Tremulous Forum

Media => Map Releases => Topic started by: Supertanker on December 06, 2007, 11:18:10 pm

Title: Station 15 Final Release 1
Post by: Supertanker on December 06, 2007, 11:18:10 pm
Station15

Edit Jul 31, 2011:
(http://muse.thegovernment.net/station15-r1.jpg) (http://supertanker.mercenariesguild.net/map-station15-r1.pk3)

A long four years. A modest 7932 brushes. 13.8 megabytes. This is the map that I have been working on since my earliest days in Tremulous. And it's finally "done." (Leaving the possibility open to further tweaks, of course.)

Thanks to everyone who has helped and supported me. Station15 has come a long, long way since beta1.

Changelog:

* Widened Lower Storage Hallway, added boxes
* Added a tiny box just outside of the human base
* Improved lighting (again)
* Improved texturing in unfinished areas (see airduct screenshot below)

(http://muse.thegovernment.net/airduct1.jpg)
(http://muse.thegovernment.net/newhall4.jpg)

Download: http://supertanker.mercenariesguild.net/map-station15-r1.pk3
Or:       http://downloads.mercenariesguild.net/maps/map-station15-r1.pk3

MD5SUM: 595c3d9500e5f9b3c6191a3216fb88e6


Votabele on US1.

Now I can rest.



Edit Jul 25, 2011:
(http://muse.thegovernment.net/station15-beta7.jpg) (http://supertanker.mercenariesguild.net/map-station15-beta7.pk3)

Beta 7 is out. Changelog:

* Improved lighting throughout the map
* Quieter iris doors
* Modified Meaningless Pipe Room to give humans a little more of an edge there
* Fixed info_alien_intermission and info_human_intermission cameras
* Improved performance mapwide
* Human base looks better and has a slightly lower polycount
* Garden performs better with the fountain psystem removed
* Smaller pk3 (13MB)

I'm almost ready to give up and kick out the -final.

Download: http://supertanker.mercenariesguild.net/map-station15-beta7.pk3

Edit Jul 3, 2011:

(http://muse.thegovernment.net/station15-beta6.jpg) (http://supertanker.mercenariesguild.net/map-station15-beta6.pk3)

Yep. Station15 BETA6. Mostly a gameplay tweak release. We're getting near a -final, folks.

Changes include:
All new sounds (Every sound is now CC Sampling Plus licensed)
Iris door between cargobay and hallway
Faster cargobay elevator (hopefully this and the above will provide a more viable alt human base there)
A second route to the upper level of the meaningless pipe room (boxes to jump on)
Slightly changed waterfall (still tweaking, accidentally killed the reflection) that saves 2MB in the pk3 size.
Speaking of the above...4MB smaller. The pk3 is 14.7MB.

Download beta 6! (http://supertanker.mercenariesguild.net/map-station15-beta6.pk3)


Edit Jun 29, 2011:


(http://supertanker.mercenariesguild.net/station15-beta5s.jpg) (http://supertanker.mercenariesguild.net/map-station15-beta5.pk3)

Station 15 Beta 5 has been released

(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5airlock.jpg)
(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5hall1.jpg)
(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5center.jpg)
(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5alien.jpg)
(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5furnace.jpg)
(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5machine.jpg)
(http://supertanker.mercenariesguild.net/screenshots/station15-beta5/b5machine2.jpg)

The map should play a lot better than beta3. Performance has been increased in most areas. Map is less dark. Map is smaller, and now there are signs for guiding people around. More alternative base locations and more alien-friendly corridors. I did my best to balance it better. What do you guys think?

This is a release that can safely be put on servers and such. Spread it around! Put it on your servers, have matches. Tell me how they go. I can't tweak gameplay in a vacuum. Any and all suggestions and complaints are welcome.

Station15 is votable on US1 and the other official servers. Give the map a try! I was not able to test it with more than six players, so testing with a large number of players would be excellent feedback!

Download it here: http://supertanker.mercenariesguild.net/map-station15-beta5.pk3
md5sum: 068e6d518222112975b4cde970e0b371

Thanks to the betatesters: firstinaction, kasm279, tehpaper, philh, StalKermit, A_Spork, your_face, superpie, nux, odin, menace13, and all the other ones who joined the server to see the new map in action.


Edit Jun 26, 2011:

(http://muse.thegovernment.net/station_garden.jpg)

Station15 beta4 beta5 is under development.

Just to make it clear: there is no beta4. After all, I swore you'd never see it. So you won't.

I need playtesters. I have a server and will be hosting several private games in the upcoming weeks to see what people think of the new layout. After that, I'll stick beta5 in a .pk3 and throw it in the wild for everyone to look at. Actually, depending on how the first few games go, I may do that sooner than later.

Minor changelog (I have forgotten what I changed since b3, so there might be more):

* The lower floor is gone. Completely.
* Elevator room is gone.
* Service tunnels are gone.
* Blast door is permanently shut.
* The area behind the blast door is now a sort of cargo bay area (unfinished) that would make a good alien base. Hmmmm.
* Alien base redesigned.
* One of the hallways beyond the human base is completely redesigned and made easier for aliens to get in there.
* Garden has a waterfall. Which is cool. All gardens should have waterfalls.
* An airduct leads from the alien base to the garden.
* Lots and lots of nice detail added.
* There is an entire freaking space station floating outside one of the windows. Just for eye-candy. Rule of Cool, go go.
* Doors look cooler. Again, rule of cool.
* Iris doors open faster.

I have decided that performance is "good enough." The garden area is annoying no matter how you look at it, but even on an FX 5500 the lowest framerate I've seen is about 50FPS. I can even play it on an ATI Rage 128 PRO at 20FPS. So there.

Keep your eyes pealed!

Edit Mar 24 2009:
(http://mercenariesguild.net/supertanker/station15_beta4_small.jpg)

Station15-beta4 is under development again.
After a long break, I've started reworking the map with two goals in mind.

1. Making it playable on older hardware, and
2. Finalizing the layout, because I have received some concerns that the map is too large/confusing.

To work towards these ends, I am actually going through the map and redesigning each room, cleaning up the brushes and optimizing it. Some rooms will appear very different, others will look much the same, but each and every room in the map will have been gone over by hand. (Funny, now that I think about it. This is the third time I've gone through this map completely. The first was to retexture the map. The second was to go through and re-set all the brushes that should have been 'detail' back to 'detail'.)

Any comments or ideas would be greatly appreciated.
One comment by Cadynum suggested removing the entire lower section of the map, or at least making it far smaller, and either making the service tunnels far larger or smaller, more air-duct size (And shorter too). I find myself liking the idea of cutting down the map. What do you think?

Screenshots:

http://supertanker.mercenariesguild.net/station15_beta4.jpg
http://supertanker.mercenariesguild.net/hbase_hall2.jpg
http://supertanker.mercenariesguild.net/garden3.jpg
http://supertanker.mercenariesguild.net/cargobay_new.jpg


EDIT (old)

Station15 beta 3 is released as a second gameplay test, for I added a feature that will most likely change the gameflow somewhat. In addition to some optimizations (which hopefully will lower r_speeds a bit), I added an elevator core to allow players to move easilly from the upper to the lower level of the facility.

The Current Release (Beta3) can be found at: http://downloads.mercenariesguild.net/maps/map-station15-beta3.pk3



OLD NEWS:


Station15 beta 2 is now finished and released!

Station 15 is a largish space station that I have been working on for the past few months. It was originally made to be entered into the mapping competition, and beta1 did in fact make it into the compo and win best gameplay. However, beta2 has grown beyond all my expectations. The map is much larger than beta1 and somewhat more detailed.
Just to clear up a point: this is a seperate map from station15-beta1, and so this release has no bearing on mapping competition.

Screenshots:

Garden (Map center)
http://mercenariesguild.net/supertanker/station15_beta2/newgarden1.jpg

Alien base:
http://mercenariesguild.net/supertanker/station15_beta2/newalienbase1.jpg

Human base
http://mercenariesguild.net/supertanker/station15_beta2/newhumanbase1.jpg

Slightly Revamped Cargo Bay
http://mercenariesguild.net/supertanker/station15_beta2/newcargobay1.jpg

"Furnace" room
http://mercenariesguild.net/supertanker/station15_beta2/newfurnaceroom.jpg

Hallway with a view of my new skybox
http://mercenariesguild.net/supertanker/station15_beta2/newhallway1.jpg

Service tunnel area
http://mercenariesguild.net/supertanker/station15_beta2/servicetunnel1.jpg

One of three 'vent rooms'
http://mercenariesguild.net/supertanker/station15_beta2/ventroom1.jpg


Downloads:
The (Beta2) download is at: http://mercenariesguild.net/supertanker/station15/map-station15-beta2.pk3

The download for beta1 (OLD) is at: http://imn2rc.com/base/map-station15-beta1.pk3


Known bugs:
There are a few misaligned textures and a crack in the map geometry.

