Tremulous Forum
Media => Map Releases => Topic started by: Warrior on May 12, 2007, 07:48:15 am
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Hi,
This time I decided to edit the Tremor map and fix some bothering details. It was easy considering we have access to the .map file.
Therefore, I made these changes:
Version 1.1.2 (May-18-2007)- Fixed unaligned textures;
- Merged, deleted and converted into detail lots of brushes;
- Door speed slowed a bit (5 units since v1.1.1, now they are only 10 units faster than original);
- Replaced some caulk in hidden brushes (underground area) with the brush texture because they can be seen sometimes;
- Some plants were like floating;
- Removed one nonsense water sound;
- Note: in the box room, the three big brushes that can actually be converted into detail are useful as structural to reduce lag.
Version 1.1.1 (May-12-2007)- Increased light intensity a bit;
- Added one more light spot in the corridor;
- Fixed where people could build in the underground tube;
- Increased door's speed a bit (15 units faster than original);
- Merged several redundant brushes and removed unnecessary ones, including hint brushes;
- Fixed bad aligned textures;
- Fixed a couple texture overlaps;
- Now can't build inside some crates;
- Now can't build on door spaces (to avoid blocking doors);
- Forbidden buildings on the force field in alien base and in ladders;
- Created a new shader "clipslick" replacing the (missing) "solidslick_s";
- Compilation enables patches to cast shadows.
The v1.1.2 is my last change to this map (unless someone find a critical bug). My fixes are done.
Download Link (http://warrior.memebot.com/base/map-tremor-1.1.2.pk3)
Mirror (http://www.mediafire.com/?d932uogjbjj)
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Weren't there some water jets of sorts in the plantation area between the bases? They're in the loading page image.
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I never saw them. Yea there is something in the screenshot... I never saw it in the map though. And there is nothing in the map itself.
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o_O did tremor have .map file in the pk3?
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One of the news from 2003 called "particle system" had a vid showing that effect in tremor. Too bad the video is down now :(
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I cant get it :( The site wont load.
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Its a link that wont work with Mozilla FireFox. So use Internet Exp.
Nice to see that Tremor is updated but i still think its an incredibly boring map =/. It needs more routes to the enemy base
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I was thinking of making a version with some Lava in the basement, glitch build now, you bastards! :evil: There has to be an evil smiley that's smiling. >:T
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Its a link that wont work with Mozilla FireFox.
Right-click the link and choose "Save file as..."
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Added one Mirror (http://www.mediafire.com/?0dozzmdjgnf).
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There has to be an evil smiley that's smiling.
There are on some other forums. (http://www.fragify.com/talk/images/smiles/icon_twisted.gif)
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That's the one.
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I would suggest people don't touch the stock maps, it rarely results in anything satisfactory.
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it rarely results in anything satisfactory
Look the result before accusing. Thanks.
As I said, I made fixes. No big changes to the map. Therefore, nothing has been broken. And yes, it is a little better than the original.
Furthermore, the original wasn't compiled with the "-patchshadows" parameter what seems to be a fault considering the great number of patches.
Btw, some stock maps are really broken (e.g. Uncreation) and others are bad optimized for lag issues (e.g. Arachnid, Nexus6).
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it rarely results in anything satisfactory
Look the result before accusing. Thanks.
You wrongly assume I didn't.
Therefore, nothing has been broken.
Did anyone say you broke the map?
And yes, it is a little better than the original.
But not nearly better enough to justify a 'new' release, this isn't one of your own maps you are touching.
Furthermore, the original wasn't compiled with the "-patchshadows" parameter
You do know that parameter is deprecated for q3map2?
Btw, some stock maps are really broken (e.g. Uncreation) and others are bad optimized for lag issues (e.g. Arachnid, Nexus6).
How is Uncreation 'broken'?
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- Increased light intensity a bit;why?
- Added one more light spot in the corridor; why?
- Fixed where people could build in the underground tube;bugfix, good
- Increased door's speed a bit;gameplay change, bad
- Merged several redundant brushes and removed unnecessary ones, including hint brushes; When I load up your .map i see no hint brushes at all. And still some brushes which should have been made detail. Insert hints at the right place and make those unnecessarily structural brushes detail and then is it optimized.
- Fixed bad aligned textures;visual fix, good
- Fixed a couple texture overlaps;visual fix, good
- Now can't build inside some crates;bug fix, good
- Now can't build on door spaces (to avoid blocking doors);why?
