Tremulous Forum
Media => Map Releases => Topic started by: LinuxManMikeC on April 02, 2007, 07:53:13 pm
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Welcome to Volcano, watch your step 8) . A simple, symetric, arena-style map built around a volcano. Which would you rather face: a tyrant, or the lava? Will you use strategy to gain the upper hand, or just duke it out in the crater? If you want find out, just dive in... :evil:
This is my first serious attempt at any sort of mapping, so be gentle. When its finished the map file will be included as well. Please leave feedback. Check back here for updates. Noobs can ask how I did stuff. Etc...
Latest version: alpha4 (http://tremulous.net/phpBB2/viewtopic.php?p=72946#72946)
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Download link?
Or am I just being blind?
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Download: Volcano -- alpha3 (http://zergrushgogo.com/users/linuxmanmikec/base/map-volcano-alpha3-1.1.0.pk3)
2 April 2007
By LinuxManMikeC (Michael Cerveny)
linuxmanmikec@gmail.com
Attribution-ShareAlike 2.5 (http://creativecommons.org/licenses/by-sa/2.5/)
You are free:
- to copy, distribute, display, and perform the work
- to make derivative works
- to make commercial use of the work
Under the following conditions:
- Attribution: You must attribute the work in the manner specified by the
author or licensor.
- Share Alike: If you alter, transform, or build upon this work, you may
distribute the resulting work only under a license identical to this one.
Requires ATCS (installed with Tremulous by default)
Some major changes since alpha2:
- Rolled my own lava texture (still using Thermal shader script)
- Finally figured out something to do with the "box room", though it still has
boxes :-/. Still thinking about what to do with those.
- Had to shorten the stairways as a result of changes to the secondary rooms.
- Added vents from base to elevator shaft
- Changes to elevator functionality and design
- Added some space in the lower tunnels
- Some additional ledges in crater
- Various artistic changes
This is my first map ever (aside from a stupid one I never finished for Doom2
:-D ). It's a simple, symetric, ATCS-style map with some extra stuff (doors,
elevators, lava, etc...). It uses the ATCS texture set (included in the base
Tremulous install) and one shader (minus it's texture) from the map Geothermal.
I've dumped the texture from the lava shader and am working on my own
(unfinished).
There is still a lot of work left to be done (even though its the third alpha
release), but I want to be certain of major gameplay changes before I move on.
Raves and rants are welcome, but keep in mind that this is still an alpha
version. There is stuff I already plan on doing, but haven't yet. Before you
start tearing my art down, the starting base rooms, the secondary rooms, the
stairways, the bridges, and the elevator shafts are mostly "finished". Feel
free to send negative criticism (if any) about those. The elevator
functionality has been changed in every version so far, looking for feedback on
its current functionality. The "terrain" (if you can call it that yet :-D ) is
far from finished. If anyone complains that "the crater/surface is too blocky"
you can go check out the bottom of the lava pit (*evil laugh*). If you have
any ideas on things to add or change, I'd love to hear them. Enjoy.
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some pics would be nice :)
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Download link?
Or am I just being blind?
Sorry, its up now. I decided to keep download links for the various releases in a separate post in the thread and link to that post from the first. Had trouble with the server I was going to use to host the file, so the link was greatly delayed :oops: .
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Link isn't working for me.
Okay, auto d/l'd from your server, still might want to fix the link though, or is it only me?
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Link isn't working for me.
Okay, auto d/l'd from your server, still might want to fix the link though, or is it only me?
Guess it's just you. I have a bunch of downloads in my server log.
*I've added an HTTP download link as well.* Scratch that, the http server I was originally going to use is now working, link now points there.
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Pics pics pics pics pics pics
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Fine, here's your pics already! :D These are half their origianl size and are gama corrected for CRT display. You can view full size originals here http://zergrushgogo.com/users/linuxmanmikec/volcano/. (Originals are a tad darker than in-game on an LCD)
(http://zergrushgogo.com/users/linuxmanmikec/volcano/shot0003_gamma1.5.jpeg)
(http://zergrushgogo.com/users/linuxmanmikec/volcano/shot0004_gamma1.5.jpeg)
(http://zergrushgogo.com/users/linuxmanmikec/volcano/shot0005_gamma1.5.jpeg)
(http://zergrushgogo.com/users/linuxmanmikec/volcano/shot0007_gamma1.5.jpeg)
(http://zergrushgogo.com/users/linuxmanmikec/volcano/shot0008_gamma1.5.jpeg)
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theres a lot of space, but very little usable space.
