Tremulous Forum
Media => Map Releases => Topic started by: Jex on April 19, 2006, 08:34:32 pm
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I call Gloom2/Gloom2SE/Gloom2SER:TTM
(http://jex.vilkacis.net/junk/g201.jpg)
(http://jex.vilkacis.net/junk/g202.jpg)
(http://jex.vilkacis.net/junk/g203.jpg)
ignore the spawns ignore the spawns
so it might be prudent for everyone who is remaking a Gloom map for trem to raise a hand and/or post some pics
gogogo
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I should remake spacebace >_>
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Wooooooot! gloom2se rocks! :D
Totalkarn (I think thats the one...) would be a good remake candidate aswell. Actually, browsing through the GMD (http://www.planetgloom.com/gmd/) is bringing back so many memories... :o
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Bugport for the win. =^.^=
Need to gather textures and what-not still. And waiting for permission from BidMix (assuming the bidmix.co.uk address even works anymore), so no screenshots yet.
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icestationse for the win!
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I mentioned working on a gloom1b remake before... so here are two fresh screens: (http://blackheartware.com/cstrike/trem/derelictb02.jpg)
Alien base, looking to main entrance
(http://blackheartware.com/cstrike/trem/derelictb01.jpg)
That main corridor again, more light, some pipes...
That's it for the moment! ;)
Cheers, Danny
P.S.: I loved gloom2se, your remake looks great, Jex! :D
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can't really tell from the shot angle but are you porting the 2nd alien entry version or the sole entrance version?
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Hey,
I am porting the 2 entrance version... but the second entrance will be moved a bit, just left to your viewing angle! ;)
Cheers, Danny
Edit: here we go... ;)
(http://blackheartware.com/cstrike/trem/derelictb03.jpg)
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k totally missed these sshotsm wtf jex!
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Don't forget that unlike Gloom, darkness isn't such a gameplay mechanic in trem. The maps shouldn't be so dark as to make navigation difficult.
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Sure, but it already has much more light in it than the original, more light sources to come... but it will be "quite" dark (for a tremulous map) as it is a derelict spaceship... ;)
There will be a few dark corners but general ambient lighting will be at the level of the corridor screenshot I posted up there.
Cheers, Danny
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GG! makes my gloom remake (which was way over scaled for some wierd ass reason) look like crap. I will redo it... :)
EDIT: Btw, like the different approach you guys took on the maps, big update from what they used to be :p
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EXELENT! thats all i got
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Dang, gloom2 looks good, nice job jex
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speedse remake please~
Someone make a kitchen remake before I do.
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Well, as BidMix's reply said he'd look at Tremulous himself and get back to me in a few weeks, I'm going to pray he likes the mod enough to re-build BugPort and/or BugHunt himself.
So in the meantime I've gotten Gloom8 loaded into GtkRadiant 1.4 and am in the process of rebuilding the outside area where the ship started before.
Notable changes will be ditching that space ship entirely, and swapping the bright-blue crystal lighting for softer green fungus for lighting. A human base built into/around the edge of the cliffside with this texture-set will serve as their starting spawn point, and hopefully a useful base to start with. Just need to dig up a suitable ground/cavern texture set to build with, and make the blendsets I'll need for the glowing moss. :-)
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Megabite"]but it will be "quite" dark (for a tremulous map) as it is a derelict spaceship... ;)
I'd respectfully recommend brightness levels on par with other tremulous maps. If people have to raise their gamma levels to make it as bright as they're used to it'll just look washed out and not at all as nice as you intended. Plus, you know, they'll have to change it every time your map comes up if they don't want every other map to look that way. Even the people that don't mind sacrificing a gameplay advantage for looks probably won't feel that way after the 200th time playing it.
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Hey Norfenstein,
Megabite"]Sure, but it already has much more light in it than the original, more light sources to come...
I think you missed that part of my post... ;)
Okay, so I will go more into detail: The map will have soft ambient lighting for a gloomy atmosphere. There will be some dark corners, but nothing bigger than some dark spots on niveus or tremor.
My aim is to recreate the feeling of gloom1b without interupting tremulous gameplay. Player models and constructions will be as easy to spot as on any other tremulous map.
By now the alien spawn is finished and is not as dark as on the early screenshots I posted (taken with r_gamma 1.0).
I guess I am 75% on my way to a public gameplay-testrelease... so we will see, soon. ;)
Cheers, Danny
Edit: Here we go...
(http://blackheartware.com/cstrike/trem/derelictb04.jpg)
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Megabite"]the early screenshots I posted (taken with r_gamma 1.0).
Simple trick I've learned to keep maps decently lit and make screenshots much easier:
g_ignoreHWGamma 1
(Basically that's the same as r_overBrightBits 0, r_intensity 1, r_gamma 1, it leaves the entire game at 1.0 gamma. Also makes screenshots look identical in-game and out-of-game.)
That's in my configuration for my map-editing install. I make the lighting 'gloomy' there, when you turn on overbright bits and turn up the gamma to what most people play at suddenly the maps are cheerfully bright without being insanely washed out.
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I have no clue what gloom was/is. But those maps look pretty nice. If we get some new maps added to trem that would be great.
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Gloom is kind of a grandfather of Tremulous, an old Quake2 Mod. Here is the website: http://teamreaction.planetquake.gamespy.com/gloom/index.htm
Cheers, Danny
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(http://jex.vilkacis.net/junk/g204.jpg)
This room is still WIP but I thought I may as well post something since it's been a few days. I have yet to put the finishing touches on. Also in the process of battling this room I have somewhat significantly outdone the "long-ledge" room as shown previously. I will have to go back and get it up to par.
