Tremulous Forum
General => General Discussion => Topic started by: DIGI_Byte on July 31, 2006, 03:05:54 am
-
what do you want in a new map!??
-
I'm saying this in the nicest possible way, but... who cares?
Anyway, it doesn't take a genius.
1. Click the link at the top of the page that says "Memberlist"
2. Using the drop-downs, sort the list by "Total Posts" in "Descending" order
-
lol im in 13th
-
damn only if i knew that sooner!!
lets change the topic then, iv'e gotten the hange of mapping and textures
what kind of map do you wan't
-
damn only if i knew that sooner!!
lets change the topic then, iv'e gotten the hange of mapping and textures
what kind of map do you wan't
SInce you asked, I'll see if I can be the first to give my crappy idea:
What about a series of platform-e things on pillars, with narrow bridges connecting them. Maybe some multi-level ones. Aliens would be able to hang around the bottom of them, humans wouldn't be able to get at them untill they got jetpacks. Aliens might have a hard time getting at humas too.
I'd try it out myself, but I haven't figured things out yet (haven't used radiant much and haven't read any tutorials yet). Even if I do, I'll probably suck at it.
-
thats easy i could wip that up in 2 hours i'll set it with a just platforms on pillars floating in surreal space i need a funky sky box though
-
I would like to see a map that really discourages human camping, dont know how you could pull that off though.
-
I would like to see a map that really discourages human camping, dont know how you could pull that off though.
i know exactly how!!
if ppl want fun maps like these i won't add much decorations to them as there for pure fun
a hard one that a have to pull of is the outside one
-
so tell us, how would you make an anti-camping map?
-
so tell us, how would you make an anti-camping map?
easy,
human base defenses are based on distanse and of course the fact the enemies close to there defenses is the result of there destruction.
you take those factors into your hand and consider how to force them out my idea is to make there base cramped up with lots of access from multiple routs this would drive them out.
its a theary i have though of
-
if you're not careful, you could force them to stay in the base, because they don't have enough turrets to keep a marauder from destroying half of it.
-
if you're not careful, you could force them to stay in the base, because they don't have enough turrets to keep a marauder from destroying half of it.
true thats why they could prevent it from happening via leaving the base if they stay, they are still stuffed anyway
-
how about i make a map for LARGE competitions!?? i have done a spaceship with the base in the rear of it i call it 'the planetary mobile base'
im working on a tanklike structure now "the mobile base"
the ass of the ship sucks but its pretty cool because its just platforms (i need shaders for the engine though)
actually have you ever looked through the heat coming of the toaster is there a shader that could do that!??
-
heatwaves in q3 engine, nope.
Another idea, which is almost opposite to yours is make the starting base for human so that aliens cant get to it at all - humans have to teleport in and out using human-only teleporters. There'd be multiple teleporters though, so the humans could get from that base to several locations. That way humans have to leave to get any kills at all.
Until one of the teams hits S2, or after a 6 minute timer or something, and then some doors open making that alien-proof starter base REALLY crappy. But yeah, that just makes them move once, it still doesn't stop them camping once they have made a base.
-
Heatwaves!??
where did that come from!!?
is it the competition thing?
we can scrap the comp idea its really bad.
but i have done the ships they ar in my second map well theres only one but yea i'll post it hear asoon as i found out to 'collect for output' or compile it or somthing 'cause i can't just move the .map file into trem
-
erm, I mean the waves of heat that you can see coming out of a toaster, or in the desert, the kind you were asking about. Modern graphics cards have this effect, but the q3 engine is older than those cards, so it doesnt have it. I'm not even 100% sure if that effect is supported in OpenGL 2, but I'd assume so. You could do a sort of primitive version of it, more like steam or something, but I doubt it would look like how you want.
-
erm, I mean the waves of heat that you can see coming out of a toaster, or in the desert, the kind you were asking about. Modern graphics cards have this effect, but the q3 engine is older than those cards, so it doesnt have it. I'm not even 100% sure if that effect is supported in OpenGL 2, but I'd assume so. You could do a sort of primitive version of it, more like steam or something, but I doubt it would look like how you want.
well what could i have?? they are the engines for lift of of the ground and they are ideling is there a shader that is transparent and can slightly distort !??
-
i was reading some threads when i noticed that it says how many posts you have had (im a little slow today) who is the most talkative person here!??
_________________________________________________ ___________
(^original question)
what do you want in a new map!??
I'd just like to say and make it clear to everyone who ever has wondered this that like kills this has nothing to do with anything. Its not quantity it is QUALITY.. make your posts count. That number to the left lies to you.
In a map... something absurd... like thorn's missing disco map.. something that is tactically sound as a map on its own, but is set apart by ambition and unique weirdness (0o)... Just make sure it holds up as a good map.. to many weird/crazy/nutty maps either are crap to play, or kill your FPS...
-
I'd just like to say and make it clear to everyone who ever has wondered this that like kills this has nothing to do with anything. Its not quantity it is QUALITY.. make your posts count. That number to the left lies to you.
