//
In future versions;
* Most onscreen text will be replaced by audio files
* More achievments will be added
* Various other routes will be added + some optional objectives
* Overall more details
* Walkthrough text
* .map file (If I feel like it)
- //Download//
> Alpha 2 [19.1Mb]
- Media Fire (http://www.mediafire.com/file/jwqyhwmyeyk/map-Hard_Landing_A2.pk3)
- Barking Frogs (http://barkingfrogs.net/files/tremulous/hardlanding_a2/map-Hard_Landing_A2.pk3)
- }{Mercenaries Guild}{ (http://downloads.mercenariesguild.net/maps/map-hard_landing_a2.pk3)
- TremCentral (http://www.tremcentral.com/base/map-Hard_Landing_A2.pk3)
> Alpha 1 [13.5Mb]
- Media Fire (http://www.mediafire.com/?sharekey=db7bbfd73d2deb517432d3c9683f450ae04e75f6e8ebb871)
- Random Key-Whacking (http://maps.randomkeywhacking.com/base/map-Hard_Landing_A1.pk3)
- }{Mercenaries Guild}{ (http://downloads.mercenariesguild.net/maps/map-hard_landing_a1.pk3)
- Trem Central (http://tremcentral.com/base/map-Hard_Landing_A1.pk3)
- Barking Frogs (http://barkingfrogs.net/files/tremulous/maps/map-Hard_Landing_A1.pk3)
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[The Story] (http://tremulous.net/forum/index.php?topic=11584.0)
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Note:- To leave spectator spawn room go down.
- If you wish to run the map in 'Developers Mode' it type '/devmap RUSH_HUMAN_A2'.
- Purple/pink glow hints to what humans have to do.
- Aliens have to wait 30s to leave spawn room.
- Aliens who spawn in the labs area can climb up into the broken vent to return to alien vent base.
- Unlocked Acheivements are visible at spectator spawn.
Credit to 'your_face' for the fog shader (It's just so epic i had to use it).
- //Want to spread the word?//
Signitures;
(http://i124.photobucket.com/albums/p32/knowitall66/Sigs%20n%20Avs/Sigv1.png) (http://tremulous.net/forum/index.php?topic=11402.0)
[url=http://tremulous.net/forum/index.php?topic=11402.0][img width=240 height=60]http://i124.photobucket.com/albums/p32/knowitall66/Sigs%20n%20Avs/Sigv1.png[/img][/url]
(http://i124.photobucket.com/albums/p32/knowitall66/Sig_altV1.png) (http://tremulous.net/forum/index.php?topic=11402.0)
[url=http://tremulous.net/forum/index.php?topic=11402.0][img width=240 height=60]http://i124.photobucket.com/albums/p32/knowitall66/Sig_altV1.png[/img][/url]
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Nice, looks very pretty in the screenshots. Will test later. ;)
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Awesome map! :o Very well made.
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Ya relly good map.
i like big maps like this one.
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I would pay someone CASH to get this hosted.
I really would.
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I would pay someone CASH to get this hosted.
I really would.
Sure pay me 50 dollars and I'll host in on a website.
Sound good?
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Hah, I'll do it for 45 dollars.
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Awesome map! :o
I can pay for this! ;D
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Couple more download mirrors avaliable (see first post).
Baconizer is hosting on his server Barking Frogs (http://tremulous.net/forum/index.php?topic=11467.0). :D
Also, it's nice to know everyone likes it but would really appreaciate some comments and suggestions. (I want to add a lot more to this map but need some ideas :P)
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I've played this map a lot over the last few days. Sometimes the humans can totally lock the aliens out of the future rooms until they get to a certain point. That's boring from the alien point of view because all you do is sit there and wait for the humans to open the next door. Also, If you're on aliens and you go to " A Ledge to far " you can lock the humans out of the room forever by pressing the button that makes the blue force field come. Overall it was a pretty fun map, but the elevator for humans gets annoying, Its hard to navigate in it and fight dretches but I guess it's supposed to be a challenge :P
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Thanks for the feedback, I will be adding more routes for aliens to get to the humans (Some larger ones too) and I'll make the force feild human only activation :P. Any problems with the ammunition box/armoury positions? Did you find yourself running out of ammo or health at all?
