Author Topic: Elements beta 1  (Read 10992 times)

MXXE

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Elements beta 1
« on: July 15, 2010, 10:36:52 am »
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/?q5nnwwd5qwhmynw
A version with "invisible" and "black" being in the textures (so no /common is required):
http://www.mediafire.com/?etm1lgmmmj1nzzl

I 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 readme

Story:
[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  ;D

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.  :o

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.
« Last Edit: July 15, 2010, 08:43:14 pm by MXXE »

CreatureofHell

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Re: Elements beta 1
« Reply #1 on: July 15, 2010, 10:47:59 am »
Judging from those screenshots it looks to me like one of those box maps that everyone here is so fond of  ::)
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

MXXE

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Re: Elements beta 1
« Reply #2 on: July 15, 2010, 10:53:30 am »
Oh, and read before answer  ;D
I for example said that it is a box-stlye map. I also said that it's my first one.

CreatureofHell

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Re: Elements beta 1
« Reply #3 on: July 15, 2010, 11:00:06 am »
Oh, and read before post  ;D

Things you should not release here are.
  • Maps which are obviously crap. And if you cannot identify what is obviously crap then don't release your map.


Do note that you may be bashed and flamed from all sides if you release work which doesn't show any work going into it. Box maps, unplayable maps, severely glitched maps are examples of this. These will all get you to be yelled at. And the moderators don't care.[/list]
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

MXXE

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Re: Elements beta 1
« Reply #4 on: July 15, 2010, 11:10:02 am »
Yes I read that. I have given a reason why it's box-style:
The map is made in a simple box-style because I focused rather on making gameplay-relevant gimmicks.

It's not obviously crap.

The screenshots are bad quality, thats true.

But telling me it's crap because it's box stlye is unfair!


Oh, and that joke would be funny but unfair so I just do it myself  ;D
And if you cannot identify what is obviously crap then don't release your map.


Maaaan... this is really the worst forum to get along with people
« Last Edit: July 15, 2010, 11:14:29 am by MXXE »

Plague Bringer

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Re: Elements beta 1
« Reply #5 on: July 15, 2010, 05:16:59 pm »
Yes I read that. I have given a reason why it's box-style:
The map is made in a simple box-style because I focused rather on making gameplay-relevant gimmicks.
This implies that to focus on making gameplay-relevant gimmicks one must make a box-style map. Look at Pulse by Soubok. Having gimmicks is no reason to have a box map.
« Last Edit: July 15, 2010, 06:15:25 pm by Plague Bringer »
U R A Q T

Aelita

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Re: Elements beta 1
« Reply #6 on: July 15, 2010, 06:08:40 pm »
Gameplay gimmicks eh? Sounds like mission_one or whatever.. I'll give it a try later.

MXXE

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Re: Elements beta 1
« Reply #7 on: July 15, 2010, 06:11:46 pm »
Yes I read that. I have given a reason why it's box-style:
The map is made in a simple box-style because I focused rather on making gameplay-relevant gimmicks.
This implies that to focus on making gameplay-relevant gimmicks one must make a box-style map. Look at Pulse{/url] by Soubok. Having gimmicks is no reason to have a box map.

Well if it implies that you must make a box map: Sorry, I didn't mean to imply that! In my opinion it rather implies that I focused on gimmicks and left out the rest unlike soubook, who certainly worked more on the geomertry with all the vents and stuff.
It also implies that I was searching for a lame pretext why it's a box map.  :)

Oh, and read before post  ;D
I'm using that smiley to express that I wrote something that might imply something offensive to you  but is actually meant in a funny way. IF I WOULD WRITE THAT WAY you would troll me for "yelling". So why can't you take a smiley as serious as big letters. No, you say " ;D" and then you say my map is obvious crap. Don't do that please.
With that smiley I didn't want to imply "stupid grin" or "grinnig because you're stupid", SORRY if you understood it in that way. I will not use that smiley anymore, ok?

