Tremulous Forum
Media => Map Releases => Topic started by: Pevel on January 31, 2011, 08:39:46 pm
-
Perseus: Prison Complex
Beta 3
Description
Centuries have past since independent prison complex was built on Perseus. We've been rarely getting any signal from there, at least we didn't need to. Prisoners were calm and even tried to cooperate. What other choice did they have on the planet where the only thing keeping them alive was a massive cooling device?
That changed some day. We received disturbing SOS signal from Perseus prison officer a week ago. "What's going on there?", you may ask. I don't think I can frankly answer you.
We hope we won't be late...
Screenshots
click image to enlarge
(http://www.gimpuj.info/gallery/thumb_2231_30_03_11_6_58_40.jpg) (http://www.gimpuj.info/gallery/2231_30_03_11_6_58_40.jpg)
Default alien base
(http://www.gimpuj.info/gallery/thumb_2231_31_03_11_9_02_16.jpg) (http://www.gimpuj.info/gallery/2231_31_03_11_9_02_16.jpg)
Cooling
(http://www.gimpuj.info/gallery/thumb_2231_31_03_11_9_04_32.jpg) (http://www.gimpuj.info/gallery/2231_31_03_11_9_04_32.jpg)
Storage
(http://www.gimpuj.info/gallery/thumb_2231_31_03_11_9_06_13.jpg) (http://www.gimpuj.info/gallery/2231_31_03_11_9_06_13.jpg)
Canteen
(http://www.gimpuj.info/gallery/thumb_2231_31_03_11_9_07_42.jpg) (http://www.gimpuj.info/gallery/2231_31_03_11_9_07_42.jpg)
Default human base
Download
(beta 3 - newest version)
http://downloads.mercenariesguild.net/maps/map-perseus-b3.pk3
or
http://maps.dtrem.com/base/map-perseus-b3.pk3
(beta 2)
http://downloads.mercenariesguild.net/maps/map-perseus-b2.pk3
or
http://maps.dtrem.com/base/map-perseus-b2.pk3
(beta 1)
http://downloads.mercenariesguild.net/maps/map-perseus-b1.pk3
or
http://maps.dtrem.com/base/map-perseus-b1.pk3
Thanks to Ace, Entroacceptor, Meisseli, Saliva for feedback ;)
-
WIN
-
To quote rapha (out of context):
<rapha> YES! YES! YES! YES!
<rapha> YES! YES! YES! YES!
<rapha> YES! YES! YES! YES!
I demand this map be put on the official servers!
-
Nice and rare texture set. Map looks great.
One small bug noticed - gas leak area have duplicated brushes:
-
Looks very nice from the screenshots. Now all I need to do is try it.
-
Nice and rare texture set. Map looks great.
One small bug noticed - gas leak area have duplicated brushes:
Just fog brush shares one surface with these details. It's quite strange Z-fighting appears here. Anyway thanks for pointing it out :) Added to to-do list.
-
NICEEEEEEE!
Really, very well done. I don't think it lacks detail somewhere. All the floors, walls, etc. have a very nice structure. I really love those lights coming out of the floor at the cells. Also, very nice "broken" parts (doors, stairs, etc.)
(minor) suggestions:
- Some of the location names are a bit plain. Storage, Cooling, etc. are good, but names like "yellow corridor" or "human base" are a bit strange. Consider for example that the human base is not always there. You can just make up some purpose the rooms have. But it's your decision.
- You could place something behind the broken door near the alien base, like a corridor. It's always nice to see that the maps are part of something "bigger".
-
Uploaded to R Funserver CZ and R Unlimited CZ 1.2.
-
Uploaded to official servers.
-
Thanks for uploading! :)
(minor) suggestions:
- Some of the location names are a bit plain. Storage, Cooling, etc. are good, but names like "yellow corridor" or "human base" are a bit strange. Consider for example that the human base is not always there. You can just make up some purpose the rooms have. But it's your decision.
[...]
I think I'll stay with yellow corridor because it's much easier to memorise and there is nothing else specific about this corridor. However I plan changing default base names.
- You could place something behind the broken door near the alien base, like a corridor. It's always nice to see that the maps are part of something "bigger".
Good idea. I don't think it will lower performance, so this change can be freely done. It will be included in beta 2 as well as other design fixes.
-
WIN
EPIC WIN.
-
beautifully made, well done. Loved looking through it, and the extra sounds in some places added greatly to the atmosphere.
-
Yea yea you probably heard me ingame official U.S server and all. But man this is an awesome map. After you left a bunch of people came and I voted this map again and there were many people playing. Aliens are easily overpowered at there front door entrence or (Door where :overmind: is closer too.)
But Im not complaining. This is what tremulous is about right here. The map is very intriguing with its light effects and the sci fi effect (THumbs up)...