Todo:
Fix the garden to make it less FPS whoring
Clip the entire map
Add detail

Thanks to n.o.s.brain for re-packing beta1 for me, the original upload was BROKEN.
Thanks to Speedy ( http://planetquake.com/speedy/ ) for allowing the textures to be used under the CC license, as well as some help from laspace with textures.
Thanks to everyone on the IRC channel for tips, support, free beer, and my daily ration of humor.
And finally, thanks to MercenariesGuild for putting up with me, and all the players that showed up for the beta testing.
Enjoy!
Title: Re: Station 15
Post by: Knowitall66 on December 07, 2007, 01:42:39 am
Dont use atcs textures/that space skybox (Both are over used). Also bases seem a bit too open.
Can we see a overview picture (From gtk or nocliped)?
Other then that, Looks cool.
Title: Re: Station 15
Post by: gareth on December 07, 2007, 11:19:24 am
eww atcs textures :D

you could redeem yourself if you add some more contrasty lighting and a load more of those glowing green (and maybe some other colors) lights like in this shot:

http://mercenariesguild.net/supertanker/station15/3doorroom1.jpg

also needs more blood! and some stars flying past the outside windows!
Title: Re: Station 15
Post by: zybork on December 07, 2007, 11:26:44 pm
Am I the only one getting reminded to QuakeII?
Title: Re: Station 15
Post by: Supertanker on December 08, 2007, 02:10:37 am
This is most definitely not completed, which is why it looks so quakeII/boxish like. Especially that rather large, blank hallway.


overview: http://mercenariesguild.net/supertanker/ov1.jpg

@gareth, this map actually has very contrasty lighting and is fairly dark, but I lightened the screenshots so you can actually see them. For some reason, in game, even at gamma 1, is brighter than the screenshots!

I dunno about the stars flying past the window, unless I tried (ugh) another portal skybox. From what I remember in Star Trek though, starbases generally stayed in one place...
Title: Re: Station 15
Post by: Supertanker on December 13, 2007, 01:46:50 am
I sort of finalized the alien base layout. What do you think, good, bad, crappy, really bad, or sucks?

http://www.mercenariesguild.net/supertanker/station15/alienbase4a.jpg

http://www.mercenariesguild.net/supertanker/station15/alienbase4b.jpg

Also, hopefully this partially redeems my horrid architexture:

http://www.mercenariesguild.net/supertanker/station15/newskybox.jpg

Just a little something I made in Blender3D....I'll release a seperate texture pack after I finish the map.
Title: Re: Station 15
Post by: Knowitall66 on December 13, 2007, 06:25:23 am
Still seems a wee bit too open to me. Skybox looks cool though :P.
Title: Re: Station 15
Post by: snb on December 13, 2007, 11:18:21 pm
AWSOME! man i wish i had more time for maps
Title: Re: Station 15
Post by: Lava Croft on December 15, 2007, 05:20:10 pm
Nice map, but I would change the texture set. You are getting better and better, supertanker.
Title: Re: Station 15
Post by: Supertanker on December 16, 2007, 12:12:49 am
I'll try changing the textures, but it's going to be a royal pain in the ass. I kind of designed most of the brushwork to fit with those textures.

Rest assured, I'm not touching the ATCS set again :P
Title: Re: Station 15
Post by: Lava Croft on December 16, 2007, 02:51:02 pm
I'll say it here once more so that everybody can read it;

Most good texture sets all use images in sizes like 16x16 32x32 64x64 128x128 and so. This allows you to build your map without having to create weirdass sizes brushes just so it fits to the textures. See the mapping wiki for some texture sets that adhere to these mandatory rules.
Title: Re: Station 15
Post by: Supertanker on December 17, 2007, 11:44:06 pm
Whoohoo, I spent 2 hours working and retextured about....1/10th of the map.

Oh well, at least this set has some cooler textures. Thanks for the tip lava!

http://mercenariesguild.net/supertanker/station15/ad_cargobay.jpg
http://mercenariesguild.net/supertanker/station15/ad_cargobay_hall.jpg
http://mercenariesguild.net/supertanker/station15/ad_cargobay_hall2.jpg
http://mercenariesguild.net/supertanker/station15/ad_hall3.jpg
Title: Re: Station 15
Post by: Lava Croft on December 18, 2007, 12:09:18 am
Now, is that looking better and more 'fresh' or what? I would suggest to add a lot more details though, with proper VIS management, you can easily push around 20k-25k 'r_speeds' all around. I'm looking forward to a nicely detailed map in this texture set. Go girl!
Title: Re: Station 15
Post by: techhead on December 18, 2007, 12:35:03 am
Beautiful, just add some detail, like edging on that hexagonal window.
Title: Re: Station 15
Post by: TRaK on December 18, 2007, 01:19:44 am
Andromeda FTW  :)
Title: Re: Station 15
Post by: Kaleo on December 19, 2007, 02:40:23 am
Soooooooo...

When are you gonna give me a copy?
Title: Re: Station 15
Post by: Johnpp on December 21, 2007, 07:41:44 am
Soo, when it's done. You don't know how many times I have to say this on the FileFront Gaming Forums. When it's done, he will (hopefully) upload it and share it. If not, that's his choice.
Title: Re: Station 15
Post by: your face on December 21, 2007, 10:23:12 pm
awesome skybox :o
Title: Re: Station 15
Post by: Supertanker on December 22, 2007, 01:24:57 am
It'll be done WID.

Depending on the amount of work I have to do over the holiday season, between December 31st and Feb. 2 is a likely release time, although it could take much longer if I get hit by a giant load of work again. For example, I have shopping to do, decorations to put up, a house to clean, people to socialize (ugh) with...

I don't go on the FileFront Gaming Forums, so I have no idea what Johnpp is talking about.

About 30% of the map is decently textured, one short hallway needs to be re-designed, and then I have to detail it. So it might take awhile.
Title: Re: Station 15
Post by: Supertanker on December 24, 2007, 10:52:29 pm
Just some random arachnid-style hallway, sans 80% of the pipes.

http://mercenariesguild.net/supertanker/coolhall1.jpg

75% of the map is re-textured. Two rooms and two halls left.
Title: Re: Station 15
Post by: your face on December 24, 2007, 10:56:40 pm
that skybox PWNZ... :o
Title: Re: Station 15
Post by: Supertanker on December 26, 2007, 04:44:31 am
Almost done re-texturing.

http://mercenariesguild.net/supertanker/randomhall4.jpg
http://mercenariesguild.net/supertanker/randomhall3.jpg

Detailing to come in the next weeks.
Title: Re: Station 15
Post by: Supertanker on December 27, 2007, 05:01:43 am
Some subtle lighting effects.

http://mercenariesguild.net/supertanker/hl1.jpg
http://mercenariesguild.net/supertanker/hl2.jpg

Also tbr when the map is done.

Someone remind me if I forget when I release the map to release the skybox and misc_light_flare shaders as a seperate pack for people that want to use it.
Title: Re: Station 15
Post by: jr2 on December 27, 2007, 09:14:12 am
Hmm... I'll have to find a server playing this map when it's done.
Title: Re: Station 15
Post by: Supertanker on December 29, 2007, 12:49:37 am
The map is almost ready for a beta playtest. I'm just busy Hinting up the map right now.

Let's get the campers with helmets and sensors out of the base by putting hints right through the hall outside.
Title: Re: Station 15
Post by: Johnpp on December 29, 2007, 08:04:17 am
The map is almost ready for a beta playtest. I'm just busy Hinting up the map right now.

Let's get the campers with helmets and sensors out of the base by putting hints right through the hall outside.
If you need a beta tester, you know who you could ask...
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 02, 2008, 01:06:49 am
Beta 1 is released! WHoooo!

Link is at the top of the page, as well as new screenshots.
For those of you that are lazy: http://www.mercenariesguild.net/supertanker/station15/map-station15-beta1.pk3
Title: Re: Station 15 - Release Beta 1
Post by: your face on January 02, 2008, 01:09:27 am
ah thx!

btw, i r laezeh
Title: Re: Station 15 - Release Beta 1
Post by: Taiyo.uk on January 02, 2008, 02:14:11 am
The pk3 is broken.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 02, 2008, 02:16:54 am
Damnit, you're kidding me.

I spent an hour uploading that.
Great. Unfortunately, you're going to have to wait until tomorrow, when I get more un-interrutped time to upload.

Sorry :(
Title: Re: Station 15 - Release Beta 1
Post by: your face on January 02, 2008, 02:18:08 am
DAAAAAAARN!!!  i even uploaded it to our domain and my server and i was about to test it...  :-[
Title: Re: Station 15 - Release Beta 1
Post by: n.o.s.brain on January 02, 2008, 06:04:55 am
incase anyone couldnt get the pk3 to work, (leik meh, lol) i repacked it for ya so u wont hav ta reupload: http://imn2rc.com/base/map-station15-beta1.pk3 (http://imn2rc.com/base/map-station15-beta1.pk3)
it took meh 5 mins to upload it....  :D
Title: Re: Station 15 - Release Beta 1
Post by: Taiyo.uk on January 02, 2008, 06:42:39 am
Good job, the iris doors are t3h pwn.

