Tremulous Forum
Media => Map Releases => Topic started by: Firstinaction on March 22, 2011, 02:50:27 am
-
Compact:Trash Manufacturing Complex
(Beta-1)- http://dl.dropbox.com/u/20463238/compact-b1.pk3
(Beta-2)- http://dl.dropbox.com/u/20463238/map-compact-b2.pk3
Description-
currently located on the planet Mar's. It's purpose is too manufacture space junk dropped by ships flying by.
It went offline due too atmospheric values dropping at an alarming rate, capitulating humans to breath the air even with oxygen helmets on...
_3-weeks later- Their have been reports of this place partially online, there for we need someone too check it out...
Functions-(Things you should know)
It has a diagonal door bug(Only 1)
Most doors open by hitting a trigger on the wall(self explanatory)
. For some reason-(my PC works offline due too broken internet so it works if)- Placed in your base folder
. (I then place on mac and It didnt work in my regular base folder therfore you must)For mac- place in your tremulous support folder base(Library/app support/tremulous/base)
Screenies-
(http://img88.imageshack.us/img88/2860/picture3zo.png)
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2011-03-21
(http://img861.imageshack.us/img861/5008/picture4uo.png)
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2011-03-21
(http://img838.imageshack.us/img838/4317/picture6mp.png)
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2011-03-21
(http://img848.imageshack.us/img848/222/picture7r.png)
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2011-03-21
Known bug's
These bugs are un-fixable I think...
The door that is diagonal corresponding too the map- Location- loading hall.
The door make's spectator's camera stop moving...
Due too diagonal rotation....
There is a small ventilation accesses too the left of the door for spectators too take camera through...
Thanks
F1rst19
-
Screenshots look impressive (though small, could you enlarge?), will try to test soon. ;)
-
Well, design-wise, your map is very good. I've however spotted visible caulk in some parts of the map (at the vent entrance near the big door to the alien base and the window in the transport hall). The door in the garage(n) also has some caulk left at the inside, that can be seen when it opens.
I don't know about gameplay yet. But it looks far better than your last map concerning that point :).
-
Why would you manufacture trash?
-
Why would you manufacture trash?
http://en.wikipedia.org/wiki/Apple_Company
Seriously, though. That's a good question. :D
-
(http://img191.imageshack.us/img191/5876/compactfail2.jpg)(http://img852.imageshack.us/img852/2847/compactfail.jpg)
I see some caulk. But yeah, nice map. You have gotten some mapping skillz. A lot better than your first maps.
PS. It's Construction room ;)
-
Ok cool. Thanks. Until I can test the gameplay out after that I can then work on beta 2
And I really don't. Know why I thought of manufacturing garbage. Oh it makes it into space ship parts. I forgot too add that part.
-
Ah, its a recycling centre.
-
Why would you manufacture trash?
http://en.wikipedia.org/wiki/Apple_Company
Seriously, though. That's a good question. :D
<3
@First
I think I'm seeing noticeable improvement in your maps though, as people have pointed out, there are still various issues that have to be addressed.
-
Uploaded to R Funserver CZ and R Unlimited CZ 1.2.
-
Doesn't work on your server
-
I have also realized that you are doing a lot better in your maps, good job.
-
It looks good other than some minor bugs and it would be great if you can use another environment map
(that one is overused and makes the map look like those other maps)
-
It looks good other than some minor bugs and it would be great if you can use another environment map
(that one is overused and makes the map look like those other maps)
That is very true. I have also noticed how all your maps look similar.
-
After beta testing on public server it seems well...
Beta 2 checklist
.caulk fix
.bug fix
.more details
.intersecting walls fix for better performance
.faster doors
.lighting
.world tumble effect
-
It looks good other than some minor bugs and it would be great if you can use another environment map
(that one is overused and makes the map look like those other maps)
That is very true. I have also noticed how all your maps look similar.
Wasteland (http://tremulous.net/forum/index.php?topic=15555)
-
Added to http://downloads.mercenariesguild.net/maps/map-compact-b1.pk3
Made votable on us1/eu1.
