Tremulous Forum
Media => Map Releases => Topic started by: Key Night on January 13, 2007, 08:51:31 pm
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I have released Beta2 a early version of our map Outpost P4.
You can play on our server [RUS]Kalashnikov
More info http://www.tremulous.net.ru/?q=maps or
More info http://trem.allecom.de/?q=maps
(http://trem.allecom.de/files/images/shot0024.preview.jpg)
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Edit: tested that map and found some things, first is a missing texture
(http://img180.imageshack.us/img180/2834/texfd6.th.jpg) (http://img180.imageshack.us/my.php?image=texfd6.jpg)
Second are some spots that give a sortof large fps drop (my graphics card is very old though, so these spots might not affect many players)
(http://img181.imageshack.us/img181/9705/fpsdrop2do5.th.jpg) (http://img181.imageshack.us/my.php?image=fpsdrop2do5.jpg)
&
(http://img406.imageshack.us/img406/9237/fpsdrop1nf8.th.jpg) (http://img406.imageshack.us/my.php?image=fpsdrop1nf8.jpg)
next is something which seems pointless, but I'm not sure
(http://img181.imageshack.us/img181/9353/oddne2.th.jpg) (http://img181.imageshack.us/my.php?image=oddne2.jpg)
I was testing in /devmap mode so that's why this startled me
(http://img442.imageshack.us/img442/6053/zomggx0.th.jpg) (http://img442.imageshack.us/my.php?image=zomggx0.jpg)
All in all, it looks like a good map with lots of potential, and (so far anyway) few bugs.
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I also found a texture bug on this panel:
(http://img19.imageshack.us/img19/8479/outpostp4panelzt0.th.jpg) (http://img19.imageshack.us/my.php?image=outpostp4panelzt0.jpg)
Interesting map :D
Note: prefix your .pk3 file with map- for the next release
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I also found a texture bug on this panel:
I forgot about that, it's backwards.
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Nice though. I've put it into rotation on MG Beta server, I haven't put it into the http upload yet, though I will be soon. I do like it and I'm interested to see how it plays. Nice large outdoors area, and interesting, tight indoors areas.
edit: Http downloads set up. Check it out and let the mappers know of your experiences!
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Excellent work! I DEMAND that this map be in every server's rotation!
I think that the ground would look better if it wasn't flat, and if there were some boxes, crates and bits of pipe, etc. scattered around (like in some areas of the Aegis Station map).
The bright outside lighting makes it all look rather flat. How about make the map set at night, with the outside areas lit by large flood lamps - plenty of contrast, shadows and dark corners for dretchen :wink:
Finally the electric perimeter fence is wallwalkable and doesn't do any damage.
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Excellent work! I DEMAND that this map be in every server's rotation!
I think that the ground would look better if it wasn't flat, and if there were some boxes, crates and bits of pipe, etc. scattered around (like in some areas of the Aegis Station map).
The bright outside lighting makes it all look rather flat. How about make the map set at night, with the outside areas lit by large flood lamps - plenty of contrast, shadows and dark corners for dretchen :wink:
Finally the electric perimeter fence is wallwalkable and doesn't do any damage.
Good map, but the big outdoor area feels like overpowered for humans. Not counting the small ledges on the side of the map that s2 humans can use and which is completly unreachable for regular Dragoons without the help of a wallwalker friend.
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Nice map, but the outdoors are a major fps-desaster.
Therefor i am sorry to say that this map will not be put in AW's rotation :(
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HI
I just finished my map outpost p4 beta3!!! Thanks for bugsreport, bugs are away (I think so :wink: ).
outdoors inserted new buildings and few of gameplay probleme improved.
In few rooms I changed texture and brightness.
Problems with fps: outdoors I can“t use "hint" portal :-?, but I think it has become better with fps. In 3-4 days you can tested this map on server [RUS] Kalashnikov. :-?
link for download come soon :)
here are screenshots!!!
(http://img206.imageshack.us/img206/2074/shot0028hw4.jpg) (http://imageshack.us)
Outdoors, building from humans
(http://img406.imageshack.us/img406/9571/shot0025gr5.jpg) (http://imageshack.us)
Underground
(http://img227.imageshack.us/img227/3315/shot0047da2.jpg) (http://imageshack.us)
Bunker
(http://img95.imageshack.us/img95/6013/shot0026tn6.jpg) (http://imageshack.us)
(http://img185.imageshack.us/img185/8030/shot0027pu6.jpg) (http://imageshack.us)
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Very nice! Looking forward to playing!
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terrain is blunt
use the technique that is used in ancient remains
http://simland.planetquake.gamespy.com/pages/articles/terrain1_1.htm
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terrain is blunt
use the technique that is used in ancient remains
http://simland.planetquake.gamespy.com/pages/articles/terrain1_1.htm
You have a point, this becomes more and more prominent with every game I play on this map. The outside area looks flat, with the same visibly repetitive texture.
