Tremulous Forum
Media => Map Releases => Topic started by: DIGI_Byte on August 14, 2006, 04:11:56 am
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map alpha HERE (http://hosted.filefront.com/digimbyte1988)
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Er.. Download doesn't work?
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try now...
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I gess filefront has some bug that won't actualy upload the files... we just need to wait till they get it fixed
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is it working now!??
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Nope, squid says:
The following error was encountered:
* Zero Sized Reply
Squid did not receive any data for this request.
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Mh, working, yes... but I would guess it is complimentary to call this version even alpha. 9MB download and not even the right textures in.
Please rethink the old rule for beginning mappers to never release the first works:
(http://blackheartware.com/trem/lcoas.jpg)
Danny
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Lmao! I want to play on a map with the textures all wacked out.
More funhouse maps like this one, plz DIGI_Byte. ;)
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Soo.. what does AFA means? and what did DMB01 mean anyway?
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i need an easier way to collect the texture that arn't in trem common folder...
sorry i removed some wrong ones, i think it looked fine on mine 'cause it pulled the textures from the trem directory.
its a pity you didn't pull up a picture of the alien base...
is there an auoto pk3 compiler or somthing that collects the textures used?
like is there somthing where i can copy and paste the textures directories
eg.
if i copy the messages...
LOADED: textures\ecel\ecelwall\ecel_wall_01.jpg
and i replace 'loaded:' with the directory 'C:\...' i will have the textures links
BTW i currently have 1783 textures that are not used in trem...
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Soo.. what does AFA means? and what did DMB01 mean anyway?
AFA is
advanced fighting arena...
i need a new name...
DMB01 is what i called it
its my avatars initials and what map it is
basically
DIGI Mega-Byte map 01
it has nothing to do with Megabite...
and i put that floating steel there on purpose. its somthin random some one suggested in another thread
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BTW i currently have 1783 textures that are not used in trem...
i hope that doesent mean u have 1783 textures used in your map.
And if you bring up the surface inspector it gives you the path to the file.
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BTW i currently have 1783 textures that are not used in trem...
And all of them are in your map? All of them were published under a free license or are by yourself?
Whatever... I am using two tremulous folders on my machine. One for gaming and one for development. This way I can test if the map is running okay on a tremulous installation that is not spammed with all my resources.
To check if there are still textures from the original maps you can simply remove them from your testing installation and put them back in after the check.
And yeah, in the alien base are two spots I actually find interesting: The column with the patches and the patches overgrowing the floor edges. The rest of the map is just bland.
Some people already warned about releasing your first map, after seeing it I can only back up these warnings. Go on mapping, work hard and learn for 1-3 years and come back with something usable then.
Danny
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BTW i currently have 1783 textures that are not used in trem...
i hope that doesent mean u have 1783 textures used in your map.
And if you bring up the surface inspector it gives you the path to the file.
i only usd 23 textures
and how can i copy those 23 out of a needle in a haystak scenario...
im bound to miss them
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btw , There is a search function in windows or linux. try using it.
Bring up surface inspector , look at path. goto folder where texture is located and do a search for the filename.
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Megabite"]BTW i currently have 1783 textures that are not used in trem...
And all of them are in your map? All of them were published under a free license or are by yourself?
Whatever... I am using two tremulous folders on my machine. One for gaming and one for development. This way I can test if the map is running okay on a tremulous installation that is not spammed with all my resources.
Danny
i know its bland, sorry there was an mistake with the textures if theres any suggestions of new stuff or textures please take a screen shot and post it here with your ideas of how to make it better.
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btw , There is a search function in windows or linux. try using it.
Bring up surface inspector , look at path. goto folder where texture is located and do a search for the filename.
i know that. i was looking for an easier way... i'll see what i can do this afternoon atleast it wasn't 100mb
i have the textures paths in a text file i was looking for a program that can collect them for me...
if there isn't just forget it...
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that is the easiest way.how could anything be easier?
ok ok for some reason i like it but the middle area is to big. Big areas just dont feel right .
oh . in hummie base the spikes? you can walk round the edges of them.
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that is the easiest way.how could anything be easier?
ok ok for some reason i like it but the middle area is to big. Big areas just dont feel right .
oh . in hummie base the spikes? you can walk round the edges of them.
i left it like that
and you can crouch undr the spikes... just don't stand up!! ... should i fix it so you die?
