Author Topic: NEW RELEASE: Map Cruz Exports (beta 6)  (Read 101780 times)

Qrntz

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #90 on: August 08, 2011, 07:51:00 pm »
  • the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
The Boxing Station or something. If you run from one end of the conveyor to the other, you're going to make it through the tunnel which hangs in the middle of room (?) with crates, cranes, ATCS force fields and stuff.

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

/dev/humancontroller

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #91 on: August 08, 2011, 08:14:16 pm »
What version of cruzb3 are you playing on?
the one (and only?) posted here not long ago.
  • there's a room with no doors.
Where?
above the broken zodiac hoverboat. well, i guess that room can be explained as being an attick, and the way to put stuff up there is via the hoverboats.
  • there are some pipes connected in useless loops. see pipe_loop.jpg.
Um ok.  I guess that could be some sort of problem.  Wait how?
obviously by revealing your limits in logical designing.
  • the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
you do. see carried_boxes.jpg
  • the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
That has been fixed a long time ago.
bullshit, you saw the screenshot i posted.
  • there are lights in the vents? either lightbulbs are uber cheap in trem, or...
Would you prefer having pitch black vents?
no, but lightly lit vents would do. or here's a more interesting idea: put some flashlights in the vents.
  • i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
Try turning up your res.
see quality_of_The_Daily_NOS.jpg D:.
  • the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
Seriously?
yes. the use of only top-double-quotes is only a bad habit coming from the limited set of characters that are directly typable on common keyboards and supported for display.

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #92 on: August 08, 2011, 08:21:23 pm »
oh oh ok, thought you meant crates going thru the red force fields :P

yeah those are entities, no way to properly light a func_train.  unless a shader (see conveyor belt)

that's weird that you have this version because I'm sure I deleted the other grate side a long time ago. :O  I will look into it, thanks.

The attic I thought would be a fun alt-base.  But it might be overpowered, maybe I will put another hole going into it.

The daily NoS looks ok, if you want to read it you could open it from the pk3, the fine print is just gibberish by Bezerk. (I did go through the pk3 and reduce texture quality to improve memory use.)

OH LOL now I understand the pipe thing.  I thought you were mad just because it was like this [  but it is like this []
« Last Edit: August 08, 2011, 08:34:15 pm by your face »
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Firstinaction

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #93 on: August 08, 2011, 09:17:23 pm »
Yay. Cruz

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #94 on: August 10, 2011, 01:45:25 am »
everyone: CRUZ BETA 4 IS OUT AND
Download Mirrors:
Dropbox: Cruz Exports, Beta 4

Mercenaries Guild: Cruz Exports, Beta 4
« Last Edit: August 10, 2011, 02:12:44 am by your face »
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your face

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #95 on: August 10, 2011, 02:37:09 am »
Screenshots:
new areas and bigger halls!











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Qrntz

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #96 on: August 10, 2011, 02:59:43 am »
omg there's me :-D

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

/dev/humancontroller

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #97 on: August 10, 2011, 04:04:43 am »
new notes (for cruz-b4):
  • although the loopy pipes were fixed, now two different type of pipes intersect there.
  • where that greep pipe fell off near the vents... the pipe part that didn't fall off should have a curve at the end or something.
  • you said that you wanted s1 humies to climb up to the vents; i pointed out that there was a soft pipe that didn't function as a ladder. did you just intentionally remove the soft pipe instead of adding ladder functionality? (not that s1 humies couldn't or can't climb up to the vents without that pipe.)
  • generic solidity stuff.

though old, but an important note:
  • the random red/blue colors suck mosquitolarvaballs.

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #98 on: August 10, 2011, 04:29:49 am »
- what
- what. kind of understand, see no good reason to make it like that.
- adding a ladder to that pipe makes it impossible to go in vent
- woop
- does not

qrntz: YAY
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/dev/humancontroller

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #99 on: August 10, 2011, 06:25:58 am »
- what
  • although the loopy pipes were fixed, now two different type of pipes intersect there.
- what.
  • where that greep pipe fell off near the vents... the pipe part that didn't fall off should have a curve at the end or something.
- adding a ladder to that pipe makes it impossible to go in vent
ORLY

CorSair

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #100 on: August 10, 2011, 03:04:05 pm »
This map's been around for 3 years, and haven't seen this. :P

Gotta say, this is cool map. Especially how colourful this is! :D

though old, but an important note:
  • the random red/blue colors suck mosquitolarvaballs.

No way. These colors actually work. Got enough colors between light, gray and dark metal colours, and minimal variations of colored metals. Or what I think so.



Gah, I want drive that forklift, I got even licenses/permissions for that! :P

Lakitu7

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #101 on: August 10, 2011, 06:07:50 pm »
I like the colors. My only complaints are that some spots invite griefer eggs/bases badly and need to be nobuilt, and one room with boxes where rants can't get through could use one more box or whatever so they can hop over. I'm worried about people spamming pulse/luci down the conveyor-belt hallway all the way from the near-the-H base into the A base, but I'm not sure if it will be a problem in practice. Other than those concerns it seems really quite good to me. Thank you for making it.