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The ship needs to lift off.
Oh, and what are those non-working ammo boxes on the floor? Why are the audio logs not working etc...
Else: great map!
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Thanks for the feedback, I will be adding more routes for aliens to get to the humans (Some larger ones too) and I'll make the force feild human only activation :P. Any problems with the ammunition box/armoury positions? Did you find yourself running out of ammo or health at all?
Oh, I forgot to post this earlier. One game I played an alien went to the last room and pressed the button for the space ship were still in the beg. of the level and glitched the game. The space ship never took off and when the humans tried to press the button later it didn't work. It was wierd.. and for the positions, I think there fine.
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The ship needs to lift off.
Oh, and what are those non-working ammo boxes on the floor? Why are the audio logs not working etc...
Else: great map!
Firstly the ship is already made of various entities can't actually make it take off. However for spec cam after humans win I do intend to have replica hanger showing replica ship levaing it.
Ammo boxes work fine...However they only give you ammo when you stand near them and when you have less then full ammo. (Also note you cannot get ammo while firing). (If you sure it aint working then what qvm are you using, (Tested and works on TJWs + Rezyn's QVM 1.1 + Whatever House of Nuts uses))
Audio logs, As i mentions (In readme) i haven't got any voice actors as of yet. Expect audio logs in future versions. :D
Freak: yeah, oops I'll fix that too.
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First of all, this is a very well done map. I like the unique gameplay.
... (Tested and works on TJWs + Rezyn's QVM 1.1 + Whatever House of Nuts uses))
I did not try TJWs, however I can not get the ship to work after fueling on my own QVM, nor Lakitu7's QVM svn176. All the players freeze and the ship doors do not open.
Perhaps it is a specific server setting I use, but have no idea which one it could be.
EDIT: if you are alone when testing the map, it works because there is no alien player. However with two players (1 human, 1 alien) the map gets 'stuck'.
EDIT2: I was using the tremded built from Lakitu7's QVM svn, the map gets stuck as explained above, with the TJW tremded it works fine. It was a tremded issue and not QVM issue :-\
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but TJW is so old..
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Well it's very unfortunate that it is not running the way it should under some circumstances. Not sure what I can do about it, I have a feeling it may have something to do with the 'target_human_win' entity.
Perhaps a version without the entity (This will mean humans will just sit in ship, But you could just have players vote next map or admin use command to make humans win)? I'm all ears to any ideas.
Crushing alien spawns and killing everything around ship is not the best idea but if your interested I could make a alt version that does that.
Oh, and expect next version release soon (Within a week hopefully, no guarantee of audio though sorry).
Come on people, C&C please :)
but TJW is so old..
But apparently less buggy :P
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BRB q3unban
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nice put a little more detail in some areas like hall way this map is confusing but fun i would like to see it on some more servers their all low ping!
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Haha I was playing it on Admin Crazy Rioters and was the only player who knew how to get to the ship :>
Out of 7 players, I die and we all lose :<
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Was there any specific part they had trouble with/finding?
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I love this map.
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This makes me remember something. (http://img522.imageshack.us/img522/2438/shot0008p.jpg)
Isn't there something similar in Half-Life 1 (http://www.youtube.com/watch?v=slRsexrhbG8), just after the apparition of aliens from Xen in Black Mesa? When you arrived, the brige is okay, but an alien got teleported, fall on the bridge, crush it and fall with it.
BTW, very nice map. :D
EDIT: Found it. It's 9:20-9:21 on this video (http://www.youtube.com/watch?v=YTUOn2EUFhk&feature=related).
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Indeed, actually you'll find many aspects were loosely based of stuff from other games (See if you can figure out what comes from which :P).
