Tremulous Forum

Media => Map Releases => Topic started by: Supertanker on July 05, 2011, 06:02:18 am

Title: Spacetracks Beta 2
Post by: Supertanker on July 05, 2011, 06:02:18 am
(http://supertanker.mercenariesguild.net/spacetracks-beta2.jpg) (http://supertanker.mercenariesguild.net/map-spacetracks-beta2.pk3)

Many people seem to enjoy this map, so I'm fixing it up to make it a more balanced level.
Beta3 to come out soon--I found that something I changed in this map seems to make gameplay even more "interesting."

Changelog:

Screenshots (most from beta1; not much changed, graphically):
(http://supertanker.mercenariesguild.net/neweleroom.jpg)
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta1/screenshot1.jpg)
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta1/screenshot6.jpg)


Download:
http://supertanker.mercenariesguild.net/map-spacetracks-beta2.pk3

Votable on US1!
Title: Re: Spacetracks Beta 2
Post by: kharnov on July 05, 2011, 07:02:54 am
Yes! Awesome as usual, Supertanker.

I can't wait to see the beta3. Will you be adding that third elevator that we mentioned today?
Title: Re: Spacetracks Beta 2
Post by: Supertanker on July 05, 2011, 07:23:35 am
Yes! Awesome as usual, Supertanker.

I can't wait to see the beta3. Will you be adding that third elevator that we mentioned today?

I dunno; still thinking about that. I think that most of the airducts will end up being blocked off entirely (e.g., it'll just be the lift platform without the ramps area--can't seem to nerf the little "central" airduct between the ramp and the lift/drop down areas enough), but on the other hand, it'd be fun turning the shaft of death into a third elevator.

Actually, no, just checked in Radiant--the air duct blocks it. Maybe having a shaft in the ceiling of the pit of death into the airducts would be a good idea though. Daring aliens can wallclimb for another route up. Also, these elevators are not simple :P I'll keep the idea in the back of my mind, though.

Title: Re: Spacetracks Beta 2
Post by: A Spork on July 05, 2011, 07:10:56 pm
/me is happy, as he always loved spacetracks, even with its campy bases....
Title: Re: Spacetracks Beta 2
Post by: Supertanker on July 05, 2011, 09:18:31 pm
Updated screenshots:

New area, with elevator (left) into new airducts. You can see the "pipe corridor" outside. Right around the corner are the bathrooms and bedrooms.
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta2/b2new.jpg)

View from new airducts...offering a nice drop into the campy human elevator room. Elevators are about 1.5 times as fast now as well.
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta2/b2ducth.jpg)

Bedrooms, with air-ducts linking them, plus an escape route in the ducts...
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta2/b2bedroom.jpg)

...which comes out here.
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta2/b2duct.jpg)

The door in this area moved back from the top of the stairs further bac to the entrance of the large basement machine room. These doors are also faster.
(http://supertanker.mercenariesguild.net/screenshots/spacetracks-beta2/b2door.jpg)

Hopefully, all of this will make the map a little more balanced.

My to-do for beta3 is to nerf the ducts (I accidentally made them a little too strong) and add location entities. I didn't realize that the map didn't have any!
Title: Re: Spacetracks Beta 2
Post by: Demolution on July 06, 2011, 12:50:31 am
Posting for tracking.
<3 the vents.
Title: Re: Spacetracks Beta 2
Post by: DeathReaperXServers on July 06, 2011, 04:18:38 am
Amazing map! Nice big and hidden, just how i like it :3
Title: Re: Spacetracks Beta 2
Post by: kharnov on July 06, 2011, 04:34:09 am
Nice

Okay.

big

Alright.

and hidden, just how i like it :3

 ???
Title: Re: Spacetracks Beta 2
Post by: Demolution on July 06, 2011, 06:55:28 am
Basi friendly perhaps?
Title: Re: Spacetracks Beta 2
Post by: Supertanker on July 06, 2011, 09:35:56 am
Got some work done today before class:

Added grates to the cabin air duct, just to make it look nicer.
Clipped EVERY door to ensure dretches do not get crushed.
Added location entities.
Sped up iris doors a little.
Tweaked lighting.

