Author Topic: Marsbase - WIP  (Read 30552 times)

bitspit

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Marsbase - WIP
« on: July 02, 2006, 03:08:42 am »
Here's a little map for you to test out. Not completed, but playable, hint brushes are installed so frame rates should not be too horrible.

The link to the map is http://www.fly-to-mars.com/marsbase/marsbase.pk3

*IMPORTANT NOTES*

1) Dont carry on about the textures, I ALREADY KNOW. Any post relating to textures will be ignored.

2) bases are minimal. I'm pretty sure you can spawn const. and build your  own armory and bases without too much trouble.

3)And have some screenshots.















Lava Croft

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Marsbase - WIP
« Reply #1 on: July 02, 2006, 03:16:20 am »
<3

zeta

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Marsbase - WIP
« Reply #2 on: July 02, 2006, 04:14:53 am »
WoW!

first post

so how long have u been working on this peice of art?
img]http://img50.imageshack.us/img50/6568/mysig0va.jpg[/img]

bitspit

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dev time
« Reply #3 on: July 02, 2006, 04:33:26 am »
Roughly 3 weeks.

kozak6

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Marsbase - WIP
« Reply #4 on: July 02, 2006, 06:12:11 am »
It looks pretty good.

I hope it is well balanced.

gareth

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Marsbase - WIP
« Reply #5 on: July 02, 2006, 10:43:20 am »
ok, i had a look around it, and have some comments for you:

+ Layout: many big rooms, with lots of repeating sections is a bit bland, more detail is needed i think, not just for prettiness but for places to hide the alien base, Also put in some landmarks to help people find their way around. Some vents maybe.


+ Lighting:/Texturing needs more lights, more color, more detail. I think you should stick to a consistent color scheme instead of having rather luminuous doors of primary colors. Textures are a bit bland, but you know that ;]. You could also make your own skybox (with terragen) than use that one.

+ perf: will be poor in those big rooms with bases/players in there.

Otherwise, its not all that bad, nice use of patches.

[db@]Megabite

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Marsbase - WIP
« Reply #6 on: July 02, 2006, 11:52:14 am »
Had a slight look at the map and apart from things already set it looks promising!

You may want to take a look at the wadfather for another skybox and maybe textures and stuff: http://wadfather.planethalflife.gamespy.com/new/

Danny

P.S.: Gonna post it on the Tremulous Infobase, upload to mirrors and cycle it on #db@ Derelict... ;)
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Smokey

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Marsbase - WIP
« Reply #7 on: July 02, 2006, 04:51:16 pm »
looks like it would be fun to play, yet very warsow`ish

nice :)

bitspit

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feedback
« Reply #8 on: July 02, 2006, 05:24:21 pm »
The idea of the colored doors was for navigation. Eventually the lighting was going to become more similar with the door themes, Thats probably out now.

performance? Are you still running some old riva TNT or something? :D  I'd have to see how bad it is in a game before I go drasticly changing layout. Perhaps a bit more hint brush optimising.

Skybox? Why? I kind of like that one. Feel free to terragen one up for me, or find one you think is better on wadfather and I'll use it.

Yes, much more detail coming, better alien base, etc.

Thank you for the comments and for posting it on #db for testing.

[db@]Megabite

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Marsbase - WIP
« Reply #9 on: July 02, 2006, 07:24:27 pm »
He is right about performance... r_speeds go up to 33.000 in the human and 29.000 in the alien base... there are some other points with r_speeds in the late 20ks as well.
Framedrops by themselves are not critical (at least on my system), but may get critical with 4-6 players hopping around the scene.

It definitely needs some further optimization. ;)

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


Glunnator

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Marsbase - WIP
« Reply #10 on: July 02, 2006, 07:59:15 pm »
:D I REEEALLY like the colors! of EVERYTHING!


They remind me od games from a loooong time ago....

Sniff

Looks great man!

