Tremulous Forum

Media => Map Releases => Topic started by: MrFish on May 29, 2010, 07:23:36 pm

Title: Nintendo Land
Post by: MrFish on May 29, 2010, 07:23:36 pm
Nintendo Land!

Beta 2 Notes:

Fixes
I believe all known bugs were fixed.
-Glitch building in roof
-Blockable doors
-Limited tyrant access

Changes
*I'm giving the humans one more chance at the ship room with some major changes to it. The room has obstacles preventing the alien team from easily sniping all buildables inside. In addition, the humans get a one-way teleport to the outside. Aliens have had a huge advantage over humans (a suprise to me) resulting in domination every game. Hopfully this will make the map playable!

*Small visual changes



Additions

*2 new worlds (small)

*Other small gamplay changes
-Better access for humans

Please post bugs and suggestions!
I think it's obvious I played a lot of zelda and mario during my childhood as all 4 of my worlds so far are relating to them. I don't know any other cool locations I can make a world of. If you have a specific location from any nintendo game (perferable n64 or snes) that you would like please recommend it. It also needs to be easily reachable; not "the final boss location in ________". (unless you can provide a detailed screenshot I could modal off of).

Size: 8.3mb
Screenshots:

(http://img338.imageshack.us/img338/8964/nin1.jpg)(http://img204.imageshack.us/img204/9770/nin2.jpg)

Download: http://www.mediafire.com/?lfzfhyz0nmm
Title: Re: Nintendo Land
Post by: WiKi on May 29, 2010, 10:51:56 pm
Noice.
Title: Re: Nintendo Land
Post by: Saturn on May 30, 2010, 01:08:09 am
Suggestions:

Remove some extra rooms..or add more rooms related to Nintendo other than Zelda and Mario for your next release (if you are planning to).
Title: Re: Nintendo Land
Post by: UniqPhoeniX on May 30, 2010, 04:42:33 am
There is a place with 6 chests, 1 of them has misaligned texture.
Several shaders are drawn on top of other things.
The things on shelves could be made into sprites, so they always rotate towards the player, same with trees outside the castle.
This map badly needs some 3-point clipping to make some things much better looking.
In the room you get to from the pipe outside the castle, there the cylinder shaped platforms are off the ground.
Otherwise, nice map :)
Title: Re: Nintendo Land
Post by: DraZiLoX on May 30, 2010, 08:25:00 am
Nice map but:

Title: Re: Nintendo Land
Post by: AndyDemon on May 30, 2010, 05:42:12 pm
love the map but yush some bug's and needs more rooms lol
Title: Re: Nintendo Land
Post by: MrFish on June 01, 2010, 01:32:03 pm
Original post updated.
Download link is now beta 2.
Title: Re: Nintendo Land
Post by: Conzul on June 01, 2010, 05:03:50 pm
:O the Great Deku Tree! :O wow I would get such vertigo from playing trem in OOT environments. Any chance you could do the water temple? Just something flavored like it, very vertically oriented and with smaller rooms to the sides....Wow that would be awesome.
Title: Re: Nintendo Land
Post by: Saturn on June 04, 2010, 03:03:32 am
Adv. Rants (KoRx) gets stuck when teleporting from Mario Land (speaking of Nintendo Land Beta 2). That room that doesn't open just above the human base, i'd like to see a new room in there, and agreed with posters above, more rooms p10x.
Title: Re: Nintendo Land
Post by: rotacak on June 04, 2010, 03:52:23 am
Can you make non-build area around teleport goals?
Title: Re: Nintendo Land
Post by: MrFish on June 04, 2010, 08:45:16 pm
Adv. Rants (KoRx) gets stuck when teleporting from Mario Land (speaking of Nintendo Land Beta 2). That room that doesn't open just above the human base, i'd like to see a new room in there, and agreed with posters above, more rooms p10x.

Thanks for bringing this to my attention. Also, I was going to add more no-build areas around portals.

