Tremulous Forum
Media => Map Releases => Topic started by: Odin on September 01, 2006, 03:51:10 am
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omega_b1 is the latest!
Get it here (http://www.zergrushgogo.com/index.php?page=tremulous.html#map-omega).
This map is a little bit more like how a Tremulous map is supposed to be, non-linear/etc.
History:
08/31/06 -
- Research Station Omega released.
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Walked around in devmap, nice layout, and some good detailing. The curved ramp in A base is very neat too. Dunno what it will play like, but it should be interesting.
Other comments:
- I saw Z fighting in the A base curved ramp
- some of the hallways, especially outside A base, look very bland due to full brightness lighting
- add some detail trim, notably in the H base. support for that nice glass dome they have?
- less "magic" lights, I first noticed them in the red vent. more surfacelights
- It is possible to see (render) both the default bases from the green hallway outside A base. This gave me r_speeds of ~21k with the default base setups. People still playing with sub-1Ghz machines will not be happy methinks. And no one will be happy on large servers.
Hope to see b2! :)
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Argh, bastard!
My next map's working title was "Omega" as well! :P
I guess I have to change it to avoid confusion... ;)
I will have a look at your map later, just hit my desktop at work so it may be a few hours...
But knowing your previous work I guess it will make it on Derelict.
Danny
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getting better, better layout, a few more details, more interesting stuff to look at...
i shall see how it plays.
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place holder comment:
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your map sucks
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I will write a real comment after I download it and walk around for a while
edit:
it looks fine. but the main door @ Hbase opens in an unrealistic way it would be cooler if it opened to sides
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Got some news and download mirrors on tremulous.info -> http://www.tremulous.info/index.php?module=news&action=comment&id=178
The map is in cycle on tremulous.info Derelict.
Danny
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I tried the map alone (flying through, dretch, human) and must say: Beautiful optics really (except of course for the overlit ramp). The round corridor with the long window... the winding walkway in the alien base... the pipes...
Alien base room with vertical strategic effect. Looking forward to see it in action (have to wait for "derelict"). Falling as a human reduces 100 to 38 hp. In my opinion that strategic effect could be more intense, so that falling would be inevitably fatal.
I am waiting for someone to implement the Star Wars vertigo anyway.
Strategically it definitely has the Battlezone touch. Few places for bases. You know where you will find "them".
Thanks for contributing to the fun!
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Checked it out with devmap, it looks nice. The layout promises some hard ACTS-style action and there are some cool details (I like the ramp in the alien room).
Some comments:
- There is a ventilation shaft with red light, it's hard to navigate
as a dretch, you can hardly see where you're going.
- wouldn't it be better of the big door in the human spawn room
opens upwards? It looks somewhat funny now :wink:
- some of the large tubes could use some bending
- the corridor behind the upper exit of the alien spawn
room needs better lighting.
Good job, I'll check it out on Derelict when I have the chance.