Tremulous Forum

Media => Map Releases => Topic started by: Who on February 10, 2010, 05:02:13 pm

Title: New Map: Mega Procyon
Post by: Who on February 10, 2010, 05:02:13 pm
Hi all,

I see so many complaints all the time about chokepoints and camping in maps that I decided to take a stab at making a map with a layout to defeat this problem once and for all!


I proudly present to you: Mega Procyon (http://vilkacis.net/trem/mp/map-megaprocyon-1.0.0.pk3) (2.4 MB) (click to download!)

It features a unique layout, with two hundred fifty two different ways to go directly to the enemy base! Many of you might wonder, "but Who, how could I ever navigate such an incredibly option rich map? Won't I get lost?"

Fear not!

Here is the map grid:

(http://vilkacis.net/trem/mp/megaprocyon-layout.png)


Here are some screenshots: (click for big!)

Human Base:
(http://vilkacis.net/trem/mp/megaprocyon01-th.jpg) (http://vilkacis.net/trem/mp/megaprocyon01.jpg)

Alien Base:
(http://vilkacis.net/trem/mp/megaprocyon02-th.jpg) (http://vilkacis.net/trem/mp/megaprocyon02.jpg)

U7:
(http://vilkacis.net/trem/mp/megaprocyon03-th.jpg) (http://vilkacis.net/trem/mp/megaprocyon03.jpg)

W5:
(http://vilkacis.net/trem/mp/megaprocyon04-th.jpg) (http://vilkacis.net/trem/mp/megaprocyon04.jpg)
Title: Re: New Map: Mega Procyon
Post by: CreatureofHell on February 10, 2010, 05:05:55 pm
That looks so amazingly epic  ;D
Title: Re: New Map: Mega Procyon
Post by: your face on February 10, 2010, 05:33:03 pm
wow who sop soooo funny  :D ;) ;) :) :) ;D ;D ;D ;D ??? :laugh: :laugh: :angel: :)

...
Title: Re: New Map: Mega Procyon
Post by: amz181 on February 10, 2010, 07:06:07 pm
This map is awesum.
Title: Re: New Map: Mega Procyon
Post by: Asvarox on February 10, 2010, 07:20:53 pm
I hope it will be added to 1.2 defaults and become new atcs
Title: Re: New Map: Mega Procyon
Post by: CATAHA on February 10, 2010, 07:37:16 pm
Noobs gonna die on this map, so it wont be new atcs ) but map good anyway )
Title: Re: New Map: Mega Procyon
Post by: commander scrooge on February 10, 2010, 08:10:46 pm
Good map, but 36 rooms, one sneaky dretch/granger will be near impossible to catch.
Title: Re: New Map: Mega Procyon
Post by: MitSugna on February 10, 2010, 08:22:44 pm
(http://i49.tinypic.com/33pa71l.jpg)
I liek priem numbres
Title: Re: New Map: Mega Procyon
Post by: Asvarox on February 10, 2010, 10:01:45 pm
kk played 1vs1, 2vs2 and 5vs5 games some ideas:
 - CLIP IT >:(
 - add "you are here" map in every room
 - Not my idea, but it could be interesting to have a teleporter+portal on every dead end
Title: Re: New Map: Mega Procyon
Post by: mooseberry on February 11, 2010, 12:45:55 am
Looks like a great idea for 1.2 map!!!
Title: Re: New Map: Mega Procyon
Post by: MitSugna on February 11, 2010, 09:48:03 am
Looks like a great idea for 1.2 map!!!
would you say the same if it was a nubcake map? :D
Title: Re: New Map: Mega Procyon
Post by: Tremulant on February 11, 2010, 03:21:01 pm
- Not my idea, but it could be interesting to have a teleporter+portal on every dead end
Mine
Title: Re: New Map: Mega Procyon
Post by: Lakitu7 on February 11, 2010, 07:00:45 pm
Added to dl.mg.net
Made votable on US1 and EU1.
Title: Re: New Map: Mega Procyon
Post by: your face on February 12, 2010, 12:07:45 am
Mine

Come all this way to say that? >_>
Title: Re: New Map: Mega Procyon
Post by: DraZiLoX on February 12, 2010, 03:08:30 pm
Über map!
Title: Re: New Map: Mega Procyon
Post by: Kiwi on February 13, 2010, 12:23:09 am
Very repetitive, its the same thing over and over and over and over and over and over and over and over... Just making a point.
I was talking with someone, I think it was Hamstar, and they suggested adding variable doors between every room.  These doors would randomly be open or closed for the whole game.  Open doors would work just like normal doors, where closed doors would act like walls.  This would allow each time you play this map to be a new experience.

Regards,
Kiwi
Title: Re: New Map: Mega Procyon
Post by: CATAHA on February 13, 2010, 01:21:00 am
Well... i thinked about map with stage-dependence doors map. But foor real gameplay you need carefull matrix minimization. Im too lazy for that. =)

PS I dont think this ctrl-c + ctrl-v map need doors. It gonna broke all concept.
Title: Re: New Map: Mega Procyon
Post by: UniqPhoeniX on April 10, 2010, 11:57:18 pm
How about you compile VIS before releasing the map publicly... Pushcannon lags less then this. This problem should have come out by now.
Title: Re: New Map: Mega Procyon
Post by: A Spork on April 12, 2010, 03:19:59 am
Ugh yes, horribly laggy.
Title: Re: New Map: Mega Procyon
Post by: Lava_Croft on April 12, 2010, 09:15:58 pm
How about you compile VIS before releasing the map publicly... Pushcannon lags less then this. This problem should have come out by now.
Map runs fine on my 'aging' 1.6GHz.
Title: Re: New Map: Mega Procyon
Post by: UniqPhoeniX on April 13, 2010, 12:57:45 am
I meant when there are actually some players on the map. But still, rendering every single room in front of you all the time is ridiculous.