Author Topic: Map: Spacelab (b3)  (Read 14362 times)

Xedoh

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Map: Spacelab (b3)
« on: June 02, 2010, 10:06:03 pm »
The new version (b3) is out. I tried to give some advantages to the aliens to make up for the map size.

Changes:
  • Alien base got improved, they furthermore get a 50bp bonus
  • The corridor directly linking the two bases got longer, including a new room
  • some design-changes

The full changelog for all versions is included in the readme

Download b3:
http://www.caldazar.at/tremulous/base/map-spacelab_b3.pk3

Download older versions (just in case anybody still wants them):
b2a
b2
b1

Some screenies:


The human-base


A corridor
« Last Edit: August 06, 2010, 08:12:58 pm by Xedoh »
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God, maker of the world

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Re: New Map: Spacelab (b1)
« Reply #1 on: June 03, 2010, 09:53:08 am »
EDIT: And I forgot to mention that you should use antialiasing somehow. I use TJW backport which is nearly the same as the original Trem client, but I have forced antialiasing via my ATI graphics driver. I bet that most current drivers can do that.

It's like your resolution is suddenly doubled. Your screenshots would look much better, too. Same effect for screenshots without antialiasing: Take bigger ones, then downscale to half or quarter the size.

........

critique as picture

link: http://img695.imageshack.us/img695/2408/spacelabb1critique.jpg

same link inline:

« Last Edit: June 03, 2010, 09:56:57 am by God, maker of the world »

Xedoh

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Re: New Map: Spacelab (b1)
« Reply #2 on: June 03, 2010, 11:33:00 am »
Wow, great, even your criticism looks good :o, thanks a lot

Rotating doors would be awesome, I'll surely include them.
The textures  from the originals maps are used in some shaders I made, so I thought it would be better to copy them directly into the file. I must have overlooked the thumps-files.
I'll most likely rework the whole light, I hope I will do it better this time.
Yeah, the 'starbox' is crap, I'll try to make a better one.

You added a load of points to my todo-list, good I have got some time this weekend.
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UniqPhoeniX

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Re: New Map: Spacelab (b1)
« Reply #3 on: June 03, 2010, 12:52:29 pm »
I really like most of the map geometry, layout, and the various vents, tho IMO the map is too small.
The room with emergency decontamination doesn't seem to serve any real purpose, and is just a gimmick as far as I can tell.
The corridor outside the top of that room and the ceiling in the human base (and just outside the human base left entrance) are too plain.
Maybe the pile of boxes near the tower could have some space behind it for a hidden egg?
Perhaps make the door closest to the tower (and similar door in alien base) open in 2 parts (up/down) like the texture suggests?
The door to alien base cage makes quite a loud noise, is it made of several separate func_doors?
The lights in the ceiling of the vent going through the inaccessible room have white lights on pitch black background.
I think the grate texture used in various places has surfaceparm noimpact which makes it weird when shot...
I also agree with the lighting.

Xedoh

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Re: New Map: Spacelab (b1)
« Reply #4 on: June 03, 2010, 02:37:52 pm »
Thank you too, you guys really help me.

The 'emergency decontamination' or autospie-room was inspired by a book I've read. I though in the lab they wanted to examine aliens and if anything went wrong they could kill anything inside the lab with acid (the scientists would most likely be wearing hazmat-suits). So it's mostly for flavour. If anyone has an idea how to give this room some purpose please tell me.
Improving the ceiling, the box-piles and the black textures is a good idea. They really look plain.
You mentioning the doors surprised me at first. I didn't even realise that the texture looked like 2 halves till then.
The noimpact surfaceparm and the split-up door (yes it was split into 4 Parts) were carried over from some tests I made. I forgot to delete/fix them.
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jm82792

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Re: New Map: Spacelab (b1)
« Reply #5 on: June 04, 2010, 05:46:05 am »
Particle emission to simulate fluidism like acid or whatever spraying from broken pipes and such.....
It's been done on a few popular maps.