* Taiyo.uk bakes supertanker a cookie.

Title: Re: Station 15 - Release Beta 1
Post by: TRaK on January 02, 2008, 03:59:17 pm
Very nice. I want to know how to make some iris doors :)

Only significant bug I could find is that I get a sound not found error when the lift stops. Some hallways could use a little more detail and a couple texture cut-offs look a bit strage, but aside from that this map is really cool :)
Title: Re: Station 15 - Release Beta 1
Post by: your face on January 03, 2008, 12:30:45 am
ya, elevator, and the florescent light ship... xD

but AWESOME map altogether!  if its all fixed and detailed more, to me, i think it would be a good map for trem 1.2. 
Title: Re: Station 15 - Release Beta 1
Post by: HamStar on January 03, 2008, 06:12:46 pm
http://thorn.soliter.org/HamStar/shot0108.jpg <- Bottom of the window
http://thorn.soliter.org/HamStar/shot0109.jpg <- Top of the window
http://thorn.soliter.org/HamStar/shot0110.jpg <- the area

Found it when I thought the windows looked a bit funny.
Title: Re: Station 15 - Release Beta 1
Post by: your face on January 03, 2008, 07:02:20 pm
oh, so it be the skybox like billsky!
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 05, 2008, 08:38:28 pm
Yeah, I noticed that after I released beta1. The problem is I caulked everything on the map and then retextured all the faces from the inside afterwards. I missed the windowframes in those two windows. That's going to be fixed for beta2

More screenshots! The central hallway ramp is dressed up a bit.

http://mercenariesguild.net/supertanker/station15/central_hall.jpg

And random scenery. These must be some TOUGH boxes.
http://mercenariesguild.net/supertanker/station15/blastdoor.jpg

I might make this door controlable...that would be a fun gameplay alternative, because I'm also adding a little warren of tunnels for small aliens and humans. (read: bigger than gamma_core's vents)


Title: Re: Station 15 - Release Beta 1
Post by: Survivor on January 05, 2008, 08:58:28 pm
A bug was encountered where the alien team was able to 'lock' one of the iris doors with a buildable. I don't know the exacts since I was on the human team but you should ask lesbroot or someone else from [hun] about the details.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 06, 2008, 12:47:18 am
Well, I guess this is what god made nobuild for-covering stubborn iris doors. I've locked a few doors myself...*whistles innocently*

It'll be another week or two before I finish the service tunnels and decide whether to toggle the blast door or not.

Title: Re: Station 15 - Release Beta 1
Post by: Survivor on January 06, 2008, 10:04:27 am
Think you'd need to have a look on how it affects the flow. The iris door are a right bugger to the aliens since they must close completely before opening and are hard for the tyrs and goons to get through. I kinda like it although this does mean there's 2 very good nondestroyable, passable, barriers for the humans defence.
Title: Re: Station 15 - Release Beta 1
Post by: Odin on January 06, 2008, 05:15:25 pm
supertanker: The iris door does not actually consist of func_doors, right? If it does, try enabling crusher mode.
Title: Re: Station 15 - Release Beta 1
Post by: ShadowNinjaDudeMan on January 06, 2008, 05:47:03 pm
func revolving doors?

Either that or freakish trains.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 07, 2008, 12:30:29 am
Update!

Introducing the new, improved Blast Door!Tm

It opens! It closes!
It makes a big clunk and sounds an alarm!
It squishes and squashes both humans and aliens alike!

YOU TOO can have this AMAZING Blast Door!Tm for only 128 easy payments of 4096 credits! And if you call in the next 23.7 milliseconds, we'll give you a second Blast Door!Tm FREE! If you don't like our Blast Door!Tm, just return it within 30 days with our FULL MONEY BACK GUARENTEE! And keep the second Blast Door!Tm FREE as our gift to you!

http://mercenariesguild.net/supertanker/station15/blast_door_open.jpg
http://mercenariesguild.net/supertanker/station15/blast_door_closing.jpg
http://mercenariesguild.net/supertanker/station15/blast_door_closed.jpg


Man, I have too much free time.
This is supposed to be a little advantage to the aliens, because it will force the humans to either come into their base from the 'furnace room' or to take the longer access tunnels (Which I'm still working on). And it just looks cool (Halo 1 Pillar of Autumn, anyone?)
It will be controlled from a central room in the access tunnels. It will probably have a short global alarm sound (That does NOT loop in case one of the triggers malfunctions, so players don't have to hear it the entire game) and a monitor to view it from the control area.

Oh hell, why don't I just call the map 'pulse 2' while I'm at it?
The only problem is I can't decide weather to make it toggleable (IE, once every 1 or 2 minutes either team can press a button to open/close it) or to have it be a timed event (A team presses the switch to make it close, it stays closed for 4 minutes and then opens, and cannot be toggled for another minute or two).

Would it be wise to put the door control room in the access tunnels because of the short, twisty nature of the tunnels? Or should I have two switches?

Survivor: Yes, I actually kind of had this in mind to make the base more 'rant-rush proof. I don't know exactly how it affects gameplay but I *can* speed them up a bit.

Odin: Crusher? What difference would it make? It just means that anything that gets in between them dies. And yes, they are func_door_rotatings.



Title: Re: Station 15 - Release Beta 1
Post by: Odin on January 07, 2008, 07:15:00 am
Yea, it would destroy the structures inside the door.
Title: Re: Station 15 - Release Beta 1
Post by: your face on January 07, 2008, 03:47:11 pm
awesome!  i just found out how fun it is to hovel glitch this map (thanks to X-20's help...)!!  and when you're in space, you can see "SUPERTANKER" in huge, glowing letters.  pretty nice!  (ill post screenshots later)
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 09, 2008, 12:54:52 am
Yeah, I was signing my map just for fun...I signed it in 2 other locations too, although they're not in beta1 :P


Yay, let's confuse the hell out of everyone by having two rooms with big vents in them!

Vent room 1 ("Vent room")
http://mercenariesguild.net/supertanker/station15/ventroom.jpg

Vent room 2 ("Fan room", fan is in big-ass vent to the very left).
http://mercenariesguild.net/supertanker/station15/fanroom.jpg

So, anyone else have any suggestions from Beta1?

I've decided to put the control room for the blast door in the middle of the map, which is actually a little closer to the aliens than humans. So we'll see how Beta2 works with gameplay.
Title: Re: Station 15 - Release Beta 1
Post by: TRaK on January 09, 2008, 01:12:18 am
One other minor glitch I noticed is that when you walk on the red pipes, it makes the metalsteps sound, which kind of sounds out of place and illogical on a pipe. Aside from that, fix the Iris doors and I'm a happy camper :)
Title: Re: Station 15 - Release Beta 1
Post by: Taiyo.uk on January 09, 2008, 02:40:39 am
They're not metal pipes?  ;)
Title: Re: Station 15 - Release Beta 1
Post by: your face on January 09, 2008, 06:38:39 am
WOODEN PIPES FTW! xD

btw, supertanker, dont "fix" the hovel glitch.  it makes it more fun  ;D
Title: Re: Station 15 - Release Beta 1
Post by: X-20 on January 09, 2008, 07:40:56 am
...how fun it is to HOVEL GLITCH HAX AIMHAX WALLHAX HAXHAX GRANGER HAX (thanks to X-20's help...)
lol your welcome :>
Title: Re: Station 15 - Release Beta 1
Post by: tuple on January 09, 2008, 04:00:26 pm
I realize you are making a lot of changes to the map, so take what I have to say with a grain of salt ;)

In the released version, the alien base is pretty weak, and difficult to defend.  Not such a bad thing, but I've found no good places to move the alien base to.  Basically, if the humans cause a lot of damage, your chances at egg spamming or realistically rebuilding before they return is very small.  Basically, combined with the iris doors and the hallways leading up to them, which leave no/little room for cover while the doors open, it makes assaults nearly impossible, while the humans can just get s2 and take out almost half the alien base from one side.

Again, I'm nitpicking more than anything in that you seem to have made lots of changes. :)


Like the map though, its fun
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 10, 2008, 01:01:25 am
Yeah, I realized that after I released the beta :P Knowing me, I'll probably re-design the alien base from scratch.

There's going to be lots of service tunnels, small rooms, niches, etc like the fan room and vent room. Lots of nice little areas for the aliens to build. Also, there's that (closeable) blast door that can be toggled every 4 minutes that forces humans to take the tunnels.
Speaking of the vent room, I finished the lower area of it (down below that pipe): http://mercenariesguild.net/supertanker/station15/lower_nexus.jpg
And the 'fan room' actually has a fan, now: http://mercenariesguild.net/supertanker/station15/fanroom2.jpg
Hmm...the upper vent room and the lower vent nexus are linked by a hole that large pipe goes through. Should I make the hole smaller (dretch sized) or maybe even seal it off to make a viable alien base location?


I might add a little trigger_push just for effect at the fan room.




Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 14, 2008, 02:20:18 am
Might as well re-do the human base while I'm at it.

