Tremulous Forum
Media => Map Releases => Topic started by: KOsAD on March 05, 2007, 12:46:54 am
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Beta 1.2 (urgent update again) available.
What's new:
- Console warnings: CM_GridPlane unresolvable and mac crash fixed
- cracks on the low pillar fixed
- invisible alien spawn fixed (humans can win now :p)
- random train passage removed for beta (it comes every 5min now, don't miss it ;))
- other stuff not really important
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Beta 1.1 (urgent update) available.
What's new:
- map name in level start fixed
- .arena added
- escalators have been removed
- "glurp" sounds added
[for servers not owning pulse]
- lights near escalators have been increased a little bit
- "Train corner without a target" fixed
- crypt vault optimized a bit
- dynamic advertisment test
[/list]
Dynamic advertisment test is just to try to load a texture not in the main pk3. So, server admin will be able to put his own texture.
Report if it's work or not.
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Hi,
after 4 month of work, beta 1 is available here (http://kosad93.googlepages.com/metro.html).
Current known issues are included in the pk3/readme.txt, plus after a test tonight, a laggy problem with the escalator on small computer.
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Bonjour! Welcome to the forums! I took a look at the website and your map looks really good! I can't wait to try it! (18 minutes left for the download :P)
Edit: Wow...Transit2, and as vcxzet said, there's virtually no lag! Good job! The map looks awesome!
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+great map
-great lag
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Wow. I've just started a metro map, based on the Montreal metro :P . It isn't coming along too well, so I'll probably drop it. Looks pretty good, I'm waiting to dl.
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Congratulations!
I've made some months ago one crap Metro prototype that I never worked any more. Your map is really impressive.
Fix train arrive times and these map startup errors:
- Many of these: "WARNING: CM_GridPlane unresolvable"
- And one of: "Train corner at (1184 -2024 256) without a target"
P.S.: You can change to turn possible to enter the train when it stops.
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Not to be a hater or anything, but in my opinion, Crypts/Earthen/Castle styles for maps don't match the gameplay of Tremulous. Tremulous is about Aliens invading the Humans' high tech facilities and bases. This is not Quake.
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Not to be a hater or anything, but in my opinion, Crypts/Earthen/Castle styles for maps don't match the gameplay of Tremulous. Tremulous is about Aliens invading the Humans' high tech facilities and bases. This is not Quake.
I would tend to agree with you, but you can only have so many pipe rooms and crate rooms and pointless arches and catwalks before the concept gets kinda tired. Personnally, I find a change in setting to be quite welcome.
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think of unreal
everything is unrelated, no real concept etc
bah anyway we cant get one concept with 20 different mappers
edit: :P at least they are no creting their own texture sets
sockter, evilair anyone
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TY Kosad !
What better hostile place like parisian metro it's stinky, noisy, no ventilated and remembers me my old work :(#
Love the pun "La Défense/L'attaque", medieval underground and the posters :D
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Not to be a hater or anything, but in my opinion, Crypts/Earthen/Castle styles for maps don't match the gameplay of Tremulous. Tremulous is about Aliens invading the Humans' high tech facilities and bases. This is not Quake.
This is a large human facility, and it just happens to have some crypts underneath it! I think the crypts match Tremulous perfectly (so long as a map is not completely based on them) a dark, damp place where aliens could get in unnoticed and start an invasion.
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And a crypt has everything to do with a fucking metro station?
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Beautiful map! I CAN'T WAIT to test it's gameplay.
I've put it on the }MG{MercenariesGuild server if anyone statesides wants to give it a spin. I haven't uploaded it to our http download spot yet, but will in about 2 hours.
edit:As a sidenote, finding a medievil room underground in any of the older cities of Europe does not seem impossible or even entirely unlikely (though doubtful they would look so nice :) but don't change it) Also, I fear the escalators may be an FPS killer. Do the run haltingly for anyone else?
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Excellent work, this is a great map.