Also, I'm planning on adding more areas but there isn't enough space for more rooms. Since you don't teleport to a new area and it's all literally inside the castle bit, there isn't enough space to expand. Of course, speaking of marios castle.
Title: Re: Nintendo Land
Post by: commander scrooge on June 05, 2010, 04:39:54 pm
I think dodongos cavern would be better than the deku tree for trem.  Looks great! keep up the good work.

EDIT:: added to list of maps (if you wonder why I post this, it is so that I dont end up adding maps twice)
Title: Re: Nintendo Land
Post by: Saturn on June 05, 2010, 06:23:15 pm
Or how about Bower's Dungeon

(http://franchisemedia.ign.com/images/02/60/26068_e2f47cbb22a51e04_normal.jpg)

Somewhat similar, after all, it IS Nintendo Land right?

My idea has some flaws, go ahead and make some comments about it..in a nice way  :angel:
Title: Re: Nintendo Land
Post by: MrFish on June 05, 2010, 06:46:27 pm
Saturn, I don't know what location that is but that looks awesome! (you made that right?) If you want to add that to the map then we need to talk over msn or something. I would love to get help on it.

And that goes for anyone else, if you want to contribute the only rules are-

The obvious ones:

-Accessibilty (Big enough for a tyrant. Crawl spaces large enough for a crouching human)
-Not abusable; portal camping, bockable doors, etc.
-Good Quality
-Gamplay value (will people WANT to play there?)

-A Nintendo Location
-Cartoonish look unless its not supposed to be (A metroid location? Resident evil?)
-Similar lighting to the rest of the map
-Interesting features

(bolded for affect :P)

I'd like to get "goodie" locations like this one. The mario location and the Kokiri/Deku location are connector areas and have the most area to play in. To save map size (literally in megabytes and figuratively) and maintain playability I don't want any more huge areas but to link to these goodie locations.

Also, not to be picky but it's not enough to have floors and walls. Have interesting features like jump pads, cannons, shaders, spikes (like seen), and similar stuff. Even hyrules which is a tiny area has a jump pad and a tornado. So have fun with it.

But seriously saturn, that looks great!

edit:

Oh wait. I now see the watermark... :(
Title: Re: Nintendo Land
Post by: A Spork on June 05, 2010, 08:11:05 pm
Not as a room, but as a whole map, the pirate frigate from metroid prime 1 would be an epic map.
Title: Re: Nintendo Land
Post by: Conzul on June 05, 2010, 08:26:11 pm
I think dodongos cavern would be better than the deku tree for trem.  

Yeah that too would be awesome. It would be cool if the bomb-flowers could be worked in somehow.
Title: Re: Nintendo Land
Post by: MrFish on June 05, 2010, 08:54:44 pm
I'm working on a new location for the alien base. I'm concidering removing the whole OOT location all together. It feels a bit boring. What do you guys think? It would open up the possibility of a new OOT location.
Title: Re: Nintendo Land
Post by: Saturn on June 05, 2010, 08:56:16 pm
Hahaha, I didn't make it, I was just searching Bower's Dungeon on Google Images, and BOOM, I see it. You know that door entering the lower part of Mario's house? Well that door, can get glitch, meaning an alien or maybe even a human(I haven't seen it yet) can glitch it, so the other people in the lower part won't enter.. That probably applies to Number 2.
Title: Re: Nintendo Land
Post by: red*kitty on June 06, 2010, 03:47:11 am
um maybe make a room modeled after the peach slide but shorter? my brother has some ideas. make delfina plaza in mario sunshine. like one of the wind waker islands. and thats really all we could think of ugh this brings back good memorys :D
Title: Re: Nintendo Land
Post by: red*kitty on June 06, 2010, 03:50:19 am
:O the Great Deku Tree! :O wow I would get such vertigo from playing trem in OOT environments. Any chance you could do the water temple? Just something flavored like it, very vertically oriented and with smaller rooms to the sides....Wow that would be awesome.

errr water temple no that map was a pain in the ass to find your way through it humans would be at a distinct disadvantage in it and it was massive it would take up way too much space/ memory

and hell no kokori forest is the most recognisable place from oot and its kinda of the best fit for a game like trem
Title: Re: Nintendo Land
Post by: Saturn on June 06, 2010, 05:02:18 am
The more water there is, the more aliens try to kill them while they are in water, which resulting humans to, of course, kill the the dretches in the 1st stage.

