Tremulous Forum

Media => Map Releases => Topic started by: n.o.s.brain on March 18, 2008, 12:21:31 am

Title: *New Release: Map FAIL beta 2
Post by: n.o.s.brain on March 18, 2008, 12:21:31 am
download beta 2: map-FAIL-b2.pk3 (http://imn2rc.com/base/map-FAIL-b2.pk3) (remove old version from base)
screenshots:
(http://imn2rc.com/fail/levelshot-FAIL.jpg)
(http://imn2rc.com/fail/layout-fail.jpg)
(http://imn2rc.com/fail/pipespam-fail.jpg)
Title: Re: *New Release: Map FAIL
Post by: your face on March 18, 2008, 12:22:14 am
.pk3: http://imn2rc.einsteinbennyboy.com/base/FAIL.pk3 (.map included in .pk3)

download: map-FAIL-2.pk3 (http://imn2rc.einsteinbennyboy.com/base/map-FAIL-2.pk3)
Title: Re: *New Release: Map FAIL
Post by: X-20 on March 18, 2008, 12:29:01 am
I saw the map right before release on your server last night, All i have to say is, amazing work Brain and Face.  :granger: ;)
Title: Re: *New Release: Map FAIL
Post by: your face on March 18, 2008, 12:39:49 am
Yeah, thanks 20 for helping with finding bugz  ;)

Quote

   -[[ general ]]-----------------------------------------------------------------
   title : F.A.I.L.
   filename : FAIL.bsp
   release date : 3:45 P.M. March 17th 2008
           

   -[[ credits ]]-----------------------------------------------------------------
   construction : "Brain" ({NoS}Brain A.K.A. n.o.s.brain) and "Face" ({NoS}Your Face A.K.A. {NoS}AppleFace)
        Www.SoundSnap.com for FREE sounds :D And www.findsounds.com for more.  Jaj for 'darkland' skybox.

   X-20 for helping test this pile o' crap!
 
   -[[ gameplay ]]----------------------------------------------------------------
   game mode : tremulous | tremulous.net
   players : 4+ fo' sho'

   -[[ construction ]]------------------------------------------------------------
   brushes: 6703
   entites: 302
   build time : A couple months 
   Compile time: 5 minutes.
   Build: -meta -vis -light -fast -filter -super2
   software : gtkradiant 1.5.0 GODFATHER, q3map2build, theGIMP2.0, PakScape, Photoshop CS2

   -[[ textures ]]-------------------------------------------------------------------
   A lot of the default maps, thanks to the Tremulous Devs. :D

   -[[ legal ]]-------------------------------------------------------------------
   (C) Brain&Face Inc. 2008


   -[[ Contacts ]]--------------------------------------------------------------------
   Your Face:     cocoapet@sbcglobal.net or http://cocoapet.googlepages.com
             MSN: yerfaes@hotmail.com
   
   Brain:         imn2rc@sbcglobal.net or http://imn2rc.einsteinbennyboy.com
             MSN: imn2rc@hotmail.com
   
   -[[ "Plot" ]]--------------------------------------------------------------------
                        Mission "F.A.I.L. "Epic Fail"

--You don't want to know, trust me...-- (The real excuse is, THERE'S BEEN ENOUGH LAME PLOTS IN THE PAST!)




--Enjoy if you can with all the lag!--
Title: Re: *New Release: Map FAIL
Post by: Taiyo.uk on March 18, 2008, 01:58:59 am
Great job Brain and Face, this is a substantial improvement on your previous maps. The only boog is that many of the shaders have missing textures - mainly the lights and the grate floors.

I'll comment on the gameplay once I've had a chance to play a few rounds.

Overall the .map is in good shape. My only real nit-pick is that the non-hinting sides of the hint brushes should be textured with the hintskip shader else unnecessary BSP splits will be formed on these faces too.
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 02:15:30 am
ill have a better compile with more rant-friendly stairs, non-killer doors, and hint fix soon
Title: Re: *New Release: Map FAIL
Post by: your face on March 18, 2008, 02:36:07 am
shaders have missing textures - mainly the lights and the grate floors.