EDIT/
the area in the middle... well go build somthing on the top part under the covered area and go look under one of the ramps...
its a flaw in my idea i wanted to have it require team work to do it but a building suffices as a team mate... if you get there its pretty cool base area...
and give me a brake its quite good for a first map...
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DarkRogue would call it liquid crap on a stick, with the textures maybe it will look good, but it has been made by someone who totally missed to play the game.
The center is no good building area, will get owned by maras and adv. goons., there are no places to hide eggs, the ceilings are high as hell, jettards will just set the reactor up somewhere at those edges and no alien will get to it.
Its simple, humans love to have big rooms, high ceilings, long corridors --> ranged weapons.
Aliens love to have small curvy corridors, lots of places they can hide and rather complex tunnels/vents.
The idea is to make either a mix of those 2, or to make a map where no team is favored. And most important: dont make map-setups that just invite human camping, its the worst you can do.
Honestly, i would love to play this map in q3a, it looks just right for a DM, but not for tremulous.
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...and give me a brake its quite good for a first map...
Here is your brake: Good crap is still crap. A first map is crap with a chance of some 99.999998%. My first map was crap, either.
I would not call it even good crap for said reasons. And appraising your own work is just ludicrous.
Every mapper likes his own work, otherwise he wouldn't create / release it. That does not change the fact that it is crap for almost every other person.
Go on, learn, there is potential. But you are just standing at the starting point of your mapping career. Take a break, think about it and evolve to a better mapper. Create some great work when you are ready and let others evaluate it.
Danny
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i feel offenced but i expected this.
to tell the truth this actually isn't REALLy my first map its like my third the this one was about 99% remake of my first and thanks to your CRAP advice danny, i spent 2 hours scanning through textures.
i've fixed up the bugs in the pk3 file and downed the size to 4.5mb its at the top.
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Your attitude to ignore almost every piece of advice and refusing to learn is offending a lot of people here either.
You joined this forum less than a month ago, learned a few days ago that advanced grangers can wallwalk, just started mapping and release a map that is as far from a playable tremulous map as a monopoly board, spammed the forum with 288 posts and 2880 spelling errors, constantly ignore people trying to help you and still expect to be taken seriously?
Danny :roll:
P.S.: If this forum post does not sound like constructive criticism, this is due to the fact I am slowly getting tired of being constructive on this matter which is due to the fact that some people have the natural ability to drive even usually calm people like me crazy.
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its ok danny...
maps up... test and tell
any blank walls or new textures please tell me and post a pic so im not lost on where in the map.
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i just play it, and.. LOL
The music.. oh boy, the music.. i guess is alright for a quick fun map. The james bond music when the tiles fall down.. er. no.
You need to work a lot on the textures, and think a bit more about the random stuff (like that thing floating, and the pipes coming out from the walls)
You should redesign the humans base *ahem*map*ahem* completely, with bigger doors, less tricky stuff and a unified design.
What i liked though, was the alien base :) really creative. You should change that purple sticky stuff with a dark gray.
So instead of
(http://img171.imageshack.us/img171/5465/shot0034xz1.jpg)
It will look like
(http://img171.imageshack.us/img171/8941/shot0037sw4.jpg)
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how long did this map take? 2 hours? Real quality maps take MONTHS to make. also , doing mapping 24/7 isnt healthy. do it abit at a time.
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i just play it, and.. LOL
The music.. oh boy, the music.. i guess is alright for a quick fun map. The james bond music when the tiles fall down.. er. no.
You need to work a lot on the textures, and think a bit more about the random stuff (like all that think floating, and the pipes coming out from the walls)
You should redesign the humans base *ahem*map*ahem* completely, with bigger doors, less tricky stuff and a unified design.
What i liked though, was the alien base :) really creative. You should change that purple sticky stuff with a dark gray.
So instead of
(http://img171.imageshack.us/img171/5465/shot0034xz1.jpg)
It will look like
(http://img171.imageshack.us/img171/8941/shot0037sw4.jpg)
thanks, the 007 music was there as a tempory thing until i found a crash sound to replace that file
i had five different textures for the alien base. i have grey, yellow, green, red and purple.
pipes out of walls? lol i would like someone to redo it for me though it was a fun map. its bloody hard to just run into either base for the other species. maybe when i get better at mapping i'll come back and fix up this one.
hey did you like the defences for the bugs base?