- Forbidden buildings on the force field in alien base and in ladders;one could argue but no real harm done
- Created a new shader "clipslick" replacing the (missing) "solidslick_s".
why? if it wasn't there in the last version then it will change gameplay again.
You see bugfixes are good, but gameplay changes not so. And it would have been better to keep quiet and submit your version for approval of inclusion with 1.2.0 then posting it here.
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You do know that parameter is deprecated for q3map2?
Does it have some equivalent replacement? That is the only one I found that forces patches to cast shadows. Q3map2 documentation is a really sparse thing... Nothing says it's outdated here http://en.wikibooks.org/wiki/Q3Map2/Light#-patchshadows
How is Uncreation 'broken'?
There are many glitches (building in weird places for example). And some people accuse the map for lagging. (I don't accuse that map for lagging though). Maybe the glitches problem was caused by patches in which the game engine don't prohibit buildings correctly and by a lack of caution by the map author.
Increased light intensity a bit;
Added one more light spot in the corridor;
Increased door's speed a bit;
Those are almost common concern among many players. And my changes are slight. Changed only 15 units the door's speed. Lights are only a bit stronger (I still can't play the map with r_gamma 1 though). No significant change in gameplay I hope. Would be interesting to test in a big game (need server admins help to do it).
About the hint brushes, in the original version they were concentrated only in the underground. Removed them and my framerate practically doesn't changed. Are the structural brushes you're talking about the walls at the box room? (I don't know for sure, but don't they help with the rendering? i.e. they avoid rendering a big area thus reducing the in-game lag).
Now can't build on door spaces (to avoid blocking doors);
TJW is doing a permanent fix for that, but I think it's better if made by mappers using the "nobuild" shader.
And it would have been better to keep quiet and submit your version for approval of inclusion with 1.2.0 then posting it here.
Where do we submit maps?
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Bug:
Missaligned Brush
Leave human base throw door and turn right.
Picture: http://www.familie-salich.de/bug.jpg
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About the hint brushes, in the original version they were concentrated only in the underground. Removed them and my framerate practically doesn't changed. Are the structural brushes you're talking about the walls at the box room? (I don't know for sure, but don't they help with the rendering? i.e. they avoid rendering a big area thus reducing the in-game lag).
Generally it's all the supports in the hallway, alien base etc. They create more portals then are actually necessary.
Also just e-mail timbo to get in contact with. You could spawn a dozen 'improved' tremors in a week and that would be where the confusion comes in. Because which tremor would be run by which server. If you go through timbo and get it in 1.2.0 it's way less of a problem since there's only one corrected version.
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map fragmentation is a bad thing.
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map fragmentation is a bad thing.
What is fragmented? The existence of two maps with the same name? Can't understand what you mean...
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He means to have the same map in several slightly different versions, all created by different people, every single version naturally 'better' and more 'balanced' than the other versions.
Like I said before, it's not a smart thing to touch the stock maps, because the results are rarely satisfying, as your changed version of Tremor clearly shows. Try to focus on creating original work, at least from me you gain more admiration with a half-decent original
piece of work, instead of rather obsolete stuff like this. You could be improving your other maps as we speak, or creating new worlds. Isn't that much more exciting that this? I can understand your need for quick recognition, but this is not the way to go.
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I only touch Tremor for some reasons: 1. It is available in .map format; 2. It is an easy to understand map with easy architecture; 3. I'm getting some practice while doing those fixes; 4. I could see how maps are made even if the map is made by some modeler program (what seems to be the case of Tremor).
Two notes: 1. My idea was only to fix the nasty bugs instead of making optimizations (what I start doing); 2. I don't need recognition because I must stop mapping to keep my life active (want to finish Tremor and Labyrinth though).
P.S.: I got the impression that Tremor used in a much simply way the same technique used to build walls in Ancient Remains; am I (partially) right?
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Yea, there was also water on the little flower pots in the human base.
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that nobuild on the doors is fucktarded, screws over aliens royally
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that nobuild on the doors is fucktarded, screws over aliens royally
Do you want buildings (on the floor preferentially) blocking the door movement? Or are you talking about building on the side wall of the big alien door? I can fix the second, but I think tjw will screw it up for the next Trem version (at least it is messed in last tests).
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but I think tjw will screw it up for the next Trem version (at least it is messed in last tests).
no that bug is getting fixed as soon as i get off my ass (probably when classes get out in a week)
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You sure the underground building bug is fixed?
Grief Egg (http://hsp.hk/FrontPage?action=AttachFile&do=get&target=shot0003.jpg)
This place is near the human side ladder if I remembered right.
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Fantastic map! Amazing!