Tremulous Forum
Media => Map Releases => Topic started by: 22grandjob on May 11, 2007, 04:44:07 pm
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Map in Progress
(http://i211.photobucket.com/albums/bb172/GrandJob/shot0009.jpg)
(http://i211.photobucket.com/albums/bb172/GrandJob/shot0008.jpg)
(http://i211.photobucket.com/albums/bb172/GrandJob/shot0007.jpg)
(http://i211.photobucket.com/albums/bb172/GrandJob/shot0006.jpg)[/img]
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Shiny! I like it.
:o :) :D
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wall textures != floor textures != ceiling textures
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As i said textures come next. Although thats only the case in the main hall type area. Im mainly just testing how well a game can actually take place in this map.
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Then it's alpha, not beta. Sorry grand but i'm harsh on the naming scheme :x. Beta's are nearly done maps both gameplay and visualwise which get released to find bugs. Alpha's are there to get gameplay ideas and are allowed to have bad visuals.
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Ooops did i say Beta? I did mean alpha. Sorry.
This is the first time this map is being released and i just want to see if its playable first before i go into any great detail.
But i will change the first post to suit the alpha idea.
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Took a look at it, a few problems
1. No reactor/om at start. Bad idea.
2. Wide-open layout, with long hallways and very little stuff to hide behind. Especially near the human base. Maybe a bit human-sided that way.
3. It's very ugly, but I realize you plan on changing that. Still, maps at this stage of development should usually be reserved for private testing.
4. The trapdoors and other stuff are pitch black.
This needs a lot of work.
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Did you include my suggestions/ideas :)?
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Yeah it's not shiny but the textures are good and the mapping also
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There is now traps, platforms and cages. Thx Wolfy
Once i get a few things altered it will be available.
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i would srsly just camp that tightrope as alien for the entire map.
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OMG!! THATS HAWT!! *waits for the map*
*waits 3 days at computer*
*drinks some water*
*faints due to lack of vitamins*
*dies waiting*
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OMG!! THATS HAWT!! *waits for the map*
*waits 3 days at computer*
*drinks some water*
*faints due to lack of vitamins*
*dies waiting*
Has this topic even been up for three days?
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I dunno dude... but this map looks HAWT
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I dunno dude... but this map looks HAWT
*checks first post*
Only 1-2 days, depending on timezone.
Is it just me or does this seem vaguely like a cross of highrise, hamunaptra, and ancient_remains? Traps and an ancient theme.
*walks away shaking head, muttering to self...*
*rushes back for edit*
EDIT:
@ 22grandjob:
If you have not played highrise, you should just so you can know what to avoid--it is a map of gimmicks: trapdoors, teleporters, hidden doors, crushers, a place you get locked into, even a death button--fun once or twice, or maybe even several times, but annoying in the long run.
*walks away again, muttering to self even louder and shaking head even harder*
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What do mean "Fun once or twice"?
Highrise is an ugly and annoying map!
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Fun to find the gimmicks the first time. I never said it wasnt ugly or annoying--most maps are probably relatively ugly for their first few gameplay tests, and most maps have their annoying features--highrise just has more.
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Personally i find the traps add a degree of chaos to a map. They need a bit of work, since for some reason the traps turn out black which i think is because they need included within the map. And i have played highrise but this map runs along a mix between atcs / ancient remains. Its somewhat like a tomb which has traps because of grave robbers!!! So im more going down a historical line rather than a highrise line.
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It's going to be, like, avoidable traps, right? Arrows coming out of obvious holes in the wall that can be ducked under, etc., right?
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I have made them so that they are avoidable. But you can also get trapped aswell or damage. There not terribly obvious. But once you've triggered them once you should be able to avoid them from then on. I aim to trap or damage people who are in a panic. Like being chased by a rant. Etc in the upper layer you could be chased by a rant and if the rant triggers the cage trap it will be locked in that room for 30 secs.
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Great Map! Keep It Up Dude! :D
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Looks good but it is more to humans due long corridors etc...
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Dont worry im adding more objects to hide behind to level the fighting out :D
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Maybe I speak to soon, but I just want you to know that you should avoid having those big open rooms. A big open room means a client is able to see a huge amount of stuff (other players, buildables, particles etc), which is very bad for their framerate. Personally I think it's smarter to go for smaller and more detailed, than bigger and less detailed. This has always been the idea of the Quake technology anyways 8)
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I've allready been working on that. Ive lowered some of the ceiling panels so it restricts your visibility. Tests are also working ok with the current layout, But im still working on the map. Alpha soon so you'll see for yourself
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I'm looking forward to this map :D
Keep up the good work :D