Tremulous Forum
Media => Map Releases => Topic started by: TRaK on May 06, 2007, 11:24:24 pm
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2008-02-21
Although this map doesn't really compare aethetically to my more recent work, I am releasing a final version of this map, with several updates :
- Trem won't insta-quit at map load for Mac users :) Sorry about that :-X
- Several halls are taller now.
- Much easier for wallwalkers to get into the pipe.
- A lot of clipping.
- No "sticky" spots in the tube/pipe.
The Mac fix was the main reason for doing this, but the other changes should make this more playable :)
Download FINAL
Mirror 2 (http://www.tremcentral.com/base/map-Cerberus_final.pk3)
Mirror 3 (http://files.filefront.com/map+Cerberus+finalpk3/;9679784;/fileinfo.html)
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EDIT :
Because of a botched compile, which, quite frankly, made the map look like shit in the darker areas, I'm releasing a new version.
Also, humans can no longer stand on the ledges in the lower hall of human base.
Download : http://uploaded.to/?id=raj7gd (rc2)
Sorry about that :-?
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I present to you my new map, Cerberus.
It's a medium size map located in some station on a distant planet.
DOWNLOAD : (get rc2)
Just a note : The lighting may be off a bit. I had to switch monitors halfway trough and the one I'm using right now is horribly washed out.
Feedback is very appreciated.
And, without further ado, screenshots!
(http://img527.imageshack.us/img527/3389/shot0012nr5.jpg)
(http://img47.imageshack.us/img47/985/shot0014rm4.jpg)
(http://img408.imageshack.us/img408/8444/shot0013zx0.jpg)
(http://img75.imageshack.us/img75/6919/shot0015nu2.jpg)
(http://img178.imageshack.us/img178/5910/shot0016kx5.jpg)
(http://img178.imageshack.us/img178/4893/shot0017vf2.jpg)
(http://img133.imageshack.us/img133/9057/shot0018bq1.jpg)
(http://img178.imageshack.us/img178/287/shot0019uo3.jpg)
(http://img108.imageshack.us/img108/4687/shot0020dh3.jpg)
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Looks like a pretty cool map, although the human base kinda stinks but.. Look forward to seeing it in use!!
Congrats!! :D :D :D
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Looks great. It'll take me a while to learn my way around on it, but I like it.
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Looks sweet.
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has some minor defects
1) misaligned tex on a door
2) patch tunnel connections
3) q3 style lava on the floor :)
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Uploaded to http://mercenariesguild.net/base/
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the human base will be swarmed by tyrants and dretches by 30 min., but the lighting and shading are cool.
you should just take out the Q3 lava
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the human base will be swarmed by tyrants and dretches by 30 min., but the lighting and shading are cool.
you should just take out the Q3 lava
The whole idea is that humans have to move if they want to win. It's fairly common. Just look at Arachnid2, Niveus, or Karith. There's what I think should be a decent spot under the platform at the far end of the room.
I like the q3 lava ; I think of it as a pipe under the floor that burst and now it's bubbling up :P .
Thanks for your comments everyone.
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Q3 lava is gooood.....
Although I think that a leaking overhead pipe (with dripping/spraying effects) and the lava being a hole the leaking liquid is burning through the floor could achieve greater effect. I say this because a lava patch on the floor doesn't necessarily suggest a leaking pipe. In many games it suggests an item spawn point. Also acid/nukage/toxic waste effects might be better as lava isn't what people normally associate with plumbing.
Overall a great map!
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There's a blue version of that too iirc.
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Apart from a view obvious errors concerning patch meshes and texturing, this is a rather nice map indeed. I am curious for the gameplay.
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I played it twice last night on D*S, once at 6v6 and once at 3v3. Humans won both times. A few issues were brought up :
- wallwalkers tend to have difficulty getting into the pipe dropping into the alien base
- The grates only display on one side
- There's no quick escape routes for aliens damaged by attacking human base.