Quote from: (Cebt)Glunnator
HAVE FUN PPL, IT'S THE MEANING OF LIFE TO LOOK AT THE BRIGHT SIDE OF IT! ;)

Stasis

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Marsbase - WIP
« Reply #11 on: July 02, 2006, 10:10:58 pm »
BRIGHT NEON

MY EYES

AHHHHHH
top -


Stof

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Marsbase - WIP
« Reply #12 on: July 02, 2006, 10:24:49 pm »
Colors are fine although a little too saturated. I'm sick of all grey maps and it isn't unexpected to see bright colors like that in industrial zones anyway :P
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

[db@]Megabite

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Marsbase - WIP
« Reply #13 on: July 02, 2006, 11:05:34 pm »
Well, performance IS an issue on this map... humans had their base in one of the siderooms of the "column-halls" and my framerate was between 20 and 40 the whole fight long.

Mind that I just did a timedemo demo1 in doom3 with equal system settings (high quality, 2xFSAA, 1680x1050) and got an average of 70fps... I guess my machine is not the bottleneck... ;)

Danny
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bitspit

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Updates
« Reply #14 on: July 03, 2006, 12:33:30 am »
Very good thank you for all the feedback.

I wanted to make sure framerates were a mapping problem and not weak video cards.

I've tried altering hint brushes umpteen different ways, but it appears to come down to an overall map design flaw that hint brushes will never cure.
Overuse of patches may be partly to blame, glass would be another reason.

Sorry about the colors, but damnit I'm sick of grey maps and hfx textures. Its just plain over done. I tried something different, called COLOR.

There may be a future version, more scaled down. I dont really want to release a chopped up version just because it has better framerates, so perhaps I will start with a different themed map or continue on this one, I'm not really sure at this point.

Many, Many thanks to all those who posted here and to those in IRC and big thanks to #db and #satgnu for playtesting. All your feedback was polite and very helpful.

[db@]Megabite

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Re: Updates
« Reply #15 on: July 03, 2006, 08:37:49 am »
Quote from: "bitspit"
I've tried altering hint brushes umpteen different ways, but it appears to come down to an overall map design flaw that hint brushes will never cure.
Overuse of patches may be partly to blame, glass would be another reason.


Exactly my thoughts. I guess re-designing the stairs / catwalks without curved surfaces would help a lot to decrease r_speeds!

Whatever, I did not state my thoughts about the colors, yet... ;)
In my opinion there are other ways to make a map look unique. A pretty skybox, unique textures, nice architecture... maybe even a unique theme... how about a map set in an alien forest? Think of Xen from Half-Life1!

I think your map could be fun, I like the design, but the colors are truly irritating. It is not that I do not like colors, but they need to be put where they make sense to create a believable setting... Having bright warning colors around a reactor or something is no problem, neon stairs are... ;)

So keep up the good work and please think about it another time before you stop development on this piece!

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


bitspit

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..
« Reply #16 on: July 03, 2006, 02:29:11 pm »
lol the neon stairs were a bit out of line

Neo

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Marsbase - WIP
« Reply #17 on: July 03, 2006, 09:04:54 pm »
For me the main issue is the central rooms, as here framerate drops to 25 or less while the outer rooms manage a fine 99/100 fps. Thing is it seems unrelated to player activity in areas as perfectly empty centre sections still have the fps drop.

For the record I use a 2400+ with a 6600GT graphics card, bit better than a TNT :D

Lava Croft

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Re: Updates
« Reply #18 on: July 04, 2006, 12:40:04 am »
Quote from: "bitspit"
Many, Many thanks to all those who posted here and to those in IRC and big thanks to #db and #satgnu for playtesting. All your feedback was polite and very helpful.


You know we gladly helped out and that we are eagerly awaiting your future work.

*Lava_Croft tosses bspit a beer.

Thorn

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Marsbase - WIP
« Reply #19 on: July 08, 2006, 10:59:56 pm »
Is Marsbase still cycling on Satgnu?

bitspit

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Marsbase update
« Reply #20 on: July 12, 2006, 02:16:49 am »
filesize ~6mb.