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how long did this map take? 2 hours? Real quality maps take MONTHS to make. also , doing mapping 24/7 isnt healthy. do it abit at a time.
im going to redo it if i get ideas to change stuff its not what i wanted but its hard to find the right textures...
i want to move away from rusted metal and move to the matalice jet black thing ('spacey') for the humans base
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ok im going to put this straight.
We all know you are about 12 years old right now. we know from your typing, your spelling mistakes and your grammer. it doesnt have to be perfect.
If you would take constructive criticism to help you , you will learn alot faster. Hell , if your 12 now you can probably be a descent mapper by 16. Just take advice for what it is. dont see things as an offensive message.
Draw out your map design before doing it. Think hard what your going to use for decorations. any old boxes haging from the ceiling wont work. they have to mean something to be worth looking at.
:wink:
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boxes from ceiling!??
:eek:
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boxes from ceiling!??
:eek:
what i meant to say is random shit that doesnt look cool.
Please take some time to think what i have said.
ALSO there is no need to be picky at every little bit of peoples posts that didnt sound correct.
EDIT: is it just me or did your post count go up by 90 in the last 5 mins?
Please , Kids like you have this thing to think "People will think im cool if i have a high post count" Because you have nothing to type about you are making stupid threads and stupid posts. This is why you are considered an idiot.
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fine i'll stop and leave trem if it makes you happy...
i would like someone to fix all my errors in my map and make it better. i want everyone to be in on this map.
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fine , sort your attitude and then come back. People are not trying to be offensive.
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ok i had i think and yea. ive decided to get my act into gear...
is any one willing to 'fix' up this map
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ok i had i think and yea. ive decided to get my act into gear...
is any one willing to 'fix' up this map
spose i will PM u with my email adress.
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all the nessasary files are in the pk3 file
EDIT/ add/
the alien view thing is buggy as it doesn't look through the hall trap as it should instead it stares at a wall...
when spectator and you 'float' through the trigger for the aciddoors you are thrown into the same spot.
i have no idea how to make sunlight go through the shield onto the arena so that is why its night time.
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k but i will say this. getting advice and learning is better than giving it to somebody else to shape up. Im not mapper myself but my work is more quality than that.
first here is something. How many textures are on your walls? One , try and add some life to your map.Also, Megabite said this somewhere on these Forums "Make a believable scene". Thats very inportant.
Edit: most of the textures are still missing.
ALso you enclosed the map in a big box instead of sorting map leaks, That is a dumb thing to do.
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I like it!
Now for my flame bait:
1. Spectators get stuck behind the doors hiding the acid tubes
2. Alien room looks too box-like (like a room that a tyrant sneezed in rather than a room that's been slowly consumed by creep over time). Also the creep texture looks like purple mould when used on large flat surfaces so an irregular room might help with this too?. More stuff (pipes, lights, crates, etc.) emerging from all that creep might give the room more of an "infested" feel to it? Likewise the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep.
3. There's a repetitive metallic banging sound about half-way through the narrow vent connecting the bases. You can hear it from the area between the spike pit and centre too.
4. The back door into the alien base is indistinguishable from the walls
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I like it!
Now for my flame bait:
1. Spectators get stuck behind the doors hiding the acid tubes
2. Alien room looks too box-like (like a room that a tyrant sneezed in rather than a room that's been slowly consumed by creep over time). Also the creep texture looks like purple mould when used on large flat surfaces so an irregular room might help with this too?. More stuff (pipes, lights, crates, etc.) emerging from all that creep might give the room more of an "infested" feel to it? Likewise the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep.
3. There's a repetitive metallic banging sound about half-way through the narrow vent connecting the bases. You can hear it from the area between the spike pit and centre too.
4. The back door into the alien base is indistinguishable from the walls
answers:
1~ thats an issue with spectator mode. in spectator you are thrown through certain stuff like through doors and 'func_trigger's i fidle with that but can't fix it
2~ with the alien base, im after a new texture i would like someone elses help with that 'cause it wasn't my idea it was an idea in a forum somewhere here and i'll work on making the room out of more patches. i was out of ideas for the 'hidden door'
"the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep" ~ thats a good idea but where are you tlking about? where are the hidden tubes?
3~ that banging sound is a door sound but i have no idea where its coming from i checked all the doors and stuff but can't locate where it is.
i answered some of your questions above.
all the nessasary files are in the pk3 file
EDIT/ add/
the alien view thing is buggy as it doesn't look through the hall trap as it should instead it stares at a wall...
when spectator and you 'float' through the trigger for the aciddoors you are thrown into the same spot.
i have no idea how to make sunlight go through the shield onto the arena so that is why its night time.