-There's some white speckling between 2 brushes in the terrain outside (exposed caulk? dunno why this happens).
- If 1.2 aliens heal on creep, that means that the passage between the alien and human base with the pipe is unreachable for grangers until s2. I'm thinking I'm going to have to change the pipe, so that maras can get up there, and grangers by using dretchlift.
That's all I can think of for now.
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very nice on the eyes
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This map is now temporarily in rotation on SST.
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Good base is in the box room next to the human base.
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I've only flew around in /devmap, so I can only speculate on gameplay. I think you've yourself named most of the things I've found though. What I do like is that your map is just a lot different from the others out there. It's a lot more "twisty" and such than the others, excluding the large set of new maps with a plethora of problems that make them unplayable. The problem there is that I have to reserve judgement on how it will turn out until it's actually played, because it's so different from everything that speculation is difficult.
- wallwalkers tend to have difficulty getting into the pipe dropping into the alien base
agreed. Would probably be fixed with suggestion below.
- There's no quick escape routes for aliens damaged by attacking human
base.
I have to check on that one. Didn't notice it, but didn't really think about it either.
- If 1.2 aliens heal on creep, that means that the passage between the alien and human base with the pipe is unreachable for grangers until s2. I'm thinking I'm going to have to change the pipe, so that maras can get up there, and grangers by using dretchlift.
Even in 1.1, maps tend to suck when there's only one route between the bases. Humans get two routes to aliens, aliens get one route to humans. That's just not fair. You can do the overhead pipe thing if you extend it a little further down vertically so maras can circle-walljump up it (see the smokestack with the bridge over it in Sector 17). Also throw in a single tiny ledge at just the right height so that goons can get up (see the exits from the basement on Niveus. You CAN get out with a goon). Rants may not be able to do it, but if all of the other classes can, it's good enough, I'd think. Rants can attack on one side and the others can attack froim both. The pipe is long enough that one could evo to rant inside it to attack from that way until death or being chased out.
Overall, massive props for doing something so different with the layout. It does look promising.. just hard to speculate on :)
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Don't forget that dretches can wallwalk up the pipe and evolve up there. But I still plan on changing the design a bunch. Goons can get up, too, if they stand on the crates, but you have to have just the right angle.
Thanks for the suggestions :)
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I had a nice game on this map yesterday. In general, it looks like it plays well, a few straight corridors, some rooms with places to hide. It looks pretty well too 8)
- You might want to cranck up to light a bit. Especially in the lower parts of the base. For myself, it is not that much of a problem, but it might be for people on for example, a laptop.
- The pipe is an interesting element: later in the game, I closed it up with two hives that couldn't be seen from above, making it almost impenetrable.
- Tyrants retreating from an attack on the human base stand a better chance if they use the upper exit :wink:
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you can get into the void by wallwalking in the circular vent :P
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Looks good, aside from the spiral staircase and the silver railings that don't seem to fit the style of the map.
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you can get into the void by wallwalking in the circular vent :P
I am aware of this bug, and it shall be fixed in the next beta. Afaik, it doesn't happen very often, so it's not too dramatic, as long as people don't start to abuse it :-? .
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There is one bug right inside of the human base if you weren't aware already.
Go into the area where you have to crouch to get into, and look at the connecters between the stairs and floor.
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There is one bug right inside of the human base if you weren't aware already.
Go into the area where you have to crouch to get into, and look at the connecters between the stairs and floor.
You're right. I had noticed this before, only I completely forgot about it :P
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you can get into the void by wallwalking in the circular vent :P
I am aware of this bug, and it shall be fixed in the next beta. Afaik, it doesn't happen very often, so it's not too dramatic, as long as people don't start to abuse it :-? .
Here?
(http://i4.tinypic.com/54mcb4j.jpg)
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^ That would be my guess. It only happened to me once so far, and I can't seem to manage to do it again.