Like notex?   :-X
Title: Re: *New Release: Map FAIL
Post by: TRaK on March 18, 2008, 02:49:08 am
Great work, Brain and Face. I'm glad to see you've learnt from your mistakes and you've finally delivered a truly polished and elegant map. Main thing I would recommend is to noclip/clip the halls leading out of the bottom of the alien base, those little arches look to me to be very obstrusive and potentially frustrating.

I'll take a look at the .map later and I'll let you know if I have any comments :)
Title: Re: *New Release: Map FAIL
Post by: Matt2k10 on March 18, 2008, 03:27:27 am
I have to say, this map is VERY well done. Lots of detail. I LOVE the skybox. The vents aren't a boring concrete-like texture, it even looks a little futuristic(like it should). Plus you aren't walking through some vent cover with noclip, or some random vent where we don't know what happened to the cover. Clever use of the ladder shader, also. Pipe climbing ftw. I think little things like that make a map, really(though gameplay is definitely the bigger part, which I can't really test by myself). The alarm and the dead guy who tried to steal the gold were nice touches. There needs to be more maps with custom sounds. Well done.

Although I found this in the human base:
(http://i125.photobucket.com/albums/p49/Matt2k10/shot0134.jpg)
(http://i125.photobucket.com/albums/p49/Matt2k10/shot0135.jpg)
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 03:29:51 am
lol, face's endcap spam! :D
Title: Re: *New Release: Map FAIL
Post by: your face on March 18, 2008, 03:31:54 am
fail!  xD

Anyways, taiyo, all those lights and grates were default shaders from nexus6 etc.   :-\

And BTW, the "Vent Blast" is pretty fun, you should try it out with multiple players ;D
Title: Re: *New Release: Map FAIL
Post by: Taiyo.uk on March 18, 2008, 03:54:36 am
Yes, I noticed something odd - no shaders work in any map when the fail pk3 is in tremulous/base. I don't know what causes this.
Title: Re: *New Release: Map FAIL
Post by: your face on March 18, 2008, 04:37:40 am
That's exactly what happened to me once  :-[

I tried searching for the problem, but couldn't find anything.... :'(
Title: Re: *New Release: Map FAIL
Post by: Odin on March 18, 2008, 06:32:19 am
Took me two seconds:

in(your modified version of my) base/scripts/subterranean.shader
Code: [Select]
}

models/mapobjects/deadhuman/h_head
{
surfaceparm alphashadow
surfaceparm trans
cull disable
{
map models/mapobjects/deadhuman/h_head.tga
    rgbGen vertex
depthWrite
alphaFunc GE128
}
}
That is the entire file. The problem is in that file. I'll let you figure it out.

By the way, thanks for not including me (and everyone else who wrote those hundreds of shaders included in your map) into your credits. We usually don't ask for it, but it is appreciated when you give credit where credit is due.
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 06:56:06 am
ok:
1.) we had so many things that we lost track,
2.)forgot some credits in the txt
3.)are still noobs at shaders
EDIT: ignore this post  ;D
Title: Re: *New Release: Map FAIL
Post by: TRaK on March 18, 2008, 07:23:24 am
You need to get rid of the first bracket in that shader file Odin mentionned.

And yes, it would be a good idea to credit those who made the textures and shaders in your map, or at least attempt to instead of just throwing in an overly general thanks to "The tremulous devs". These people(who aren't all tremulous devs) put a lot of hard work into making mapping resources freely available to you. They deserve the credit, and if it takes you an extra half hour to track down the authors of the textures you use, so be it.

