Tremulous Forum
		Media => Map Releases => Topic started by: gareth on April 24, 2007, 04:11:29 pm
		
			
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				Here is a map i have been working on, it is a similar size to tremor, this release is primarily a gameplay test release. Please post if you upload it to your server so I can observe gameplay on it.
 
 thanks.
 
 EDIT: final released
 
 EDIT: beta1 uploaded
 
 EDIT: gameplaytest3 has better performance and some more details
 
 EDIT: gameplaytest2 fixes some issues with vent building, also other small changes.
 
 http://files-upload.com/289815/map-sectorb17.pk3.html
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				queue "It's too dark!!"  in 3.. 2... 1...
			
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				It's too dark!! 
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				Uploaded to mercenariesguild.net/base
 So servers can try it and utilize http downloads (If the use MG for it :) )
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				Sorry, it seems i missed a few textures, you will have to redownload it if you already have downloaded it.
			
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				Good map, but some of the textures look a little out of place (e.g. the parquet flooring in the airvents) and I need to /kill if I fall down into the space around the large pipe.
			
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				too bright
			
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				I just took a quick look around: nice work gareth  8)
			
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				Why /kill when you can lure an enemy tyrant to fall down there with you?
			
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				bumped to gameplaytest2. gameplaytest1 is now considered broken due to humans being able to build a base in the vent where only basilisks can attack it.
			
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				First off, I really like it. I think this map has a lot of potential to be a solid, playable map for all types of servers. It's not too large or too small. It's not too dark. It looks reasonably different from other maps (not using the same ol' ATCS textures :)) The sky texture is gorgeous. It lacks  unbreakable base locations that I can see.
 
 I like what you've done with it really. This could be one of the most playable new maps.
 
 I currently only have one complaint:
 1) The doors (with exception of the smaller-than-the-gap ones with circular designs near human default) open too slowly. If you could take the rest of the doors and open them with the same speed as those toward human base, it would balance the map a bit better. Slow doors at ends of straight corridors favors humans too much (see Tremor).
 
 
 I WAS about to post a very lengthy plea to remove the potential for bases in this room: (http://img209.imageshack.us/img209/3681/shot0011pz5.th.jpg) (http://img209.imageshack.us/my.php?image=shot0011pz5.jpg), but you already made the relevant surfaces nonbuildable, so thank you dearly for that. Those terrible vertical bases ruin way too many maps (Thermal, Karith, Sokolov).
 
 
 Really excellent work. I can't wait for final so I can petition to get it put onto some servers. Hopefully if there's an unbreakable base location I'm missing, someone else will find it before then. But really, this might finally be a new map without giant glaring flaws that make it play badly.
 Thanks :)
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				It eats my FPS.
 
 
 No screenshot, because it's everywhere.
 
 I max 15ish fps (20 when I'm running a devmap), I get 1 at the top bridge looking towards the longer hall, I also get 1 when approaching the human base.
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				Clarifications:
 
 In the spot I posted a screenshot of, Aliens can build, but humans can't.
 In human default, tyrants can hop the rail and get down into the pool with some fancy trample/charge work. They cannot get out.
 
 
 My FPS on this map is fine, personally. I have maxFPS at 125 and it rarely dips below that max. Nowhere on the map does it dip below 90. My machine is above average, but not amazing: I get about 60fps on Transit or Uncreation. I would actually say that this is one of the MORE efficient maps I've tried.
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				gareth did you do hinting?
			
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				I have 90 fps EVERYWHERE. I dont see why you noobs are whining :(
			
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				gareth did you do hinting? 
 
 i did some, guess i need more, i might try testing it on my old system (2ghzp4, gf2, 256ram) too.
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				Hello. :)
 I have 90 fps EVERYWHERE. I don't see why you noobs are whining :( 
 My FPS go down some times :( . It happens at some places only.
 Maybe the VIS sections can be reconsidered.
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				http://img205.imageshack.us/img205/4717/shot0038wd7.jpg
 
 http://img242.imageshack.us/img242/3017/shot0039pj1.jpg
 
 weird glowy lights
 
 http://img141.imageshack.us/img141/2254/shot0040fv7.jpg
 
 WTF?!??!!
 
 http://img205.imageshack.us/img205/4089/shot0041gm4.jpg
 
 er...what is that?
 
 http://img242.imageshack.us/img242/3654/shot0042qf1.jpg
 
 I feel its trying to tell me something...but looks like a doctor wrote it.
 Something Alarm Systems?
 
 http://img205.imageshack.us/img205/3664/shot0047jo1.jpg
 
 http://img141.imageshack.us/img141/8775/shot0049af6.jpg
 
 more weird lights
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				Those lights in alien base are wicked.
			
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				Hello. :)
 I have 90 fps EVERYWHERE. I don't see why you noobs are whining :( 
 Some textures are Hires. Maybe your video card has more RAM than mine.
 I have 64 Mio only on my GeF3 ti 200, a T1.333 GHz, 512 Mio of system's RAM.
 
 Correction : version GT3 is fluid ! Thanks ! :)
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				Hello. :)
 I have 90 fps EVERYWHERE. I don't see why you noobs are whining :( 
 Some textures are Hires. Maybe your video card has more RAM than mine.
 I have 64 Mio only on my GeF3 ti 200, a T1.333 GHz, 512 Mio of system's RAM.
 
 
 tryed turning texture compression on? Its in the graphics options, i think its off by default.
 
 noob plox half your images are broken and the rest dont make any sense :P
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				image shack is imploding as we speak
 
 it wont let me upload anything and just keeps timing out
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				image shack is imploding as we speak
 
 it wont let me upload anything and just keeps timing out
 
 kill it with fire
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				why should i waste my effort if its already dying
			
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				I did get to see all the images but I don't really understand them. There's a clipping error in one of the smokestacks visible from human base. The "computer" in the tower with the bridge over it looks freakishly bright.
 