The only thing I saw, aside from annoyingly slow doors and their buttons being a little tricky to hit with dretch, is that rants can't get out one of the doors from alien base, and can't get through that upper tunnel into above alien base. But there are enough other ways through that if you intended this for some reason it seems like no big deal.
I got a CP at some point about a trash compactor being offline or something.. hopefully that's not some awful gameplay-changing trigger thing.
Otherwise, looks great! Thank you for contributing.
-
Ok thanks. I will be working on beta 2 as soon as possible
-
I just played here as aliens.
I don't know just how cramped you intended the map to feel, but at times it felt like you designed it with only dretches in mind. Anything above the dretch was increasingly painful to play. The mara wasn't excruciating, but the dragoon? The tyrant? Oh fuck, the tyrant. Not only were a bunch of paths completely inaccessible to the tyrant, but the humans used these paths as main attack routes, making defending the base a nightmare until I died and chose a smaller class.
The human base itself was practically impossible to reach. They got a few teslas up and that was it. Couldn't get a single damn thing in. On the other hand, aliens start with some elaborate structure on top of them that humans can hide inside of. They can hide and snipe your damn base! Hell, they can even run up one of the ladders and use that as a jumping point to jetcamp from so that they don't need to worry about tubes or hives bringing them down.
Honestly, I completely hated the slow door thing you have going on. Especially the doors that had to be triggered by a button to open up. It didn't feel like that added anything to the game. It just frustrates me when I'm trying to rush back to base to heal myself and suddenly find that I can't open the damn door because it requires a button press. A button that isn't even immediately obvious until you turn 90 degrees and see a little blue square thing with "Proceed-" on it.
The only good thing you have going for you here is that the map has a lot of floors and seems somewhat elaborate. Or at least it did on first glance. The textures were okay, but too much gray. Actually, way too much gray. At least this time the gray was paired up with blue, instead of with red on Specula. Gray and red irritates my eyes.
Try to add some breathing room to your map and it'll be much more playable. As of now it feels like the human bias is overwhelming.
-
Im suprised my map was played all day today
-
Im suprised my map was played all day today
Okay, but that's kind of meaningless.
Are you going to fix the map and make aliens more playable?
This is the map balance from Tremstats:
(http://stats.tremulous.net/tremstats/us1/_graph.php?type=wins_in_game&map_id=690)
Seven times and aliens haven't won a single damn time.
-
OH wow. Yea I understand that now... all day I have seen what happened.
Beta 2 will be more balanced Im still working on it....
-
(http://stats.tremulous.net/tremstats/us1/_graph.php?type=wins_in_game&map_id=690)
Looks a bit like tremor.
I havent seen the map, because im not really much for downloading maps not from servers. I just hope from reading the feedback that the map will be a lot better.
I also read one of the comments and made my hallways with a width of 128 to 196 in my unreleased map.
-
128 is not wide enough for 2 rants (64x64x92) to get past eachother (130 is). If 32 gu = 1m, hallways should be 6-8m wide (less with details like columns/lights etc), 4-7m high, and at most 40m long per section (except if there is plenty of cover, so no longer lines of sight than that). Diagonal paths need to be wider since bboxes are axis aligned and don't rotate.
-
Lots of changes and bug fixes in beta 2. This post will be edited layer. Anyway
Compact obstruct 2
Beta 2
Changes include mostly on gameplay. I improved the gameplay which was really bothering others and I was overloaded with feedback and more feedback after this map hit official servers not too long ago.
I did really appreciate all the feedback.
Added an objective game mode(human team only)- place a repeater in back of dump truck(in dropzone) therefore making a foreword base. Guard the Repeater…
Spices up gameplay.
Here is a list of changes…
Changes:
- Increased thin walls
- large area not open anymore
- added longer hall behind construction zone that leads to drop zone
- Improved design( drop zone walls, walls in bigger areas)
- added 2 rooms( highway area, container area(above construction zone)
- moved bases( H-base moved to entrance, A-base moved to container room)
- added fixtures, added fog, added more details
- removed details such as vehicles(increasing performance)
- improved lighting values
Still can't figure out how to add sound or orange fog.
-
download pls?
-
download pls?