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requires ATCS
Please fix this.
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requires ATCS
Please fix this.
+1. Some people might delete atcs because they think it's a pointless overplayed map.
(It's also a requirement for 1.2... and any other sane version of a game.)
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who would delete atcs? i can see hitting the escape key when the map loads...but if you delete it just dont play on maps that utilize it.
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theres a lot of space, but very little usable space.
I assume you mean put in some more cover for buildings. I definitely realize the need for this in the starting bases. I'm still working on the crater edge, and it wasn't intended to be too buildable up there. Still uncertain about the areas down by the lava pit. Could you give some examples of what you consider problem areas?
As far as the ATCS dependency, thats just how it is for now. I will be eliminating this in the beta or final release stage. Won't happen any earlier unless I'm forced to. In any case, I see no point in duplicating files and I hope to be realeasing changes more frequently. Why waste extra time downloading what most people already have? I am curious about this "requirement for 1.2" that p0m mentioned. The dependency on ATCS will be "fixed" eventually, so please don't flood this thread with complaints (flood my PM if you like :P).
Thanks for the feedback
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well, i pretty much have a problem with the whole 'volcano' idea. you have a 500 foot high cylindrical area, and yet you have two bridges crossing it...a lot of space...very little usable space. that is what i mean. its very empty and there arent many places you can go unless you can wallwalk/fly. and yes the bases and pretty much everything are empty, but its a beta. most things remain empty for a while. i just dont see how you will make the space in the volcano useful.
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Just to clarify about "flooding this thread" over the ATCS dependency. I appreciate Lava Croft's and p0m's input. I just don't need a dozen other people filling up the thread with +1 posts because I'm not jumping on this ASAP. Sorry if I came off sounding unfriendly, but if any of you have any inclination to nag me about it, I meant every bit of unpleasantness :P. Keep the input coming, just don't beat a dead horse please.
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Thanks for your comments n00b pl0x. Gives me a lot to think about. I hadn't really intended the crater to be useful for much, but considering the strategy aspect of Tremulous, it might be good to tighten up the crater a tad and make more building-friendly locations. I have more comments on this and ideas to fix it, but it's late so I'll post them tomorrow.
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Well.... Guest what i think .... i think it should be a spiral staircase with platform at top :D so some one can build base
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This map is cool.
What I do is I go to the top of the crater and jump onto the rocks.
I BOUNCE!!!!
Its soo funny.
Bases need more development, there is a direct link from hukans to aliens, No No.
Pretty good for a first serious map, Ive seen worse, oh, that I have, *trails off muttering about bad maps*.
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Great map!
its way fun on domination!
the fact that humans can shoot the OM from in their base needs fixing, and I want to be able to build on the craters edge.
Also, the blue stuff on the roof is odd. and you can wall walk on it.
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Replacement for the open sky, it's a forcefield. Personally, I think it should go back to open sky and Linux should SLICK the sides so there's no gay wallwalking.
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well more free space=map for human
little space(alot of box walls etc.)=map for aliens
But it depens on team too
@map
its great i love jumping into cratater of vulcan with grangers and friends^^
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Well, here are my much delayed comments on what to do about the "useless space" in the crater. As you can see in alpha3, I have the beginnings of additional ledges. I am considering makeing some more, as well as some building-friendly locations. Adding debris/rocks to the ledges should give some cover, and perhaps a shallow cave at a couple ledges. Another thought I had was to squish the crater a little so it isn't so freakin' tall. This would eliminate some of that useless space, as well as make a fall more survivable (bare human needs full health). Don't worry basejumping fans, there would still be plenty of bounce :D. But squishing the map is a lot of work, first I will see what I can do with all that space. I don't plan on leaving it a perfect cylindar either, but I also don't want to go crazy with terrain until the overall structure is figured out.
i think it should be a spiral staircase with platform at top
A spiral staircase doesn't really fit in my plans, but having some vertical travel for non-jetpack humans might be cool. Perhaps some ladders/beams laying between two ledges might work. In my earlier drafts (before the idea of a Volcano) the crater was a square room with ledges on all 4 sides at 2 different heights. There would be ladders or lifts at all 4 corners to provide vertical travel. I definitely want to reconsider some of these additional pathways for non-wallwalkers/non-jetpackers.
I want to be able to build on the craters edge.
If you mean the edge on top, yeah, and I still have work to do on boulders up there, may add more. Inside, as already stated, going to make some building possiblilities down in the crater.