Though when combined with a join date of a few years ago, a post count of a thousand or something can indicate something positive (has been active and around for a long and hasn't been banned yet).
With the map ideas: I, too, have thought of making the humans un-harmable. I ddn't think of the teleportation though. Would probably be better than what I was thinking of.
EDIT: what about a big dome with the humans in a little room at the top (within the dome)? I'll see if my sucky blendering skills can help explain.
EDIT2: Here's (http://one.xthost.info/duine/images/quick.jpg) a image of what I tried to describe above. Needs more than what I've shown though.
-
I'd personally like to see a revolving room that changes passageways. I must see it! I must play in it! Maybe I'd like to see like a few revolving rooms linked together through a set of revolving passageways. I must see it! I must play in it! Maybe I'd like to see like a few storeys of a few revolving rooms linked together through a set of revolving floors. I must see it! I must play in it!
What else that makes me go "I must see it! I must play in it!"?
-
I'd personally like to see a revolving room that changes passageways. I must see it! I must play in it! Maybe I'd like to see like a few revolving rooms linked together through a set of revolving passageways. I must see it! I must play in it! Maybe I'd like to see like a few storeys of a few revolving rooms linked together through a set of revolving floors. I must see it! I must play in it!
What else that makes me go "I must see it! I must play in it!"?
That gives me an idea. Some spheres (as rooms in the map, not the whole thing) which rotate a set amount (say, 45 or 90 degrees) after certain amount of time passes, or after certian things trigger it (stage change, maybe buttons?). Preferably, these rotations would be in several directions. This sort of thing would require people to change tactics a bit, especialy humans (what do you do when the floor has become the ceiling?). Could be fun if you could actually build stuff in them.
-
you ever seen cube? (the film)
why not do somthing like that.
the moving and traps ming not work, but it would still be fun.
-
I'd like to address the anti-camping sentiment. The sad but true fact is that in Tremulous (especially as humans) there are times when the smart move is to camp.
-If i join a game as humans where its S1 humans vs. S3 aliens i'm not going anywhere. And i know what i'm doing too, so while i can take out a goon helmetless most of the time, i dont want my noobs trying the same thing.
-Tyrants are not overpowered, but they are a very good reason to camp because often they are just too much for base defences en masse, or after a couple attacks.
-Adv. goons simply cant be dealt with by base defences. Very, very few bases are snipe-resistant much less snipe-proof, thus making a little camping a great plan for threatened humans facing S3 aliens.
If you create a map that makes it difficult at best for humans to camp all you're going to get is a lot of dead noobs and one-sided alien victories.
-
ZEL, I agree that there are times the best strategy is to stay in base as a human. But there is a difference between camping and defending a base. I'm not interested ways of preventing humans from defending, only from camping.
For example, when I build a base, there is usually no place 'behind' the turrets. Everything is jammed as tightly as possible into an L or U shape against a wall or in some corner - aliens have a very hard time getting near your armory & spawns until stage 3, because they're covered by 5 or 6 turrets, and hanging around in front of the base just means you are blocking turrets from firing.
So, thinking of ways to stop camping... the ideal would be a few 'free kill' buttons or capture areas around the map, which reset every few minutes. Hit four of five of these and you stage up. Leave them for the aliens, and THEY stage up without even looking at your base or seeing a human. That trigger isn't in the game though.
Another way might be to put a second reactor somewhere. if humans dont get out and either defend or deconstruct it, a single basi could get 2 free evo out of it.
Aside from tricks and gimmicks, I'm looking for ways to design a map where humans are less likely to camp. The Lamer base on Niveus is another good example of an anti camper base - people rarely camp it - partly because its safe till Alien stage3, but also I think because it has excellent access to all parts of the map. So maybe a map like this one, where everywhere has good base potential with access to everywhere:
(http://www.evilbastard.org/slight/trem-circle.jpg)
-
If you could make a big area around the human base where aliens couldnt build, then that could help prevent a foward base that prevents them from ever leaving.
or make it so you cant build turrits / acid, so you have to defend or attack, but not camp.
-
I think the best way to discourage camping without hurting the balance of the game too much would be to have the humans start with a cramped base in a good defensive position. The good position would discourage a risky move and the close-quarters would prevent an entire team from staying inside.
-
so tell us, how would you make an anti-camping map?
easy,
human base defenses are based on distanse and of course the fact the enemies close to there defenses is the result of there destruction.
you take those factors into your hand and consider how to force them out my idea is to make there base cramped up with lots of access from multiple routs this would drive them out.
its a theary i have though of
You just described how to ENCOURAGE camping.
Think: if the layout is such that the turrets CAN'T do a good job, the base is in bad shape and needs tons of human help to stay alive. If the layout has elements favouring turrets, the base can defend itself and thus, humans will be able to leave the base.
People camp for two reasons. One, because they're getting owned by aliens when they leave, and want turret support, or two, their base is under heavy attack. Having turrets that don't do anything will just make humans camp and lose every game.