Xedoh

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Re: Map: Spacelab (b2)
« Reply #6 on: June 26, 2010, 10:22:57 pm »
Didn't have as much time as expected so it took me longer than I wanted. Everything new is in the main post.

Btw, I unfortunately can't use antialiasing course my computer already sucks. Tremulous is one of the only games i can play, and if I use antialiasing...

Oh, i just realised i forgot to scale the screenshots down before uploading, my bad.
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MrFish

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Re: Map: Spacelab (b2)
« Reply #7 on: June 27, 2010, 05:24:26 am »
Looks really fun. I will play it if it goes on KoRx :D

amz181

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Re: Map: Spacelab (b2)
« Reply #8 on: June 27, 2010, 05:11:54 pm »
My one piece of advice, is to use something else instead of that tremor floor texture. The texture is ugly.

Apart from that, you really show alot of promise, the small bits of detail on the walls or stairs or ...etc

Also, your theme is a space lab, make it more space labby. The human base looks great, and looks like a lab, the rest of the map looks like a generic tremulous space station map.
just a couple of ideas to achieve this:
- In the hummy base, those forcefield things, instead of space being on the other side, have a small lab like room (white textures, maybe a bit of blood)
- The hallway in the screen could have a couple of doors or forcefield labs running off of it (accessible or non)

unimunk

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Re: Map: Spacelab (b2)
« Reply #9 on: June 27, 2010, 11:03:28 pm »
looks coolio.

Xedoh

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Re: Map: Spacelab (b2)
« Reply #10 on: June 28, 2010, 05:58:23 pm »
Quote from: MrFish
Looks really fun. I will play it if it goes on KoRx :D

Glad you like it. The only server it's currently on is Amsterdam Unlimited, but anyone who wants it, feel free to add it.

Quote from: amz181
My one piece of advice, is to use something else instead of that tremor floor texture. The texture is ugly.

I kinda like it, which texture would you recommend?

Quote from: amz181
Also, your theme is a space lab, make it more space labby. The human base looks great, and looks like a lab, the rest of the map looks like a generic tremulous space station map.
just a couple of ideas to achieve this:
- In the hummy base, those forcefield things, instead of space being on the other side, have a small lab like room (white textures, maybe a bit of blood)
- The hallway in the screen could have a couple of doors or forcefield labs running off of it (accessible or non)

The human base was actually supposed to be a hangar, I guess I should make that more obvious. The forcefields are docking bays so laboratories there would be kinda missplaced.
However, adding some lab-rooms is a good suggestion, i already got some ideas about that.
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Xedoh

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Re: Map: Spacelab (b3)
« Reply #11 on: August 06, 2010, 08:13:51 pm »
beta 3 is out. Changes are again in the main post.
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Kiwi

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Re: Map: Spacelab (b3)
« Reply #12 on: August 08, 2010, 11:41:04 pm »
Looks good.  Few things I would suggest, is that the ramp in the top of the human base doesn't lead to much.  I'd have it open to a *small* platform where you can build a bit.  The new decompression chamber looks sweet :)  I was testing by myself, but does it still work if the door is open?  You could have it snap close, killing everyone in between the door when it goes off, or you could have it just not go off..  Looks good though, keep up the good work.  Will add it to my server as soon as I can!  Is it not on http://www.downloads.mercenariesguild.net/maps/?

Chomps123

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Re: Map: Spacelab (b3)
« Reply #13 on: March 05, 2012, 02:12:36 pm »
May I have the .map file for this map.

I'm planning on combining multiple maps to make one huge map and part of or the entire map will be part of it.

Thanks in advance,
Chomps123

« Last Edit: March 05, 2012, 02:24:33 pm by Chomps123 »
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Find some time every day to have some fun. ;)

Kunari

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Re: Map: Spacelab (b3)
« Reply #14 on: March 13, 2012, 03:46:34 am »
Looks nice.