Hmmm, I just learned that the textures I used for the map are only compatible with the non-commercial CC license. This would prevent the map from being redistributed easilly with Tremulous 1.2 or a map pack.

Should I re-texture my entire map (again) or should I just release under the NC license when I'm done and work on something else?
Also, what are good CC compatible texture packs for high-tech/sci-fi maps?
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 19, 2008, 04:10:29 am
This is truely the Voodoo Map  :-[

So I'm working on my map, happily detailing away. I cntrl-m all my detail brushes, compile, go to run trem....and it dies. WTF??!! I start it again, with the console this time, and I get a safe_malloc error.

Okay, fine, I thought. So I up the gridsize 1.5x, I set the lightgrid texture, I make sure I've detailed as much as I can. Then I save my map, and while it's saving I get: "Assertion failure: FaceTexDef_exportTokens: bad texDef"

Hmm, I've encountered that error before on a silly level I was working on and it seemed harmless. Okay, I'll just keep working on my map then.

I compile my map after adding lots of fun juicy detail. I notice in the BSP stage it says, "WARNING: Over 90 percent structural map detected. Compile time may be adversely affected."

WTF??

and then, in vis:

"MAX_MAP_VISIBILITY reached"

EVERY SINGLE FREAKING ONE OF MY BRUSHES HAS BEEN TURNED TO STRUCTURAL!
I don't even want to think about how I managed all that.

tl;dr

My map is fux0red and needs a month or two extra of work.
Title: Re: Station 15 - Release Beta 1
Post by: TRaK on January 19, 2008, 05:52:30 am
Did you try looking at your .bak/autosave maps to see if you can retrieve your work? That saved me a couple times when I was working on Eden.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 20, 2008, 12:43:23 am
First thing I checked :(

I just went around my map and did a preliminary detailing...and guess what? It didn't save the changes to two of the rooms! WTF is going on?
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 20, 2008, 03:35:51 am
http://mercenariesguild.net/supertanker/station15/owch.jpg
My map should get the "Most messed up map in Tremulous" award.
Need I say more? This is NOT supposed to happen. Usually only a few rooms should be visible at a time.

But, I did manage to get a semi-decent screenshot of my favorite decoration.
http://mercenariesguild.net/supertanker/station15/dockingbay1.jpg

The view from those three tall windows near the human base. Used to just be a big area of space. I'll have screenshots of my crappy fighter later.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on January 20, 2008, 10:05:22 pm
Well, got the map back to near where it's supposed to be.

I'm going to start making a new alien base. Any suggestions? I have a room with doors roughly in the center at two ends, although I could move the room so that the doors are off-center. One is slightly more to the left than the other.
Title: Re: Station 15 - Release Beta 1
Post by: E-Mxp on January 20, 2008, 10:17:18 pm
http://mercenariesguild.net/supertanker/station15/dockingbay1.jpg
:o WOW!! Looks awesome!!! :D
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on February 21, 2008, 01:47:11 am
http://mercenariesguild.net/supertanker/station15/new_humanbase.jpg

I decided for the 'make the humans start in a mediocre base and make them move' approach.
Title: Re: Station 15 - Release Beta 1
Post by: Circle on February 21, 2008, 03:15:45 am
Nice map, I like the design, though it looks a bit big to be playable normally. (But looks can be deceiving.)
Title: Re: Station 15 - Release Beta 1
Post by: Taiyo.uk on February 21, 2008, 03:16:53 am
Great - starting bases that encourage moving and defense instead of camping add allot to a map.
I like what you've done with the windows in there, looking good!
Title: Re: Station 15 - Release Beta 1
Post by: your face on February 21, 2008, 03:22:30 am
hehe, nice medistat ;D
Title: Re: Station 15 - Release Beta 1
Post by: Kaleo on February 21, 2008, 07:39:03 am
hehe, nice medistat ;D
+1
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on February 21, 2008, 09:14:24 pm
Yeah, I habitually put my objects floating above the ground to avoid clipping, but didn't notice it was right above that support.
It is a tad larger than I would like. It is simlar to Arachnid's base but smaller in both dimensions.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on February 24, 2008, 12:49:06 am
New room done: Lower hallway (links control room, access tunnel from alien base, and access tunnel from Human base.

http://mercenariesguild.net/supertanker/station15/lowerhall.jpg

Yes, that blast door is broken.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on February 29, 2008, 12:33:27 am
Revamped the slanted window hallway and added a bit of eye candy outside.

http://mercenariesguild.net/supertanker/station15/windowhall1.jpg

My architexture is stuck in Half-Life 1 it seems :/
Title: Re: Station 15 - Release Beta 1
Post by: thirdstreettito on March 01, 2008, 10:47:10 pm
I love it! I'll devmap it.
Title: Re: Station 15 - Release Beta 1
Post by: TRaK on March 02, 2008, 01:56:33 am
Looking good supertanker, looking forward to seeing the new version :)
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on March 02, 2008, 07:23:52 am
http://mercenariesguild.net/supertanker/station15/outside1.jpg
Some more eye-candy.

Beta 2 is coming along, slowly but surely. The lower half of the map is about 60% done. After one more corridor in the upper half of the map it will be fully playable but still lacking eye-candy in many areas.
Title: Re: Station 15 - Release Beta 1
Post by: E-Mxp on March 02, 2008, 10:08:38 am
Looks good, gj supertanker!!
I just hope some servers will play this...
Title: Re: Station 15 - Release Beta 1
Post by: your face on March 02, 2008, 11:37:21 pm
Mine will!!!!  Althought its never up... :D

anywaiz, wewt, nice! 

P.S. Make many easter eggz ;D :)
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on March 05, 2008, 11:14:13 pm
Hull breach on Deck 11! Hull breach on Deck 11!

http://mercenariesguild.net/supertanker/station15/spacewalk.jpg
http://mercenariesguild.net/supertanker/station15/bd1.jpg

New skybox, too.
Title: Re: Station 15 - Release Beta 1
Post by: Kaleo on March 05, 2008, 11:25:51 pm
Hull breach on Deck 11! Hull breach on Deck 11!

http://mercenariesguild.net/supertanker/station15/spacewalk.jpg
http://mercenariesguild.net/supertanker/station15/bd1.jpg

New skybox, too.

Leik... Win!
Title: Re: Station 15 - Release Beta 1
Post by: Zero Ame on March 06, 2008, 12:20:59 am
http://mercenariesguild.net/supertanker/station15/outside1.jpg
Some more eye-candy.

Beta 2 is coming along, slowly but surely. The lower half of the map is about 60% done. After one more corridor in the upper half of the map it will be fully playable but still lacking eye-candy in many areas.

If you make it so someone can walk out here, like it looks to me you would be able to in game, then you might want to put a glass dome over this or something so it over it so it isnt like someone walking around in space. Or maybe make a shader cover the entire area that acts like water but is invisible and also shifts gravity, this way it is like your outside in space and your chocking cause you have no air.

just a thought. Migth have to use this on a map im thinking about making if you dont :P
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on April 09, 2008, 04:54:24 am
Station15-beta2 is nearing completion and may be out as a public beta in 2-3 weeks.
Be warned, this map is still very incomplete and does not have as much detail as I prefer. This is mainly a gameplay test release and will feature many new corridors and tunnels. Detail will be added in beta3.

If anyone has any suggestions for beta2 this is your chance to get them in!




Title: Re: Station 15 - Release Beta 1
Post by: blood2.0 on April 09, 2008, 08:16:26 am
a door that when you open it sucks you out into space and you explode like an egg does.  a second floor. make the rooms make more since like bedrooms trash compacter room and sines to direct you around
Title: Re: Station 15 - Release Beta 1
Post by: Kaleo on April 09, 2008, 10:00:40 am
make the rooms make more since like bedrooms trash compacter room and sines to direct you around

What?
Title: Re: Station 15 - Release Beta 1
Post by: Plague Bringer on April 09, 2008, 12:08:32 pm
Since probably can me "translated" into science. It wouldn't make much sense, but it'd make more sense. He just wants a more human like feel, like Pulse. Bedrooms, bathrooms, etc.
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on April 13, 2008, 09:26:42 pm
New screenshots.

A little more of a 'human' aspect to the map.

(http://mercenariesguild.net/supertanker/station15/garden_fountain.jpg)

http://mercenariesguild.net/supertanker/station15/garden1_small.jpg
http://mercenariesguild.net/supertanker/station15/garden2_small.jpg
http://mercenariesguild.net/supertanker/station15/garden3_small.jpg

The fountain particle system has been improved since this shot was taken.