And omg more pictures to click an idea for next features and rooms:

(http://img.youtube.com/vi/tIdlE9QDIuA/0.jpg)
Title: Re: Nintendo Land
Post by: Conzul on June 07, 2010, 04:22:31 am
Nah I didn't mean exactly the water temple, just a lookalike with fewer rooms, the elevators, and with a bit of water at the bottom.
Title: Re: Nintendo Land
Post by: Saturn on June 08, 2010, 01:43:13 am
I think there are alot of water, but this isn't a bad idea either  :angel:
Title: Re: Nintendo Land
Post by: KillerWhale on June 08, 2010, 05:29:48 am
(http://kayin.pyoko.org/iwbtg/ss/ohmysweetgod.png)

"I Wanna Be The Guy" section, anyone?
It would be impossible to penetrate the base at the end, but it'd be damn hard to get there in the first place.

Or, for realistic options, how about Megaman Legends or Donkey Kong 64?
Title: Re: Nintendo Land
Post by: MrFish on June 08, 2010, 06:26:30 am
Or, for realistic options, how about Megaman Legends or Donkey Kong 64?

I was also thinking Donkey Kong 64. I can't think of a set location that I would set it at. I'm obviously not going to construct an entire island and it's one of those open maps. I'd also not map off any particular level. Maybe Donkey Kong Country instead?
Title: Re: Nintendo Land
Post by: DraZiLoX on June 08, 2010, 02:24:19 pm
Too much lights in castle. Also papermario trees fails.
Title: Re: Nintendo Land
Post by: MrFish on June 08, 2010, 04:49:25 pm
Too much lights in castle. Also papermario trees fails.

I actually want to keep the lighting unless too many people are having to lower the gamma. Some can't raise it though, which is the problem.

Newest release fixed all alpha textures and it looks awesome! I had to buckle down and figure out how to fix it for a new element and I'm glad I did. It will look a lot better. In fact, I could make an early .shader file release if you want a quick graphics fix.

http://www.mediafire.com/?uwighgqzm4y

If you know how to open up a pk3 replace- scripts/nintendo_land_b2.shader with this file and you'l be happy you did. B3 already has this but it will probably be a few more days before it comes out.
Title: Re: Nintendo Land
Post by: rotacak on June 08, 2010, 07:53:30 pm
I doubt that anyone will changing gamma to different value on every map. I think best solution is to make lighting similar like default maps and then if someone change gamma - all maps are affected together and all looks similar.
Title: Re: Nintendo Land
Post by: UniqPhoeniX on June 08, 2010, 11:15:19 pm
Yes, don't make your map brighter just because the default gamma is low. Make your map with similar brightness as default maps.
Title: Re: Nintendo Land
Post by: your face on June 09, 2010, 02:43:59 am
Make your map with similar brightness as default maps.

Minus Tremor.
Title: Re: Nintendo Land
Post by: DraZiLoX on June 09, 2010, 09:30:18 am
Only atcs is playable with normal brighness/gamma.
Title: Re: Nintendo Land
Post by: God, maker of the world on June 09, 2010, 10:21:21 am
I was also thinking Donkey Kong 64. I can't think of a set location that I would set it at.
I'm thinking about a really long and high but not wide map with barrels bouncing (simulated through func_train). :)

I actually want to keep the lighting unless too many people are having to lower the gamma. Some can't raise it though, which is the problem. [...] If you know how to open up a pk3 replace- scripts/nintendo_land_b2.shader with this file and you'l be happy you did. B3 already has this but it will probably be a few more days before it comes out.

Whoever changes their local PK3 will get a new one from server because the checksum is different. You could as well make an extra release.

And about the gamma:

Well, I shouldn't rant about an outdated engine. But OMFG do I HATE that the lightmaps have such ugly steps. Where in the calculation chain does that happen? There are still 256 possible brightness steps, but the lightmaps only have like 16 or something, at least in the darker parts. So, everyone has to make their maps bright. Hardly you see any dark and gloomy ones. Guess why.