On a side note, I don't think it was very nice to plaster a NOS logo smack on top of overflow's gummibunni  :-\

That being said, I still think this is good work. You just need to make sure to give credit where credit is due, saying "we lost track" just doesn't cut it.
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 07:42:02 am
ah yes, sorry all you people who we stole from, face & brain inc. is a little shady in the legal department... we will give proper credits in b2 8)
Title: Re: *New Release: Map FAIL
Post by: Knowitall66 on March 18, 2008, 08:02:40 am
Overall really great. Things that should be attended to; Sounds (Doors could have a different one and there were some silent fans) and some small things that seemed out of place/weren't quite right (including Barrels with stretched textures, crate with wrong texture on top).
Title: Re: *New Release: Map FAIL
Post by: Survivor on March 18, 2008, 04:10:47 pm
1) name it map-FAIL, to be consistent with the other dudes around here :)
2) Try not to make your pk3 15% of joke images.
3) playerclip, hintskip, fix shader-issue and readme, release
4) receive congratulations for the leaps of improvement
5) get mapping for the competition.
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 05:30:25 pm
Took me two seconds:
lol, it must be a common mistake  ;D


@survivor: could both me and face could do a map together for the competition? we probably wouldn't get done if we did two separate maps...

Title: Re: *New Release: Map FAIL
Post by: Survivor on March 18, 2008, 05:58:56 pm
don't see anything against it. When you win you should decide which of you gets the icon though, won't be handing out dual icons for one map. At least you're heading in the direction where I can see a possibility of winning something :o.
Title: Re: *New Release: Map FAIL
Post by: Ingar on March 18, 2008, 06:11:57 pm
1) name it map-FAIL, to be consistent with the other dudes around here :)

map-fail in lowercase.
Some people actually have case-sensitive filesystems.

Title: Re: *New Release: Map FAIL
Post by: Survivor on March 18, 2008, 06:23:32 pm
sensitive systems for sensitive people. ;)
Title: Re: *New Release: Map FAIL
Post by: your face on March 18, 2008, 06:36:29 pm
lol, like the interwebz! xD

Quote from: Taiyo.uk
Great job Brain and Face, this is a substantial improvement on your previous maps. The only boog is that many of the shaders have missing textures - mainly the lights and the grate floors.

Woo, thx.  And I think we fixed that problem.  (As long as everyone who downloaded beta 1 deletes it from base and puts beta 2 in instead)

Quote from: Taiyo.uk
My only real nit-pick is that the non-hinting sides of the hint brushes should be textured with the hintskip shader else unnecessary BSP splits will be formed on these faces too.

Dun! :]

Quote from: TRaK
Great work, Brain and Face. I'm glad to see you've learnt from your mistakes and you've finally delivered a truly polished and elegant map. Main thing I would recommend is to noclip/clip the halls leading out of the bottom of the alien base, those little arches look to me to be very obstrusive and potentially frustrating.

Brain dun it.  :)

Quote from: Matt2k10
I have to say, this map is VERY well done. Lots of detail. I LOVE the skybox. The vents aren't a boring concrete-like texture, it even looks a little futuristic(like it should). Plus you aren't walking through some vent cover with noclip, or some random vent where we don't know what happened to the cover. Clever use of the ladder shader, also. Pipe climbing ftw. I think little things like that make a map, really(though gameplay is definitely the bigger part, which I can't really test by myself). The alarm and the dead guy who tried to steal the gold were nice touches. There needs to be more maps with custom sounds. Well done.

Although I found this in the human base:

Thanks, Done!

Quote from: Odin
thanks for not including me (and everyone else who wrote those hundreds of shaders included in your map) into your credits

No problem, xD ;D

Quote from: TRaK
You need to get rid of the first bracket in that shader file Odin mentionned.

And yes, it would be a good idea to credit those who made the textures and shaders in your map, or at least attempt to instead of just throwing in an overly general thanks to "The tremulous devs". These people(who aren't all tremulous devs) put a lot of hard work into making mapping resources freely available to you. They deserve the credit, and if it takes you an extra half hour to track down the authors of the textures you use, so be it.

On a side note, I don't think it was very nice to plaster a NOS logo smack on top of overflow's gummibunni  Undecided

That being said, I still think this is good work. You just need to make sure to give credit where credit is due, saying "we lost track" just doesn't cut it.

Complete... :)

Quote from: Survivor
1) name it map-FAIL, to be consistent with the other dudes around here Smiley
2) Try not to make your pk3 15% of joke images.
3) playerclip, hintskip, fix shader-issue and readme, release
4) receive congratulations for the leaps of improvement
5) get mapping for the competition.