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I like the idea of it being set as night with floodlights, i think this would give the aliens a better chance at surviving outside when there are MDs or Lasgunners out, more places to hide
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I like the idea of it being set as night with floodlights, i think this would give the aliens a better chance at surviving outside when there are MDs or Lasgunners out, more places to hide
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you have some nice archtiecture there, but it doesnt all fit together very well.
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my post got glitched up there, if anyone wants to delete it, go ahead, and this one too
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Where can I download the latest beta? It seems the link you provide is for beta1 only.
Thanks
Nice Map!!!
robug
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link for download come soon
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link for download come soon
[sarcasm]but he said that YESTERDAY, we forum members cant wait for a whole day to have anything happen! if we hear about a map being started we want it THEN![/sarcasm] then again, there is a reasonable limit to the waiting time, the beta1 is out if you'd like to play an earlier version
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I like this map, it has a great deal of potential and is quite fun in areas.
However, I think that in it's present state (whatever is released, beta2 I think) it has one fatal flaw. It has 2 routes between bases, above ground and underground. Movement between the routes is only passable by Dretches, Grangers, Basilisks, goons and a partcularly lucky mara. The adv. goon can pass through the doorway to the "medical area" that the tyrant can't, but a good human team will build a base there anyways. It's difficult to snipe, can only be attacked by tyrants through one small door with a huge window next to it (so you can see them coming/healing up). When humans build there, none of the "heavy armor" can pass either way. Depending on which side of the far side ladder the aliens build their base, S3 aliens will be unable to defend there own base AND attack the human base.
I very well may be woefully mistaken, and it could be an excellent gameplay idea for a map that I just don't get (it wouldn't be the first time :) ). It is something you'll want to watch for.
I really do like this map and seriously look forward to the next version!
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you can load the map here: http://www.tremulous.net.ru/?q=map-outpost-p4-beta3 :wink:
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I'm getting painfully slow download speeds (under 10Kb)
I'll post a mirror when I finally get it :)
edit:
Alright, thanks to Khalsa, the Mercenaries Guild site host, I've put up a mirror to the file. Hopefully this will be faster for us stateside folks :)
http://www.mercenariesguild.net/base/map-outpost_p4_beta3.pk3
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the mg link doesnt work. it downloads as a 195kb file or something close and when you try to unzip it it says its broken.
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I've downloaded it 3 different times and it has worked for me. Perhaps you have a loose nut behind the keyboard? :P
Anyways, try
http://www.mercenariesguild.net/base/
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if somebody finds bugs, write here!!! :)
thx
tuple thx for link, the link is faster!!!! :D
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I like the map. Its really diverse. Outdoor, high levels, and indoor segments make it interesting.
My major thing is that Tremulous doesn't support large maps well. Humans have to hoof it and aliens are more mobile. I'm not complaining yet, but I can see it being alien biased because its so big.
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The passageway under the complex has 1-entrance rooms and doors Tyrants and Adv. Goons don't fit through.
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i love wandering around the middle of theoutside with a las...so much open space to just dodge away and no walls for dretch to climb :D
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there's a dretch hiding place accesed by a hidden door somewhere in the bunker and somewhere by the human underground...but if I told you where exactly...i'd have to kill you.. :roll:
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The passageway under the complex has 1-entrance rooms and doors Tyrants and Adv. Goons don't fit through.
I'm certain goons/tyrants fit through everything except the 'secret' passage from the underground and the bunker and the vertical trapdoor/ladder to the underground from the alien default base tower.
The room with the windows and 2 small doors do allow a tyrant, albiet its tricky.
I like the map, shit I LOVE the map. I like the fact that tyrants aren't 100% effective on this map. Only problems are:
1)Ladders are too slow, use either an elevator or jump pad. But climbing the ladder is a welcome 'eat me' sign.
2) Humans can build an aerial base on the sides of the outpost, which to my knowledge, are impossible to crack. I'm not saying remove it, just put some small ledges on the outpost walls so at least goons can get up there. I got pretty close to sniping some stuff but the map is so big and the walls are so high, I've coined the term 'Air Camping' for what happens if humans build up there. I like the openness and air play but that air base is just rediculous.
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that's why you keep a basi around...if ANY alien sees a hummie goin up there...call the basi to take him out if he turns out to be a builder...the alien team has to be pretty idiotic to let the hummies get a base up there...even if a builder gets there a goon can suicide, go basi and take out the reactor before anything else gets up there
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great map to practice MD.
and theres a flippin mirror. nothing can beat that.
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that's why you keep a basi around...if ANY alien sees a hummie goin up there...call the basi to take him out if he turns out to be a builder...the alien team has to be pretty idiotic to let the hummies get a base up there...even if a builder gets there a goon can suicide, go basi and take out the reactor before anything else gets up there
A basilisk gets shot down in seconds due to no cover. Plus humans can build 2 different sides.
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2) Humans can build an aerial base on the sides of the outpost, which to my knowledge, are impossible to crack. I'm not saying remove it, just put some small ledges on the outpost walls so at least goons can get up there. I got pretty close to sniping some stuff but the map is so big and the walls are so high, I've coined the term 'Air Camping' for what happens if humans build up there. I like the openness and air play but that air base is just rediculous.
on the walls I can do nobuild area, perhaps i do it in the next beta. i dont know :-?