This could be a good alternate base for the humans, since it's near their starting base.
Only one more hallway and some tweaking of the light settings....
I'll wait until Beta3 to add detail.
Title: Re: Station 15 - Release Beta 1
Post by: Lava Croft on April 13, 2008, 10:22:09 pm
A hydrophonics section? Nice!
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on April 14, 2008, 04:52:40 am
Actually, it's a garden. A nice twist to the space theme, anyhow.
Title: Re: Station 15 - Release Beta 1
Post by: Atom Eve on April 14, 2008, 05:47:09 am
(http://i271.photobucket.com/albums/jj154/invincibleatomeve/nudge_nudge2.jpg)
A, uh... garden, ay? "Garden, ay" he asked him knowingly. Know whatahmean, know whatahmean? Nod's as good as a wink, and all that? Nudge nudge, saynomore, saynomore.
Title: Re: Station 15 - Release Beta 1
Post by: E-Mxp on April 14, 2008, 05:49:08 am
A, uh... garden, ay? "Garden, ay" he asked him knowingly. Know whatahmean, know whatahmean? Nod's as good as a wink, and all that? Nudge nudge, saynomore, saynomore.
Are you insinuating something? :D
Title: Re: Station 15 - Release Beta 1
Post by: Atom Eve on April 14, 2008, 05:55:16 am
A, uh... garden, ay? "Garden, ay" he asked him knowingly. Know whatahmean, know whatahmean? Nod's as good as a wink, and all that? Nudge nudge, saynomore, saynomore.
Are you insinuating something? :D
No, no, no, no....... yes.

Clearly I've been up too long, since I thought that'd be funny.

Now for something completely different!
/me stops spamming supertanker's thread and goes to bed.
Title: Re: Station 15 - Release Beta 1
Post by: Kaleo on April 14, 2008, 10:48:37 am
A, uh... garden, ay? "Garden, ay" he asked him knowingly. Know whatahmean, know whatahmean? Nod's as good as a wink, and all that? Nudge nudge, saynomore, saynomore.
Are you insinuating something? :D
No, no, no, no....... yes.

Clearly I've been up too long, since I thought that'd be funny.

Now for something completely different!
/me stops spamming supertanker's thread and goes to bed.
Where she finds Tito waiting.[/badtaste]
Title: Re: Station 15 - Release Beta 1
Post by: Rocinante on April 14, 2008, 01:15:00 pm
/me stops spamming supertanker's thread and goes to bed.
Where she finds Tito waiting.[/badtaste]

Bahahahahaha... you probably have no idea why I think that's flipping hilarious....
Title: Re: Station 15 - Release Beta 1
Post by: your face on April 14, 2008, 03:53:40 pm
Zomg, supertanker!  L33t.  Only thing I see funnay, is the bench, it looks a little stretched out.
Title: Re: Station 15 - Release Beta 1
Post by: CreatureofHell on April 14, 2008, 03:58:12 pm
All the better for you to lie down on it  ;)
Title: Re: Station 15 - Release Beta 1
Post by: your face on April 14, 2008, 04:03:52 pm
I 'spose... xD

But lie down when there's spiders to shoot? :D
Title: Re: Station 15 - Release Beta 1
Post by: Atom Eve on April 14, 2008, 04:58:02 pm
He should add a model of a space hobo on the bench. Underneath a copy of the Interstellar Times.
Title: Re: Station 15 - Release Beta 1
Post by: CreatureofHell on April 14, 2008, 05:04:31 pm
I 'spose... xD

But lie down when there's spiders to shoot? :D

Silly face! You don't move and as they come up YOU FIRE AND BLOW THEM UP BEFORE THEY BITE OFF YOUR HEAD!!! That is why you have never acheived my level of skill ;) You rush headlong into things when it isn;t always the best way  ::)
Title: Re: Station 15 - Release Beta 1
Post by: Supertanker on April 20, 2008, 05:26:56 am
Station15 beta2 is ready! Really!

Unfortunately, it's not uploaded :P
And that's gonna take awhile. Hang tight everyone, the map should be uploaded in 1-2 days at the most.

Title: Re: Station 15 - Release Beta 1
Post by: Divmax on April 20, 2008, 05:42:19 am
Waa? Looks like your upload speeds are slow.
Title: Re: Station 15 - Release Beta 1
Post by: Diluke on April 20, 2008, 08:55:02 am
you use your 'cellphone' to upload it thro gprs !? -.-
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 21, 2008, 04:15:42 am
Station15 beta2 is now released.
The download for beta2 is at http://mercenariesguild.net/supertanker/station15/map-station15-beta2.pk3

See the first post for screenshots.
Enjoy!
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Lava Croft on April 21, 2008, 04:19:02 am
I'll just spam your thread with a few shots:

http://satgnu.net/upload/tremulous/station15-beta2_treebase1.jpg
http://satgnu.net/upload/tremulous/station15-beta2_treebase2.jpg
http://satgnu.net/upload/tremulous/station15-beta2_crack.jpg

PS: Supertanker is on dial-up.
Title: Re: Station 15 - BETA 2 RELEASE
Post by: TRaK on April 21, 2008, 04:19:51 am
Zfight near alien base that I showed you earlier: http://img145.imageshack.us/img145/2320/shot0066zo5.jpg

Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 22, 2008, 10:58:51 pm
Fixed. Hmm, my video card seems to be very forgiving over Z-fights. Odd

So, anyone have any suggestions for beta3?
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Knowitall66 on April 23, 2008, 01:01:18 am
A map or some form of directions (Arrows on floor?)?
Title: Re: Station 15 - BETA 2 RELEASE
Post by: ghostisback on April 23, 2008, 11:17:38 am
Beta 2 Uploaded on TremSpain Server !!!
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Pete on April 23, 2008, 06:15:38 pm
So, anyone have any suggestions for beta3?

Well, beta 2 is way too laggy for me, so my only suggestion right now is to (using your expression) make it less CPU whoring.
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Amtie on April 25, 2008, 05:46:40 pm
If it's that laggy ingame, how laggy would it be in gtk? xD
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 26, 2008, 01:53:39 am
Well, it's the only map I've ever had to use view clipping on, and it's the only map where I have to turn off detail to get >2 FPS
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Amtie on April 26, 2008, 09:01:08 pm
2FPS? Sweet. I guess with my gfx card (Geforce Go 7400) i wouldn't be able to make anything that might closely resemble your map within months to come.

What's your gfx card?
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 26, 2008, 10:05:22 pm
Geforce 7900 GT OC

I only get slow downs when I view the entire level at once without cubic cliping. With cubic clipping I get 10 FPS :P
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Amtie on April 26, 2008, 11:54:33 pm
Well, lots of love for b3  :)

P.S. Write more of yer Gamma station fanfic on your site ^^
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Hugoagogo on April 28, 2008, 04:25:56 am
looks great infact i think il steal it...
the skybox of the original one at least but i worrying if i used it in my level
http://tremulous.net/forum/index.php?topic=7979.0 (http://tremulous.net/forum/index.php?topic=7979.0)
it would end up looking too similar as yours
Title: Re: Station 15 - BETA 2 RELEASE
Post by: blood2.0 on April 28, 2008, 06:22:52 am
wow amazing! only one suggestion change your pipe texture to one not used in atcs like these
http://farm3.static.flickr.com/2094/2447597487_6fdb86ccf6_o.jpg
http://farm3.static.flickr.com/2338/2447597429_e11e62c701_o.jpg
http://farm4.static.flickr.com/3018/2447597351_9e007117b4_o.jpg
http://farm4.static.flickr.com/3014/2448420856_225a84a08b_o.jpg
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Odin on April 28, 2008, 06:55:46 am
Geforce 7900 GT OC

I only get slow downs when I view the entire level at once without cubic cliping. With cubic clipping I get 10 FPS :P
Rebuild GTKRadiant with debugging disabled.
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 29, 2008, 12:15:35 am
looks great infact i think il steal it...
the skybox of the original one at least but i worrying if i used it in my level
http://tremulous.net/forum/index.php?topic=7979.0 (http://tremulous.net/forum/index.php?topic=7979.0)
it would end up looking too similar as yours

Feel free to use it, it's under the CC license. As long as I'm mentioned in the readme as the creator, it's fine by me.

Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 29, 2008, 12:36:57 am
Odin: Thanks! That works a *lot* better...
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Hugoagogo on April 29, 2008, 10:35:14 pm
thanks but i just realised that i will need to find one of an ice planet sigh back to endless internet surfing to find one
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on April 30, 2008, 05:03:51 am
Hugoagogo, if you want, I can try rendering a version with an ice planet--I still have the original .blend file somewhere. PM me and we can talk about it, although I can't guarentee it'll be what you're looking for...
Title: Re: Station 15 - BETA 2 RELEASE
Post by: NightWolf on April 30, 2008, 09:11:13 pm
looks like a very cool map -- very..."exotic" settings.....sorta puts an exciting atmosphere over it
Title: Re: Station 15 - BETA 2 RELEASE
Post by: Lakitu7 on May 01, 2008, 02:07:34 am
I like a lot of what's being done in this map. You've got some tricks that aren't in any other. Those iris doors are still crazy impressive, and the map just "feels" different from most others. It seems a little large, but many maps do on first impression until you get to know them. It needs some playtesting.

However, before there can be playtesting it needs some optimizing. I have a NEW system and I never get below 125 while devmapping on Transit, but your map takes me down to < 30 in some places. If I wallwalk around that new garden section, I can achieve < 20. Turning on r_shownormals shows a lot of things in places that are very far away, but still being rendered.