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well the lava room reminds me of that area in HL2 where you have to jump on the boxes across the evil water. and i noticed another reference but i forgot what it was.... this should be on fun-zone Obj and ppl should play it : / i wanna see some serious gameplay on it( hint to Knowitall, go ask Faec and get a beta out!!!!)
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Ok, Extremely sorry for the delay but I'm proud to announce; Hard Landing Alpha 2! (http://www.mediafire.com/file/jwqyhwmyeyk/map-Hard_Landing_A2.pk3)
Just that one link for the moment hopefully will get some mirrors.(Hint, Hint)
Also incase you haven't checked it out; Hard Landing (The Story) (http://tremulous.net/forum/index.php?topic=11584.0)
(http://i124.photobucket.com/albums/p32/knowitall66/Alpha2.png)note; Home Wrecker should be blue :P (I'll redo for next version)
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Yay! :D Can't wait to try it out, hopefully it will be as good as the last one.
http://barkingfrogs.net/files/tremulous/hardlanding_a2/
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In the first one make the logs actually say something.
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Is it hosted anywhere in particular?
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http://www.mediafire.com/file/jwqyhwmyeyk/map-Hard_Landing_A2.pk3
http://barkingfrogs.net/files/tremulous/hardlanding_a2/map-Hard_Landing_A2.pk3
As I've said with the audio logs, I need voice actors. They will be in a future version.
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I can make the voice of a semi-mature teen with a big french accent.
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Could you give me a sample recording?
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Hi,
we uploaded the map on Tremulous Spain server but have a problem starting map, the server send us an error "CL_ParseGamestate:bad command byte".
You know what is it ?
Can it depends from QVM ?
Thanks !!!
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I have not personally ever received this error, so I'd suggest your best option is to search forums/google.
One link I found; http://tremulous.net/forum/index.php?topic=7182.0
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(http://i124.photobucket.com/albums/p32/knowitall66/Alpha2.png)
That bottom left shot is the sex.
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Uploaded to imn2rc.com
Alpha 1 (http://imn2rc.com/base/map-Hard_Landing_A1.pk3)
Alpha 2 (http://imn2rc.com/base/map-Hard_Landing_A2.pk3)
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Any servers hosting it? :-[
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I think nuts is, although not in the regular rotation, I recall playing it on that server.
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I like the map,although I thought it was gonna be scary,so I was excited.Maybe on another release of this map,put some scary graphics or something :o.My suggestion :D
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The KoRx servers is playing the map.
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The KoRx servers is playing the map.
Oh great, awesome.
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Yeah but you need to download some stuff on the KoRx repo,or just cl_allowdownload it.
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Are you gonna do a 3rd release? ???
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Unfortunally I have some Exams during the next two weeks. Once those are finished, I'll get back to working on the map.
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OK, take is easy man.
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Hi :)
cool map,but i played a game once and when the fuel was done loading and it said "get in the ship" the doors didnt open and the game didnt end :-\
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Hey Knowitall how did you do on the exams? ;)
Anyways, did you get the 3rd release for hard landing yet? :-\
If not it is ok if you didn't, i can wait. :angel:
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Ah the exams went fine and terribly sorry I haven't really done much mapping as of late. Just can't get my head into it iykwim. Heh, and still got like 6 other maps I want to complete as well :S
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added in Jumper server http://tremulous.net/forum/index.php?topic=9745.0
and
Uploaded to http://trem.mczone.ru/base/
http://trem.mczone.ru/base/map-hard_landing_a2.pk3
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this map looks AWESOME but you should make it so the human team could have more players :helmet:
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That's tight ;D Keep it up ::)
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:o
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what servers is on? because i checked all of korx and its not on it >:(
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what servers is on? because i checked all of korx and its not on it >:(
Server Name:^3Jumper
IP: 89.108.75.88:30721
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Please take boxes off. We dont want to everyone have hacked name.
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Please take boxes off. We dont want to everyone have hacked name.
