Tremulous Forum
Media => Map Releases => Topic started by: Ingar on March 03, 2007, 10:18:57 pm
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-- Final
I put the final version of the Sirius Complex online. The most significant change is the human base, I've added a more viable base spot and some decoration. If no more serious bugs pop up, I consider this project closed.
A big thank you to everyone who has contributed to this map,
and thank you gareth for encouraging people to release finals ;)
-- Beta 1
I have updated the sirius website with beta 1, changes include:
improved human base, locations, more sounds, decorations and a few special effects.
-- Alpha 1
The layout of my second map is finally complete,
so I present to you: The Sirius Complex.
This map is a whole lot smaller than my previous one,
and has (hopfully) no unconquerable camping spots :wink:
Screenshots and download of the final version can be found here:
http://users.telenet.be/ingar/tremulous/sirius.html
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gj
btw unconquerable is inevitable on funzone
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That map is up to Unreal Engine standard!!! FUCKING AWSOME!!!
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Looks quite good, and gameplay seems to have a lot of potential. It reminds me of nexus6. Great work. I would call this a beta, definately. I don't like is the skybox much, but that may just be me.
Aside from that, look forward to playing this :)
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GAAH! Every time I see an incredible map, it makes me think my current maps suck so horribly they shouldn't even see the light of day...
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<3 Ingar
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Looks great, I would definitely call this a beta too.
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GAAH! Every time I see an incredible map, it makes me think my current maps suck so horribly they shouldn't even see the light of day...
Same... :(
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Great work! I'm looking forward to playing it. Spotted a few bugs though:
Missing texture inside a door frame:
(http://farm1.static.flickr.com/165/409681413_3ac71ed0d2.jpg) (http://www.flickr.com/photos/10974774@N00/409681413/)
Should the black/yellow stripes align here?
(http://farm1.static.flickr.com/174/409684435_11296e8a20.jpg) (http://www.flickr.com/photos/10974774@N00/409684435/)
The border between each plane in the glass roof is visible:
(http://farm1.static.flickr.com/183/409770550_07a2b355f1.jpg) (http://www.flickr.com/photos/10974774@N00/409770550/)
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Great work! I'm looking forward to playing it. Spotted a few bugs though:
Missing texture inside a door frame:
Should the black/yellow stripes align here?
OhNoZ! Didn't see those, thanks for spotting. I'll check the other doors as well.
The border between each plane in the glass roof is visible
It's pretty obvious so I didn't really miss it 8). I have to replace the window brushes with patches without molesting the fps too much.
On the TODO list.
Thanks for the comments everybody!
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nice map, both in looks i think it should play nicely too.
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One of the best new maps! (One more big map though. (How can Ingar make such a complex map in three months only?))
Those bugs are features :P lol
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Actually, the black/yellow hazard stripes usually do not line up, so that one may see the definite edge more clearly.
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so pretty!
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Once again, very nice work. I feel like when trem became standalone, and discovering his atmosphere :)
Just some visibilty problem, but I guess you already know it ;)
(http://img48.imageshack.us/img48/2806/shot0155pr5.th.jpg) (http://img48.imageshack.us/my.php?image=shot0155pr5.jpg)
The same from the observation deck.
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great map... although i intend to lose my way around it too often ^^
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Official Bumpdozer.
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Map looks really, very nice, I'm sure I'm going to get lost in it the first couple hundred times though... :eek:
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This almost wins my award for "Most Awesome Item of Today"
It comes in second place after Starcraft 2.
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The border between each plane in the glass roof is visible:
(http://farm1.static.flickr.com/183/409770550_07a2b355f1.jpg) (http://www.flickr.com/photos/10974774@N00/409770550/)
I kind of like it that way... Looks cooler IMO.
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Starcraft 2 = /Me would kill for
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I bump for final. A somewhat limited number of changes, but a few nice touches ;)
On to the next map.
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Great work Ingar, as always :)
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Download this map and come play it on SatGNU!
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nice to see its final :) now just need nano-final :D
when i put it in my regular trem install i got some missing textures, but that seems to be due to some wierdness with other existing maps - no missing textures when i tryed it in clean 1.1 install.
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when i put it in my regular trem install i got some missing textures, but that seems to be due to some wierdness with other existing maps - no missing textures when i tryed it in clean 1.1 install.
it's probably a version clash with beta1. For some reason the engine prefers the beta1 shaderfile over the final one and doesn't find the new shaders. Removing sirius-beta1 from your base folder should solve this.
Maybe I can prevent this in the future by adding the release name to the shader path. (eg textures/sirius-beta1/funkyshader)
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mg seems to hate this map
the latest version they have is alpha
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misaligned Patch found:
(http://img359.imageshack.us/img359/3154/shot0001qg8.th.jpg) (http://img359.imageshack.us/my.php?image=shot0001qg8.jpg)
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Ingar, LOVE this map!! After testing it myself, i decided to put MORE time into my current map "Factory" As i seen that my map was mostly "naked". So Those awaiting my next map. Wait another month or 2. I'm not rushing anymore.
A spatula + Love = SWEET MAP!
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misaligned Patch found
OhNoZ, I hadn't noticed that before :(
but it doesn't look like something to build a new release for.
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Please just update the map in a week ingar. People will probably have discovered all the bugs you overlooked and you'll have a real finished release instead of a 1.1.0 level release.
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Please just update the map in a week ingar. People will probably have discovered all the bugs you overlooked and you'll have a real finished release instead of a 1.1.0 level release.
Here we are. I've fixed the misaligned patch and an ugly spectator trap in the launch bay. Please get your updated release here:
http://users.telenet.be/ingar/tremulous/files/map-sirius.pk3
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It would be fun if there would be some kind of mechanism which would wipe everything under the dome if some key sequence is pressed.
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uh...no it wouldn't
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Just to inform you Ingar - the decompression hatch pretty much makes this map very unplayable. Aliens can put their base there and if humans try to open it, they just close it from inside. Also because you have to lucijump/whatever to get there, even if the hatch is open it's too well defended by some campy tyrants.
Also, in default humans you can build too good of a base near a stack of boxes. It's very hard to kill and leads to 60 minute games.
I think it's a great map but hate the game-breaking bases you can build. Those make the games last too long and be very boring.
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Meisseli - there is only one button up there and actually two buttons down there that open/close the decompression hatch; look for them and you'll get it open easily ;)
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Meisseli - there is only one button up there and actually two buttons down there that open/close the decompression hatch; look for them and you'll get it open easily ;)
And just spam the button inside the hatch to close it again?
And don't think that public games would have any teamwork, that's just a wrong assumption.
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Where do you play?
I've played many-a-game where there's great teamwork.
Anyways, looks sweet Ingar.
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Where do you play?
I've played many-a-game where there's great teamwork.
Anyways, looks sweet Ingar.
Any european server minus 999BP servers, "fun" servers and ATCS only servers.
But you know pushing two buttons to get into alien base is kind of hard because of a) tyrants b) any other alien, c) you also need jetpack/lucijump d) it's still ridiculous. It just doesn't work on public and is horribly unbalanced, try it sometimes :)
As is the human base I mentioned earlier.