Crypt integration? Just make the entrances look like tunnel collapses, or manually dug holes. "An ancient crypt was discovered when a minor wall collapse revealed it's presence, little did the humans know that it was infested..."
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really nice map... a lot of details i like it!!! :)
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Looks really nice, but at a speed of 11.4kbps from bricosoft. I would be more than happy to provide a download mirror if needed which should offer 200kbps plus.
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Looks really nice, but at a speed of 11.4kbps from bricosoft. I would be more than happy to provide a download mirror if needed which should offer 200kbps plus.
Kbps is not the same as KB/second (if you mean to say 11.4 KB/s).
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I said kbps. Is that so hard for you to read that you must question?
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Sorry, Thorn... It is strange that Bricosoft was providing only 11.4kbps (their server is always fast for me)... Should have not written that post though.
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And a crypt has everything to do with a fucking metro station?
Exactly my point >_>. Many Crypts and sewers would be under facilities such as this in France.
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Sorry, Thorn... It is strange that Bricosoft was providing only 11.4kbps (their server is always fast for me)... Should have not written that post though.
Eh sorry, my fault.
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WOW!
that is something you dont see every day. this map is a hugely refreshing change from the lacklustre betas and the maps with a style similar to the current ones, I really like the atmosphere, the attention to detail, the way i dont recognise the textures, the effects like the mirror and the particle effects and dynamic lighting that are done well and look nice, the sounds, the models, the way it feels like a counter strike map, even the crazy french posters. I dont know how well it plays yet, but i really like what you have done here.
Its not perfect tho, of course .] i think some areas the lighting is a bit poor, and you could get some more details from alphashadows in the fencing textures with more high res. lightmaps, the train looks to be lit fullbright atm i am not sure how to fix this but maybe try rgbgen diffuseLighting or vertex. some of the textures lack a little contrast, maybe use some detail textures, the texture that is stretched over the boxes looks like it should be some sort of see thru plastic wrap instead, the models could cast more detailed shadows, the outside you can see from the windows looks a bit naff...thats all i can think of right now.
gj.
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just do a /noclip...everything outside is made of patches >_>
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I think I forgot to say that this map is really really cool. Hopefully it'll play well.
La tout ce que tu dois faire c'est ajouter une affiche qui dit : vive le quebec libre ! :P
S'il te plait :wink:
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-great lag
Can you point rooms where you lagged ?
I will try to reduce the lag if I can. :)
Fix train arrive times
What do you mean exactly ?
and these map startup errors
Thanks, I've forgotten to look the log.
And a crypt has everything to do with a fucking metro station?
Well, Paris's underground is a true swiss cheese, full of hole where you can find a lot of things.
http://www.linternaute.com/paris/magazine/diaporama/06/paris-souterrain/19.shtml
I haven't uploaded it to our http download spot yet, but will in about 2 hours.
Where is the MG server located ?
If anyone else want to host it, feel free to do it, just tell me server's location and I will update the download section.
Also, I fear the escalators may be an FPS killer
Yep, sorry for people laggin there, they will be removed for next version.
Crypt integration?
Noted ;)
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The }MG{MercenariesGuild server is in Chicago, the http downloads are at http://mercenariesguild.net/base
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thanks, updated
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Also, I fear the escalators may be an FPS killer
Yep, sorry for people laggin there, they will be removed for next version.
NOOOOOOOOO! :O
They don't seem to hurt my FPS at all, the escalators don't need that many triangles, or can moving brushes cause lag?
Fix train arrive times
There's been some problems with tyrants on the rails lately, if you want the trains to run on time then go and clear the aliens out.
Also, the tiles are bent around this tunnel:
(http://farm1.static.flickr.com/150/411941760_06ff5a6ef0.jpg) (http://www.flickr.com/photos/10974774@N00/411941760/)
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Fix train arrive times
What do you mean exactly ?
I mean to make the train stop at the station so players can enter it... however, you don't need to do it if you will not expand the railroad.
