Author Topic: NEW RELEASE: Map Cruz Exports (beta 6)  (Read 101752 times)

your face

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Re: Map Cruz Exports (beta 1)
« Reply #60 on: February 01, 2009, 09:08:03 pm »
Unless there are other people who want me to change it as well, then I'll think about it. :P
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epsy

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Re: Map Cruz Exports (beta 1)
« Reply #61 on: February 01, 2009, 10:00:43 pm »
Bit linear. The plane looks really ugly on mapshot, better show some conveyor bets or something. Otherwise looks nice.

Also the force fields are fine. They only do 1dmg every two seconds anyway.
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{7}wrath

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Re: Map Cruz Exports (beta 1)
« Reply #62 on: February 01, 2009, 10:09:13 pm »
I second both points.

The force fields are not, however, super-awesometastic.

your face

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Re: Map Cruz Exports (beta 1)
« Reply #63 on: February 01, 2009, 10:19:09 pm »
one man's opinion.

I suppose I'll update the levelshot anyways.
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your face

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Re: Map Cruz Exports (beta 2)
« Reply #64 on: February 02, 2009, 08:02:15 pm »
Update

Beta Two released, check first post or download here.
« Last Edit: April 17, 2009, 12:05:50 am by your face »
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CreatureofHell

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Re: Map Cruz Exports (beta 2)
« Reply #65 on: February 02, 2009, 08:39:09 pm »
Looks great! The conveyor belts look like conveyor belts  ::) and the room with the light coming in under the door is now much better(meaning it isn't blinding anymore).  :D
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tuple

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Re: Map Cruz Exports (beta 2)
« Reply #66 on: February 03, 2009, 01:45:06 am »
Its in the }MG{ map repo.

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Re: Map Cruz Exports (beta 2)
« Reply #67 on: February 03, 2009, 02:49:49 am »
Thanks tuple! <3
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Archangel

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your face

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Re: Map Cruz Exports (beta 2)
« Reply #69 on: February 03, 2009, 03:58:54 am »
:grenade:

Thanks 2u2 :D
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Bissig

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Re: Map Cruz Exports (beta 2)
« Reply #70 on: February 03, 2009, 05:49:06 am »
And of course in the tremcentral.com map repo too. Cheers!

Taiyo.uk

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Re: Map Cruz Exports (beta 2)
« Reply #71 on: February 04, 2009, 04:02:31 pm »
ZOMG L33T!!!11oneone

Just played this map. Make the D3-type-worm-tentacle-things have a slowly scrolling envmapped shader and a subtle vertexdeform so they look like they're creeping and writhing. Spam them in various locations to give the impression of the base being slowly infested by the creep! The ship pwnz, but the light raybox from the door in the smaller hangar looks too intense.

tuple

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Re: Map Cruz Exports (beta 2)
« Reply #72 on: February 04, 2009, 05:08:45 pm »
And of course in the tremcentral.com map repo too. Cheers!

Yay! More repos means more servers will be willing to test/play/put maps in rotation! :-D

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Re: Map Cruz Exports (beta 2)
« Reply #73 on: February 04, 2009, 05:56:36 pm »
ZOMG L33T!!!11oneone

Just played this map. Make the D3-type-worm-tentacle-things have a slowly scrolling envmapped shader and a subtle vertexdeform so they look like they're creeping and writhing. Spam them in various locations to give the impression of the base being slowly infested by the creep! The ship pwnz, but the light raybox from the door in the smaller hangar looks too intense.