I understand the idea that things need to be playtested before optimization, but when most peoples' systems can't handle transit, yours is going to go slideshow in some areas and they'll just vote to insta-nextmap it.

In *most* places I get a solid max fps without issue. It's just a few certain areas where it tanks, and when it tanks, it tanks BAD.

Title: Re: Station 15 - BETA 2 RELEASE
Post by: Supertanker on May 03, 2008, 09:55:52 pm
Yes, that is one of my priorities at the moment...I have no idea how to really hint so I'm just experimenting right now. I think that bloody docking bay, although beautiful, may have to go--or be relocated somewhere else.
There's only one tree in the garden now, so that should help matters a bit. Maybe making the area skylight less huge, because people aren't going to look there too much.

My TODO for beta3:

Optimize (Duh)
Add detail
Add connector with pulse-style elevators between the upper and lower middle hallways.
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Supertanker on May 07, 2008, 01:48:17 am
Station15-beta3 is released as a gameplay test. Go try it and tell me if you still get 5 fps.
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: TRaK on May 07, 2008, 03:41:33 am
I get at least 40 fps all over the map, when I used to bottom out at 25 near the garden.

I tried for 10 minutes to break your elevators and failed, good job   :D
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Kaleo on May 07, 2008, 07:50:45 am
I noticed some major no-textures-found stuff... I'm too lazy to take a screenie, but I'll post one a bit later.
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Supertanker on May 08, 2008, 01:09:33 am
No textures?! How can that be possible? I tested the map with a clean install with only map-station15-beta3.pk3,vm(s)-1.1.0.pk3 and data.pk3

I'll look into it, althought screenshots and console dumps would be *very* helpful...
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: ghostisback on May 08, 2008, 09:32:22 am
where can i download beta3 ??
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Kaleo on May 08, 2008, 11:11:30 am
I went back to try and take some screenshots, and everything was normal.
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Amtie on May 08, 2008, 04:36:12 pm
Heh. Another way of saying "oops".
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Supertanker on May 08, 2008, 11:09:13 pm
where can i download beta3 ??

Look on the first page of this topic.
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Supertanker on May 13, 2008, 11:18:35 pm
Just a minor announcement: Due to issues of a personal nature in my life (Yes, I have a Real Life (TM)), Station15 development will be delayed for a while. I am NOT abandoning the project, simply have a crapload of issues bombarding me from all sides and cannot spare time to work on Station15 for a month or so at the least.

But fear not! This map *will* be finished by the end of the summer.
Title: Re: Station 15 - BETA 3 Gamplay test!
Post by: Supertanker on March 25, 2009, 03:13:46 am
Station15-beta4 is under development again.
After a long break, I've started reworking the map with two goals in mind.

1. Making it playable on older hardware, and
2. Finalizing the layout, because I have received some concerns that the map is too large/confusing.

To work towards these ends, I am actually going through the map and redesigning each room, cleaning up the brushes and optimizing it. Some rooms will appear very different, others will look much the same, but each and every room in the map will have been gone over by hand. (Funny, now that I think about it. This is the third time I've gone through this map completely. The first was to retexture the map. The second was to go through and re-set all the brushes that should have been 'detail' back to 'detail'.)

Any comments or ideas would be greatly appreciated.
One comment by Cadynum suggested removing the entire lower section of the map, or at least making it far smaller, and either making the service tunnels far larger or smaller, more air-duct size (And shorter too). I find myself liking the idea of cutting down the map. What do you think?

Screenshots:

http://supertanker.mercenariesguild.net/station15_beta4.jpg
http://supertanker.mercenariesguild.net/hbase_hall2.jpg
http://supertanker.mercenariesguild.net/garden3.jpg
http://supertanker.mercenariesguild.net/cargobay_new.jpg
Title: Re: Station 15 - Beta 4 in Development
Post by: Baconizer on March 25, 2009, 05:57:40 am
Air ducts are good as far I'm concerned. For me, a tunnel system is a major plus on a map.

Maybe the two elevators that you have should be more separate? Having two, smaller rooms side by side with one elevator in each of them would be nice.

Some parts of the map are a bit too dark, a more blue theme such as the human base would look great.

That's all I can think of right now, I'll take a look at the map by myself and post back here.
 ;D
Title: Re: Station 15 - Beta 4 in Development
Post by: Plague Bringer on March 25, 2009, 12:12:37 pm
From the only kid around who seems to be able to effectively navigate Pulse: Your map is confusing, but all of the mappers know how much of a pain it is to rework the whole layout, or even bits of it, so here's a suggestion. Around the map, place signs directing you to one place or another. Also, place some overhead maps of the facility, with little markers that say "You are here!" or something. I think that both of those (or even just one) would add to the atmosphere, and the playability of the map.
Title: Re: Station 15 - Beta 4 in Development
Post by: Supertanker on March 25, 2009, 09:31:17 pm
Actually, Plague Bringer, at this stage of development, redesigning the entire layout would be *very* easy.

See, what I'm doing is this:

1. Cutting out rough sections of station15 and importing them into a new scratch map.
2. Optimizing as much brushwork as I can, using insane amounts of detail brushes, and generally getting each room down to a structural caulk-box that joins the doorframes or other structural join-points of the room.
3. Saving that map into a 'station15_2' map that will eventually replace the main station15 map when all the rooms are in place and connected.

So right now I'm not even bothering with the small hallways or even many of the large ones (The bland ones connecting the human base and the furnace room come to mind) and so putting new stuff there would be very easy.

I do like the signs idea, but the 'you are here' map also requires me to finish the layout. Which is what I should be working on right now :P
The elevators idea I also like, assuming I keep the lower areas, which I probably will do. However, the lower area will be vastly redesigned, most likely.
I've always wanted to play around with the elevator shafts...
Title: Re: Station 15 - Beta 4 in Development
Post by: Plague Bringer on March 26, 2009, 02:59:51 am
An. I've occasionally dabbled in what I like to call "puzzle piece mapping." I create a bunch of sections of hall that all fit together (straight corridors, t sections, 4 way intersections, corners, etc.) and throw them all together. Very basic, but it keeps me entertained for a few hours.

Yeah, the station map would have to be put in for a final build, after play testing the layout.

Can't wait for a release. Station 15 has been one of my favorites for a while.
Title: Re: Station 15 - Beta 4 in Development
Post by: Kaleo on April 22, 2009, 11:02:20 pm
Can we ban this fucking bot already?
Title: Re: Station 15 - Beta 4 in Development
Post by: cactusfrog on April 23, 2009, 02:56:52 am
no its to funny
Title: Re: Station 15 - Beta *5* in Development
Post by: Supertanker on June 26, 2011, 09:43:05 pm
Actually, technically, there's two gardens now. From now on I'll call one the "waterfall room" and the other the "hanging garden."

Here's the "hanging garden," where absolutely nothing is hanging but for a few vines and curiously placed airducts. Seriously. What kind of moron would place airducts out in the open like that when there's two absolutely gigantic vents already in place? It's like someone just put them there to fill in unused space, to make it look cool. Someone denybuild this guy.

(http://supertanker.mercenariesguild.net/hgarden1.jpg)

(http://supertanker.mercenariesguild.net/hgarden2.jpg)

Call me a hypocrite if you want. My map, my thread, MY oversized images. Everyone else should still scale them down for my dialup connection though. You know. It's polite.

Also, tO reITerate prEviOUS wARning sTAteMent:

I am looking for betatesters. I want to test the map's gameplay before I release the beta. Depending on how the tests go, I may just release it to the wild, then spend the rest of my time detailing the map. It's under-detailed in two spots that aren't visible in the screenshots.

Also, the changelog:

* The lower floor is gone. Completely.
* Elevator room is gone.
* Service tunnels are gone.
* Blast door is permanently shut.
* The area behind the blast door is now a sort of cargo bay area (unfinished) that would make a good alien base. Hmmmm.
* Alien base redesigned.
* One of the hallways beyond the human base is completely redesigned and made easier for aliens to get in there.
* Garden has a waterfall. Which is cool. All gardens should have waterfalls.
* An airduct leads from the alien base to the garden.
* Lots and lots of nice detail added.
* There is an entire freaking space station floating outside one of the windows. Just for eye-candy. Rule of Cool, go go.
* Doors look cooler. Again, rule of cool.
* Iris doors open faster.
Title: Re: Station 15 - Beta *5* in Development
Post by: Firstinaction on June 26, 2011, 10:41:17 pm
I can be one of those beta testers- pm me..
Title: Re: Station 15 - Beta *5* in Development
Post by: Nux on June 27, 2011, 01:02:23 am
I'll test YOUR beta.
Title: Re: Station 15 - Beta *5* in Development
Post by: Supertanker on June 27, 2011, 04:00:34 am
Two victims already? Swell.

By the way, here's the layout. It isn't frozen at the moment. It is much simpler than beta3, which is a good thing. I'm still getting told it's too complex.