What you need to do is incorporate narrow hallways leading to the human base, hallways just long enough for turrets to be able to fire all the way to the end. From there, the hallway has to turn sharply. This makes it so that aliens fire the minute they turn the corner, which basically dretch proofs the base completely, and is resistant to most everything else.
Add nooks and corners in the human base to hide important buildings, and you have a very anti-camp human base. And, of course, the alien base needs a similar favourable layout, with sharp corners so that you can't see the base from far away, a higher ceiling to stash eggs from painsaws/flamers, and of course good spots near doors to put tubes.
Do something like that, and you get a map where neither team can penetrate the other's defense in s1 or even s2. That leads the game well into s3, which is a good thing.
(although, a better idea is to make the starting bases only semi-good, but make alternate bases for each team that have all the advantages they want.)
-
Rippy: like this?
http://www.evilbastard.org/slight/maptest-ideal.pk3
I made corridors just wide enough for a human to squeeze through two turrets, and just long enough so that turrets fire on anything coming around the corner. Went for as cramped as possible, rather than nooks to hide things, but the spawns at least are blocked from sniping by turrets.
"/devmap ideal" from console to look at it in game.
Cramped as it is, it still has that little area behind guns where people will feel safe, so I dunno, it seems good, but not OMG GREAT!
I will definitely keep your suggestions in mind though next time I make a map, its interesting to try and get the dimensions just right. Also, I think adding boxes or ledges so you can multi tier turrets makes a huge difference to base possibilities.
-
Yeah, that's exactly the kind of hallway I meant. Personally, I'd make the main base quite a bit bigger and with some interesting places to allow for little reactor hops, but that's just me. Either way, ceiling should be a tad higher, so that you can recognise the base as a ROOM and not an extension to the hall way :P
Other than that, yeah, that's the basic kind of layout I'm gonna try and do. When I get the chance to do it, I'm gonna pretty much be busy til the start of september >_> radiant will have to wait
-
"Access to http://one.xthost.info/duine/images/quick.jpg has been blocked because it apparently matches the phishing category of restricted sites"
what!??
i clicked on the image and this came up!
what the hell is 'phishing'
is it fishing?
-
what the hell is 'phishing'
where have you been?
no but really, where HAVE you been.
phishing is useing fake email etc to lure people to fake bank etc web sites, to get there details, so thay can be ripped off.
-
what the hell is 'phishing'
where have you been?
no but really, where HAVE you been.
phishing is useing fake email etc to lure people to fake bank etc web sites, to get there details, so thay can be ripped off.
i clicke on the link that said 'here' and that poped up
-
http://en.wikipedia.org/wiki/Phishing
-
It might be interesting if there were more small vents in maps, especially if they were useful.
:dretch:
-
It might be interesting if there were more small vents in maps, especially if they were useful.
:dretch:
Agree. Anyway vents and crates are overused. I am all about leaks into human base ground. Holes in the ground where aliens can "popup". And destroyable walls that are stage triggered. This can enhance the need to do humans move bases. That is exactly want we aliens want :D
Also will be cool if mapas is mara friendly (ceilings, decors, ), wallwaking friendly ceilings, and have a sport tyrant safe, but too far from human base. (Derelict bad, K good)
-
RAMBLE:
I love the idea with the towers. Reminds me of a UT map called something forest, where you have something like that, but in 3 dementions -- up down as well as left right.
I also love UT type of maps, for people who have played UT. I like maps that are simple, not necessarily designed to be intricate or scary. Something with lots of tactical positions, but nothing that you could get lost in when playing it for the second time. Pretty much all UT deathmatch maps are like this.
Also, I like maps that look nice, as in pleasant. Like, a place that you might go sit in when you're looking for a relaxing sit. Something outdoors-y.
IDEA:
OK, I have it. Sorry for the above think-aloud. An outdoor map with ruins, both above ground and below. There could be tonnes of hiding places, lots of stairs with platforms on which to perch/jump/shoot/set up base from. Also would be nice if you threw some trees and stuff in that you could possibly jump on, lets say, from the ruins -- hidden paths through trees. This map would combine ruined ancient civilization style building as well as nature, making for a map with great places to hide and set up cleaver bases. That would instantly be my favourite map.
-
I want a bright map
I hate dark ones
-
you could make a maze, a full on 3D maze where you get propper lost, and NEED that helmit. you could have big clearing in places for bases (need a few so you can move)
would be even better if the walls could move on a timer, so it re-aranges its self.
-
I want more big maps. Huge ones. With many times many spots for base relocation.
-
you could make a maze, a full on 3D maze where you get propper lost, and NEED that helmit. you could have big clearing in places for bases (need a few so you can move)
would be even better if the walls could move on a timer, so it re-aranges its self.
And people would really have to team up to win, one guy with a helmet and everyone else with battlesuits.
-
It might be interesting if there were more small vents in maps, especially if they were useful.
:dretch:
well thats actually why i want destructable things in my map
http://tremulous.net/phpBB2/viewtopic.php?t=1427
im having trouble trying to make it look good
i need to know if doors can go through a wall or do you have to cut it out and fit it in or can you make it disappear