Bases need more development, there is a direct link from hukans to aliens, No No.
the fact that humans can shoot the OM from in their base needs fixing
I agree, the bases need some work, but I meant for the direct path. However, the direct path isn't necesarily the best path. You have to get across the bride alive. Then the doors are a choke-point with defensese behind them. Once the doors open, there does need to be something additional. I plan on putting in a computer display in both bases between door and reactor/overmind. This will prevent direct attacks on either and will slow down any incursion. Then there is the possiblity of pushing the rear wall back to make a bit more room.
The forcefield up top. Top field is gone. Among the first things I've done. However the side fields are staying. I want some logical reason why you can't travel down the side of the mountain. And the wallwalking was a lame oversight on my part. Though in my defense, an alien wouldn't make it far wallwaling up that.
I will be listing some of the planned changes for alpha4 and maybe some ideas under consideration for later inclusion. Thanks for your feedback, keep it coming.
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An idea for the bases, add another door!
Current Base -
_________________
| 1 ##############
| 1 ##############
| + 1 ##############
| 1 ##############
|__________1_____ ##############
New Base -
_________________
| 1 1 ##############
| 1 1 ##############
| + 1 1 ##############
| 1 1 ##############
|__________1____1 ##############
Legend
+ = OM/Reactor
|/_ = walls
1 = door
# = bridge
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:eek: huh? Can you atleast use paint to draw what you mean?
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wtf...broke it.... :(
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soil needs softer edges -> phong
map needs a different texture set
game play is good
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Plague, meet me on my server sometime, you can show me what you mean. I think I have a vague idea what you mean. Or not... :eek:
f0rqu3, both great ideas. I probably will switch texture sets, or at least redo the current set at higher res and customize it. And I've been drooling over phong shading ever since I saw screenshots of Ancient Remains. However, I am saving art till beta, right now I want to hammer out gameplay. I think I'm almost there too 8).
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An idea for the bases, add another door!
Current Base -
___________________
| 1 ##############
| 1 ##############
| + 1 ##############
| 1 ##############
|____________1_____ ##############
New Base -
__________________
| 1 1 ##############
| 1 1 ##############
| + 1 1 ##############
| 1 1 ##############
|____________1_____1 ##############
Legend
+ = OM/Reactor
|/_ = walls
1 = door
# = bridge
I added some code tags....
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An idea for the bases, add another door!
Current Base -
_________________
| 1 ##############
| 1 ##############
| + 1 ##############
| 1 ##############
|__________1_____ ##############
New Base -
_________________
| 1 1 ##############
| 1 1 ##############
| + 1 1 ##############
| 1 1 ##############
|__________1____1 ##############
Legend
+ = OM/Reactor
|/_ = walls
1 = door
# = bridge
FAIL[/size]
Its so clear and understandable, obviously its a mosch pit involving the
evil hash army bashing at the gates of 1 kingdom, and their king is King +.
Explain. You couldve just said two doors instead of one.
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Shuddup :P
:roll:
I'll just meet up with LinuxMan today and show him what I'm talking about.
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Jumppads or gravlifts would be some form of vertical transportation.
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Crater with less platform-ish ledges, maybe not perfectly flat.
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Ok, I know its been much longer than 1 week (more like 1 month), but real life had other plans. Anyway, done some tweaks and hopefully alpha4 will be ready for testing soon (read: less than 1 month :D ). Here is a list of some things I've done.
- Added some cover to the default base areas
- Enlarged the vents a bit (more like tight corridors now, may become actual corridors in a future version)
- Tweaked the elevator delays at top and bottom (debating speeding up elevator travel for alpha4 as well)
- Deleted ugly top forcefield, now you can see the pretty atcs skybox, lol
- Slicked the forcefield, no more wall crawling, though anything dumb enough to wall crawl forcefields kinda belongs there :D
- Created platform lofts in the corners of the 2ndary rooms
- Last major thing I'm working on is an idea for dealing with the jetpack camping up top. I've read several complaints about humans camping up top, but in the beginning of alpha3 I've seen aliens dominate the top fairly well too. Its really all about who gets there first. Either way, this should put a dent in the plans of top campers. Oh, thought I was going to tell you what I'm doing, well its a surprise.
As always, remember, this is an alpha version, still lots of work to be done. I appreciate all the feedback, both positive and negative. This being my first map I am learning a lot. And thanks to all the positive feedback, it has been really encouraging. Please don't complain too much about the artistic value of the map yet. I plan on focusing more on the art near/in beta stage. A likeley retexture will come, as well as new brushwork, and even sound fx. But before I waste my time, lets polish the gameplay to at least a dull shine.