(http://muse.thegovernment.net/station15_map.jpg)
Title: Re: Station 15 - Beta *5* in Development
Post by: A Spork on June 27, 2011, 04:27:58 am
that looks like a pretty decent balance between confusing and boringly simple.
Count me as a tester for sure.
Title: Re: Station 15 - Beta *5* in Development
Post by: Volt on June 27, 2011, 03:06:39 pm
This is my fav. tremulous map, Add as much detail as you like i could careless about file size. Cannot wait to see it completed.
Title: Re: Station 15 - Beta *5* in Development
Post by: Demolution on June 27, 2011, 05:30:26 pm
Looking sexy as ever. Can't wait to explore. :)
Title: Re: Station 15 - Beta *5* in Development
Post by: swamp-cecil on June 27, 2011, 09:10:07 pm
I'll beta test. And now since the elevator room is gone, it will finally be balanced. Well, thats what we need to test.
Title: Re: Station 15 - Beta *5* in Development
Post by: A Spork on June 27, 2011, 09:25:39 pm
After our little testing round yesterday:
Vent and ramp to alien base need more lights
Needs more location ents.
And it actually feels a bit small, it needs some more big rooms/new base spots i think.
Also, needs less op human base and less fail alien base.
Title: Re: Station 15 - Beta *5* in Development
Post by: Supertanker on June 29, 2011, 10:42:15 am
Lost in Station15?

(http://supertanker.mercenariesguild.net/lost2.jpg)

No worries. We got you covered.

Beta5 should be ready in a few days. From what I've been hearing from the testers, things are looking EXTREMELY fun!

After beta5 it should be detailing and then...final.
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on June 30, 2011, 05:07:43 am
Station15 beta5 has been release. See first post in thread for screenshots, credits, etc.

Download: http://supertanker.mercenariesguild.net/map-station15-beta5.pk3

Station15-beta5 is now votable on the official servers. If you guys have the opportunity, try out the map! I haven't been able to test it with a large number of people (>6).
Title: Re: Station15 Beta 5 Released!
Post by: Demolution on July 01, 2011, 01:03:09 am
Map looks very sexy albeit a tad laggy on my low end system (~20-30 fps in garden area). Outside brushwork looks beautifully done, and the alien starting location is oddly comforting with its boxy/vent layout. :)
I looooove the improved iris door speed! Also the fact that there isn't one of those near the humans.
All in all, loads of great improvements in this version.

P.S. I seem to be getting quite a few "failed to register particle system ..." errors upon loading the map and when attacking, but I think that may be stemming from me.
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on July 01, 2011, 02:02:56 am
Map looks very sexy albeit a tad laggy on my low end system (~20-30 fps in garden area). Outside brushwork looks beautifully done, and the alien starting location is oddly comforting with its boxy/vent layout. :)
I looooove the improved iris door speed! Also the fact that there isn't one of those near the humans.
All in all, loads of great improvements in this version.

P.S. I seem to be getting quite a few "failed to register particle system ..." errors upon loading the map and when attacking, but I think that may be stemming from me.

Thank you for the kind feedback!

The lag in the garden is probably the biggest remaining issue with the map, but unfortunately it's not one I can do much about. I did just spend an hour or so trying to optimize. I'm not convinced it made the garden play better, but it made the .BSP smaller, which is a win.

I sped up the iris doors a little MORE for Beta6, so we'll see how that plays.

As for the particle systems, I'm guessing that's something on your system, especially if it's while attacking.
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on July 02, 2011, 09:51:05 am
Here's one thing I noticed. The Meaningless Pipe Room is a very good Alien base, which I intended. In fact, it's almost too good. Most of the time, the single ramp in beta5 was blocked off by a barricade, making it impossible to get to the OM. So I added this:

(http://muse.thegovernment.net/alien2.jpg)

Two ramps may not be that much better, but I think it makes things just a little more balanced. If nothing else, humans can use it to get to a position where they can shoot the place players like to build the OM.

Thank you so much to everyone who's been playing Beta5. We've been having some truly amazing games out there.

Beta6 should be ready soonish. Not much changed. I don't see much that needs to change anymore. Almost -final time!
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on July 03, 2011, 04:00:42 am
Before:

(http://muse.thegovernment.net/oldele.jpg)



After:


(http://muse.thegovernment.net/newele2.jpg)

(http://muse.thegovernment.net/newele1.jpg)


Just upgrading some things. Parts of the map still look a little dated to me. This also prevents humans from accidentally crushing each other if they jump on the elevator while it's moving!

It also moves 50% faster. Yay.
Title: Re: Station15 Beta 5 Released!
Post by: CreatureofHell on July 03, 2011, 09:45:40 am
But no one ever accidentally crushes someone else...It's always done on purpose!
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on July 03, 2011, 11:06:44 am
But no one ever accidentally crushes someone else...It's always done on purpose!

Yes, but either way, losing a chainsuit on a two-man human team because someone jumped too soon is *annoying*. :P

I'll wait another week or so before beta6. It's mostly gameplay tweaks now, folks.
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on July 04, 2011, 06:26:08 am
Station15 Beta SIX is now out. Will have it up on a server to test soon. Mostly gameplay changes. I'm almost ready for a -final, folks!

http://supertanker.mercenariesguild.net/map-station15-beta6.pk3

PK3 is smaller now as well: 14.7MB vs 18.9MB.
Title: Re: Station15 Beta 5 Released!
Post by: c4 on July 04, 2011, 07:03:52 am
I'll wait another week or so before beta6. It's mostly gameplay tweaks now, folks.
Station15 Beta SIX is now out. Will have it up on a server to test soon. Mostly gameplay changes. I'm almost ready for a -final, folks!

http://supertanker.mercenariesguild.net/map-station15-beta6.pk3

PK3 is smaller now as well: 14.7MB vs 18.9MB.
Title: Re: Station15 Beta 5 Released!
Post by: Supertanker on July 04, 2011, 07:08:49 am
I'll wait another week or so before beta6. It's mostly gameplay tweaks now, folks.
Station15 Beta SIX is now out. Will have it up on a server to test soon. Mostly gameplay changes. I'm almost ready for a -final, folks!

http://supertanker.mercenariesguild.net/map-station15-beta6.pk3

PK3 is smaller now as well: 14.7MB vs 18.9MB.


Bah, I lied. I also have some tweaks I'd like to try.
Title: Re: Station15 Beta SIX
Post by: Odin on July 04, 2011, 09:32:52 am
Did you fix the random "squished" outside the human base?
Title: Re: Station15 Beta SIX
Post by: Supertanker on July 06, 2011, 09:39:33 am
Not sure. I did move some trees around though. I'll clip them better later.

By the way, thank you to everyone who's been playing this on US1. You guys are great! I'll let Beta6 be played for awhile--if people like it, I might just pack it as a final.
Title: Re: Station15 Beta SIX
Post by: Supertanker on July 06, 2011, 11:31:32 pm
Guys, I fixed the Garden I think.

The problem? Particle systems were eating up CPU usage. I now get solid 90s when I was getting between 60 and 80 FPS before.

Beta7 in awhile.
Title: Re: Station15 Beta SIX
Post by: Supertanker on July 17, 2011, 07:24:31 am
Random thing to make the Meaningless Pipe Room less crazy and possibly flip the balance back in the Humans' favor just a little...

(http://muse.thegovernment.net/basechange.jpg)

Thoughts?

I hope to push out beta7 in the upcoming week. As far as I'm concerned, the map is almost done.
Title: Re: Station15 Beta SIX
Post by: Nux on July 17, 2011, 12:29:44 pm
For comparison's sake, I've attached what it used to look like.

It looks neater, more roomy and slightly less alien accommodating. Seems good so far but I'll have to play it to know better.
Title: Re: Station15 Beta SIX
Post by: vcxzet on July 17, 2011, 01:56:35 pm
green light and lights on the ground looks random
Title: Re: Station15 Beta SIX
Post by: TheLollingManv2 on July 22, 2011, 08:26:09 pm
y so many betas ??? ??? ???
Title: Re: Station15 Beta SIX
Post by: Plague Bringer on July 22, 2011, 10:05:33 pm
y so many betas ??? ??? ???
rome wasn't built in a day.

y so many posts ??? ??? ???
Title: Re: Station15 Beta SIX
Post by: Supertanker on July 24, 2011, 04:27:09 am
(http://muse.thegovernment.net/warning.jpg)

People say I shouldn't make so many betas. That gave me an idea: make more betas! I make the maps around here, I can make as many betas as I damn want!
Title: Re: Station15 Beta SIX
Post by: CorSair on July 24, 2011, 09:57:53 am
People say I shouldn't make so many betas. That gave me an idea: make more betas! I make the maps around here, I can make as many betas as I damn want!
y so many betas ??? ??? ???
rome wasn't built in a day.
:P

And I was curious enough to test those fans, only to get chopped. :(
Title: Re: Station15 Beta SIX
Post by: Supertanker on July 24, 2011, 10:21:21 pm
Curiosity killed the foxgranger.

