Author Topic: Gloom3 Beta 1 released  (Read 6249 times)

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Gloom3 Beta 1 released
« on: June 29, 2006, 11:50:54 pm »
Xiane, better known as Dark Rogue in these forums, just released a first version of his Tremulous interpretation of Gloom3 - Infested Pump Station!

You can download the map at http://www.tremulous.info it is already running  on the #db@ Derelict server. Give it a try and post your comments here!

Xiane's Comment on the work:

- Lighting: Human start area is still a little dark for my tastes and the sky brush is honestly crappy. Likewise people might find the rest of the map too dark much akin to tremor.
- Eye Candy: Majority of the areas have nothing on the walls save light fixtures so they may look a tad bland. Similarly at the moment there's nothing that really jumps out at a person like Catalyc's teleporter.


Danny
url=http://www.tremulous.info][/url]


dolby

  • Posts: 139
  • Turrets: +2/-1
    • http://www.tremulous.net
Gloom3 Beta 1 released
« Reply #1 on: June 30, 2006, 12:19:05 am »
I don't know about everyone else, but I'm super stoked these gloom maps are getting a second life in Trem.   Great job guys :)
olby
Sound Engineer

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Gloom3 Beta 1 released
« Reply #2 on: June 30, 2006, 12:27:59 am »
I have always been nostalgic... I still love the Secret of Monkey Island, Doom1 and good old Gloom! To have 3 Gloom maps ported now is great, though I hope to see more.

Once I have finished "Beyond Derelict" my next project will be a new map from scratch... expanding on some ideas that got into a Gloom map I started and never released in the very late 1990ies... ;)

Danny
url=http://www.tremulous.info][/url]


Desp.

  • Posts: 16
  • Turrets: +0/-0
Gloom3 Beta 1 released
« Reply #3 on: June 30, 2006, 07:04:29 am »
It's reasonably sized, has multiple paths to the bases and several choke points and some really nice rooms that make for interesting fights - great use of spaces and obstacles. As for the walls being a bit bland: simple is also beautiful.There is usually more than enough cover for decent alien players to make life hard 'n interesting for humans. In short: I like it. 8)

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Gloom3 Beta 1 released
« Reply #4 on: June 30, 2006, 11:32:48 pm »
Well thus far on the list of 'improvements:

- Get the skybox in human base working.
- Raise the 'roof' in some locales for more alien base locations
- There's a room in the original (well gloom3a vers) missing in this port. Will add it when the more important elements are fixed.
- Imbed the lights in the small tunnels by human base front, apparently they block tyrants
- Widen the catwalk (and the door leading to it) so aliens have better ways to access that area.
- Removing a ledge intended to help aliens reach the high area in human start (marauders and adv goons had 0 trouble getting up without it
- Adding cover to alien back hall (long open ramp)
- Expanding alien start base a bit

Things I may toy with:

- Adding 'crusher' to the door flags just to shut Stasis up.
- Adding two 'new' routes that weren't in the original.
- Adding no build brushes under most of the grates to see if it pervents building under them
- Adjusting light levels
- Adding decoration to several areas
n game name: Xiane

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Gloom3 Beta 1 released
« Reply #5 on: June 30, 2006, 11:38:52 pm »
As far as I remember the wall to the next room in the alien base in the original map did not reach the ceiling. There was some space hatchlings and kamis could get through... it would be nice to have that route available for dretches and basilisks ;)

Apart from that: simplistic but good conversion. Gameplay first, eye-candy later... that can always be added!

Danny
url=http://www.tremulous.info][/url]


Stasis

  • Posts: 94
  • Turrets: +1/-0
Gloom3 Beta 1 released
« Reply #6 on: July 01, 2006, 12:31:16 am »
YAY FOR DOOMSDAY DOORS <3
top -


DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Gloom3 Beta 1 released
« Reply #7 on: July 01, 2006, 01:25:17 am »
Quote from: "[db@
Megabite"]As far as I remember the wall to the next room in the alien base in the original map did not reach the ceiling. There was some space hatchlings and kamis could get through... it would be nice to have that route available for dretches and basilisks ;)

Apart from that: simplistic but good conversion. Gameplay first, eye-candy later... that can always be added!