I think it might be worth to try a map lightened for target gamma 1 (as in "unchanged"). I know that display devices (CRT, TFT, monitor, whateveryoucallit) have no linear gamma. They show everything too dark (except of course colors near no and full brightness), and a graphics engine that creates graphics for a true linear gamma is hardly wrong in doing so. But somewhere in the chain of algorithms, something is wrong.

And to fix that, maybe it's worth a try to teleport the whole Tremulous world to a target gamma of 1 (meaning: the "too dark" display that the Desktop and the Web have) to have more dark color steps in the lightmaps. The model textures would have to be changed, though.

That again could all be done client-side and with a key in worldspawn. Like "thisisanewgammamap" or something. The clients could then adjust the model textures and the display gamma.

By the way: There belongs a gamma key into the worldspawn anyway. That could solve the whole "I have to adjust my gamma for this map" issue.
Title: Re: Nintendo Land
Post by: MrFish on June 09, 2010, 03:55:10 pm
Ok, i'll look into that gamma thing.
Title: Re: Nintendo Land
Post by: your face on June 11, 2010, 06:26:59 am
Only atcs is playable with normal brighness/gamma.
Lies, I play all the maps with default gamma.  It enhances the gaming experience. :D
Title: Re: Nintendo Land
Post by: A Spork on June 11, 2010, 06:59:57 pm
then you must have a really bright monitor or something...
Title: Re: Nintendo Land
Post by: Demolution on June 11, 2010, 07:08:26 pm
And a decent graphics card.
Title: Re: Nintendo Land
Post by: UniqPhoeniX on June 11, 2010, 10:18:21 pm
The best r_gamma value varies a lot between monitors, and depends even on room lighting conditions. There is no point ever making your map brighter just cuz default gamma is dark for you. Make your maps as bright as the default maps, so everyone only has to adjust their brightness once.
Title: Re: Nintendo Land
Post by: rotacak on June 12, 2010, 10:38:10 pm
Please fix this:

(http://img337.imageshack.us/img337/274/shot0073.jpg)

(http://img413.imageshack.us/img413/8971/shot0074n.jpg)

It is on unlimited + modded server, but we will be happy when humans will not be unbeatable there. Also there is few missing textures, for example: water, black portals, some missing textures on Joshi(?) on roof.
Title: Re: Nintendo Land
Post by: MrFish on June 13, 2010, 07:29:33 am
It has been fixed but not released. Also, what missing textures? All of my textures are in the correct place so a screenshot would be great!
Title: Re: Nintendo Land
Post by: God, maker of the world on June 13, 2010, 10:16:35 am
what missing textures? All of my textures are in the correct place so a screenshot would be great!

Stupid question: When you test the PK3 file, do you then

- remove all but the standard Trem 1.1.0 maps and this map from your base folder(s)?
- rename all the asset folders (textures, sound, ...) to something different so that they are "offline"?
- delete the radiant PK3 from the base folder?

Because if you still don't have missing textures then, the mistake is not yours.
Title: Re: Nintendo Land
Post by: Saturn on June 13, 2010, 04:05:54 pm
No missing textures for everyone at the KoRx server though :o.. And one more thing, the doors are annoying squishing me when I had xael and all my helpful gear to defeat the adv. rant. Any way to fix that too>?
Title: Re: Nintendo Land
Post by: DraZiLoX on June 13, 2010, 05:11:34 pm
(http://img337.imageshack.us/img337/274/shot0073.jpg)
Have a nice teleport moments aliens!
Title: Re: Nintendo Land
Post by: rotacak on June 13, 2010, 09:37:32 pm
No missing textures for everyone at the KoRx server though :o..

Delete all non-default maps and try it again.