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I couldn't do it either, go through your map in devmap with "r_clear 1" though to look for little holes like this, they show up pink.
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There is one bug right inside of the human base if you weren't aware already.
Go into the area where you have to crouch to get into, and look at the connecters between the stairs and floor.
You're right. I had noticed this before, only I completely forgot about it :P
Lazy ass :roll:
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i like the map. appealing to the eyes. lots of different shades and lighting with all kinds of colors. Most other maps stick to one color scheme: atcs- some brownish thing; tremor-black/gray; niveus - black gray; karith uses some color but not good shading; transit - plain gray... well anyways i love your map since its like... awesome.
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played it twice or three times already at SST
mostly as human
i like it
but i need to try it as alien
think i saw you there in game
yesterday maybe
i like t3h lava & creep
and the nice matte, muted
blues & oranges
thx
PlayerOne sez:
kewl map!
=] me am smiling
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There's lava? Where? I took an overhead shot of the map in noclip and I still get lost sometimes. lol
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There's lava? Where? I took an overhead shot of the map in noclip and I still get lost sometimes. lol
Take a look at the second screenie ;)
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(http://img148.imageshack.us/img148/583/shot0015ku0.jpg) (http://imageshack.us)
You can actually see a dretch running by in the reflection of the fence. :D
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I was playing on UTCS with one other guy and that was scaring the freaking shit outta me untill I noticed he was a basi. ^_^
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There's lava? Where? I took an overhead shot of the map in noclip and I still get lost sometimes. lol
Take a look at the second screenie ;)
Meh, needs more. =/
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Good job !
looking forward to playing it :)
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Final version released.
Download :
http://uploaded.to/?id=a4g3s6
Changes :
- fixed pipe and changed it a bit.
- fixed a few graphical bugs.
- added a ladder to the bridge
- a few very minor changes here and there.
If your server is running this map, please update :).
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Awesome. I can get into the pipe more easily as a dretch, trivially easy as a goon, and with some skill+effort, as a rauder.
Now I just need to get some playtime on it to form more of an opinion.
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You can actually see a dretch running by in the reflection of the fence. :D
The funny thing about that E-Mxp (in case this isn't what you're referring to ;) ) is that if you are alone on a server, you'll see that dretch in the reflection. It's the same bars used in UTCSB, not sure where it's used first though. Before I knew, I'd see that dretch on UTCSB and lose it, till I was alone on my server trying out some builds and I saw it.
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You can actually see a dretch running by in the reflection of the fence. :D
The funny thing about that E-Mxp (in case this isn't what you're referring to ;) ) is that if you are alone on a server, you'll see that dretch in the reflection. It's the same bars used in UTCSB, not sure where it's used first though. Before I knew, I'd see that dretch on UTCSB and lose it, till I was alone on my server trying out some builds and I saw it.
It's also in TheBunker.
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This map has been uploaded to the MG map repo here (http://mercenariesguild.net/base/map-Cerberus.pk3)
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You need to rename the bsp to something different than the original, so there arent version issues.
Also about the shiny bars, its just a patch with a mirror texture
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You need to rename the bsp to something different than the original, so there arent version issues.
It is different. Beta one was Cerberus_b1.bsp , this version is Cerberus.bsp .
Unless I made some kind of stupid mistake...
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Oh, ok, just making sure, seen too many maps like that.
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Because of a botched compile, which, quite frankly, made the map look like shit in the darker areas, I'm releasing a new version.
Also, humans can no longer stand on the ledges in the lower hall of human base.
Download : http://uploaded.to/?id=raj7gd
Sorry about that :-?
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As soon as it is updated in the repository, ill update.
Shouldnt be too long, those guys over at mg are pretty fast.
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RC2 is up at the MG Map repo here (http://mercenariesguild.net/base/map-Cerberus_rc2.pk3)
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made the map look like shit in the darker areas
I don't noticed anything wrong apparently... :eek:
Do you have some pic comparing the two?