Posted this in class. Later on tonight the download will be available. And so as I will try to ask Likitu for it to be on the official servers... ;)
And C4 where is your maps at??? what happen
-
My maps are in development, coming soon.
I've yet to finish my next map because I want b1 to have as few bugs as possible.
-
My maps are in development, coming soon.
I've yet to finish my next map because I want b1 to have as few bugs as possible.
Gotcha... That last map on the random dev shots I remember looking at it, and it looks awsome. Better then your last map.... Cant wait for its release
-
Compact obstruct 2
Beta 2
http://dl.dropbox.com/u/20463238/map-compact-b2.pk3
Changes include mostly on gameplay. I improved the gameplay which was really bothering others and I was overloaded with feedback and more feedback after this map hit official servers not too long ago.
I did really appreciate all the feedback.
Added an objective game mode(human team only)- place a repeater in back of dump truck(in dropzone) therefore making a foreword base. Guard the Repeater…
Spices up gameplay.
Here is a list of changes…
Changes:
- Increased thin walls
- large area not open anymore
- added longer hall behind construction zone that leads to drop zone
- Improved design( drop zone walls, walls in bigger areas)
- added 2 rooms( highway area, container area(above construction zone)
- moved bases( H-base moved to entrance, A-base moved to container room)
- added fixtures, added fog, added more details
- removed details such as vehicles(increasing performance)
- improved lighting values
- improved textures
Due too slow dino computer- compile time took 9 hours or so overnight while Im sleeping so didnt feel like recompiling it just for one little thing.
So I forgot to remove other RC in tunnel in front of Dropzone where Fog area is, this random RC is just too figure out size of tunnel for rants and of cource I forgot to delete it. Im not sure if this will make the gameplay more fun or so. I just thought of an Objective game mode- Find the RC and mark it and therefore you can move base. Just needed to address that.
This is Beta-2 so still feedback will be much appreciated.
And I really do hope that would make gameplay more fun.
Still can't figure out how to add sound or orange fog.
Thanks- thanks to everyone who gave me feed back especially everyone on Official U.S
Still place in (mac only)- library/app support/tremulous/base/
-
When I looked at the map I immediately noticed a design-error. Therefor, I went around the map for about 5 minutes and just screen'd everything I found. Those are just minor errors, but imo they kinda distrub a otherwise quite well done map.
(http://img43.imageshack.us/img43/7633/wrongvis.jpg)
Some part of another place in the map is visible.
(http://img807.imageshack.us/img807/4184/realism.jpg)
That looks a bit strange.
(http://img43.imageshack.us/img43/7109/hallofmirrorsandoutside.jpg)
Again we have the inside visible from the outside and a hall-of-mirrors-effect.
(http://img829.imageshack.us/img829/3089/textureoverlay.jpg)
The fog-textrue is exactly on the same place as the wall-texture, creating a strange effect.
(http://img34.imageshack.us/img34/5357/clippingv.jpg)
The door clips into the wall when completely opened (not really visible is a screenshot)
(http://img824.imageshack.us/img824/9288/ventleaked.jpg)
(http://img850.imageshack.us/img850/9600/anotherleak.jpg)
(http://img97.imageshack.us/img97/4797/jetagainleaked.jpg)
(http://img146.imageshack.us/img146/2820/leakedagain.jpg)
Just some leaks that should be fixed.
(http://img585.imageshack.us/img585/3645/wherearethelights.jpg)
(http://img29.imageshack.us/img29/7956/wherearethelights2.jpg)
In this too screenies, there is no visible lightsource, light comes out of nowhere. I'd also recommend you to use light-shaders (Nexus6 has a lot of them in diffrent sizes and brightness)
I havn't really looked at the map from the gameplay-side yet, but I think it got better.
As for the compile time: I looked at the map-file (from b1, since b2 wasn't there) and you are still not using detail-brushes enough. If you look at the map-file of arachnid for example, you can see that, if you turn of detail, the map only consists of big, rectangular rooms.
To include sounds, use a target_speaker.
How to do orange fog: In the line "fogparms ( X Y Z ) A" X, Y and Z are the RGB values for the fog's color while A is the distance you can see throught the fog (the lower A, the thicker the fog). For Orange I think it would be "fogparms ( 255 128 0 ) A".