And squishing doors are good, its like third team, they have lot of kills, but i like it.
Title: Re: Nintendo Land
Post by: babaj on June 13, 2010, 10:13:50 pm
added http://tremulous.net/forum/index.php?topic=9745.0

link http://trem.mczone.ru/base/map-nintendo_land_b2.pk3
Title: Re: Nintendo Land
Post by: Metal on June 14, 2010, 02:00:58 am
This map is pretty popular on KoRx. It's good to see someone taking in our suggestions and continue to improve with them. There are still a few bugs in it but it's still only b2:)

Good job with the map so far and the best of luck with future releases! (I already know you're working on B3, it will be awesome)
Title: Re: Nintendo Land
Post by: Saturn on June 14, 2010, 03:06:19 am
No missing textures for everyone at the KoRx server though :o..

Delete all non-default maps and try it again.

And squishing doors are good, its like third team, they have lot of kills, but i like it.

Allow me to re-phrase that, no textures are missing. I haven't seen any complaints that textures are missing, so... :angel:
Title: Re: Nintendo Land
Post by: rotacak on June 14, 2010, 11:08:36 am
Allow me to re-phrase that, no textures are missing. I haven't seen any complaints that textures are missing, so... :angel:
so... you and your compadres probably have maps, that are needed for non-missing texture look.

Interesing thing is that when I removed default maps, water was ok. With default maps = missing water texture.

(http://img51.imageshack.us/img51/4555/shot0002cl.jpg)

(http://img28.imageshack.us/img28/149/shot0001ru.jpg)

(http://img130.imageshack.us/img130/1204/shot0000gt.jpg)
Title: Re: Nintendo Land
Post by: Ryanw4390 on June 14, 2010, 06:40:13 pm
Allow me to re-phrase that, no textures are missing. I haven't seen any complaints that textures are missing, so... :angel:
so... you and your compadres probably have maps, that are needed for non-missing texture look.

Interesing thing is that when I removed default maps, water was ok. With default maps = missing water texture.

(http://img51.imageshack.us/img51/4555/shot0002cl.jpg)

(http://img28.imageshack.us/img28/149/shot0001ru.jpg)

(http://img130.imageshack.us/img130/1204/shot0000gt.jpg)

I get the same missing textures as this gentleman
Title: Re: Nintendo Land
Post by: DraZiLoX on June 14, 2010, 06:44:40 pm
Works for me.
Title: Re: Nintendo Land
Post by: Demolution on June 15, 2010, 12:45:53 am
You probably have one or more corrupted pk3's.
Title: Re: Nintendo Land
Post by: MrFish on June 15, 2010, 03:43:00 am
Looks like

common/black
common/white
nintendo_land/water

I can understand the first two but it's strange you're not finding a texture that should be in the pk3. I'll fix it for next update. (whenever it comes out)
Title: Re: Nintendo Land
Post by: nubcake on June 15, 2010, 05:27:47 am
You may be copy/pasting an already existing .shader file from one of the defaults into your map with some shaders or scripts missing, so trem gets confused and uses the ones from your map over the defaults... just my guess
Title: Re: Nintendo Land
Post by: blazecon0 on June 16, 2010, 06:52:54 pm
this is amazing. GREAT WORK ^^
Title: Re: Nintendo Land
Post by: Kingnickolas on June 17, 2010, 12:46:02 pm
HURRY UP FISH!!! I'VE BEEN WAITING TOO LONG!  >:(  >:(  >:(  >:(  >:(
Title: Re: Nintendo Land
Post by: MrFish on June 18, 2010, 12:29:23 am
HURRY UP FISH!!! I'VE BEEN WAITING TOO LONG!  >:(  >:(  >:(  >:(  >:(

Remember, when I make them I'm not getting paid to do so and I owe no one anything. I do it in my free time apart from working everyday. It's nearly complete but I don't want to go through the process of debugging the damn thing. If you want to, be my guest.
Title: Re: Nintendo Land
Post by: Ryanw4390 on June 18, 2010, 04:59:02 am
It's a shame you only got 8 turrets for your work with this map :( I'd give you 100 turrets just because you got me back into Nintendo again!111
Title: Re: Nintendo Land
Post by: MrFish on June 18, 2010, 07:50:50 am
It's a shame you only got 8 turrets for your work with this map :( I'd give you 100 turrets just because you got me back into Nintendo again!111

Too be honest I was about to make a post about the "turrets" things- I don't like them. Whenever I have a disagreement with someone they give me negative "turrets". And this is true for any site with a similar hurt/heal system. It would be better if only administrators and moderators could award them. Otherwise, any 12 year old who gets his feelings hurt would abuse it.