 The other stuff... I don't think I even understand what was supposed to be wrong. The lights have a glow around them. That's intentional, I would think.
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				I think he means that the glow is shining through the light fixture.
			
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				I think he means that the glow in shining through the light fixture. 
 it is a bug iirc; flares leaks from patches and models
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				I got some of our SGA guys and random others to screw around in Devmap for a while. Mostly positive impressions from the other guys, but we found some things too. 
 
 We all agree that the doors downstairs are too slow.
 
 You can rauder-around to climb the pipe with the bridge. Don't change that; it's awesome and fun as hell :)
 
 (http://content.imagesocket.com/thumbs/shot001914b.jpg) (http://imagesocket.com/view/shot001914b.jpg)
 Since advanced grangers can't get into the vents, an egg in here griefs anyone that doesn't know how to spawn regular granger in s2.
 
 (http://content.imagesocket.com/thumbs/shot0018638.jpg) (http://imagesocket.com/view/shot0018638.jpg)
 You can wallwalk on the sky in human base room :)
 
 Your lag/fps problems are mostly around human base. Flower suggested that it's pobably the see-through-the-sides doors. Showtris agrees. Human base renders itself and the surrounding rooms. The surrounding rooms each also render human base. That's bad. I like those doors and they're cool, but they should probably go for lag reasons :(
 
 (http://content.imagesocket.com/thumbs/shot0016eaa.jpg) (http://imagesocket.com/view/shot0016eaa.jpg)
 Hard to see from a screenshot, but that's the r_showtris view looking through the door toward human base from one of the two surrounding rooms.
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				thanks for your feedback and testing
 
 -downstairs doors will get faster...probably
 -vent will allow adv granger to exit
 -anyone know how i can stop wallwalking on a brush?
 -performance:
 -next version will have all 1024s cut down to 512, i am guessing this will help alot.
 -also i will make hints that work hopefully
 -Currently in trem as i understand it you can get doors to block vis when they close but they also block alien/human radar. I am unsure of whether to do this. Can anyone say if this inefficiency/bug will be fixed in 1.2?
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				This stair is a bit small for Tyrants, we get stuck.
 
 (http://img02.picoodle.com/img/img02/8/5/3/f_shot0003m_d25a42f.jpg)
 
 You should allow units to jump from there.
 
 (http://img02.picoodle.com/img/img02/8/5/3/f_shot0004m_f149c28.jpg)
 
 You should fix this hole, that's the reason why my FPS are at 30 in human base and at 100 in the rest of the map.
 
 (http://img02.picoodle.com/img/img02/8/5/3/f_shot0001m_a63ce37.jpg)
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				bumped to gameplaytest3 (better performance and some details)
 
 http://www.gs.javaunlimited.net/maps/base/map-sectorb17_gameplaytest3.pk3
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				all my pictures work now. dunno if you fixed the problems or not tho.
			
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				Uploaded to http://mercenariesguild.net/base/
			
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				I can't speak for the efficiency because my system's pretty good in the first place, but:
 
 Wacky fullbright computer is fixed
 AdvGranger can get into/out of the vents
 Can't wallwalk on the sky anymore
 
 
 I think some of the downstairs doors are a little bit faster, but the one that opens into the large ramp room is still painfully slow. Did you forget that one, or have none of them been changed yet?
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				Gareth, slowly but steadily you are making the kind of progress that makes me smile. I expect a lot from this map, please continue  8)
			
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				Flower: tyrants can get up and down the stairs, just with not much room to spare
 
 
 I think some of the downstairs doors are a little bit faster, but the one that opens into the large ramp room is still painfully slow. Did you forget that one, or have none of them been changed yet?
 
 
 i doubled the speed of them, i left the other one the same speed.
 
 
 Lava Croft: thanks
 :D
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				Personally, I'd say speed up that one remaining door, then do whatever you need to do so that people with slower computers don't complain about the fps every time I votemap it, if what you've done already isn't sufficient. Then you've got yourself a winner :)
			
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				I like this map! It looks polished and the latest version runs a lot smoother than the previous one.
 
 Remarks on the human base:
 - Rotate the turrets by 180 degrees
 - Do the same for the telenode, I hate to spawn facing a wall
 - Only one node???
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				- Only one node??? Definately want to start with atleast two nodes, maybe even three, depending on which servers you want to see this on.
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				A great map is coming :)
			
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				beta1 is released!
 
 there are no big changes, just tweaks, fixes, details and optmizations. Eg alien base is less vulnerable to jettards.
 
 http://www.gs.javaunlimited.net/maps/base/map-sectorb17_beta1.pk3
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				yayzorz beta1
 
 Edit : Uploading to Fun-Zone now.
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				Two telenodes, not facing the wall  8)
			
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				Excellent work gareth. Congrats on making a map that has such a refreshingly different aesthetic. Looks like it should play well, too.
 
 I look forward to playing this.
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				It's up on the MercenariesGuild Map repo.
			
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				ok. final. i really hope i havent missed something, most changes are pretty small from beta1, i redid the crate room again aswell.
 
 thanks for testing beta1 dretchstorm/fz, i found quite a few bugs.
 
 http://files-upload.com/289815/map-sectorb17.pk3.html
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				Awesome. Thanks for finishing it. :)
 
 Hey, you sped up that door for me too.  :D
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				Uploaded to the MG map repo here (http://mercenariesguild.net/base/map-sectorb17.pk3)