(http://muse.thegovernment.net/newh1.jpg)
(http://muse.thegovernment.net/newh2.jpg)

While this may look like an attempt to make the human base look better, it really is an attempt to reduce polycount.
Title: Re: Station15 Beta SIX
Post by: Meisseli on July 25, 2011, 06:06:33 pm
There's still the nice side-effect that the human base now looks great!
Title: Re: Station15 Beta SEVEN
Post by: Supertanker on July 26, 2011, 12:06:33 am
Beta 7 is out: http://supertanker.mercenariesguild.net/map-station15-beta7.pk3
Title: Re: Station15 Beta SEVEN
Post by: kharnov on July 26, 2011, 12:10:08 am
I got a chance to play this last night before it got released. The lighting is much more improved, the human base feels roomier, and the other tweaks are pretty nice. Great work as always Supertanker!

I'll keep voting this on US Main for balance data.
Title: Re: Station15 Beta SEVEN
Post by: Supertanker on July 29, 2011, 09:21:01 am
It's looking more and more like the -final will be beta7 with just a few tweaks. Thanks for all the advice and help, guys. These are the final days of mapping for station15. :)
Title: Re: Station15 Beta SEVEN
Post by: Knowitall66 on July 29, 2011, 10:16:26 am
Signs; Currently all the signs are floating off from the wall, either give that brush sides, or use a shader so it can display on the wall surface without Z-Flickering. The textures are too low res and are looking bad ingame.

Block lights; Personally I don't like them (I prefer they be embeded or have some sort of frame/trim/edge). If your trying to keep brush count down then I'd suggest you make those lights nonsolid or add some angled clipping around them.

Fans; Their design doesn't fit the environment. They also need clipping (I know you seem to want them to be an environment hazard but).

Level of Detail; Varies a bit, there are some areas that just feel unfinished.

Textures; Alignment issues here and there. Also pipes texture on wall ('e6cyb0rpipes'), Why would you do that? Just looks horrible and amateurish at the moment.

Lighting; Vent lighting is a bit too bright (Even at default gamma). The shadows under the trees near human base are too strong.

Skybox; Light coming from it seems to be wrong colour. Also I'm personally not really a fan of this spacescape.

Hanging Vines; Don't really make sense hanging from ceiling, also feel somewhat out a place.

Benches; There are some misaligned brushes (Where arm rest connects to leg, and the seconds from the bottom back support bar)

Soundscape; May want to consider doing some work on this. Furnace room could be noisy, as could places with numerous pipes/vents.

Waterfall; Could use a shader like the water splash one (The rings of "ripples" when a player walks through water) to better blend where the water contacts the pool below.

Can't comment on gameplay as I haven't played Trem for a while, nor had the opertunity to playtest your map.


Obviously some of this is just my opinion so feel free to ignore it.

I'm sure there's things I've missed but hope this helps. (May edit this post later)

Oops nearly forgot, Nice map Supertanker. :D
Title: Re: Station15 Beta SEVEN
Post by: Meisseli on July 29, 2011, 02:46:22 pm
The map is quite horrible to play after aliens get stage 3. Tyrants are enormously powerful both in alien base and the (pipe?) room they sometimes move in to. Those rooms could benefit a lot from more open space and some kind of obstacles humans could dodge tyrants with.

Needs more variance, there's too many close corridors and not so many open areas. Those few open areas that exist are too close to the human base to help in attacking, or are not used almost at all (garden). Doesn't even need to be in expense of what exists currently, the map could be a bit bigger.

Overall map balance: feels like humans dominate the map almost entirely except the corridors near alien base, which are way too powerful for tyrants. I don't remember playing a round on the map that doesn't end in sudden death or timelimit, which in my opinion makes the map have bad gameplay. Maybe the map would benefit most from more and faster routes to flank enemies from.

As to visuals, the new version has some excellent views from the windows to outside. Nice!
Title: Re: Station15 Beta SEVEN
Post by: Supertanker on July 29, 2011, 08:54:45 pm
Signs; Currently all the signs are floating off from the wall, either give that brush sides, or use a shader so it can display on the wall surface without Z-Flickering. The textures are too low res and are looking bad ingame.

May fix. They are going to be flush against the wall so I don't have to clip them. Won't fix texture. I'm not going to go through and change ten different signs--again.

Block lights; Personally I don't like them (I prefer they be embeded or have some sort of frame/trim/edge). If your trying to keep brush count down then I'd suggest you make those lights nonsolid or add some angled clipping around them.

Won't fix--there's too many, and I prefer abstract simplicity.

Fans; Their design doesn't fit the environment. They also need clipping (I know you seem to want them to be an environment hazard but).

They're a joke, or did the strikingly-similar-to-a-PC-fan design not rub off?

Level of Detail; Varies a bit, there are some areas that just feel unfinished.

May fix, depending on area.

Textures; Alignment issues here and there. Also pipes texture on wall ('e6cyb0rpipes'), Why would you do that? Just looks horrible and amateurish at the moment.

Vent textures will be fixed. They are a placeholder.

Lighting; Vent lighting is a bit too bright (Even at default gamma). The shadows under the trees near human base are too strong.

Not going to spend more than five minutes tweaking--too bright is better than too dark, and they were too dark before.

Skybox; Light coming from it seems to be wrong colour. Also I'm personally not really a fan of this spacescape.

Definitely not fixing. I made that skybox for that map, and I am not going to hunt around for another one. May fix the color.

Hanging Vines; Don't really make sense hanging from ceiling, also feel somewhat out a place.

Not fixing.

Benches; There are some misaligned brushes (Where arm rest connects to leg, and the seconds from the bottom back support bar)

Looks fine in Radiant. I'll check what it looks like in game later.

Soundscape; May want to consider doing some work on this. Furnace room could be noisy, as could places with numerous pipes/vents.

May fix.

Waterfall; Could use a shader like the water splash one (The rings of "ripples" when a player walks through water) to better blend where the water contacts the pool below.

Depending on the difficulty of getting this to work (I won't use the in-game shader, but I will copy it to station15's dedicated shaders if possible) I may or may not do this.

Can't comment on gameplay as I haven't played Trem for a while, nor had the opertunity to playtest your map.


Obviously some of this is just my opinion so feel free to ignore it.

I'm sure there's things I've missed but hope this helps. (May edit this post later)

Oops nearly forgot, Nice map Supertanker. :D

Thanks.


The map is quite horrible to play after aliens get stage 3. Tyrants are enormously powerful both in alien base and the (pipe?) room they sometimes move in to. Those rooms could benefit a lot from more open space and some kind of obstacles humans could dodge tyrants with.

Needs more variance, there's too many close corridors and not so many open areas. Those few open areas that exist are too close to the human base to help in attacking, or are not used almost at all (garden). Doesn't even need to be in expense of what exists currently, the map could be a bit bigger.

Overall map balance: feels like humans dominate the map almost entirely except the corridors near alien base, which are way too powerful for tyrants. I don't remember playing a round on the map that doesn't end in sudden death or timelimit, which in my opinion makes the map have bad gameplay. Maybe the map would benefit most from more and faster routes to flank enemies from.

I don't know; I've seen a few good games where aliens have simply mowed down the humans.

I don't think you realize what a pain in the ass it is to "tack on" geometry. Even expanding the lower corridor between alien base and storage room, an idea I was considering, is difficult. I spent a few months trying to get everything to match up when I ripped out the old sections of station15-beta3. I'm not doing that again.

As to visuals, the new version has some excellent views from the windows to outside. Nice!

I don't have the give-a-fuck required to complete this map the way I want it fixed. I will push out the final after fixing as many of these as I feel like fixing.
Title: Re: Station15 Beta SEVEN
Post by: Knowitall66 on July 30, 2011, 12:37:16 am
Quote from: Supertanker
They're a joke, or did the strikingly-similar-to-a-PC-fan design not rub off?

I'm fully aware of that, doesn't mean I have to like it. :P
Title: Re: Station15 Beta SEVEN
Post by: Supertanker on July 30, 2011, 02:55:32 am
Okay. Now I'm happy.

(http://muse.thegovernment.net/airduct1.jpg)

Also, I managed to widen this:

(http://muse.thegovernment.net/newhall4.jpg)

Final soon.
Title: Re: Station15 Beta SEVEN
Post by: your face on July 30, 2011, 06:34:58 am
never ever make a final :P
Title: Station15 Final Release 1
Post by: Supertanker on August 01, 2011, 07:43:25 am
Station15 Final Release 1 is out: http://supertanker.mercenariesguild.net/map-station15-r1.pk3

This is it. I can rest now.

Thanks guys.
Title: Re: Station 15 Final Release 1
Post by: Supertanker on August 02, 2011, 12:16:08 am
Map was corrupted on my server for unknown reasons. Restored. Use these links for download:

Download: http://supertanker.mercenariesguild.net/map-station15-r1.pk3
Or:       http://downloads.mercenariesguild.net/maps/map-station15-r1.pk3

MD5SUM: 595c3d9500e5f9b3c6191a3216fb88e6