But in the great scheme of things it doesn't really matter.

Anyway King, I'm working on it... I think I'm going to put music in it.
Title: Re: Nintendo Land
Post by: rotacak on June 18, 2010, 07:54:57 am
Remember, when I make them I'm not getting paid to do so and I owe no one anything. I do it in my free time apart from working everyday.

I think everyone here doing all for tremulous in free time for no money ;)

It's a shame you only got 8 turrets for your work with this map :( I'd give you 100 turrets just because you got me back into Nintendo again!111

Whose Nintendo? Nintendo 64?
Title: Re: Nintendo Land
Post by: MrFish on June 18, 2010, 08:12:44 am
I think everyone here doing all for tremulous in free time for no money ;)

Thanks for pointing that out. What I'm saying is- don't demand anything. I've got a lot of IRL stuff I've got to do. Making tremulous maps doesn't pay the bills.

Winky face to you to - ;)
Title: Re: Nintendo Land
Post by: your face on June 18, 2010, 03:53:58 pm
It would be better if only administrators and moderators could award them. Otherwise, any 12 year old who gets his feelings hurt would abuse it.

Hahaha.  We all know how well that works.  Know how my turrets got so deconned?  Oh yes, I had a little disagreement with a developer concerning the karma system.  :D

Anyways, the map looks fun.  I'm not a big fan of the Mario color scheme when trying to play trem, but it's clever.  Good work, I'm glad to see people are still working on maps. ;)
Title: Re: Nintendo Land
Post by: ULTRA Random ViruS on June 19, 2010, 12:57:45 pm
Try deleting a map called Noob cannon.
Title: Re: Nintendo Land
Post by: DraZiLoX on June 19, 2010, 05:59:44 pm
Try deleting a map called Noob cannon.
I dont think that someone has that map anymore. Its about broken shader files.
Title: Re: Nintendo Land
Post by: swamp-cecil on June 20, 2010, 10:29:46 pm
just finish off the castle before adding kirby captain falcon etc. its a great map, some bugs, and in |KoR|, sometimes going through teleporters get you stuck in the celling and then a teamate has to come and kill u. this will be kinda difficult, but maybe in the courses there are stars and they are required to go places. infinite stairs, u will need like all. i found a certain texture in gtk radiant, please dont put it in the game. you know witch one
Title: Re: Nintendo Land
Post by: MrFish on June 21, 2010, 02:24:00 am
i found a certain texture in gtk radiant, please dont put it in the game. you know witch one

Which one? If it's the playboy one it's already in there :P
Title: Re: Nintendo Land
Post by: mooseberry on June 21, 2010, 05:24:16 am
It would be better if only administrators and moderators could award them. Otherwise, any 12 year old who gets his feelings hurt would abuse it.

Hahaha.  We all know how well that works.  Know how my turrets got so deconned?  Oh yes, I had a little disagreement with a developer concerning the karma system.  :D

Nice cover up.
Title: Re: Nintendo Land
Post by: MrFish on June 25, 2010, 09:24:41 pm
Nintendo land beta 3 it ready but with technical difficulties. Trains (things that move in map files) do not work in the KoRx server. Since that is the server I play on I will not release it until I get a KoRx version to go along with it or it gets fixed (unfortunately out of my hands).
Title: Re: Nintendo Land
Post by: Jazz on June 28, 2010, 08:45:37 am
I'm sorry if this bug was already fixed, but I'll ask again.