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I put a+goon in front of the train. While it didn't kill me directly, it pushed me into the kill zone of the tunnel pretty quickly :)
While I was checking it out (testing base builds and attacks, etc) a couple people tried to join :P
I might add that I had no fps lag at the escalators. In fact, I had no fps lag anywhere in the map. Vid Card is an ATI Radeon Xpress 200m on Ubuntu linux with 128MB of RAM if I remember correctly, FWIW.
Nice work. I would like to say, completely selfishly, that I wish the posters were in english :) The ones I get are very funny. I suspect the ones I don't get are funny too :D My favorite is still the penguin and the polar bear though!
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screenies look awesome. but looks real big.
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I put a+goon in front of the train. While it didn't kill me directly, it pushed me into the kill zone of the tunnel pretty quickly :)
While I was checking it out (testing base builds and attacks, etc) a couple people tried to join :P
I might add that I had no fps lag at the escalators. In fact, I had no fps lag anywhere in the map. Vid Card is an ATI Radeon Xpress 200m on Ubuntu linux with 128MB of RAM if I remember correctly, FWIW.
Nice work. I would like to say, completely selfishly, that I wish the posters were in english :) The ones I get are very funny. I suspect the ones I don't get are funny too :D My favorite is still the penguin and the polar bear though!
there's never any lag at the escalators when playing by yourself, unfortunately, when you're playing with others they are really jumpy
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I really like this map. Being able to build anywhere probably isn't going to work, but I'm sure we can find some areas that should be no-builded. For instance, the underwater area.
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Extra mirror for you :) http://thorn.soliter.org/Files/SFRP/map-metro-b1.pk3
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i think some areas the lighting is a bit poor
I guess you talk about near alien's base. If there is too much complain about that I will increase the lights.
the train looks to be lit fullbright atm i am not sure how to fix this but maybe try rgbgen diffuseLighting or vertex
Yes true. I've tried a lot of things already and the only way to make a func_train dlighted is to use a model (model2 key if I remember) but then I couldn't use shader associated.
So I've maybe missed something, I will search again but if someone succeed in doing that, I will be very interested by his secret :)
the outside you can see from the windows looks a bit naff
haha, yes for sure, but this is just some deco and not to be look close.
Here again I wanted to save FPS by putting very simple things.
Also, the tiles are bent around this tunnel
This is the best thing I can do with Radiant. But maybe I can do like I did for the vault in the crypt, ie: to export model from radiant and to work on it with a 3D software.
I mean to make the train stop at the station so players can enter it
It's not a good idea because the train is like the escalators, it makes some people lagging so adding more brushes will increase lag. And moreover, the sound will not be synchronized.
Being able to build anywhere probably isn't going to work
Yes, this is why I warn players and wait to have some feedbacks about annoying building places :)
Extra mirror for you
GB I presume ?
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Nice map, KOsAD. It almost made me feel like I was really in the Paris subway ;) I look forward to playing it.
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GB I presume ?
Ummmm, not sure where soliter is actually located :oops:
Edit : Germany
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updated :)
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I played (I didnt when I made the comment :P)
awesome map
there is only some minor defects:
:the cars outside doesnt look as good as other things on the map
:I dont know paris metro but billboards are not curved most of the time;
planar
:dretch on the flag look like montage
I didnt notice to much lag near escalators But if it so for other ppl you can just make them static I think it wont damage the map
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Yes true. I've tried a lot of things already and the only way to make a func_train dlighted is to use a model (model2 key if I remember) but then I couldn't use shader associated.
So I've maybe missed something, I will search again but if someone succeed in doing that, I will be very interested by his secret :)
you can use shaders on models, at least on md3s. Also the static train could be lightmap lit.
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This map actually looks really good! Way to go, and let this be a lesson to all you people who think that a first map needs to look like UTCSb2 or Battlezone-final!
+1 to KOsAD!
