Tremulous Forum
General => General Discussion => Topic started by: Catalyc on May 24, 2006, 12:48:39 pm
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Got around repacking and fixing the known detail and bugs left from the previous 'test' versions. Its bassically an underground facility in mars that was invaded by hungry aliens. Theres 3 routes to connect ground level with underground: teleporter, lift room, and a ventilation system.
meep_b1 be downloaded here (http://www.clanopener.com/catalyc/map-meep_b1.pk3)
(http://img86.imageshack.us/img86/2038/meep010qw.th.jpg) (http://img86.imageshack.us/my.php?image=meep010qw.jpg) (http://img306.imageshack.us/img306/8016/meep034yr.th.jpg) (http://img306.imageshack.us/my.php?image=meep034yr.jpg) (http://img99.imageshack.us/img99/1856/shot03925hf.th.jpg) (http://img99.imageshack.us/my.php?image=shot03925hf.jpg)
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Same procedure as last time... ;)
I have just downloaded the file. Here is a european download mirror:
http://blackheartware.com/cstrike/trem/map-meep_b1.pk3
I have uploaded and cycled the map on our testserver Name: #db@ Derelict (Pub Test)
Address: 213.239.197.132:30722
Location: Hetzner Datacenter, Nuernberg, Germany
FreeSlots: 10
PrivateSlots: 2
Voting: not allowed
Mapcycle: derelictb-beta02, gloom2beta1, meep_b1
I have set sv_maxping 250 to at least allow american broadband connections. If you want to get the maps ingame set cl_allowdownload 1 in console before connection. HTTP-download will be faster, though!
Danny
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Big thx to Catalyc for this map, it's good to see that something is moving around Trem :D.
And thx to you, MegaBite, for uploading it on your test server. Have a memorable and lovely marriage :wink: . Greets!
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Yay, i loved it, especialy with the teleporters, but 1 tip:
Make the teleporter upstairs closed, so when you push the button, a door will close.
Will make it extra tensious when aliens/humans are rushing you, and you manage to escape through the teleporter whilst they cant get in :) .
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Its also running on SATGNU.org
Yay, i loved it, especialy with the teleporters, but 1 tip:
Make the teleporter upstairs closed, so when you push the button, a door will close.
Will make it extra tensious when aliens/humans are rushing you, and you manage to escape through the teleporter whilst they cant get in :) .
The original idea I had for the upstairs teleporter was something like that, however its incredibly easy to just block the door and it looks rather goofy. You can probably synchronize the time it takes so you can actually teleport (5 seconds since button activation I think) and fool people by jumping in right before the teleporter starts deactivating, leaving them behind... Maybe I've been messing around with that teleporter a little too much :P
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I've had the honour to play on this map, and (partially test it :)), and I have to say, it's very very imaginative, playable and has a nice feeling. Can't wait to play it on an official server with many players :D.
Keep it up, really good work!
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the db test server is becoming quite popular.
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Yes, more player slots please. Like 16.
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Just added two more slots... have to keep care about performance, though. I am offline a few days and have no chance to check the servers / care for performance issues... so just 12 free slots for now ;)
Danny
P.S.: 12 slots seem more than enough for derelictb and gloom2... meep could use more, true.
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A human base prepared for SD on Meep.
(http://img54.imageshack.us/img54/6615/wellpreparedsd2gr.th.jpg) (http://img54.imageshack.us/my.php?image=wellpreparedsd2gr.jpg)
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Teleporters and Tremulous: insta dead for humans, because end location will include a trapper + 2 acids
Tweak is need to avoid this.
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2 or 3 turrets would do the same on the human side ;)
As for me i love the teleporter : If Aliens build there that means humans were too weak and couldn t prevent them from doing it. For me, the teleporter is a strategic location that gives you an advantage if you can control it. Its a bit like the center of Uncreation.
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Agreed, the teleporter there is a neat idea, it prevents teams from camping. Also, without that teleporter, the map would be too boring.
The lift is way too slow, it's not a good transportation for human troops (the time they get down to the lower lever, they get zapped, pounced, sniped and bitten).
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yeah, though at s3 it isn't a problem, just buy a jetpack and jump, using the jetpack to stop your fall before you hit the bottom. Also discovered that the lift chamber's height is enough to damage aliens, as a fleeing granger became the first case of me seeing an alien 'fell fowl of gravity'
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Grangers I believe are the only aliens that can get damaged by gravity, Advanced grangers don't have that. Don't know about tyrants.
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yeah, though at s3 it isn't a problem, just buy a jetpack and jump, using the jetpack to stop your fall before you hit the bottom. Also discovered that the lift chamber's height is enough to damage aliens, as a fleeing granger became the first case of me seeing an alien 'fell fowl of gravity'
If you played more often as a Granger, you would know that that specific class is indeed vulnerable to falling damage but not the others I think. Or at least, it is easy enouth to damage a granger by falling and I've never been able to damage another alien doing the same.
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Tbh I don't use grangers often, i'm much more effective as an attacking alien. I only really use them when I need to fix a base up after some rogue granger messes things up.
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I think it would be more realistic if the underground base would be less lighten, and some things here and there broken things (surley a tyrant wouldn't have ducked just to not break a light :wink: ).
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Tes, but a tyrant probably wouldn't want to get its head caught by electric cables :D
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Tes, but a tyrant probably wouldn't want to get its head caught by electric cables :D
Tyrants like electricity, they attract teslas^^
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I think its the opposite, like a bug zapper.
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on a note about the vent system above alien start, might want to include a long winding larger exit for any battlesuits/tyrants that in advertantly evolve/jump down into there.
Now while I would agree if you're dumb enough to do it when you KNOW larger units can't get out of there you deserve to lose your larger unit, however newbies to the map frequently get caught down there which lead to screams of BAD MAP!
Hence a larger exit that could say drop the larger unit out someplace between the bases and be a fairly lengthy walk (no need to reward smaller units who try to use it as a quick escape rather than risk jetpacking back up the pipe)
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Copying what I posted in the meep thread in the Mapping forum
Okay, after spectating a couple of matches I'm pretty happy with the outcome, though its quite evident that there are a couple of things that need fixing, the map is somewhat balanced, which is a good thing considering all the playtests untill the release were with less than 8 players.
Currently I deleted the vent that leads to the alien base and am expanding the ventilation system and planning to add another room, which will then connect to the alien base with an entrance big enough to fit a tyrant, that way adding a ladder wont make the ventilation system for an all too awesome human base, since there will be at least 3 ways in, and getting to the alien base will also take some more time.
hope to have a b2 ready in a couple of days (or weeks!)
thanks for the feedback
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I belive the underground should have alot less ambient lighting than it does now and more "dyanamic" (aka just light source light) light. Pretty much, it could be alittle more darker, mostly in the corridors and the bottom of the lift. The UFO Room is fine.
Many times i feel several of the hallways look like they have daylight in them, untill i realized that it was supposed to be underground. I mean, i didnt even know the base was underground untill someone said it was because the ambient levels were so high.
So, make the underground ALOT darker or more dependant on sources of lights (like an artifical light), and leave the UFO room alone, as it kinda does it pretty well IMO.