I do want to especially thank Dretch Storm for featuring alpha3 as a map of the week. The feedback on the web site and in game was helpfull (except those stoges who could only say it sucks, no help there :-P lol ). Also seeing the map with a decent number of players was helpful. Thanks also to the other servers that have had Volcano in rotation. I always try to drop in when I see a server running it. The only way Volcano will ever make it to beta is if I can see the gameplay in action and get feedback from those who play (constructive feedback preferred).
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It is map of the fortnight on SST it seems.
Their default layout has the humans on top and the aliens on bottom.
Generally plays out like this:
Humans shoot down the main shaft and elevators until they reach stage 2.
Humans massively assault the aliens using jet-packs and grenades.
Aliens lose main base, forced to relocate to middle level.
Humans either finish aliens off, or the aliens successfully set up their base.
Aliens defend from human assaults until they reach stage 3.
Aliens have Tyrants do suicide attacks on human defenses.
Tyrants and Advanced Dragoons finish the job.
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Their default layout has the humans on top and the aliens on bottom.
There is already a map in the works with humans on bottom and aliens on top. (might be released already)
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This map will probably never be balanced per se, if only because aliens can't kill jetpacks in the middle without risking suicide, at least until s3. It makes it very difficult for aliens to get those kills they need for adv goons. It also doesn't help that aliens don't really have a good base spot on the map.
About detailing : I don't think the vis on this map is separated enough to allow for rockwall on the sides of the volcano, without taking a considerable fps hit. I might be wrong, though.
However, I must admit that while this map is unbalanced and fairly unremarkable visually(but acceptable), it's damn fun. I look forward to seeing this map progress.
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One thing to deal with jettards is to set up a massive trigger with an equip brush or whatever it was called. Tie that to a timer, then to a hurt brush. If someone jetpacks for over 2 mins, they start getting booboos.
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Or make the volacno occasionally go active. :D :D :D That would be amazing--a jettard dodging goons and all of a sudden a blast of lava deep fries them!!! Only thing is that I dont know if it is possible. :cry: :cry: :cry:
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Just make the lava a train.
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It'd be an interesting effect, especially with the rocks being there.
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at random intervals, everything starts shaking (jetpacks lose height) the 6 inward facing doors to the volcano close 5 seconds into the shake, and then a huge blast of lava shoots straight up, through the skybox, and over the entire top level of the map so as to not hurt anything up there.
It fries everything in the volcano (especially the jettards floating above/in the volcano that should be especially paralyzed from the shake)
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Their default layout has the humans on top and the aliens on bottom.
There is already a map in the works with humans on bottom and aliens on top.
Sick f*cks, all of you.
// :P
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Their default layout has the humans on top and the aliens on bottom.
There is already a map in the works with humans on bottom and aliens on top.
Sick f*cks, all of you.
// :P
wow i definetly have to go to bed...the fact that i didnt catch that means im _really_ out of it
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Download: Volcano -- alpha4 (http://ftp://ftp.drivehq.com/LinuxManMikeC/tremulous/base/map-volcano-alpha4-1.1.0.pk3)
24 May 2007
By LinuxManMikeC (Michael Cerveny)
linuxmanmikec@gmail.com
Attribution-ShareAlike 2.5 (http://creativecommons.org/licenses/by-sa/2.5/)
You are free:
- to copy, distribute, display, and perform the work
- to make derivative works
- to make commercial use of the work
Under the following conditions:
- Attribution: You must attribute the work in the manner specified by the
author or licensor.
- Share Alike: If you alter, transform, or build upon this work, you may
distribute the resulting work only under a license identical to this one.
Requires ATCS (installed with Tremulous by default)
Some major changes since alpha3:
- Playing with the elevator timings (speed up waits), may still change timings
- Slicked forcefield fence and got rid of ugly top forcefield
- Enlarged vents, goons can even sqeeze in
- Trying a rough terrain idea in cave at bottom of red elevator
- Added a barrier in both start bases, discourages distant attacks (especially
against aliens) when you open the door. Might be too much of a choke point,
so I'll be watching this detail carefully in-game. Feedback appreciated.