(I'll never forget the Parisian Metro from Deus Ex)
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i <3 diz map!
its awesome..
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I played (I didnt when I made the comment :P)
I'm relieved :)
the cars outside doesnt look as good as other things on the map
yeah, it looks like a western's set ^^, I don't have a lot of choices. I can use low poly cars but they will increase fps and I don't have low poly cars and I am too lazy to do some :(
Most of the time people won't pay attention to the outside so, better to increase details inside ;)
I dont know paris metro but billboards are not curved most of the time
Are you talking about billboards @ stations ? if so, they are curved in real (http://www.dcs.shef.ac.uk/~cursu/cursu/images/personal/albums/album16/images/P1010001.jpg):)
dretch on the flag look like montage
At 3am, I finded these very nice :p, but you are right I have to rework, or maybe if a skilled 2D guy wants to do it ?
it wont damage the map
yeah it was just a funny gimmicks :)
you can use shaders on models, at least on md3s
It's already done. What I failed, is to make shader and lightgrid lighting work at the same time.
Also the static train could be lightmap lit
It is.
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beta 1.1 available
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you can use shaders on models, at least on md3s
It's already done. What I failed, is to make shader and lightgrid lighting work at the same time.
you can compile them without shaders then add shaders if you want them to receive light
else iirc there was a param to exclude them from lighting
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Beta 1.1 is up on the }MG{MercenariesGuild Map mirror Here (http://mercenariesguild.net/base/map-metro-b1-1.pk3)
As is the DA1 and DA2 files :)
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dynamic advertisement is something evil :D
btw your mirrors still point to b1( on your site)
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Aww, the escalators are static :(
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Mirror updated http://thorn.soliter.org/Files/SFRP/map-metro-b1-1.pk3
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This map is voteable on sst, with our superfast downloads, takes about 10 sec to download.
Thinking about adding to roration.
Oh and do the custom textures, are they serverside or client, or both.
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(http://paradox460.googlepages.com/toaster.gif)(http://paradox460.googlepages.com/toaster.gif)(http://paradox460.googlepages.com/toaster.gif)
WHAT?
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(http://paradox460.googlepages.com/toaster.gif)
Is my toast done yet? :o
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HEY, that replaced the "Fusion is coming" siggy, is it dead because Metro beat you to making a leeter map then Transit?
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dynamic advertisement is something evil :D
Yes, but I think trem community is mature enough for this, anyway...
Oh and do the custom textures, are they serverside or client, or both.
it's not working. It's server side but the two pk3 are not dependents :(
So I'm searching a way to link the custom tex with the map archive... I doubt to solve this.
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Well, i installed the DA1 one clientside, and added my own banner (halo 3), then uploaded it to server.
I see the halo 3 banner, but others only see blank or the default.
Oh and btw, this map is the new pulse+transit combined, except with an extra helping of awesomeness.
I was getting shivers when i first played it. It took me a bit, because i didnt read this post, just added to server, then i realized Hey, ive been here before, but in REAL life!, then i thought a bit, and then heard the PA system, and knew what it was.
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Okay, well...in that case, would it be possible for clients to upload their own textures!?
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I think it's not possible to have client side stuff if server don't have the file.
@paradox: can you remove DA1 & DA2 from your server and only add your custom texure that no one else have ?
If people can see DA1 or DA2 texture then it means it is client side possible.
If I'm right they will see a strectched missing texture.
Another thing: is it possible to force a client to download a pk3 when he connects to a server ? Otherwise the only solution I was thinking about, is to create a fake map that is not playable but force client to download pk3, and then load the real map.
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Also Elaum got a fatal error when loading map beta1.1 with a mac (despite he could load beta1 without any problem). It looks like this error is link to the "WARNING: CM_GridPlane unresolvable".
I think I've understood where this came from (I wait he gave me some feedback), but I want to know if this is related to all mac or some of you can run 1.1 ?
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1.1 works fine for me, and I'm not on a mac, could be the computer...but I'd wait for someone else with a mac to comment just to make sure.