Cheers
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They seem to be very marauder/jetpack/nospotforalienbase maps, judging by the screens. Yes I know they were designed for a different game.
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Just wait until you see... ;)
I am sure Jex is working the same way as me, trying to make the map as balanced and tremulous-like as possible!
Cheers, Danny
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I'm actually doing two versions. One which follows the original as closely as possible in actual game space and a second extended widescreen edition which will have extra routes/rooms and any other needed adjustments. My expectation is that the original will be a decent map for smaller games while the widescreen edition will be more suited to Tremulous gameplay in general as well as higher player counts.
We'll see if beta testing agrees with me or not.. >.>
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They seem to be very marauder/jetpack/nospotforalienbase maps, judging by the screens. Yes I know they were designed for a different game.
gloom2 is all about choke point control.
While gloom differs from trem in the fact you don't need creep to build advanced defenses the gameplay will be much the same: shitloads of alien defenses around the narrow human entry way with humans spamming grenades just to get out...until someone chucks a grenade too close to the door and kills any forward turrets and the stalkers (tyrants) rush in.
All in all it can be a very human map if properly played. Likewise will be insanely easy for goon whores to defend the middle choke point.
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those maps are looking sexy. keep it up guys.
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the widescreen edition will be more suited to Tremulous gameplay in general as well as higher player counts.
We'll see if beta testing agrees with me or not.. >.>
Just don't forget to make them wallwalkable. We could use some wallwalk-friendly maps besides arachnid2, karith, and niveus(I think it's the one with glass window)
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Wallwalkability is all about converting complex areas to .ASE models and manually creating the clipping brushes. :D
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(http://jex.vilkacis.net/junk/shot0086.jpg)
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Looks sweet, Jex! ;)
Here two screens from my gloom1b conversion, the first showing a completely new room (human entrance to vents), the other one is showing the alien entrance to vents in the "computer room" from gloom1b which was not existant in gloom1a:
(http://blackheartware.com/cstrike/trem/derelictb05.jpg)
(http://blackheartware.com/cstrike/trem/derelictb06.jpg)
Cheers, Danny
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Although I've never played gloom I can't wait to play these maps :lol:
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Then have a look at this topic: http://www.tremulous.net/phpBB2/viewtopic.php?p=5376#5376
Public Beta of my map released, testserver up! ;)
Cheers, Danny
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Well I spent a few days making some lava textures for OverFlow's pink bunni map and then the past few days I've been going back over the map and completing everything I didn't feel like doing on the first pass.
I ran into one small bit that stumped me for a couple days during which I watched Alien movies and spent entirely too much time playing in an e-sandbox (http://chir.ag/stuff/sand/). Not to mention the equally large number of hours spent reading random Wikipedia pages. >.>
So I have clearly been getting an awful lot done on G2.
In any case, I may as well post a few pics of what I have managed to do amidst my rigorous schedule.
Exhibit A: The Stumper
(http://jex.vilkacis.net/junk/g205.jpg)
I had a wonderful time trying to decide what to put behind the rather large glass windows (after spending the better part of a day just working on the glass shader itself). Eventually I managed to devise a rough mental picture of what I wanted but still, everything I tried to make just didn't work. However, I managed to achieve almost exactly what I was hoping for in the end.
Exhibit B: The Fan-Tube-Thing
(http://jex.vilkacis.net/junk/g206.jpg)
This little bastard took most of a Saturday evening to rebuild and inject full of caulk so structures don't fall through it. Using what I like to call "helicopters" I plotted the points of multiple sizes of cylinders and then used "non-lod" (not sure what else to call them -- all the pink control points are collapsed into the green) patches built as close to those points as possible to recreate the whole affair. I then reworked the wall mounts and such to connect properly to the new tube structure. Once this was all optimised and textured properly I then built caulk brushes inside all of the patches to prevent structures from falling through anywhere.
The end result looks nearly identical to the original, took about 5 times as long to make.. but functions far better. It's also a lot closer to being truely circular, unlike q3's weird deformed cylinders.
That's all for now!
kbye :D
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I keep forgetting to say..
Nice job on Derelict! :D
The version I've run through did of course have it's few problems, but from reading the other post in the General forum it sounds like you're taking care everthing.
Gut gemacht~
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Can't wait to test it... ;)
For Derelict... I guess there will not be much left of the original when it is finally done. The original is way too small to make descent trem game... :(
So it will end up being a map with a classic gloom1b-core and -style with a lot of new stuff all around it... ;)
Cheers, Danny
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Megabite"]Can't wait to test it... ;)
For Derelict... I guess there will not be much left of the original when it is finally done. The original is way too small to make descent trem game... :(
So it will end up being a map with a classic gloom1b-core and -style with a lot of new stuff all around it... ;)
Cheers, Danny
Could always remake the Special Edition derelict, the one with the boombox room and humans on a docked ship.
Grangers in that all glass core room would be kinda interesting... :)
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do it
do it
go do it^^
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YES
Throwbacks to gloom maps would rock.
On a personal note, would anyone mind making gloom.bsp / maxxvert.bsp for Trem? Maxxvert is by far the easier of the two to make.
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MAnic was making it wasn't he?
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Hey,
there is an update to my gloom1b-conversion: http://www.tremulous.net/phpBB2/viewtopic.php?t=645
Have fun! ;)
Danny
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Gloom 2: Beta 1 up for playtesting:
http://tremulous.net/phpBB2/viewtopic.php?p=6227
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Gloom 2: Beta 1 up for playtesting:
http://tremulous.net/phpBB2/viewtopic.php?p=6227
Got it thanks. I hope to find a server with it soon.
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Gloom 2: Beta 2 up for playtesting:
http://tremulous.net/phpBB2/viewtopic.php?t=784