Maybe if I steal lava's stolen q3 shader.... :D, and light electrician coming right up.
« Last Edit: February 04, 2009, 05:58:19 pm by your face »
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Plague Bringer

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Re: Map Cruz Exports (beta 2)
« Reply #74 on: February 24, 2009, 01:47:50 am »
How on earth did you get that conveyor belt working? Is it a series of func_trains?
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Kaleo

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Re: Map Cruz Exports (beta 2)
« Reply #75 on: February 24, 2009, 03:32:31 am »
Moving shaders with a series of tubes launch pads?
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CreatureofHell

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Re: Map Cruz Exports (beta 2)
« Reply #76 on: February 24, 2009, 09:17:30 am »
looking at the .map file it seems to be a func_train
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Plague Bringer

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Re: Map Cruz Exports (beta 2)
« Reply #77 on: February 24, 2009, 12:04:04 pm »
Moving shaders with a series of tubes launch pads?
That's what I had though. A series of trigger_pushes. The only thing wrong with that, though, is that you wouldn't be able to move the opposite way of the conveyor belt, and it'd be hard to time it well enough so that you stay in time with the shader.

The only reason I asked is because, in metro, a large number of func_trains resulted in lag (only of the escalator, and rarely for me o_o).
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your face

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Re: Map Cruz Exports (beta 2)
« Reply #78 on: February 24, 2009, 11:40:28 pm »
I have 3 func_trains made of playerclip moving in order, so as there won't be any gaps, then I have a brush textured with the convey shader moving at the exact same speed as the trains, so you get the proper illusion. :)
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Plague Bringer

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Re: Map Cruz Exports (beta 2)
« Reply #79 on: February 25, 2009, 12:42:28 am »
Is there a way to teleport brushes from one place to another, to have a smooth transition of the belt? I think I had heard of such a thing.
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Kaleo

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Re: Map Cruz Exports (beta 2)
« Reply #80 on: February 25, 2009, 05:25:49 am »
I thought it would be a moving texture. Otherwise you would have uneven lighting on the belts.
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your face

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Re: Map Cruz Exports (beta 2)
« Reply #81 on: February 25, 2009, 06:59:52 pm »
Yeah I had a 9999 speed belt at first, then I decided on using the shader for proper lighting.
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1LordAnubis

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Re: Map Cruz Exports (beta 2)
« Reply #82 on: March 04, 2009, 06:25:42 pm »
<3 this map; its been added to the KoR tremx map rotation
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The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.
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Re: Map Cruz Exports (beta 2)
« Reply #83 on: March 04, 2009, 06:49:25 pm »
Thanks! :)
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your face

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #84 on: August 06, 2011, 07:03:07 pm »
Download link: BRB doesn't work



I've changed quite a lot since beta 2.  Most significant changes include:
- All corridors have been widened.
- Map layout changed slightly, many rooms are now farther apart.
- Moar color in the map.  Less gray!
- Lots of little details added.
- More alternate base locations.
- Ventilation shaft added.
- Port room added.
- Other stuff.

To my awesome beta testers: thankyou! And before playing, please remove the b3t2 file, and replace with this. :D
If you are so inclined, you can set hunkmegs back to 128, I fixed the hunc_alloc problem.
« Last Edit: August 10, 2011, 12:49:12 am by your face »
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Volt

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #85 on: August 06, 2011, 07:19:09 pm »
Fun map.

your face

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #86 on: August 06, 2011, 07:42:00 pm »
stopped working again, hunk_alloc error. everything is on hold.
« Last Edit: August 06, 2011, 08:28:15 pm by your face »
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/dev/humancontroller