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I think it's not possible to have client side stuff if server don't have the file.
@paradox: can you remove DA1 & DA2 from your server and only add your custom texure that no one else have ?
If people can see DA1 or DA2 texture then it means it is client side possible.
If I'm right they will see a strectched missing texture.
Another thing: is it possible to force a client to download a pk3 when he connects to a server ? Otherwise the only solution I was thinking about, is to create a fake map that is not playable but force client to download pk3, and then load the real map.
first of all there are a few unlnown extension for sound blabla errors
yes on pure servers with auto DL enabled
client needs to DL the dyn ad file on server and use it
it needs to have a unique name or it will be overwritten if you connect to another server
(you can do funny things like changing dynad file after map ends So in the next map client will DL new file and see a new dyn ad)
on unpure servers like SST if you have a file with the same file name of the server regardless of being same or not, the one on the client will be used
point is each server must have a unique name for the ad pk3
dynAd_SST.pk3 and no other pk3 that may override this pk3
(ie another pk3 containing the ad texture )
I tried a little and you can create a shader file with the same file name and it will use the shader rather than the jpg
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All i have is mine installed on sst, and the same one clientside.
Oh and BTW, KOS, you were on yesterday, so you allready know about this. There is an egg from which aliens cannot spawn, and so the game will not end if humans win.
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first of all there are a few unlnown extension for sound blabla errors
Can you copy/paste log here ?
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Beta 1.2 available, check the first post.
This is probably the last version before beta 2, because I think this one is stable.
If you got 1.2 before now, please overwrite it :)
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Beta 1.2 is up on the MG map repository.
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thig map is so freaking huge. it look great, but a mara would NEVER die. also, if the campfire hurts you, how come the candles don't?
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Cause they have small flame.
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meh, i thought at least the dretch would get hurt by it.
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if you are a dretch and wall walking to escape on onslaught of your base would you like to die cause of a stinking candle? i think not. so why are you complaining?
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Just a little update for auto-dl dyn ad.
The only idea I had, is to create a fake map containing the texture.
So you must put metro-DA (http://kosad93.googlepages.com/map-metro-DA.pk3) before metro-b1-2 in your rotation conf. By this way, client will dl the fake map (just a room with no spawn).
Replace /textures/dyn_ad/dyn_ad_80x48.jpg in the pk3 to have your own ad (keep the same name).
Also, like biotxc said, give the pk3 an unique name (for ex: map-metro-DA-MyServer.pk3) to avoid conflict with other server file.
The only problem with this, is: if a client join the real map, he won't have the updated pk3.
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Is the rotation of metro working on sst?
I have it on, and yet it never seems to load.
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What do you mean ?
Metro-DA is a new add on. It's a fake map to force client to download texture. This is why it must be just before the real metro in your rotation.
rotation
{
...
metro-DA-SST
metro-b1-2
...
}
But SST is unpure so people having another file of the same name will load only the latest (in alphabetical order) file.
Try to name your pk3 with something like "zzzmetro-DA-SST.pk3"
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Nice work KOsAd!
I just have one question, where did you figure out the flickering shader lighting. Is there a tutorial on this somewhere?
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I believe it's _style with 1-10 as a value...
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The thing I use is the q3map2 shader manual (http://www.map-craft.com/modules.php?name=shaderman&p=Y29udGVudHMuaHRt).
I've just read it, to see what is possible, and then I play with all the functions ;)
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looks like a nice map
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Pretty cool map. Solid design. Very nice approach. Will definitely give it a (gameplay) try! But I have some cosmetical suggestions:
http://xs315.xs.to/xs315/07195/sh01.jpg
http://xs315.xs.to/xs315/07195/sh02.jpg
http://xs315.xs.to/xs315/07195/sh03.jpg
http://xs315.xs.to/xs315/07195/sh04.jpg
http://xs315.xs.to/xs315/07195/sh05.jpg
http://xs315.xs.to/xs315/07195/sh06.jpg
http://xs315.xs.to/xs315/07195/sh07.jpg
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About that last shot and the remark with missing textures, this is how the walls are in real life.