Cleaned up some stuff, tweaked hint brushes (as good as it can be), and caulked the heck out of it, so this should resolve some of the fps problems.

http://www.fly-to-mars.com/marsbase/marsbase.pk3

No major map changes yet, but the new optimizations should give decent fps, before I go and spam CRATEZ all over it.

Survivor

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Marsbase - WIP
« Reply #21 on: July 12, 2006, 09:13:39 am »
When offering pk3s please state the nature of its release. like xxxbeta2.pk3 and only use map-xxx.pk3 for the final release.
I’m busy. I’ll ignore you later.

[db@]Megabite

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Marsbase - WIP
« Reply #22 on: July 12, 2006, 09:17:59 am »
Maybe you should rename different versions of the map... otherwise people will have problems if they are running a different version than the server... :(

I have at least renamed the archive to map-marsbase_b2.pk3 and will set it up this way on Tremulous Infobase and the #db@ Derelict server.

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


Lava Croft

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Marsbase - WIP
« Reply #23 on: July 12, 2006, 10:52:36 am »
Stop whining and just overwrite the marsbase.pk3 you already have. Simple as that.

Neo

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Marsbase - WIP
« Reply #24 on: July 12, 2006, 11:13:40 am »
Thanks Mega, grabbing it now.

Lava, stop whining.

[db@]Megabite

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Marsbase - WIP
« Reply #25 on: July 12, 2006, 12:17:03 pm »
whining != constructive, practical suggestion

Danny
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PIE

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Marsbase - WIP
« Reply #26 on: July 12, 2006, 05:55:04 pm »
Here is what i think...

* Too much repetition. Put something in each spot that just makes it look different... like those holes.. make the center column look different or something.. it will help people landmark your map/ be able to say "move the base to THIS room".. right now there seems to be 2 of everything.. mirror images..

The neon DOES help you navigate.. its a huge map with high ceilings and it seems to me a bit too easy to get lost unless you have the colors memorized.

I personally don't like it when i'm playing human and there is ANYWHERE i can just walk off a ledge by accident while running from aliens... some of your stairwells dont have gaurds around the top..
I like the round stairs though!

Its nice someone is building a big map.... but you have to landmark some more... and the FPS is a bit low... maybe less sliding glass doors?.. not every door has to be glass. This can add a dynamic sometimes if you CANT see whats on the other side/ or you don't have a door at all... I'm not sure if that will help too much.. but its where i would start.

Also.. .. i don't know how group testing is going on this map.. but if i had to say which team would have the upper hand.. i'd say it would be the aliens.... i always hate lots of levels/stairs when i'm human.. the aliens can just get up there wallwalking or jumping, and they don't have fall damage.. Its easy for them to hide.. but as an often alien player.. i do appreciate the mostly even surfaces...

bitspit

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future map changes
« Reply #27 on: July 12, 2006, 06:30:57 pm »
1) yes, stairs will be cleaned up with a railing, and the steps shader needs fixing.

2) glass will probably be replaced with some sort of metal and door decals for navigation. There will be many more signs, decals, details etc to solve the navigation problems. I like the glass so much, I really hate for it to go, but it does kill the fps, as every poly behind it has to be redrawn with the extra shader, even worse when looking thru 2 or 3 of those doors.

3) alien base will be more defendable

4) the two green rooms will have some sort of ladder/stair system to keep humans from being trapped (discoved in early playtesting).

Thats the list so far.

peoro

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Marsbase - WIP
« Reply #28 on: July 25, 2006, 08:57:01 am »
I've just tried this map
and i love it :D it's fantastic, its colours, pipes, stairs are wonderful

Good Job! :D
ORCODDIO

Greudin

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Marsbase - WIP
« Reply #29 on: January 22, 2007, 10:47:18 pm »
Bump, any improvements? what's new fps? Can we get >20fps ? ;)
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