Btw, what were the bad compile parameters?
Your map is a very good map that doesn't lag, congratulations!
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made the map look like shit in the darker areas
I don't noticed anything wrong apparently... :eek:
Do you have some pic comparing the two?
Btw, what were the bad compile parameters?
Your map is a very good map that doesn't lag, congratulations!
I used the _minlight key. I only wanted to test it out, but I forgot to remove it. It made the dark ceilings look really ugly, with really splotchy lighting.
like this : http://img255.imageshack.us/img255/7897/shot0023cr1.jpg
Compared to this : http://img117.imageshack.us/img117/699/shot0024ls2.jpg
(gamma increased to highlight the effect)
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Trak,
I dig this map. Good areas for Aliens to work in, nice mix of different locales. I think it's fun, and pretty interesting. Humans can win it, too, if they care to move and rush. Thanks for making a cool map that plays pretty evenly. Blue and orange is not only my hometown's college colors, they were also my high school's colors. Thus is it is even more endearing to me. Plus the big tube at the top of the superstructure is just plain crazy for dretching. Humans building under the stairs only seems to work if they also are willing to attack. The usual Aliens-camp-outside-until-SD happens otherwise...
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Im running on a mac and loved your previous version but I cant play your new one due to tremulous crashing while loading this map. It doesn't happen with any other map just this one. Also I have re-downloaded it a few times but with the same result. I Just doesn't work for me. any Ideas?
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Im running on a mac and loved your previous version but I cant play your new one due to tremulous crashing while loading this map. It doesn't happen with any other map just this one. Also I have re-downloaded it a few times but with the same result. I Just doesn't work for me. any Ideas?
Do you get some kind of error message?
If anyone else has this problem, please let me know.
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same here, i'm using a mac too and it dosent work, it kinda crashes when its loading...i hope you fix it soon
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Open the Terminal program and run Tremulous from there. The console output from Tremulous will be in the Terminal window. If there are any errors you will find them in the console output. Just copy it, paste it, and post it.
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OMG I am going to go completly bomkers unless someone helps me.
So i downloaded the map from the mercinary /base page and it gives me a zipped file. i unzip it and instead of getting a pk3 file I get a lot of folders. This happens with every map ever since i got a zip archiver called Izarc. I unintalled it but all my files are still under the file asccoation of Izarc zip archive and i cant get it back to pk3. but all my maps work before i got the zip archive, and the maps i have that i downloaded after get 1/4 thru loading then die, but im running on windows. Also my auto downloader doesnt work. its on but when it trys to download a map it just crashes my game
PLEASE HELP ME!
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gawd, stfu about your problem for a second
just stick all the folders in a .zip file and rename it .pk3
problem solved
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Although this map doesn't really compare aethetically to my more recent work, I am releasing a final version of this map, with several updates :
- Trem won't insta-quit at map load for Mac users :) Sorry about that :-X
- Several halls are taller now.
- Much easier for wallwalkers to get into the pipe.
- A lot of clipping.
- No "sticky" spots in the tube/pipe.
The Mac fix was the main reason for doing this, but the other changes should make this more playable :)
Download FINAL
Mirror 1 (http://www.legacyoflies.com/devuploads/general_antilles/map-Cerberus-final.pk3)
Mirror 2 (http://files.filefront.com/map+Cerberus+finalpk3/;9679784;/fileinfo.html)
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Question. How many times do you plan to call it final? ;D
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Hopefully this is the last time :P
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it works just fine on my mac. its my FAVORITE MAP! i love putting the human base in that brown pipe. the quikest way for aloens to get there is going up on one side, but rants and maras cant. Pretty sweet
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from what I see, humans base has one outlet. If a tyrant gets in there, the humans are screwed.
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naw. just put the reac, nodes, arm, and medi under stairs, and put two turret curves. one at each door, place 3 turrets below the stair landing