Tremulous Forum
Media => Map Releases => Topic started by: yalt on August 31, 2012, 08:17:58 pm
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(http://i1256.photobucket.com/albums/ii485/yaltunknown/b1398f54.jpg)
Star-A.T.C.S v1.0
Hello Tremulous-lovers!
As you can see im releasing my first Tremulous gpp1.2 map. Its called "Star-A.T.C.S" (staratcs.bsp).
Its just another ATCS clone but on an Asteroid ;-) . I used the original ATCS map-layout but not the brushwork/textures/sounds/shaders (build from scratch).
The idea was to build an ATCS map with Human/Alien bases with their own original architecture. I personally hate to see maps where aliens have to use elevators or stairs or other Humans-based-architectures to move on. So i guess this is just an desperate attempt to change that.
*Please keep in mind that this is a dark stylished map. Its supposed to be dark.
*Sounds, esp. the ending ones will may only work with high-quality-sound settings (see options/sound).
Now enough talk, lets fight:
Download: map-staratcs-gpp2.pk3 (http://www.file-upload.net/download-4737798/map-staratcs-gpp2.pk3.html)
For those who dont want to download this, see screenshots below:
***update!***
New version finished (1.2)
Download: http://www.file-upload.net/download-4760382/map-staratcs-gpp2.pk3.html
Changelist:
-hunkmeg error fixed, autoexec.cfg removed
-SupplyTunnel removed (there was no other way to fix hunkmeg)
-middle terrain is now low-poly (now with crappy lightmaps!)
-textures resized (reducing megs, -quality)
-lighting cleanup
-vis & brush improvements (+performance)
-pk3 cleanup (unused data removed)
-.shades file redone (+performance -atmosphere)
-fixed alienbase pitfall
-fixed clipping errors
-fixed missing textures and planes
-added nobuild areas for alien and humans base (H cant build near A-base and vice versa)
-added some playerclip rails to reduce "i get stuck"s
-added jettard-hurt ceiling (middle, above terrain. dmg=1)
-added extra tunnel in alien basement for S1-aliens and rants to get out.
*known problems: victory sounds may not work correctly (why?)
***update!***
New version finished (1.4) (maybe final)
Download: http://uploaded.net/file/lbaavo4e
Changelist:
-both vents to middle are now big enough for maras, basi and even goons can use it.
-max_plane error "fixed", atleast it works on my macbook so maybe linux too
-"organic movement" of some structures removed (to fix maxplane..)
-invisble textures fixed
-vis fixed at one point (other map structures was "blending" thru skybox-hull)
-whole level lighting raised few steps (_ambient)
-terrain fixed (clipping)
-.pk3 file reduced to 29 mb
-added new shaders
-better lighting (brighter in some areas)
-alien hive re-done
-waterhigh at alien pitfall lowered
-human entrance fixed (rants got stuck before)
-fixed some terrain lightmap issuses
-terrain (fixed) and caves now smaller and deeper (->basibomb)
-camp on yaltcola no longer possible, you can still reach it but not jump on it
-both bases now closer to each other, this gives the game more speed
-new vis and hull (experimental)
-alien area has now some dretch tunnels
-added new textures
-added two hidespots (middle, jettards!)
-added new burshwork
-fixed missing textures
-fixed glitchbuild at middle (this needs more testing!)
-fixed invisble barriers and nobuild areas (middle)
-fixed ending sequences (victory sounds removed)
-fixed alien pitfall
-fixed clipping errors
(...)
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*Sounds, esp. the ending ones will may only work with high-quality-sound settings (see options/sound).
there is no such thing as a (working) sound quality setting in Tremulous.
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I've been running around this map a bit for the last few minutes, and I'm really impressed by the visuals, especially the alien base, and my framerate isn't nearly as bad as I expected.
So far, the only thing that has been bugging me is the amount of clipping without tangible barriers. I would suggest either putting some bars or windows to close off the tunnel between bases, or removing the clipping in that area entirely. You might also consider adding a force field or a damage zone around/above the center area to prevent jettards from hitting the invisible box. With both those suggestions, I'm imagining something that is fairly subtle and doesn't interfere too much with the visuals.
Or, you could just ignore that. The current way of blocking things off makes sense for gameplay and looks nice, I just hate the feeling of bumping into random invisible walls.
I love how three-dimensional the alien base is (also pretty much everything else about it), but it's nearly impossible for humans to get around it. Some places where you can trick jump up or climbable webbing might help with that.
EDIT: you can get up to the top of the alien base with 1 or two luci jumps, but I still don't think it's enough to make the alien base reasonable.
Also, this doesn't look right at all:
(https://dl.dropbox.com/u/42962918/Images/shot0065.jpg)
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Hey thanks for ur review. Right about the clipping. i was just to lazy to fix that ;). About the jettards: i had an idea with flying asteroid hitting them but i ran out of time and just build an invisble barrier.
On ur screen: u reach that position with jet or /noclip?
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com_hunkMegs 550
Is that needed? If not, remove it. If so, put a note in the README. Either way, don't try sneaking an autoexec.cfg into your pk3.
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well, well, this is the most professional Tremulous map i've seen from the graphics point of view.
are the textures ripped from Aliens versus Predator 2 and are copyWRONG(TM)(C)(R) Monolith Productions? :P
suggestions after a brief glance:
- in the default human base, i can jump into the furnace (through the holes at the side) and see the untextured faces of the map.
- some of the textures on the ceiling are stretched, ie., the textures with the circle-shaped holes are oval.
- in the supply tunnel, on stairs where alien creep is growing, the textures are infinitely stretched.
- wtf is up with the clowny-colored stripes around the map? D:
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/dev/humancontroller: Thank you for our review. I appreciate that.
Some of the textures but i did the most.