This leaves one major thing left for beta3: fixing the alien base. Thoughts?
I was thinking of making it U-shaped or even O-shaped. Not quite sure what I want to do with it yet.
Title: Re: Spacetracks Beta 2
Post by: Demolution on July 07, 2011, 03:29:34 am
So where would you place the doors if U/O shaped? I think that's the biggest problem with that area; the fact that when humans open both doors, they can effectively cover the entire base.
Title: Re: Spacetracks Beta 2
Post by: Supertanker on July 07, 2011, 05:25:14 am
The doors would still be where they are, but with line of sight very much obstructed by some sort of geometry in the center (as in the meaningless pipe room in Station15). Not really sure yet. I'll have screenshots when I come up with something. :)
Title: Re: Spacetracks Beta 2
Post by: Meisseli on July 07, 2011, 02:22:09 pm
An alternate entrance in the ceiling for aliens to backstab at least the other side would maybe be enough, or a completely new entrance seeing that it's quite hard when there are two entrances on the opposite side, leaving all the aliens in the base in an inescapable cross-fire.
Title: Re: Spacetracks Beta 2
Post by: Supertanker on July 11, 2011, 08:52:09 pm
Here's a design I was playing with for the alien base:

(http://supertanker.mercenariesguild.net/ab0.jpg)
(http://supertanker.mercenariesguild.net/ab1.jpg)
(http://supertanker.mercenariesguild.net/ab2.jpg)

What do you think? The other entrance faces downwards and is to the left (you can see the door there). The original entrance is now an L-shaped hallway just above the little two-door corridor to the right.

Not sure if I like this design. I may scrap it.
Title: Re: Spacetracks Beta 2
Post by: Supertanker on July 29, 2011, 09:27:52 am
New alien base, draft 1:

(http://muse.thegovernment.net/newa1.jpg)
(http://muse.thegovernment.net/newa2.jpg)
(http://muse.thegovernment.net/newa3.jpg)

Yes, I am going to fix the glass shader. Yes, I am playing with bloom. Now, the problem seems to be that this is insanely defendable--the exact opposite of the old base. Then again, I can imagine that this would be a pain in the ass for the aliens as well as the humans. There is a small ledge at the end of that pipe that would make a good egg platform (protected from one door, at least).

(http://muse.thegovernment.net/newa4.jpg)

Predictably, most of beta3 will be spent testing this base.
Title: Re: Spacetracks Beta 2
Post by: Supertanker on May 30, 2014, 12:06:45 am
Small graphics update in the works.
Title: Re: Spacetracks Beta 2
Post by: Sixthly on May 30, 2014, 01:58:16 am
SEE! TREMULOUS IS ALIVE!
Title: Re: Spacetracks Beta 2
Post by: Recorthe on May 31, 2014, 02:30:34 pm
Wow its may 2014 and you are still working on it
Tremulous is kinda addictive isn't it?
Title: Re: Spacetracks Beta 2
Post by: Thorn on June 03, 2014, 01:41:03 am
Nice!

Those lights look a little strange on the bottom trim though.
Title: Re: Spacetracks Beta 2
Post by: kharnov on June 03, 2014, 04:28:36 am
Tremulous is kinda addictive isn't it?

It's an Unvanquished map, if you haven't noticed.
Title: Re: Spacetracks Beta 2
Post by: ULTRA Random ViruS on June 04, 2014, 01:15:46 pm
Unvanquished: Tremulous with Modified Gameplay + Better Inefficient Renderer + Better Graphics/Looks + No IoQ3 + NoMoarLibrelous
Title: Re: Spacetracks Beta 2
Post by: your face on June 10, 2014, 05:52:28 am
i like the lights on the bottom trim
hi thonr
hi supertanker
Title: Re: Spacetracks Beta 2
Post by: BillyRazOr on June 10, 2014, 05:24:21 pm
I love Spacetracks!!!! :D ;D Good job supertanker!
Title: Re: Spacetracks Beta 2
Post by: CreatureofHell on June 13, 2014, 05:12:18 pm
Tremulous is kinda addictive isn't it?

It's an Unvanquished map, if you haven't noticed.

More like a Tremulous map that is now being updated for Unvanquished.