Tremulous Forum

Media => Map Releases => Topic started by: OverFlow on January 29, 2007, 08:56:30 am

Title: Flap
Post by: OverFlow on January 29, 2007, 08:56:30 am
EDIT: Its released.  Check the main page. Or get it here! (http://bobbin.vilkacis.net/tremulous/map-flap.pk3)

Yeah, its a funny name... but I think you guys will like it.  Jex asked me a long time ago to make an animated model for his gloom2 map.  It’s a flap of cloth being blown by a large fan.  So, in order to test the model, I built a very small map with some fans.  Eventually I decided I wanted to make a small map, and used what I had made as a base.  Hence the name.

The map is fairly symmetrical in that the two paths to each base are identical.  However, each base itself is quite different.  One of the major differences is the inclusion of a dark fog in the alien base, something which I hope will provide for some interesting battles.  The map is somewhat unique in that it is very vertical, requiring the use of jump pads to get up, and low gravity tubes to get down without getting hurt.

In order to get to the enemy base, you must first travel up to the very top level where the two paths from each base all meet, then choose a path and jump down to their level.

As you may notice in the screenshots, there are a number of colored arrows, which gleefully spin and bob to help players get around the map and make sure they enter the right vertical travel tubes.

I've just completed my first 'release candidate' and plan on releasing the final version after some light, private testing.

(http://bobbin.vilkacis.net/tremulous/shot0152.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0154.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0156.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0158.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0159.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0160.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0162.jpg)

(http://bobbin.vilkacis.net/tremulous/shot0163.jpg)
Title: Flap
Post by: Baxter on January 29, 2007, 11:38:14 am
I am envious of your mapping skills :P
the screenie look great nice textures nice model ;)
Title: Flap
Post by: Maltagearion on January 29, 2007, 03:36:53 pm
I really really enjoy the design style of the upper sections, I'm guessing the windows are just textures with transparent sections right? I never figured out how to do that.
Title: Flap
Post by: Rawr on January 29, 2007, 03:53:46 pm
Very Nice work overflow.  :D
Title: Flap
Post by: techhead on January 29, 2007, 05:47:17 pm
Cool, a Trem map with jump-pads and gravity tubes.
Who needs elevators?
Title: Flap
Post by: Plague Bringer on January 29, 2007, 06:28:22 pm
wow, i cant wait! it looks really cool, and i never thought there would be anti grav tubes or jump pads in trem!
Title: Flap
Post by: |Nex|TrEmMa on January 29, 2007, 06:29:30 pm
So this is the other map from the promo vid (siege being the other).
Title: Flap
Post by: Plague Bringer on January 29, 2007, 06:38:11 pm
Siege is that one with the orange fog?
Title: Flap
Post by: Odin on January 29, 2007, 08:15:36 pm
I thought jump pads were removed from the ioq3 code when trem was being made?
Title: Flap
Post by: Lava Croft on January 29, 2007, 08:34:05 pm
GoGo OverFlow!
Title: Flap
Post by: Osias on February 01, 2007, 01:18:52 am
This looks excellent!  :D
Title: Flap
Post by: holyknight on February 01, 2007, 08:38:46 am
holy cheetoes that's freaking awesome...
I envy you with all my might... >=( growl!
Title: Flap
Post by: whitebear on February 01, 2007, 02:58:58 pm
Fantastic work as always.
Title: Flap
Post by: OverFlow on February 02, 2007, 09:11:18 am
Released.  Check the main page. Or get it here! (http://bobbin.vilkacis.net/tremulous/map-flap.pk3)
Title: Flap
Post by: Smokey on February 02, 2007, 12:03:09 pm
gg i love overflow.
Title: Flap
Post by: n00b pl0x on February 02, 2007, 08:53:55 pm
I love it. I was surprised at the low file size as well. Teach dasprid how to make maps that have small file sizes.
Title: Flap
Post by: vcxzet on February 02, 2007, 08:56:23 pm
Quote from: "Odin"
I thought jump pads were removed from the ioq3 code when trem was being made?

trigger_push is removed
you can still use target_push
Title: Flap
Post by: techhead on February 02, 2007, 09:18:48 pm
The map has four main quirks/problems to it.
1. All traffic must go through the outside, making it an unavoidable choke-point.
2. Aliens cannot evolve inside their own base, due to the proximity to the human base.
3. Appears to be very little space for 1v1 combat to occur, most combat would happen either with large groups or involving structures into the mix.
4. Relatively easy to build atop the lift exits of unsuspecting team, and hard to destroy once set up.

All that said, I would love to play it with someone else, instead of being all alone on my listen server.
Title: Flap
Post by: Paradox on February 03, 2007, 03:23:48 am
What did you use for jumppads, i thought target_throw or whatever it was was borked in trem.
NVRMIND, i just read up 2 posts. Xp

PS: This is voteable on sst, and a poll over putting it in rotation is on forums.
Title: Flap
Post by: vcxzet on February 03, 2007, 03:30:29 am
Quote from: "Paradox"
What did you use for jumppads, i thought target_throw or whatever it was was borked in trem.
NVRMIND, i just read up 2 posts. Xp

PS: This is voteable on sst, and a poll over putting it in rotation is on forums.

trigger_push is not broken but disabled on purpose since it is calculated client side
and
you can use target_push + trigger_multiple for jump pads
sorry for stating the same thing again

for the map:
pro:
nice design
original look
sounds like fap
con:
it is a little small for a tremulous

waiting for 1.2 and siege
it will be awesome to play mission maps in trem
Title: Flap
Post by: Qwerty_ on February 03, 2007, 06:13:57 am
Very nice Map Overflow very nice indeed I wont retype everything I thought about it but here is a link to my blog where I have given my opinions on the map.

http://www.the1qwerty.com/tremulous-new-map-released/
Title: Flap
Post by: gareth on February 03, 2007, 06:47:34 pm
stuff nobody already said:

-human base is a major campspot, its very easy for aliens to camp just outside of it, and for humans to camp on the inside
-outside is effectively a single room, making it even easier for aliens to camp humans, i would like the middle bit to be impassible so you have to go round the edges
- i like the fog and sounds and visual style
Title: Flap
Post by: temple on February 04, 2007, 01:05:19 am
Nice map, good work.  Really impressive.