Point1: That's not the way it should be. I fixed that.
Point2: Still searching them :>
Point3: fixed
Point4: This needs a screenshot, please do one :-) . I really dont know what u talking about ??? You mean the skybox?
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I swear i tried to make a map similar to this. Only that it had portals in it. It was a bit annoying for the fact there's no such thing as 'gravity points' in quake :(
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New version finished. Please see first post.
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When trying to devmap, I get this error: Hunk_Alloc failed on 7587840
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I was able to run the map using /com_hunkmegs 512 and restarting the game.
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Datei existiert nicht!
Can you fix the download link, please. I'm anxious to play what looks like an impressively good looking map!
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Nux: please see first post (update)
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I was able to run the map using /com_hunkmegs 512 and restarting the game.
My default is that value for some reason. Still doesn't work.
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Hi, guys, i'm new member of Trem. I got big problem, When i use Trem to play Star ATCS with BSP file, it said "Hunk_AllocateTempMemory: failed on 4194312". Why the map got a big problem for my first time???
Can anyone for help??? :( :( :(
BillyRazOr
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I was able to run the map using /com_hunkmegs 512 and restarting the game.
My default is that value for some reason. Still doesn't work.
Try increasing the value to 1024. If this doesn't work you probably have too many junk pk3 in your system.
Hi, guys, i'm new member of Trem. I got big problem, When i use Trem to play Star ATCS with BSP file, it said "Hunk_AllocateTempMemory: failed on 4194312". Why the map got a big problem for my first time???
Can anyone for help??? :( :( :(
BillyRazOr
Type /com_hunkmegs on console. If the value is 256, then increase it by typing /com_hunkmegs 512, and then restart the game.
You probably have to use segfault instead of the default client.
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I'm having problems with dl'ing it from uploaded.net. It repetitively stops dling in the middle of the dl, and I can't try more than 1/hour. I can host it on my server if you wish (no restrictions), but I can't dl it in the first place. If you could email it to me, I would be happy to help you out.
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Mirrored the latest here: https://dl.dropbox.com/u/42962918/trem/map-staratcs-gpp2.pk3
This will probably be one of the first things to go if I'm low on space.
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Just wondering, by any chance was this based frm a map from another game? The textures look like they are.
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I really like this map, definitely a ++. It's very detailed and looks great in almost every aspect. (The vent over the human base is a shapeless blob tho). It might have playability problems (esp alien base; def OM loc allows sniping from the back of the entrance hall).
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Just wondering, by any chance was this based frm a map from another game? The textures look like they are.
are the textures ripped from Aliens versus Predator 2 and are copyWRONG(TM)(C)(R) Monolith Productions? :P
Some of the textures but i did the most.
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Ok, I played 2 games of this as human, and have several issues with balance:
1. The aliens camouflage into the background making it very hard to fight, and essentially turning the game into a war of attrition where the humans cannot directly challenge the aliens. This also makes it very hard to kill aliens in the endgame. A contributing factor to this is the dark coloring of the map and the dark coloring of aliens. This is especially bad in the alien base with the horrible visibility due to obstructions and monochromatic coloring.
Suggested Fix: Change some of these repeating patterns into more solid stuff. For example, the human side could become more plate metal and less ridges. The alien side could be a smoother bark-like substance, or could break the all-black color scheme.
2. There are no good alien bases. The default base is too open, even with the horrible visibility. The om can be shot from the alt entrance very easily while some buddies distract the aliens. The square room is bad because trappers gardening the door can be taken out very easily using a singe nade. There is no other way to prevent humans from running in and nading the om expect right next to that door because there are no good places to put trappers. The third possible non base are the horned tunnels near the alien main entrance. The problem with these is that the only place to stick the om is where the humans can easily shoot it (This may be intentional).
Suggested Fix: Reducing the open areas/height of the alien base would reduce the places for humans to snipe the om/eggs. It would also allow aliens to get closer up. In the square room, raising the height of the ceiling would leave room for a trapper by the door that could prevent human entry and not be as nadeable. Bevelled corners on the ceiling and walls would also give better positioning. Moving the crates closer to the wall, eliminating the crack, would also make it more attractive. I do not suggest making the horns a good base as they would be *VERY* op given the inability of humans to operate on that terrain.
3. The human base is too large. St the moment, a human builder can easily fill the entire human base with rets because the rc does not fill all the space with power, allowing for repeaters. This is bad since aliens will have a very hard time eradicating the rets.
Suggested Fix: Remove some of the extra space in the back of the human base. This would allow the rc to power more of the room. Moving the rc out onto the ledge with the rest of the structures would also fill space, as well as decreasing the defensive value of the base (Why is it in its own little alcove? The human base is strong enough as it is).
Minor Stuff and Miscellaneous Suggestions:
Extending the cave system under the mound in the center of the asteroid would make a nice human or alien base there. At the moment, nothing is closed off enough to viable.
Both of the square rooms have open doorways at the end of long halls. This allows them to be easily snipable/shootable, and decreases their utility. Shifting/Rotating them so that they could not be attacked from the halls or adding a door would make them much better bases.
The vents are kindof hard to get into in their current positions outside. If they were more recessed instead of protruding, they would be much easier to get into. It is also possible to get semi-stuck in the sides.
Well that's it; hope I helped you out :)
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Glitch: I fell into some sort of hole below the alien main enterance:
(http://img.removedfromgame.com/imgs/0-shot0001.jpg)
(http://img.removedfromgame.com/imgs/0-shot0002.jpg)
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To: JOURNEYMAN
YES!!!!!! Finally i changed from com_hunkmegs 128 to 256 and my Trem can load STAR-A.T.C.S.!!!!!
Thanks man!!!!!! :D :D :D
BillyRazOr