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^ That would probably be a good idea, humans will always pull out a tie by building a base there. There is a large grey building outside. Do you have any ideas for it or is it just there to take up space? The ceiling is pretty high, and the only reason anyone with a jetpack would go inside would be to reload since it's rare they would be in range of a (adv)dragoon, would it be possible to make it so that a jetpacker isn't as safe? Maybe a lower ceiling or more catwalks so that dragoons can get to them.
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^ That would probably be a good idea, humans will always pull out a tie by building a base there. There is a large grey building outside. Do you have any ideas for it or is it just there to take up space? The ceiling is pretty high, and the only reason anyone with a jetpack would go inside would be to reload since it's rare they would be in range of a (adv)dragoon, would it be possible to make it so that a jetpacker isn't as safe? Maybe a lower ceiling or more catwalks so that dragoons can get to them.
I can try to do "flyclip", but I do not know like I should do this!! :)
i see flyclip script in Ancient Remains, hopefully I can use it
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This map looks very fun to play, but it feels like it was sloppily put together. It has this comicbook-like unrealism to it. The buildings, especially outside look way too piecemeal to be real.
Don't get me wrong. This map has a helluva lot of possibilities for varied gameplay, and it's almost certainly very fun. However, the general aesthetic isn't really to my liking.
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^ That would probably be a good idea, humans will always pull out a tie by building a base there. There is a large grey building outside. Do you have any ideas for it or is it just there to take up space? The ceiling is pretty high, and the only reason anyone with a jetpack would go inside would be to reload since it's rare they would be in range of a (adv)dragoon, would it be possible to make it so that a jetpacker isn't as safe? Maybe a lower ceiling or more catwalks so that dragoons can get to them.
I can try to do "flyclip", but I do not know like I should do this!! :)
i see flyclip script in Ancient Remains, hopefully I can use it
it is just player clip with slick
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The new version of OUTPOST P4
OUTPOST P4 [BETA 4]
Download: http://uploaded.de/?id=96zxix
The new features in this version are:
More balance:
- I has done fly clip
- Camping room has no more window, now this room has only grid
- On the walls is not able to do any more construction
- Outdoors it is not so light any more, aliens can better hide
Design:
- Skybox has changed
- The outside area looks not more flat- Mountains and Hills added
- Outside I have changed textures and brightness
(http://img133.imageshack.us/img133/4009/shot0032tv9.th.jpg) (http://img133.imageshack.us/my.php?image=shot0032tv9.jpg)
(http://img84.imageshack.us/img84/330/shot0034wf4.th.jpg) (http://img84.imageshack.us/my.php?image=shot0034wf4.jpg)
(http://img508.imageshack.us/img508/9976/shot0036pc1.th.jpg) (http://img508.imageshack.us/my.php?image=shot0036pc1.jpg)
(http://img84.imageshack.us/img84/706/shot0037vb6.th.jpg) (http://img84.imageshack.us/my.php?image=shot0037vb6.jpg)
(http://img502.imageshack.us/img502/2307/shot0040ov4.th.jpg) (http://img502.imageshack.us/my.php?image=shot0040ov4.jpg)
(http://img515.imageshack.us/img515/2435/shot0041kq1.th.jpg) (http://img515.imageshack.us/my.php?image=shot0041kq1.jpg)
(http://img135.imageshack.us/img135/5746/shot0046tq5.th.jpg) (http://img135.imageshack.us/my.php?image=shot0046tq5.jpg)
(http://img515.imageshack.us/img515/9157/shot0049tf7.th.jpg) (http://img515.imageshack.us/my.php?image=shot0049tf7.jpg)
(http://img509.imageshack.us/img509/9995/shot0050ba2.th.jpg) (http://img509.imageshack.us/my.php?image=shot0050ba2.jpg)
If you find bugs, let me know :)
so ... check it out :wink:
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Apart from some of the Patch-texturing, this map looks like a huge improvement over its predecessors. I'll put it in the rotation on fun-zone very shortly.
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A great improvement indeed. Aside from the texturing as Thorn mentioned, and that I get 12FPS outside (less than groundsource ;) ), this is shaping up to be a very playable and good looking map. Keep it up.
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I've tried this one. fun to play with different play styles (outdoors, indoors) but runs like hell. Needs some serious optimization work.
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Beta 4 is in the MG map repo here (http://downloads.mercenariesguild.net/maps/map-outpost_p4_beta4.pk3)
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This map is different, seems to play nice and is created with a certain love for the game, it's just that the open area runs even worse than Uncreation or Taiyo's insane(positively insane!) map. Either please make the outside area contain less triangles, or edit the Quake3 engine so that it can show all these triangles without giving me (and not just me) these horrible framerates. Currently the outside area is keeping this map from being 'good' and I think that's a shame, because overall it's a more than decent attempt at creating a map that's not like the other maps.