1) Dun
2) Uh oh...
3) Dun
4) Thank yew! Thank yew!
5) mebe...

Quote from: Knowitall66
crate with wrong texture on top

Uh ohz, where might that bugz be?

Quote from: Survivor
When you win you should decide which of you gets the icon

Brain fo' sho'... it's his fault why I'm into Trem anyways ;)
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 07:02:40 pm


Quote from: Survivor
2) Try not to make your pk3 15% of joke images.

2) Uh oh...
Face is getting sentimental about his joke pictures...  ;D
Title: Re: *New Release: Map FAIL
Post by: CreatureofHell on March 18, 2008, 08:35:19 pm
The jokes win! I don't know why everyone calls maps like this improvement. They're all good in their own way. Go facey!  ;D
Title: Re: *New Release: Map FAIL
Post by: n.o.s.brain on March 18, 2008, 09:06:24 pm
fail beta 2 (http://imn2rc.com/base/map-FAIL-b2.pk3) released, get rid of the old version  ;D
Title: Re: *New Release: Map FAIL 2
Post by: thirdstreettito on March 19, 2008, 01:35:41 am
TURN UP YOUR BRIGHTNESS!
Title: Re: *New Release: Map FAIL 2
Post by: n.o.s.brain on March 19, 2008, 03:41:43 am
you mean in the map or in the screenshots?
Title: Re: *New Release: Map FAIL 2
Post by: your face on March 19, 2008, 04:37:52 am
Both? :P

Anyways, here's the new and updated .txt:

Quote
   -[[ general ]]-----------------------------------------------------------------
   title : F.A.I.L.
   filename : FAIL-2.bsp
   release date : 3:45 P.M. March 17th 2008
           

   -[[ credits for textures, shaders, models, sounds, and testing ]]-----------------------
   construction : "Brain" ({NoS}Brain A.K.A. n.o.s.brain) and "Face" ({NoS}Your Face A.K.A. {NoS}AppleFace)
        Www.SoundSnap.com for FREE sounds :D And www.findsounds.com for more.  Jaj for 'darkland' skybox.

   X-20 for helping test this pile o' crap!
   Odin, for The dead human shader.
   vcxzet, for the dead human model.
   Overflow, for dropship model, and shaders.
   nicolas "jex" jansens | jex@orodu.net, for all the shaders and textures.
   Stannum, for blood shaders.
   Vedacon, for his "ds-old-tex" texture set.
   Yves 'evillair' Allaire http://evillair.net/ for shaders and textures.
   Randy 'ydnar' Reddig  http://www.shaderlab.com for shaders and textures.
   mike 'Veda' mcinnerney http://www.cybercowboys.com/~mike/ for shaders and textures.
   Godmil for shaders from karith.
   Amethyst7 http://amethyst7.gotdoofed.com/ shaders and textures.
    
   -[[ gameplay ]]----------------------------------------------------------------
   game mode : tremulous | tremulous.net
   players : 4+ fo' sho'

   -[[ construction ]]------------------------------------------------------------
   brushes: 6738
   entites: 305
   build time : A couple months 
   Compile time: 2 hours.
   Build: -meta -v -custinfoparms -vis -saveprt -light -fast  -patchshadows -shade -filter -v -bounce 2 -super 2 -samplesize 16 -samples 3
   software : gtkradiant 1.5.0 GODFATHER, q3map2build, theGIMP2.0, PakScape, Photoshop CS2, FilterForge.

   -[[ legal ]]-------------------------------------------------------------------
   (C) Brain&Face Inc. 2008

   textures by yves allaire fall under this license:
   http://creativecommons.org/licenses/by-nd-nc/1.0/

   textures from shaderlab are subject to the terms of this notice: Usage and
   redistribution policy: Textures may be freely downloaded, modified, and used
   in free maps, mods or total conversions provided this copyright notice is
   left intact and a link to Shaderlab is provided in the credits or read-me
   file.  Other non-commercial applications are considered on a case-by-case
   basis via e-mail. All other usage requires written permission.  Bulk
   redistribution or archival of the textures in any medium, digital or
   otherwise (except mapping packages for mods) is prohibited.