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Edit: most of the textures are still missing.
ALso you enclosed the map in a big box instead of sorting map leaks, That is a dumb thing to do.
i'll work on new texture soon but first... which textures are missing? i sat for 2 hours finding all the textures can you please show me where and i'll fix it.
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answers:
1~ thats an issue with spectator mode. in spectator you are thrown through certain stuff like through doors and 'func_trigger's i fidle with that but can't fix it
Aah, I see. I guess it's a code thing then...
"the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep" ~ thats a good idea but where are you tlking about? where are the hidden tubes?
Sry, I meant the tunnels connecting the alien base to the tubes hidden behind the doors.
3~ that banging sound is a door sound but i have no idea where its coming from i checked all the doors and stuff but can't locate where it is.
Weird... It seems to start and stop when I walk through the blue doorway from the centre.
i answered some of your questions above.
==SNIP==
Aah, I'm new to this whole reading thing :wink:
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DIGI_BYTE, I personally think you are a complete twat, but just ignore Thorn. At least you try to map, and at least you try to be original, instead of porting Q2Gloom maps or making ATCS clones. Just keep on working on your map and you will improve. Maybe someday we can forget about your stupidity and play your map.
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I cant download :(
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Megabite"]BTW i currently have 1783 textures that are not used in trem...
And all of them are in your map? All of them were published under a free license or are by yourself?
Whatever... I am using two tremulous folders on my machine. One for gaming and one for development. This way I can test if the map is running okay on a tremulous installation that is not spammed with all my resources.
To check if there are still textures from the original maps you can simply remove them from your testing installation and put them back in after the check.
And yeah, in the alien base are two spots I actually find interesting: The column with the patches and the patches overgrowing the floor edges. The rest of the map is just bland.
Some people already warned about releasing your first map, after seeing it I can only back up these warnings. Go on mapping, work hard and learn for 1-3 years and come back with something usable then.
Danny
Using my previously posted method you will be able to find out which parts of your map are not working on other systems.
Danny
P.S.: LOL, Lava... I love you for bringing a smile to my face on a rainy morning... ;)
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thorn i did your method but i still can't find the 'missing textures' do you have the new one or the original crap i posted?
and i have a sky box i made but i can't get it working! what did i do wrong sky_blu HERE (http://hosted.filefront.com/digimbyte1988/)
and the sound, i first heard it in the air duct then in the blue base,
its frustation i want to remove it.
i want the slime to creep like the green line, the bit circled in red is a stuborn bitch
(http://www.spymac.com/upload/gallery/2006/08/23/g481659_slime_creep.JPG)[/url]
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Megabite"]P.S.: LOL, Lava... I love you for bringing a smile to my face on a rainy morning... ;)
Ya, sorry, but this Thorn is pissing me off with his hammering on someone who is actually not trying to make some crappy ATCS ripoff. It might look horrible atm, but that Alien base already looks interesting. Better hammer on the people blatantly copying, and motivate people who work on original pieces. Even if they seem as thick as DIGI_BYTE, :)
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Megabite"]P.S.: LOL, Lava... I love you for bringing a smile to my face on a rainy morning... ;)
Ya, sorry, but this Thorn is pissing me off with his hammering on someone who is actually not trying to make some crappy ATCS ripoff. It might look horrible atm, but that Alien base already looks interesting. Better hammer on the people blatantly copying, and motivate people who work on original pieces. Even if they seem as thick as DIGI_BYTE, :)
:oops:
:P
thanx u turned gtkr and trem inside out yesterday and i deleted the base folder in q3 and replaced it with trem stuff, it works fine (just like it did before) but it still doesn't have a bsp menu.
before i did the map in trem mode and moved over to q3 mode to bsp it. now thats sorted out but how do i get a bsp menu in trem mode?
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aye sorry i was being a little arrogant.
Digi if whats making it be a stuburn bitch? btw the texture on that bit looks fuzzed
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aye sorry i was being a little arrogant.
Digi if whats making it be a stuburn bitch? btw the texture on that bit looks fuzzed
hey thanks, man i just poked myself in the eye when i logged in... oww anyhow the texture has chaned to that creep stuff it is very black right now its going to get some tweaking. i fixed the missing textures i moved all the stuff for trem into another directory (q3) and i got it working with bsp thanks too Jeux.
i'll need help with redoing the centre piece i'm redoing the human base (back) and making the alien base out of patches