CorSair

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Re: NEW RELEASE: Map Cruz Exports (beta 4)
« Reply #102 on: August 10, 2011, 06:26:00 pm »
I'm worried about people spamming pulse/luci down the conveyor-belt hallway all the way from the near-the-H base into the A base, but I'm not sure if it will be a problem in practice.
My thoughts too, but I don't have correct solution, except some sort doors...

My only complaints are that some spots invite griefer eggs/bases badly and need to be nobuilt,
Also, on top of the reactor core, me and my basi was just hanging up there, like in the picture...

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #103 on: August 12, 2011, 01:29:33 am »
« Last Edit: August 12, 2011, 01:31:52 am by your face »
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Lakitu7

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #104 on: August 12, 2011, 01:32:15 am »
It's also been updated on US1/EU1.

MegaMedic

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #105 on: August 12, 2011, 11:52:05 am »
               SOUP & FLEURKA 4ever <3 xD
Woozie

Qrntz

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #106 on: August 12, 2011, 12:17:59 pm »
who is qtip I don't know him

You make up Qrntz, u always angry, just calmdown. :police:
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A Spork

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #107 on: August 12, 2011, 03:18:02 pm »
o_o
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
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jm82792

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #108 on: August 16, 2011, 11:59:08 pm »
Holy cow!
I love the map, it's intricacies and overall feel!
A thing I noticed that's sort of an issue:
In the fan tunnels the humans can form a nearly invincible base because advanced marauders and goons can't fit into it.

Qrntz

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #109 on: August 17, 2011, 12:25:01 am »
In the fan tunnels the humans can form a nearly invincible base because advanced marauders and goons can't fit into it.
Crap, my mission is compromised!

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

jm82792

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #110 on: August 18, 2011, 06:49:35 am »
I have high hopes for this map, it could become the next default amp if the mapper keeps working out the dents.

Lakitu7

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #111 on: August 18, 2011, 09:04:08 am »
I keep watching nextmap votes for this fail because people are complaining about that in-the-vents base. Looks like a little more nobuilding proved necessary after all.

jm82792

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #112 on: August 18, 2011, 06:53:11 pm »
I keep watching nextmap votes for this fail because people are complaining about that in-the-vents base. Looks like a little more nobuilding proved necessary after all.
Yeah I tried to get ti voted in about 7 times and I didn't get it in.
I really hope he fixes it up. Perhaps he could allow aliens to build in there and not humans.

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #113 on: August 19, 2011, 09:04:56 pm »
thanks for the feedback!  I just put in some obstacles preventing the overmind and rc from fitting in either vent rooms.  eggs and nodes can be built, and there are only a couple spots you can build them on.  compiling b6 right now.

-edit: nvm both vent rooms are total nobuild now.
« Last Edit: August 19, 2011, 10:00:44 pm by your face »
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Lakitu7

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #114 on: August 19, 2011, 10:28:33 pm »
Haha, that seems like the best approach if you want to avoid repeating this process. Let me know when you're ready for it to go up.

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 6)
« Reply #115 on: August 19, 2011, 10:53:10 pm »
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Lakitu7

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Re: NEW RELEASE: Map Cruz Exports (beta 6)
« Reply #116 on: August 19, 2011, 11:00:32 pm »
And is now votable on us1/eu1 and downloadable from downloads.mg

jm82792

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Re: NEW RELEASE: Map Cruz Exports (beta 5)
« Reply #117 on: August 20, 2011, 03:37:28 am »
thanks for the feedback!  I just put in some obstacles preventing the overmind and rc from fitting in either vent rooms.  eggs and nodes can be built, and there are only a couple spots you can build them on.  compiling b6 right now.

-edit: nvm both vent rooms are total nobuild now.
I will vote in your map when I can.
I know your from NOS and all, heck my friend Repatition talks about you very positively.
(meaning you can do it yourself :-) )
Anyways if you need any textured, uv-unwrapped models I can model some for your map no strings attached.

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Re: NEW RELEASE: Map Cruz Exports (beta 6)
« Reply #118 on: August 23, 2011, 02:24:53 am »
never know when I will need a model but now know who to ask! thanks.

b6 doesn't seem to be any more popular. I'm guessing it's either because of the extremely long loading times or because games tend to take longer than the average GPPer's attention span. :P

thanks for the mirrors lakitu.  this is (hopefully) the last version.  I'm done with Tremulous for a while; need to focus on other things for now.  ggs ttyl
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jm82792

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Re: NEW RELEASE: Map Cruz Exports (beta 6)
« Reply #119 on: August 23, 2011, 02:54:40 am »
If you could keep tweaking it every few weeks that would be nice :)
It's such a nice looking map and seems to play well..