Your maps are quite well designed, but from the technical side, they seriously need improvement.
-
Yeah. The brushwork is amazing, fix the bugs, and they'll be even better. if it takes you so long to compile, send me the .map and the textures and I can compile it for you.
-
Ok thanks c4. I will send you link of beta 3 tonight
And yea this release I see has a a lot of bugs.
It's not going on the official server due too the forgotten RC.
Since I have too go in a fix a bunch of stuff it will be more likely to call it beta 3.
And ? Is the base too close for the humans. They can easily go upstairs and fight.
But that makes it better for aliens too defend base or move.
I'm not really sure where too place default bases. But I like were a-base is. Humans not so much. Any suggestions?
-
When I look at the .map, I'll give you some suggestions.
-
Even on a very old computer, this map should compile for up to 2 hours, not 9. Most of it is probably due to VIS, that is you need to make more brushes into details, and use as few and as simple structural brushes as you can while still keeping all rooms separated with structural walls.
Also improve brushwork while you are at it. There are tons of overlapping brushes, and I highly recommend you fix those.
In fog shader you have to use normalized colors, for example: fogparms ( 1 0.5 0 ) 1024
-
OK... I guess- Beta2.2 ::) http://dl.dropbox.com/u/20463238/map-compact-b2.pk3
Fixed some more bugs
-
Ok, up on http://downloads.mercenariesguild.net/maps/map-compact-b2.pk3
Votable on us1/eu1.
Thanks
-
I'd like to say that your mapping skills have improved dramatically. Not only is your gameplay aspect more balanced, the brushwork is fucking amazing. One thing is the alien base. It's too close to the h default. Maybe move it further away.
-
I know you're currently working on another map, but if you have the time please do make a b3 of this map, currently B2 suffers from the fact that humans have very easy access to the alien base early in the game. That being said, if they put up a couple of forwards they can easily rush and take down the alien default with no trouble. B2 certainly is an improvement, but something to keep in mind is that humans have an advantage the closer they are to the aliens. The idea behind having the two bases close is very interesting, and I'd like to see it work, but simply put: Currently the default bases are either too close, or at the very least too accessible to one another, giving humans an early advantage (I was personally thinking that you could add another flight of stairs between the humans, and the aliens, with a couple rooms or something in-between, simply to add a little bit of distance.)
Also, one last issue I have with the map. It's nearly impossible to mara well, there's too many things on the walls getting in the way of wall jumping.
Other than that, good job. B2 was a step in the right dirrection. Here's some stats for the map http://stats.tremulous.net/tremstats/us1/map_details.php?map_id=692 just for easy-reference.
Oh right, one last, last issue, where one of the doors used to be in B1 (by the old human default) I got stuck as basi between what was seemingly invisible walls. Just thought I'd bring it to your attention (I can give you a screenie/demo if you don't know where I'm talking about, it's right above the big slope.)
-
ok thanks for the feedback.
Now the thing with the bases was an idea that came to me... I actually thought of nexuis 6 how close the bases are. You just go and and up and down the hall and there is the base.
But yea I see that the bases are to close that Humans can easily get the better of the Aliens.
My idea was that the Alien would have to defend there base untile they have to move.
But that idea was a failure.
Beta 3 changes/Ideas
. outside area from fog hall
. No more jetcamping in dropzone(Top will have heat no Oxygen levels meaning you have to come down back into the dropzone)
. A new area for Humans and Aliens to fight
. New Human default location of base
. New obsticles for better gameplay
. New rooms to get to
. more vents
. And ofcource fix overlapping brushes for better performance
I could also use a hand with particles, sounds,
A
-
. New obsticles for better gameplay
Please don't forget to make the map mara-accessible =p <3 sounds good though.
-
let me guess, u removed the complexly composed doors (doors with multiple asymmetric movers) from the b1 version of the map, because they were buggy in-game? well that's the problem u people: u should ask developers to fix the bugs in Tremulous instead of adding workarounds in the map. i have a patch which fixes the complexly composed doors (the fix should be included in some later version of Tremulous), though i haven't fixed the issue with the "diagonal" doord yet.