- Added some loft platforms in corners of secondary rooms
- Oh, and I awoke the volcano god, so be careful! :-D ( want feedback, there
are some engine oddities in the rendering, and there are probably settings
to tweak so it doesn't interfere with general gameplay, basically is it
worth spending time to make this work)
This is my first map ever (aside from a stupid one I never finished for Doom2
:-D ). It's a simple, symetric, ATCS-style map with some extra stuff (doors,
elevators, lava, etc...). It uses the ATCS texture set (included in the base
Tremulous install), one shader+texture from Arachnid2 (embedded in pk3) and one
shader (minus it's texture) from the map Geothermal. I've dumped the texture
from the lava shader and am working on my own (unfinished). I am planning a
retexture (all custom made by me, hopefully) during beta. Though when I reach
beta1, I will release it in a functional state with all ATCS textures I use
embedded, as the retexture and redecoration of the map will likely take some
time.
There is still a lot of work left to be done (even though its the fourth alpha
release), but I want to be certain of major gameplay changes before I move on.
Raves and rants are welcome, but keep in mind that this is still an alpha
version. There is stuff I already plan on doing, but haven't yet. Before you
start tearing my art down, the starting base rooms, the secondary rooms, the
stairways, the bridges, and the elevator shafts are mostly "finished". Feel
free to send negative criticism (if any) about those. The elevator
functionality has been changed in every version so far, looking for feedback on
its current functionality. The "terrain" (if you can call it that yet :-D ) is
far from finished. If anyone complains that "the crater/surface is too blocky"
you can go check out the bottom of the lava pit (*evil laugh*). If you have
any ideas on things to add or change, I'd love to hear them. Enjoy.
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- The blocks you added to the default bases are too close to the door. Frankly, it just doesn't look like they belong there.
-There's a water sound that plays when you jump on the edge of the volcano(at top), and on the rocks on either side of the bridges.
-The spectator camera had a weird glitch in it when it first loaded up, then it went away.
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- The blocks you added to the default bases are too close to the door. Frankly, it just doesn't look like they belong there.
Yeah, you're right, as it happens I left my brain in my other pants and couldn't find it for the past few weeks (allergies). So that was rather lazy of me. I plan to enlarge those rooms and then move back the block (will be a computer display/console eventually).
-There's a water sound that plays when you jump on the edge of the volcano(at top), and on the rocks on either side of the bridges.
This is because of the hacks I had to do to make the volcano erupt. For some reason ID Software never bothered to put in a proper rising liquid capability. Currently, it is a door that opens downward and the liquid sound and underwater visual effect stays up when the lava is down. Basically only half of the liquids properties affected. This whole hack is probably better suited for small pools in which you are never fully submerged. Someone suggested using a func_train, so I will probably experiment with this possibility, but I'm not hopeful. I will probably just remove the erupting lava. Though I wanted to test the gameplay of it. This lava hack is where I spent most of my work for this version.
-The spectator camera had a weird glitch in it when it first loaded up, then it went away.
Could you describe the glitch? Perhaps its related to the rising lava hack?
Thanks for the feedback, and I will try to have alpha5 done ASAP. I wold appreciate if you could all bear with me and give alpha4 a chance for gameplay testing, but if there are too many complaints, alpha5 may just be a simple bugfix done in a day. Everyone, please let me know if you think the map is unbearable, so I can get the fix to you quickly. From now on no more chasing pipedreams. :D
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I quite like this map, the volcano is an interesting feature/gimmick. I think the top should have much much more cover, enough for tyrants to hide in, otherwise when humans build on top its rather lame.
ATCS textures suck too, but at least they have mostly been applied neatly.
keep going :)
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I noticed that the lava has some brush problems with the walls of the volcano; there's a bit of z fighting. Check the .map and move the walls out a tiny bit.
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Uploaded to the MG map repository
http://mercenariesguild.net/base/map-volcano-alpha4-1.1.0.pk3
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My thoughts--
Those walls behind the doors should move, but this has already been said.
Leave your original lava brush and position the eruption brush below the bottom to start. (might not help)
Remove the "water" view adjustment from the lava shader or use a func_train.
Send the lava beyond the top of the map--a jetpacker at the very top survives with light armor and helmet with only 30 damage.
If possible, make the walkways provide a small shield from the upgoing lava.
Again if possible, make the lava kill buildables.
A funny idea that would make for some interesting gameplay--
Add smoke rising up from the lava, not to do harm, but just to decrease visibility. Either this or maybe some sort of heat-shimmer would be nice.
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all the links to download it are dead
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NECRO ALERT
just download it from tremcentral or turn on your autodl
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all the links to download it are dead
Last comment before yours: 26-05-2007
Also: http://tremcentral.com/base/map-volcano-alpha4-1.1.0.pk3