99.999999 percent of servers are already using them taking them away will not stop it
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Please take boxes off. We dont want to everyone have hacked name.
99.999999 percent of servers are already using them taking them away will not stop it
Well i dont care. I use client that can take them off. Huh.
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More like 20% actually. 1.2 needs a release :(
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On behalf of Jumper's server (mentioned earlier) administration...
Guys, on our server humans can't build even at places marked as 'telenode'... There is just a regular message 'there is no power remaining' for builder.
How to solve this issue?
Its really good map, hope it would be solved with your help.
Thanks in advance,
Eugene
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Get more build points?>
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Yes.
But, if there is enough BP for telenode, it could be built anywhere near repeaters. Not only at the marked places.
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Ahh Yeah... I'm not sure then.
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Yes.
But, if there is enough BP for telenode, it could be built anywhere near repeaters. Not only at the marked places.
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Is there gonna be a third release for this? ???
It is good so far, but it can be bigger. ;)
Try to add more rooms, make a semi-maze-like map. :-\
Just ideas, you don't have to do them. ;)
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Chomps, as much as I would like to continue working on it, at the moment I simply can't. A month ago my graphics card died since then I've been using my on-board card, with which I can not map or do anything much really. I did order a new card shortly after it died, however the store I went too is screwing with me and so I'll have to wait another week or more before get the card. (Life is cruel)
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Ok man, take your time. ;)
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The following text refers to the PK3 file, not to the map itself.
OMFG man! The file is incredibly oversized. You need to fix that in the next release.
- The 6 skybox environment map pictures are TGAs instead of JPGs. Each one has the same size (786,450 bytes for 512x512 pixels), so they are not even using TGA's compression. This might be unimportant because of the ZIPping, but maybe the TGA compression, which is optimized for pictures, is better than ZIP. Doesn't matter anyway - it should be JPGs. There are more TGA crimes, for example in /mapobjects. I checked one of them - no alpha channel. So, why not JPG?
- Now, this is really the kicker. The levelshot is a TGA, too. 1,315,007 bytes, man. Make it JPG for God's sake! It does not even have to be maximum quality. And while we're at it, see to that the gamma is consistent if you put several pictures into one big pic. And the overall pic must be darker than normal screen view because it gets brightened on display when the map loads.
- The bsp file is called "rush_human_a2", and it's bad style to have the pk3 file called something entirely different.
- "computer_hum.wav" is 953,926 bytes, and it's a sound that can easily be made much shorter by looping.
- "pumploop.wav" is even STEREO! Oh, and 44100Hz. But the highest used frequency is 5000 Hz. 1,293,802 bytes, man.
- "hull_dmged.pdn" in textures is, afaik, not a format that Trem can use, and from the looks of it ("PDN3...<pdnImage width="512" height="512" layers="3" savedWithVersion="3.36.3158.38068">") I'd say you put an image into the PK3 that you used for creating a JPG or TGA output file. What a waste of space: 2,079,573 bytes.
- And for a 512x512 pic, "ter_moss1.tga" is a bit big with its 1,049,115 bytes.
- The BSP is 21,213,756 which also seems a bit big to me, but I can't tell without taking it apart.
Those were the real killers. I didn't check the other files.
Your map does by far not need to be 19 megabytes in size. You can easily squeeze it down to 8 or less without even the most pedantic observer to see a loss in quality.
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Thanks for that, I hadn't noticed some of those.
- I'm not going to do anything to the skybox textures, skybox textures need to be high quality otherwise it'll look extremely bad.
- I agree that the levelshot should be smaller and a jpeg.
- The name of the BSP is not an issue for servers only people playing it on a LAN, though yes I have been intending to change that.
- Sound files I didn't make them, nor check them. But I may play around with them.
- The .pdn's that's my mistake, their source files from when I made/editted the textures. Thought I deleted them all from there guess I missed a few.
- Nothing can be done about thesize of BSP unless you want a map with no detail.
