So… I have made a new map.
It is called Elements and is about a research station.
This is my first map.
This is the first beta release.
It is
rather for 1.2 but should work in 1.1
Scroll down for screenshots
"/devmap elements" for testing
Download:http://www.mediafire.com/?q5nnwwd5qwhmynwA version with "invisible" and "black" being in the textures (so no /common is required):
http://www.mediafire.com/?etm1lgmmmj1nzzlI have copied my Readme:Elements first beta packed on 14.07.2010
by Martin Bandomir a.k.a. MXXE
Contact: martinbeat@gmx.ch Please use subject: "map-elements '+whateveryouwant'"
Most of the textures are textures that came with the standard tremulous. There are some exeptions:
Textures done by me:
The yellow and green big lights are modified versions of "cubelight_red" from atcs. I have modified it with a self written program in processing (
www.processing.org)
The screens and signs that actually say something are made by me (in paint)
Textures others get credit for:
The construction kit box textures come from Thermal (Geothermal station)
The lava-texture comes from Thermal as well, I have merged it with the "karith/water"-shader
The glass-shader and texture is from Pulse, I have modified it slightly.
Also some game mechanisms others get credit for:
The panic room door is a train. How to do it is explained on the site of the creator of Pulse. Thanks for that!
The shader of the monitors (and "spawnflags 4" for the cameras to stand still) has been taken and modified from pulse.
End of readmeStory:[Log: Sergeant Banks 10:14 April-3]
I have been chosen to lead another mission against an alien infection. The briefing is in a minute. Probably it will be standard procedure as always. We'll be teleported in with one-way teleporters ("nodes" as veterans call them) and wipe the aliens out with a 10:1 superiority. One-way teleporters will transform into two-way nodes once the thread is gone (to prevent further spread of the infection).
[Log: Sergeant Banks 11:02 April-3]
OK, so briefing's over. Our area has four main rooms, each for one element, a lobby, where we will set up the base, and some storage rooms, the most probable location for the alien infection.
The water room is uninteresting. The air room has one pit that we will make a Lightbridge over. The earth room is capable to produce earthquakes. It can be triggered once every minute from the panic room. The most interesting room is the fire room. It can be flooded with "liquid fire". The whole flooding process goes 60 seconds. It has two minutes cool down.
[Log: Logistics Expert Thomson 13:00 April-3]
I just finished planning the "cleaning". The whole station is a research station that makes the build-up of other station easier. It worked on HPCP (Highest Possible Compression Particles). The scientists refer to it as "liquid". The "facilities" part of the station was working on "liquid metal", "liquid light" and "liquid data ways". Those technologies are already implemented in the station. The light is done by liquid light, and the cameras work on "liquid data ways" and are thus invisible cameras. Unfortunately the liquid-light systems are offline. Most rooms have little to no light. I have ordered to teleport light cubes in. The "elements" section is sealed away from the "facilities" section. I just hope the sealing system does not malfunction.
While the "facilities" section is on ground level, the elements section was build into a steep cliff. It is underground. This could corrupt our teleportation ways. I have ordered that weapon boxes are teleported in and tele-connected to the armoury if the tele-connection between armoury and central weapon depot stops working.
[Log: Sergeant Banks 11:27 April-4]
We have lit up the area. The panic room is inaccessible, we are working on it. I have the feeling we'll have opened the access when the jetpacks arrive. We have also cut an alternate way to the alien base. Yes, I said base. They are ten times stronger than estimated. We have a 1:1 situation. Two soldiers have been already molten in the alien base.
Screenshots: (baaaad quality)
Spectator starting point

Human basecam

Alien basecam

The fire room in action

The panic room from inside and outside


The sealing doors in action
Other notes:The map is made in a simple box-style because I focused rather on making gameplay-relevant gimmicks. It is rather small, maybe 1,5 or 2 times atcs-size.
I have read “Understanding vis and hint brushes” and… understood it, but when I came to actually making them I got confused. That’s why I didn’t really do much of them. I included the .map file so if anyone wants to optimize hint brushing or even just tell me if I have done a good job where II have made them, he is asked to do so.
If you think there is something I’ve done especially good, or have seen things you like please give feedback
If you find anything that is not in order (bugs, textures that are off) tell me please. Post a screenshot for clarification if possible. Try posting a solution if possible.
Read the “Bugs I know” section first.Bugs I know:“The floor textures are off”: I know. It is the texture itself that is imperfect. Those “cuts” are in places where there is only one brush/surface.
“The big light cubes look stupid”: I know. Especially the yellow and the green one, right? I might try something in the future.
“When you enter the panic room you sometimes loose 2 HP”: Look at the map and help me! I didn’t want someone to close the panic room without entering, that’s why an invisible brush shoves you in, once you walked on the button. (Additionally the door stays down for maximum 3 minutes to prevent poisoned humans and “/kill” breaking the room permanently.
“You get a hall of mirrors effect if you die in the fire room”: Jetpacks and wallwalking aliens get squished by an invisible brush. That causes it. Help is demanded again.
“I got stuck in the seals and there is nothing that kills me”: You get killed in there when the
last seal is
fully closed. If you get caught behind the first seal to close (the one in the very middle) you get killed 80 seconds after that one is shut. Open the console and write /kill if you’re bored.
“Stage 2 triggered doors don’t work”: They work in 1.2. In 1.1 they might sometimes work, sometimes not. I don’t know why but this bug was mentioned in GTKRadiant.
EDIT: I don't know why but on a different PC some common textures dont work! common/invisible, common/black.

One last thing: I finished this just before vacation. I’m back in two weeks from saturday on. I have no internet access in that time. I will categorize the bugs and edit this post when I’m back.