But...its heavy camp prone.  Whoever builds up top, wins.  Who might that be?
Title: Flap
Post by: n00b pl0x on February 04, 2007, 01:27:28 am
Quote from: "temple"
Nice map, good work.  Really impressive.

But...its heavy camp prone.  Whoever builds up top, wins.  Who might that be?


Humans? aside from a few things i think its pretty good

1. the vents outside dont push at all :(
2. you cant evolve in alien base
3. it is a tidbit small
Title: Flap
Post by: OverFlow on February 04, 2007, 02:21:24 am
So far I've spectated a few games.  This is a small map so large servers and high bps just dont work and result in lots of camping (see: sst)  With such high numbers a team can very simply build massive defences at both ends of the enemy's base.

The games I saw that were closer to a normal server (around 12 players and normal bps) I thought played quite well with very little camping.  There never seemed to be a clear blockage of both paths to any base.

As far as the outside area being a chokepoint... thats kind of the point.  However, I don't see it as a problem as I don't think its very hard to avoid any fighting at all and move into a one of the pathways.

I don't really have an excuse for the alien evolve... just too lazy.  However, you can move about 10 feet out of the alien base and evolve, so if its not possible for you to get that far outside of your base maybe you should just lose the game.

That said, I might try to fix the problems... but I'd like to spectate quite a few more games, including ones after people have figured out how to play it.  Thanks for all the comments people!
Title: Flap
Post by: techhead on February 04, 2007, 05:26:10 pm
By the way, the barricades in the Human base are just a tad too high for the turrets to shoot at an Alien standing on solid ground.
Title: Flap
Post by: n00b pl0x on February 04, 2007, 05:31:19 pm
thats why you glitch them to make them sit on top but have the model fall to the ground :p
Title: Flap
Post by: yetshi on February 04, 2007, 06:32:38 pm
make that fog just a little thicker at the fronts of Alien side and its perfect.
Title: Flap
Post by: PHREAK on February 04, 2007, 06:51:02 pm
While I love the look of the map, it's quite bad when it comes to gameplay.
If humans don't move upstairs (right by one of the jump pads) it turns into a massive camp match even with a low number of players.
If humans do move there, it's a sure win for the human team.
I also dislike the fact that aliens have an extremely weak base starting out with no ability to move anywhere better on the map. As the standard location goes, 2 nades and a lucy can take it out with ease, although I doubt that any decent human team will have to wait until S3 to finish the aliens.
Another issue I see is humans strategically placing 3 Repeaters, making it impossible for aliens to evolve anywhere on the map.
While allowing aliens to evo anywhere on creep (regardless of human presence) would fix this issue, I won't get into this since it has been discussed before.

All in all, the map is extremly unbalanced in it's current state, but it has a lot of potential, IMO.
I would suggest making the lower level wider and adding some rooms or hallways, giving the aliens a chance to move or spread out more.

My $0.02
Title: Flap
Post by: Taiyo.uk on February 04, 2007, 07:42:51 pm
The fans you see in the human base aren't the same ones you see on the surface. I wanted to shoot and snipe through them. I feel deceived... cheated.... they're lies, just filthy stinking LIES! How can I ever trust anyone again?!
Title: Flap
Post by: n00b pl0x on February 04, 2007, 07:51:12 pm
you cant. everyone is out to lie to you
Title: Flap
Post by: Paradox on February 05, 2007, 05:29:42 pm
You could improve the map like ATCS is built. ATCS has a hallway, and an outdoors area, 2 seperate ways to each base. Flap doesnt. Add a 2ndary route to flap, and there you go.
Title: Flap
Post by: Plague Bringer on February 05, 2007, 05:46:24 pm
Quote from: "Paradox"
You could improve the map like ATCS is built. ATCS has a hallway, and an outdoors area, 2 seperate ways to each base. Flap doesnt. Add a 2ndary route to flap, and there you go.
there are two routes, but you have a point, ATCS doesnt have an intersection where you HAVE to pass to get to the enemy base
Title: Flap
Post by: Lava Croft on February 05, 2007, 06:14:54 pm
Quote from: "Paradox"
You could improve the map like ATCS is built. ATCS has a hallway, and an outdoors area, 2 seperate ways to each base. Flap doesnt. Add a 2ndary route to flap, and there you go.

That would remove the fun part of the map, a central hub in the form of a huge chokepoint. The hub is too crappy of a spot to build, but its great for combat.
Title: Flap
Post by: tuple on February 05, 2007, 07:00:01 pm
Anyone on a high BP server is gonna complain that you can in fact build a base there.  Of course, with 200+BP my grandma could build a base anywhere.
Title: Flap
Post by: Paradox on February 12, 2007, 05:23:45 am
Do you mind if i use the Arrows on fusion? I have had jumppads for a long time, but no good indicator.