Tremulous Forum
Media => Map Releases => Topic started by: nubcake on September 04, 2010, 05:19:10 pm
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Underwaterworld - Strongly recommended for less than 8 players
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0104.jpg)
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0103.jpg)
Features: Tight corridors, alot of detail and greta sound effects (hint: turn your speakers up in the halls to soak in the atmosphere). STRONLY reccomended for fewer players as the map is TINY
http://www.megaupload.com/?d=541YPXZ8
Strangelove3 - 8 - 24 players
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0109-1.jpg)
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0108-1.jpg)
Features: Arcade urban experience, small, colourful and fun
http://www.megaupload.com/?d=41F5S1GH
Crystalcove - 8 - 24 players
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0107-1.jpg)
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0106.jpg)
Features: Different from your usual trem map yet the most 'trem' themed map ive made
http://www.megaupload.com/?d=RMB4LL9I
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I've been wating for the underwater map for a while. :P
looks real nice. :)
good work nubcake. ;)
hope you have more later. ;D
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Same, I've been looking forward to this since you put a few pics of that underwater tunnel on the dev shots thread.
Looks ace, will now have a play.
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Where the water falls into the pool looks kind of 'ick' but I dont know if there is a solution to that. Good work nubcake!
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use a host that doesn't make you wait. mediafire is a good one, or use dropbox
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why isn't the grate see-through? :(
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why isn't the grate see-through? :(
It was but it kept glitching, i asked for help here but no1 answered
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Cool. A couple of general feedback things:
• bsp having a different name from the pk3 is confusing for devmap purposes.
• Your outside/terrain stuff looks awesome, and are usually my favourite things anout your maps. How do you do your rocks (eg crystal cove) - 3 point clipping or patch meshwork? Anyway, really nice.
underwater:
• H base and surroundings seem a little boring compared to the rest of the map, especially the outside.
• The skybox and everything visible outside the map are amazing. The shipwreck, gothic archetiechture and the downed plane are especially cool touches. They don't really seem that connected to the rest of the map stylewise: It feels like you did a really cool underwater scene then decided to tack on some corridors to get a map out of it. ;)
• A bit corridortastic. A room or two (possible alternative base location?) might have been welcome.
crystal cove:
• Outside is cool. As is that little underground room. The sound adds nicely to the mood there too.
• Again, a few more bland corridors. Just messing a bit with the ceiling shape of these things (arched, vaulted, layered, etc) is a pretty simple, not too time consuming way of making them feel a lot more interesting and less, well, boxy. :/
• Alien starting base might prove a bit too easily defensible. Once the OM is moved out of line of sight from the door, a rant or two blocking the door would be extremely hard to get through.
strangelove:
• Lolsoundtrack :D
• Alien base: The ladder into the alien base is a H death trap, and the only other way in is over the rooftops, again easily blocked. Not very rant mobility friendly either.
• The entire middle section of the map looks quite H biased to me, which is a problem considering its prominance within the layout. Jetcamping and long stretches for md/lasgun to dominate in would make that a highly dangerous place for aliens.
Are you planning on porting strangelove to UrT? I can imagine ctf working pretty nicely on this map, perhaps with a few minor modifications for spawns etc.
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Underwater H base was meant to be clean and simple because its meant to be an action map - hard to camp. Stylistically its meant to be an underwater platform built after polar ice caps melt, hence the atmosphere of feeling alone in there and various models from different timelines
I agree with what you said about Crystal Cove, I made it in a few days just to test some ideas I had from UT3 then just made some adjustments to turn it into a map
Statistically Strangelove is very even (more so than default maps)
Times Played:230 (1.01%)
Alien Wins:108 (46.96%)
Human Wins:117 (50.87%)
Draws:5 (2.17%)
Avg. Game Length:13:40
Ive never seen jetcamping on it as the sky height is too low and makes you an easy target. Although I guess it comes down to personal preference.
As for terrain, its all 3 point clipping, and the BSP naming is confusing I know. Its just that I had some VERY odd glitches when I used the same name as the PK3 so I never did it again
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Statistically Strangelove is very even
Heh, well then disregard that then. :) I'll try it in game if I get a chance.
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:D Agreeing with Chomps123. I saw pics like this on the X Server Forums, wondering where are the links and well, here it is! Sweet! ;D
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Hm, something about the skybox in strangelove seems a bit off to me... Can't say what but it's probably the fact that it looks a bit too realistic compared to the rest of tremulous.
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Hm, something about the skybox in strangelove seems a bit off to me... Can't say what but it's probably the fact that it looks a bit too realistic compared to the rest of tremulous.
+1 <3
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Hm, something about the skybox in strangelove seems a bit off to me... Can't say what but it's probably the fact that it looks a bit too realistic compared to the rest of tremulous.
the map is meant to have an arcade feel about it
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In the underwater map can you go outside into the water?????????? Cause then if the aliens build a base out in the water and a dretchstorm happens it'd be like a school of piranha attacking. :) :dretch: :dretch: :dretch: :dretch: :dretch: :dretch: :dretch: :dretch: :dretch: :dretch: :dretch: DRETCHSTORM!!!!!