   -[[ Contacts ]]--------------------------------------------------------------------
   Your Face:     cocoapet@sbcglobal.net or http://cocoapet.googlepages.com
             MSN: yerfaes@hotmail.com
   
   Brain:         imn2rc@sbcglobal.net or http://imn2rc.einsteinbennyboy.com
             MSN: imn2rc@hotmail.com
   
   -[[ "Plot" ]]--------------------------------------------------------------------
                        Mission "F.A.I.L. "Epic Fail"

--You don't want to know, trust me...-- (The real excuse is, THERE'S BEEN ENOUGH LAME PLOTS IN THE PAST!)




--Enjoy if you can with all the lag!--
Title: Re: *New Release: Map FAIL 2
Post by: Survivor on March 19, 2008, 04:33:18 pm
For something which is essentially the same map, use the beta structure in your first release here, there will undoubtedly be some things to fix. Now you have two 'final' maps which are almost exactly the same yet one has the suffix 2.
Title: Re: *New Release: Map FAIL 2
Post by: your face on March 19, 2008, 07:25:20 pm
Maybe after we find all the bugs possible, and get it entirely polished, and complete, we'll do "map-FAIL-final", like taiyo did...?
Title: Re: *New Release: Map FAIL 2
Post by: Survivor on March 19, 2008, 07:32:05 pm
the pk3 name is only half important. You now have FAIL-2 as bsp name though. That's what i mean
Title: Re: *New Release: Map FAIL 2
Post by: n.o.s.brain on March 19, 2008, 09:03:00 pm
ok, its beta 2 (http://imn2rc.einsteinbennyboy.com/base/map-FAIL-b2.pk3) nao. no known bugs...
Title: Re: *New Release: Map FAIL 2
Post by: your face on March 19, 2008, 09:13:43 pm
Whoever finds any more bugs gets a Blooming, Brilliant, Brownie (http://thenovicebaker.files.wordpress.com/2007/02/brownie2.jpg)

 :o
Title: Re: *New Release: Map FAIL 2
Post by: CreatureofHell on March 20, 2008, 11:22:23 pm
I found a bug in my garden! Does I get brownie???
But Face loves me so I get brownie anyway right?
EDIT: Lol. 5 minute compile time to 2 hours!
Title: Re: *New Release: Map FAIL 2
Post by: your face on March 21, 2008, 06:55:35 pm
Lolz, yeah.  Brain's comp is amazing.... xD

14 MB of passage mem tho....

BTW, I saw you connected to my server.  What happened?
Title: Re: *New Release: Map FAIL 2
Post by: CreatureofHell on March 22, 2008, 10:17:55 pm
My tremulous seems to have a problem in its relation to the internet so the download speed kept getting longer and longer so I gave up sadly.  :'(
Title: Re: *New Release: Map FAIL 2
Post by: your face on March 22, 2008, 11:32:50 pm
Ahha!  You need to download fail beta 2 (http://imn2rc.com/base/map-FAIL-b2.pk3) first!  Then you shouldn't have to redownload it from the server.  ;)
Title: Re: *New Release: Map FAIL 2
Post by: CreatureofHell on March 23, 2008, 08:18:07 am
I did.  :D So what now?  :P How do you explain that?  ;)
Title: Re: *New Release: Map FAIL 2
Post by: mooseberry on March 23, 2008, 08:34:26 am
Maybe you are stupid and messed up everything you tried? I don't know, just a guess. I've downloaded it and it works fine for me so...
Title: Re: *New Release: Map FAIL 2
Post by: n.o.s.brain on March 23, 2008, 04:08:35 pm
I noticed that some people have slow auto download from my server, including me...
Title: Re: *New Release: Map FAIL 2
Post by: CreatureofHell on March 23, 2008, 09:46:05 pm
nah its not just your server. I blame something  :P