On Funserver, one can build a building on top of another building. This way humans or aliens can drop spawnpoint below teleportation area in Sky Castle, spawn there and build a base, accessible for enemy team only by the same way (team first captured sky castle will never lose). Can this be fixed by adding a damage surface below teleportation area? As far as I know server runs b2 version of this map.
Title: Re: Nintendo Land
Post by: MrFish on June 28, 2010, 03:46:30 pm
Sure thing.
Title: Re: Nintendo Land
Post by: Kingnickolas on June 28, 2010, 08:06:06 pm
Can't wait for it dude! Hopefully that bug in korx will get fixed. I play there too  :P
Title: Re: Nintendo Land
Post by: TANK on July 13, 2010, 01:52:07 pm
I hate camping teleports in this map.
Title: Re: Nintendo Land
Post by: God, maker of the world on July 13, 2010, 02:20:46 pm
I hate camping teleports in this map.

I agree that teleport camping usually sucks. Teleport targets should be big no-build-zones, and/or there should be several identical targets spread around a small area. The teleport process would randomly chose one of them, that's automatic.
Title: Re: Nintendo Land
Post by: MrFish on July 13, 2010, 03:23:46 pm
Beta 3 has no build zones at teleport destinations. Which, by the way. A bit of an update on the map is I have fixed the train issue for korx and the shader issues. Now I'm in the process of compiling. Shouldn't be long before b3 is out.
Title: Re: Nintendo Land
Post by: Smilecythe on July 27, 2010, 11:40:47 pm
Huaha, Id love to play this in server
Title: Re: Nintendo Land
Post by: Kingnickolas on July 29, 2010, 06:15:51 pm
I'm still here rootin on ya pal!  ;D

Can't wait for it now that I've been waiting all summer long!  :o

See ya in korx.
Title: Re: Nintendo Land
Post by: Aelita on July 29, 2010, 08:34:34 pm
Not as a room, but as a whole map, the pirate frigate from metroid prime 1 would be an epic map.

I think I know my calling.
Title: Re: Nintendo Land
Post by: Fuego on July 29, 2010, 09:08:53 pm
gawd i love this map. there are lots of base spots. I just makes me made you cant build in the secret room very much.
Title: Re: Nintendo Land
Post by: Kingnickolas on August 10, 2010, 12:38:27 am
I love the way your taking your time...
Is it done yet?
Title: Re: Nintendo Land
Post by: Crava_Loft on August 10, 2010, 01:54:05 am
[deleted]
Title: Re: Nintendo Land
Post by: DraZiLoX on August 15, 2010, 04:53:49 pm
[deleted]
ok
Title: Re: Nintendo Land
Post by: GLAMEOW on August 18, 2010, 02:21:14 pm
MrFish prolly !ragequit
Title: Re: Nintendo Land
Post by: your face on August 18, 2010, 06:33:01 pm
:D
Title: Re: Nintendo Land
Post by: Saturn on August 18, 2010, 11:25:20 pm
Lol Mr. Fish, explain this  :o

Autosprite shader textures/nintendo_land/tree had odd vertex countAutosprite shader textures/nintendo_land/tree had odd index countAutosprite shader textures/nintendo_land/tree had odd vertex count
ThePaleRecluse: Yeah, that.
ThePaleRecluse: xD
[A] (Kyogre): pale
[A] (Kyogre): are u outside?
ThePaleRecluse: Yes Kyogre?
Guedo was gunned down by a turret
-> /condump FAILTREEMAP
Dumped console text to FAILTREEMAP.

It was that tree on your right side outside of the castle next to the ladder.

Code: [Select]
]Autosprite shader textures/nintendo_land/tree had odd vertex countAutosprite shader textures/nintendo_land/tree had odd index countAutosprite shader textures/nintendo_land/tree had odd vertex countfilled my console more than 2k words -.-



Title: Re: Nintendo Land
Post by: Rarely on December 01, 2010, 09:23:25 pm
It is a VAAARY nice map, I luv it so much, but he only problem is

Grangers are stuck in their base, they need goons to get up :( and that sux becuz gwangers are cute  :granger: :granger: :granger:
Title: Re: Nintendo Land
Post by: swamp-cecil on December 03, 2010, 02:07:01 am
It is a VAAARY nice map, I luv it so much, but he only problem is

Grangers are stuck in their base, they need goons to get up :( and that sux becuz gwangers are cute  :granger: :granger: :granger:


didnt it give an error message saying that this thread is old and should be left alone?
next time, please.
Title: Re: Nintendo Land
Post by: CreatureofHell on December 03, 2010, 05:25:29 pm
It is a VAAARY nice map, I luv it so much, but he only problem is

Grangers are stuck in their base, they need goons to get up :( and that sux becuz gwangers are cute  :granger: :granger: :granger:


didnt it give an error message saying that this thread is old and should be left alone?
next time, please.