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21 MB bsp? :o even blackout is about 11 MB. Well ok, your map is probably bigger AND more detailed :x
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This is a cool map.
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This is a cool map.
If you revive a thread that was cold for 1 month, you should actually have something to say.
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This is freeken awesome
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This is a cool map.
If you revive a thread that was cold for 1 month, you should actually have something to say.
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i have someting to ask :D
is there gonna be a 3rd release?
if so im excited ;D
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This is a cool map.
If you revive a thread that was cold for 1 month, you should actually have something to say.
Sometimes hearing a positive statement about your map can be the best encouragement to a mapper (no matter how old the thread is).
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that is true enough
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This is a cool map.
If you revive a thread that was cold for 1 month, you should actually have something to say.
Sometimes hearing a positive statement about your map can be the best encouragement to a mapper (no matter how old the thread is).
NTCS looks awesome.
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wow, totally uncalled for. >:(
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NTCS: SOON
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NTCS: SOON™
Better
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I don't mind you bumping my thread and all, but it'd be nice if you could keep on topic.
@Chomps123: Yes, of coarse there'll be a third release. However, unfortunately I can not give you a specific date. :S
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Sorry!
So, has any progress gone into it thus far? Also what goodies do you have planned for the third release? I really enjoy this map. :)
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Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
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Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
I used the model from the map Subterranean (subterranean_0-1.pk3) by Odin. You'll have to ask him how he did it.
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Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
I used the model from the map Subterranean (subterranean_0-1.pk3) by Odin. You'll have to ask him how he did it.
You can use the md3 from the data.pk3, thats how I got models for bedtime anyways
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Hay how did you get the rant in the game just dead there. DID you use md3 to import the model from a 3d program????
I used the model from the map Subterranean (subterranean_0-1.pk3) by Odin. You'll have to ask him how he did it.
You can use the md3 from the data.pk3, thats how I got models for bedtime anyways
But then how do make the models be shown in the dead animation?
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I believe there is a parameter to set which animation to use. But I'm not sure if it exists/what it is.
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hey here is a problem with a2:
-the second the ship is done fueling the game immediatly ends.
idea of what should happen in next release:
-make the back open and stay open till you push the launch button in the copit then game over.
other ideas to think about:
-make it so you can go whatever way you want to and you can go back to the beggining also(reason: to decon buildings to help with buildpoints)
-the secret room across the electifying water should have someting helpful to the humans in it to make it more interesting
-the locked doors behind the first door can be ether rooms or a shorcut to the armory at halfway point
thats all i can think of for now
let you know of other ideas that might pop into my head
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NTCS: SOON
Hehe, we'll release it next wednsday
WAREZ MAI ALPHA
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NTCS: SOON
Hehe, we'll release it next wednsday
WAREZ MAI ALPHA
off topic >:( :P :-\
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I've found a spot using noclip that isn't seen AT ALL because a door is supposed to have a window. You'll find it at the first half of the map (where the electric water thingy is. The only place where blue water sizzles and kills, the door behind it.)
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That door can be opened.
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I've found a spot using noclip that isn't seen AT ALL because a door is supposed to have a window. You'll find it at the first half of the map (where the electric water thingy is. The only place where blue water sizzles and kills, the door behind it.)
As Uniq has said it can be opened, though in the second release how to open it is not so obvious (The console on the right in the security control room, but it's timed so you have to be quick returning to the door (There's a button in there so you can get out)). In the next release the override button, will effect ALL (Functional) doors in the sector.
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OH BOY!!! ;D
Can't wait for that to come. ;D
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Sorry for double post. :-[
When is a3 coming out? :-\
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Sorry for double post. :-[
When is a3 coming out? :-\
I've been having difficulty getting into the mood for mapping (iykwim), so progress is slow.
I'll aim for a release before/on Christmas, but no guarantees I'm afraid.
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May I have the .map file for this map.
I'm planning on combining multiple maps to make one huge map and part of or the entire map will be part of it.
Thanks in advance,
Chomps123