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #87 on: August 08, 2011, 05:53:04 am »
  • i can see that (vs cruz-b2) you've fixed some inconsistent architectural designs (a closed door leads to a room without a door there; boxes are carried through a forcefield, but there is an irrelevant room just on the other side of the forcefield), however:
    • there's a room with no doors.
    • there are some pipes connected in useless loops. see pipe_loop.jpg.
  • the boxes that are carried through forcefields are weirdly lit.
  • the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
  • in the large ship service room, it appears that there is a large fuel tank "nailed" to the floor. the tank is blocking the entry/exit of a "full-sized" (almost fitting through the ship door) ship. move the tank out of the way, or put it on a cart. or, if the tank is staying, then why have an oversized door?
  • there is an opening at the ship door (the slimy alien thingy is blocking the door). the whiteness from the outside should shine like it does in the "broken zodiac hoverboat room".
  • near the sides of the ship door there are large yellow lights on the walls. the metal grids on the lights are pitch black.
  • i can see the missing geometry of the exterior of the building complex when i jump down or do a lucijump outside. there are also large parts of the complex that are wrongly not visible from the outside. i recommend adding dense fog outside (in addition to fixing the outside geometry near the exit).
  • there are lights in the vents? either lightbulbs are uber cheap in trem, or...
  • the music played through the speakers is, well... consider replacing it with Benny Hill music, perhaps some of its 8-bit remixes.
  • some details are not solid, whereas they look solid. for example, see non-solid_green_pipe.jpg.
  • some of the soft pipes are bending against gravity. for example, see soft_pipe_hax.jpg.
  • i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
  • there is a pipe-ladder leading up to a vent. the other similar pipe nearby does not function as a ladder.
  • the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
  • i question the shape of a pipe: see this_pipe.jpg and fell_off_from_here.jpg.
  • random red/blue paint around the map sucks fishcocks. big time.

MegaMedic

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #88 on: August 08, 2011, 04:31:00 pm »
I test map Face. Is very nice. Good job ;)
                                   Regards,
                                          Wozzie
Woozie

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Re: NEW RELEASE: Map Cruz Exports (beta 3)
« Reply #89 on: August 08, 2011, 07:03:49 pm »
thanks woozie man!

thx for the educated reply devhc.  What version of cruzb3 are you playing on?


  • i can see that (vs cruz-b2) you've fixed some inconsistent architectural designs (a closed door leads to a room without a door there; boxes are carried through a forcefield, but there is an irrelevant room just on the other side of the forcefield), however:
    • there's a room with no doors.
    Where?
    • 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?
  • the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
  • 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.
  • in the large ship service room, it appears that there is a large fuel tank "nailed" to the floor. the tank is blocking the entry/exit of a "full-sized" (almost fitting through the ship door) ship. move the tank out of the way, or put it on a cart. or, if the tank is staying, then why have an oversized door?
Thanks, I will fix this.  Didn't notice.
  • there is an opening at the ship door (the slimy alien thingy is blocking the door). the whiteness from the outside should shine like it does in the "broken zodiac hoverboat room".
  • near the sides of the ship door there are large yellow lights on the walls. the metal grids on the lights are pitch black.
Can't do that unless I got rid of the ubergeist.  Having a light raybox going around patches is ....well maybe it is possible.
  • i can see the missing geometry of the exterior of the building complex when i jump down or do a lucijump outside. there are also large parts of the complex that are wrongly not visible from the outside. i recommend adding dense fog outside (in addition to fixing the outside geometry near the exit).
Yeah, the outside idea was a neat one, but not executable.  I tried more complex detail only to be hit with q3 limits (safe_malloc failed).  I may just remove the entire outside area anyways just so it will work.  I tried fog but that caused a safe_malloc error as well
  • there are lights in the vents? either lightbulbs are uber cheap in trem, or...
Would you prefer having pitch black vents?
  • the music played through the speakers is, well... consider replacing it with Benny Hill music, perhaps some of its 8-bit remixes.
Go away America-hater.  Stars and Stripes forever will stay. :P
  • some details are not solid, whereas they look solid. for example, see non-solid_green_pipe.jpg.
Yes, this is mostly to make it easier for dretches not getting stuck on tiny pipes.  I could solid them and cover it with playerclip.
  • some of the soft pipes are bending against gravity. for example, see soft_pipe_hax.jpg.
I will fix this
  • 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.
  • there is a pipe-ladder leading up to a vent. the other similar pipe nearby does not function as a ladder.
Excellent observation.  I wanted s1 humans to be able to get up to the vent. :D
  • the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
Seriously?  I can't even tell.  You aren't a relative of Adrian Monk's are you?
  • i question the shape of a pipe: see this_pipe.jpg and fell_off_from_here.jpg.
Thanks I will fix this.
  • random red/blue paint around the map sucks fishcocks. big time.
Are you hating on the British too now?
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