I love the sci fi effect dark mood feeling to it...
EX: Human base... Very scary when all you here is your guys running around figuring out what to do and then you here 5 or 6 chomps coming from a distance into the darkness of your map. Scary eerie feeling. (Awesome) After watching dead space 2 on youtube (Machinima respawn) Im freeked out....
LOL BTW Im 16. Keep it up man....
-
I like it, i like it very much. Good job, and can't wait b2 :)
Also mirrored (http://maps.dtrem.com/base/map-perseus-b1.pk3).
-
Same here. ;D
Keep up the good work. ;)
-
I say F1
-
Yikes, another Pevel-quality map. :o
For those complaining about lack of detail, yes, I know it still needs detailing here and there.
Still, enough detail to please my eyes!
Waiting next release. But this is more than playable. Awesome work. :D
And lol, I saw hovel.
-
I think the initial layouts of this map are very alien-unfriendly. While it is more that possible to secure the alien position, the aliens have to build quickly if they want to have any hope of surviving, which is annoying IMO.
-
I think the initial layouts of this map are very alien-unfriendly. While it is more that possible to secure the alien position, the aliens have to build quickly if they want to have any hope of surviving, which is annoying IMO.
You're right. Such an encouraging aliens to move their base or at least build decently was intended, but I will be trying to change this in next release so even public games on US1 may be enjoyable. There are two solutions I see:
- make default alien base stronger (that is close the vent) or...
- give aliens an easier route to backstab rushing humans
Other than that I'm making default human base in beta 2 weaker. The room will be split into two connected parts so I hope it won't be campers' paradise as it is now.
-
Beta 2 release is out!
http://downloads.mercenariesguild.net/maps/map-perseus-b2.pk3
See what has been changed since beta 1:
- changed location names (major changes: Human Base->Water Tank, Alien Base->Waste Disposal);
- added new vent, a connection between Cell Block Top and Communications;
- shortened slightly Yellow Corridor path;
- widened corridor between Water Tank and Canteen;
- changed Communications Vent;
- split Water Tank room into two parts;
- added another 'ramp' in Cell Block Bottom;
- increased light values in whole map;
- applied nobuild brush to door entrances;
- removed nohumanbuild brush from Water Tank Vent;
- fixed Z-fighting in Gas Leak;
- fixed missing textures (Waste Disposal);
- fixed Cell Block Bottom door;
- rearranged human and alien default base layouts;
- added crusher sound;
- improved design (mostly Canteen, Communications, Water Tank)
-
Just awesome! I can't find anything I could criticise.
*Wants a very big thumbsup-smiley*
-
I'm lovin' it! Reminds me of Gloom (probably because of textures :D), which is also great map.
(also new version mirrored (http://maps.dtrem.com/base/map-perseus-b2.pk3))
(also beta3 mirrored (http://maps.dtrem.com/base/map-perseus-b3.pk3))
-
Just awesome! I can't find anything I could criticise.
My thoughts exactly about this map too.
-
Awesome :P Seems pretty much perfect gameplay wise.
Perhaps add a few tables in canteen?
The crusher edges could use a trim, or perhaps some hydraulics pushing thinner front pieces instead of huge metal/concrete blocks being moved.
1 of the double layer door parts is not teamed (intentional?), and the parts disappear into the sides/top.
-
Perhaps add a few tables in canteen?
I think it's better to avoid adding ugly looking details. Maybe some day I will be able to make or find a decent tables and chairs to put there.
The crusher edges could use a trim, or perhaps some hydraulics pushing thinner front pieces instead of huge metal/concrete blocks being moved.
Sounds good.
1 of the double layer door parts is not teamed (intentional?), and the parts disappear into the sides/top.
It was intended to avoid strange door behavior when it's opened and starts closing and then opens completely again. It happened because of difference in door speeds. And I forgot about the disappearing parts so it's going to be fixed in beta 3 :)
-
Beta 3 is here!
http://downloads.mercenariesguild.net/maps/map-perseus-b3.pk3 (It's recommended to delete previous version of Perseus in order to make map load properly)
And here's list of changes since beta 2. The major change is about the stereo sounds which used to be annoying with openAL enabled (what I've realised thanks to Cadynum).
- reduced Cell Block size slightly;
- disappearing doors fix (Cell Block Stairs);
- further design improvements (mainly Canteen, Cell Block, Cooling, Water Tank Stairs);
- increased overall light values;
- fixed sounds (openAL stereo issue): crusher.wav and scream.wav;
- added more playerclip and non-solid details
-
I really wish I could help you improving the map, but there's nothing to improve!
Seriously, this is one of the best tremulous-maps I've ever seen. I just wish I could map like that. Keep up the good work.
-
I agree. This map makes it to my list of great syfy maps.