Danny


That space is there already. It's just not lit for obvious reasons ;)
n game name: Xiane

Bulbous

  • Posts: 27
  • Turrets: +1/-8
Gloom3 Final Build
« Reply #8 on: July 26, 2006, 04:25:06 pm »
Has anyone playtested the "Final" build of this map? It seems to me there is a major imbalance. The "roof" overlooking the human start area can be accessed via jetpack. The humans can build a complete base up there including defenses. This roof seems impossible for larger aliens to reach, and Tesla coils will roast smaller aliens before they get close.

Has anyone successfully cracked a base built up there?

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Gloom3 Beta 1 released
« Reply #9 on: July 26, 2006, 05:03:54 pm »
Every time the game has been played on akka adv goons and maras have ripped a roof base apart. To be quite frank the ledge isn't as big an issue as it was in gloom as over half the alien attack units can get up rather easy.

Hell most adv goons just have to pounce straight up and they can snipe well out of turret/tesla range.
n game name: Xiane

Bulbous

  • Posts: 27
  • Turrets: +1/-8
Small-scale matches
« Reply #10 on: July 26, 2006, 08:25:40 pm »
Our playtesting was conducted on a small scale, 3 vs. 3. We couldn't get near the roof, and with three defenders on it, the game stalemated.

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Gloom3 Beta 1 released
« Reply #11 on: July 27, 2006, 12:26:51 am »
Dunno what to tell you, in all the tests I've been a part of with public games either the roof has been cracked or one side has been utterly annihilated. Not once has it stalemated.

Especially when you factor in that during sd when they can no loner build you aliens should have a supreme advantage over humans that never leave their base.
n game name: Xiane

gareth

  • Posts: 710
  • Turrets: +38/-89
Gloom3 Beta 1 released
« Reply #12 on: August 13, 2006, 12:17:14 pm »
After playing this alot now i have these comments:

the roof and the room with green slime are very campy, i think they need some alternate entrances.

rasz_pl

  • Guest
Gloom3 Beta 1 released
« Reply #13 on: August 13, 2006, 07:04:59 pm »
that map is sooo bugged, >4 places where aliens and humans can get stuck, get it off the servers plz

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Gloom3 Beta 1 released
« Reply #14 on: August 13, 2006, 07:23:40 pm »
Please describe the places or show screenshots of them so they can be fixed... ;)

Danny
url=http://www.tremulous.info][/url]


DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Gloom3 Beta 1 released
« Reply #15 on: August 13, 2006, 07:35:23 pm »
Likely means the pipes in the western corridor there's enough space for a mara to get in behind but makes jumping back out difficult : not impossible as I've seen people get 'unstuck' with a little patience and work.

But will see about adding some clip brushes behind to stop the occurance just as I need to add a clip brush to the ledge (the sky brush still isn't low enough to impede base building, the top of the reactor is actually allowed to clip slightly for some ungodly reason)
n game name: Xiane

rasz_pl

  • Guest
Gloom3 Beta 1 released
« Reply #16 on: August 14, 2006, 07:49:57 pm »
Quote from: "DarkRogue"
Likely means the pipes in the western corridor there's enough space for a mara to get in behind but makes jumping back out difficult : not impossible as I've seen people get 'unstuck' with a little patience and work.

But will see about adding some clip brushes behind to stop the occurance just as I need to add a clip brush to the ledge (the sky brush still isn't low enough to impede base building, the top of the reactor is actually allowed to clip slightly for some ungodly reason)


yes, mara goons humans, funny that you can get unstuck if someone jumps on you, you get out, that someone gets stuck instead of you :)