Tremulous Forum

Media => Map Releases => Topic started by: Pevel on January 31, 2011, 08:39:46 pm

Title: Perseus: Prison Complex (beta 3)
Post 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 ;)
Title: Re: New map: Perseus (beta 1)
Post by: c4 on January 31, 2011, 11:39:02 pm
WIN
Title: Re: New map: Perseus (beta 1)
Post by: Meisseli on February 01, 2011, 12:43:26 pm
To quote rapha (out of context):
Quote
<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!
Title: Re: New map: Perseus (beta 1)
Post by: CATAHA on February 01, 2011, 01:52:30 pm
Nice and rare texture set. Map looks great.
One small bug noticed - gas leak area have duplicated brushes:

Title: Re: New map: Perseus (beta 1)
Post by: CreatureofHell on February 01, 2011, 04:03:56 pm
Looks very nice from the screenshots. Now all I need to do is try it.
Title: Re: New map: Perseus (beta 1)
Post by: Pevel on February 01, 2011, 05:46:14 pm
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.
Title: Re: New map: Perseus (beta 1)
Post by: Xedoh on February 01, 2011, 06:12:03 pm
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:
Title: Re: New map: Perseus (beta 1)
Post by: rotacak on February 01, 2011, 06:13:25 pm
Uploaded to R Funserver CZ and R Unlimited CZ 1.2.
Title: Re: New map: Perseus (beta 1)
Post by: Lakitu7 on February 02, 2011, 06:13:14 am
Uploaded to official servers.
Title: Re: New map: Perseus (beta 1)
Post by: Pevel on February 02, 2011, 07:05:35 pm
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.

Quote
  • 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.
Title: Re: New map: Perseus (beta 1)
Post by: TANK on February 02, 2011, 08:03:20 pm
WIN
EPIC WIN.
Title: Re: New map: Perseus (beta 1)
Post by: SamOz on February 03, 2011, 03:12:32 am
beautifully made, well done. Loved looking through it, and the extra sounds in some places added greatly to the atmosphere.
Title: Re: New map: Perseus (beta 1)
Post by: Firstinaction on February 03, 2011, 03:37:38 am
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.... 
Title: Re: New map: Perseus (beta 1)
Post by: DraZiLoX on February 03, 2011, 06:39:31 am
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).
Title: Re: New map: Perseus (beta 1)
Post by: Chomps123 on February 04, 2011, 01:41:53 am
Same here. ;D

Keep up the good work. ;)
Title: Re: New map: Perseus (beta 1)
Post by: Firstinaction on February 05, 2011, 07:42:48 pm
I say F1
Title: Re: New map: Perseus (beta 1)
Post by: CorSair on February 06, 2011, 05:08:35 pm
Yikes, another Pevel-quality map. :o

Quote from: Pevel
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.
Title: Re: New map: Perseus (beta 1)
Post by: F50 on February 07, 2011, 07:15:34 pm
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.
Title: Re: New map: Perseus (beta 1)
Post by: Pevel on February 07, 2011, 07:44:07 pm
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:

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.
Title: Re: Perseus (beta 2)
Post by: Pevel on February 19, 2011, 04:04:48 pm
Beta 2 release is out!
http://downloads.mercenariesguild.net/maps/map-perseus-b2.pk3

See what has been changed since beta 1:
Quote from: CHANGELOG
- 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)
Title: Re: Perseus: Prison Complex (beta 2)
Post by: Xedoh on February 19, 2011, 04:41:45 pm
Just awesome! I can't find anything I could criticise.

*Wants a very big thumbsup-smiley*
Title: Re: Perseus: Prison Complex (beta 2)
Post by: DraZiLoX on February 19, 2011, 06:34:44 pm
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))
Title: Re: Perseus: Prison Complex (beta 2)
Post by: CorSair on February 19, 2011, 06:47:52 pm
Just awesome! I can't find anything I could criticise.
My thoughts exactly about this map too.
Title: Re: Perseus: Prison Complex (beta 2)
Post by: UniqPhoeniX on February 20, 2011, 01:46:44 pm
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.
Title: Re: Perseus: Prison Complex (beta 2)
Post by: Pevel on February 20, 2011, 02:07:28 pm
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 :)
Title: Re: Perseus: Prison Complex (beta 3)
Post by: Pevel on March 31, 2011, 09:17:38 pm
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).
Quote from: CHANGELOG
- 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
Title: Re: Perseus: Prison Complex (beta 3)
Post by: Xedoh on April 01, 2011, 07:10:18 pm
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.
Title: Re: Perseus: Prison Complex (beta 3)
Post by: Firstinaction on April 07, 2011, 01:56:46 pm
I agree.  This map makes it to my list of great syfy maps.