Some walls CAN be white you know, it's a pretty common thing :)
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Some walls CAN be white you know, it's a pretty common thing
The lightmap still looks ugly as hell on those :P He could try _lightmapscale 0.125 then (although, I don't think something will change anyways...)
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Those screenies remind me a lot of Flagstaff Station in Melbourne, so I'd guess you're on the right track.
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Some walls CAN be white you know, it's a pretty common thing
The lightmap still looks ugly as hell on those :P He could try _lightmapscale 0.125 then (although, I don't think something will change anyways...)
True dat :P
Those screenies remind me a lot of Flagstaff Station in Melbourne, so I'd guess you're on the right track.
Funny that. First I can testify that the map is really similar to the Paris Metro. Second, I find it funny that you mention Flagstaff since it was one of my favorite maps for Infiltration :) Now at least I know from where the idea can from.
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Holy hell, another INFer on Trem!?
// HI!!
// That bomb time was still ridiculous...
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I cant download it, everytime I click on one of the mirror links, it opens up a page that says "PK" at the top and the rest is filled with weird, random symbols... this is for ALL the mirrors...
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I cant download it, everytime I click on one of the mirror links, it opens up a page that says "PK" at the top and the rest is filled with weird, random symbols... this is for ALL the mirrors...
What OS you using?
Right-click and select download/save as/<insert string with similar meaning>.
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I cant download it, everytime I click on one of the mirror links, it opens up a page that says "PK" at the top and the rest is filled with weird, random symbols... this is for ALL the mirrors...
Your browser is displaying the file as plain text. Use right-click then save as.
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You might already know about this, but it seems that if you press a certain button(don't know where), there is a message saying "Warning, electric shock hazard"(or something like that) that doesn't leave your screen for the rest of the game. It shows for all players, too.
Happened once on D*S. If you could fix that, it would be great.
Absolutely adore this map btw.
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You might already know about this, but it seems that if you press a certain button(don't know where), there is a message saying "Warning, electric shock hazard"(or something like that) that doesn't leave your screen for the rest of the game. It shows for all players, too.
Happened once on D*S. If you could fix that, it would be great.
Absolutely adore this map btw.
If you go far enough down any tunnel, that message should appear--similar to outside on pulse.
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No, this is not the same thing. I'm talking about a message that appeared on every single player's screen, regardless of where they were at the time(I was standing under platform that is often a human base). Then it stayed there for the rest of the game.
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No, this is not the same thing. I'm talking about a message that appeared on every single player's screen, regardless of where they were at the time(I was standing under platform that is often a human base). Then it stayed there for the rest of the game.
tru dat
some servers the third rail message works fine
sometimes though it just stays there all game
no matter where u are
thought it was just me
but I've only played it like two or three times
I cant download it, everytime I click on one of the mirror links, it opens up a page that says "PK" at the top and the rest is filled with weird, random symbols... this is for ALL the mirrors...
Your browser is displaying the file as plain text. Use right-click then save as.
word
same thing happened to me
what he said
save as
or even drop-n-drag (to trem/base iirc)
what OS?
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But I have some cosmetical suggestions
Those screenshots were taken from the pre-beta version with fast compil and unifished stuff. So most of this are allready solved ^^.
I should update screenshots but since there is no ftp on googlepages it's really a pain :(
You might already know about this, but it seems that if you press a certain button(don't know where), there is a message saying "Warning, electric shock hazard"(or something like that) that doesn't leave your screen for the rest of the game. It shows for all players, too.
Yep I know about this one héhé.
In fact, this problem comes from the fact that there is an entity common to some player in the trigger. More simply, someone of your team has builded something there.
I will add a no build brush with those triggers ;)
Thanks for your feedback :)