It's not an error message. It's a piece of advice that he chose to ignore which seems quite reasonable in this case.
Title: Re: Nintendo Land
Post by: rotacak on December 03, 2010, 10:30:01 pm
Now I'm in the process of compiling. Shouldn't be long before b3 is out.
Damn slow compiling :(
Title: Re: Nintendo Land
Post by: Saturn on December 05, 2010, 03:29:06 am
It's okay, don't let this interfere with school.

screw that, HURRY UP WITH B3 NAO!!!
Title: Re: Nintendo Land
Post by: Kingnickolas on December 11, 2010, 01:54:37 am
*5 days later*
Yep, Mr. Fish abandoned us. Probably went to Urban Terror. God I hate those guys. ::)

I guess we'll just have to make our own awesome Nintendo 64 Tremulous-Map remake. (Or just kidnap Mr. Fish, and force him to do our bidding)
Title: Re: Nintendo Land
Post by: ULTRA Random ViruS on January 20, 2011, 03:37:36 pm
Tell me, i found a duplicate for left 4 dead which also uses bsp maps.
http://www.l4dmaps.com/details.php?file=2538 (http://www.l4dmaps.com/details.php?file=2538)
Title: Re: Nintendo Land
Post by: teramotoka on February 26, 2011, 11:06:23 pm
I would like to see you come out with beta three. If you come out with beta three this would beat other maps with how awesome it would be. I would like things to be complete so we can play it. Also nice job on the trap door in the house in Mario world.
Title: Re: Nintendo Land
Post by: MrFish on March 11, 2011, 12:38:38 am
Hello everyone. Yah so I was pretty bored and decided to check up on this topic again. I feel bad for leaving you all high and dry like I did the first time. I don't have time to fix/release beta 3. I don't even have a computer at the moment that can play tremulous but if anyone wants the map files for beta 3 send me a PM. I had an issue with the shader files not working on the trees so I gave up.

Beta 3 Additions

Additions

Bug Fixes:

So all of the additions are functional. You just need to go in and fix the tree shaders. Someone PM if your interested.

I've also got the start of another map. It's a castle with a moat in front of it, a fallbridge, a sewer system, and a spaceship that the humans spawn out of. It takes off 30 seconds after the first humans get dropped off. It's something like "extermination". The humans land in a an old run-down castle and have to exterminate an alien infestation or something. It's not much but it was supposed to be a really beautiful map. There are also cannons on the castle that shoot cannonballs and explode and kill anything on the ground where it hits.
Title: Re: Nintendo Land
Post by: Pete on March 11, 2011, 12:44:41 pm
  • Completed God Room (video cameras + teleport to any location)- I forget how to get here. Some convoluted process that I originally had to remember. Even if you find the entrance you have to navigate a pitch black maze with death force fields.

That seriously made me lol.
Title: Re: Nintendo Land
Post by: pwner36570 on December 17, 2011, 03:34:13 am
i noticed a glitch playing earlier, on top of the castle is a tree if you walk into it you die
Title: Re: Nintendo Land
Post by: /dev/humancontroller on December 17, 2011, 04:37:08 am
a glitch
U
Title: Re: Nintendo Land
Post by: POS_Guardian on December 17, 2011, 03:59:25 pm
hey links village may need a slightly darker tree texture ^^ but looks great man, i was thinking of doing something like this but only for Zelda then saw this... maybe add the forest part with the 4 paths ? (use teleports to send back to beginning if path is wrong? like in ocarina?)
Title: Re: Nintendo Land
Post by: GeneralScott on December 19, 2011, 02:29:48 pm
While you're at it delete that room where the button is that little tiny thing in the top corner of that room. Once someone sets up a base there the game will 100% chance time out because it's impossible to kill that base.