Next point: This seems to get a thread about if box-maps are bad. It should be a thread about my map. There's no need to hit the same spot multiple times. I already said this but it seems to vanish in my big block of text up there: It is a box-style-map. box-style-map, not box-map. I personally thought this can help wallwalking aliens. I already heard people complaining (and sometimes trolling) that tremulous maps are unsuitable for wallwalking or marauders... It's up to you what point you think is more important.
And for pulse: I like it. But be honest. Is every wall there unique? He used copy-paste aswell. Now that I have a good box-foundation, I can make some awesome panelling for the walls and copy it all around. But I don't really want to. Its an fps lowering without any gameplay benefit. Guess what map is played the most? The so simple atcs. I prefer saying "simple geometry" (yea lame excuse again  :)).

So: Thanks CreatureofHell, I have added this point to my "bad things" and "thigs not to repeat" list.
Now on to new points please!

your face

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Re: Elements beta 1
« Reply #8 on: July 15, 2010, 06:38:08 pm »
Hey, I'll give the map a try later.  Looks good for a first map, but it looks like you are at the point where you are ready to add detail, don't use "gimmicky map" as an excuse not to. :P  

Also, ATCS is actually more complex than meets the eye.
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rotacak

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Re: Elements beta 1
« Reply #9 on: July 15, 2010, 07:33:52 pm »
Uploaded to R Unlimited CZ, R Funserver CZ.

But I think that long hallways will be problem.

CreatureofHell

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Re: Elements beta 1
« Reply #10 on: July 15, 2010, 09:16:58 pm »
Oh, and read before post  ;D
I'm using that smiley to express that I wrote something that might imply something offensive to you  but is actually meant in a funny way. IF I WOULD WRITE THAT WAY you would troll me for "yelling". So why can't you take a smiley as serious as big letters. No, you say " ;D" and then you say my map is obvious crap. Don't do that please.
With that smiley I didn't want to imply "stupid grin" or "grinnig because you're stupid", SORRY if you understood it in that way. I will not use that smiley anymore, ok?

Next point: This seems to get a thread about if box-maps are bad. It should be a thread about my map. There's no need to hit the same spot multiple times. I already said this but it seems to vanish in my big block of text up there: It is a box-style-map. box-style-map, not box-map. I personally thought this can help wallwalking aliens. I already heard people complaining (and sometimes trolling) that tremulous maps are unsuitable for wallwalking or marauders... It's up to you what point you think is more important.
And for pulse: I like it. But be honest. Is every wall there unique? He used copy-paste aswell. Now that I have a good box-foundation, I can make some awesome panelling for the walls and copy it all around. But I don't really want to. Its an fps lowering without any gameplay benefit. Guess what map is played the most? The so simple atcs. I prefer saying "simple geometry" (yea lame excuse again  :)).

So: Thanks CreatureofHell, I have added this point to my "bad things" and "thigs not to repeat" list.
Now on to new points please!

I would give you an answer if I could understand what you wrote but I'm using that smiley to express that I wrote something that might imply something offensive to you  but is actually meant in a funny way (and to make an amusing poke at your grammar).

I will now say no more on this topic unless I download the map and have constructive criticism.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Crava_Loft

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Re: Elements beta 1
« Reply #11 on: July 23, 2010, 12:36:13 am »
[deleted]
« Last Edit: August 11, 2010, 12:40:57 pm by Crava_Loft »

MXXE

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Re: Elements beta 1
« Reply #12 on: July 31, 2010, 06:41:47 pm »
This map is a disaster.

I agree...  ::)

Did you play it on a regular server? Or on the unlimited Buildpoints Fun-server? If it's the unl.BP it is quite easy to make a big base in the panic room. On any server: Yes, it can be a problem.
Do you have any idea how to correct it? (contructive critisism request)
Would a "flush" button, that destroys the panicroom be a solution? or should I just make the whole panicroom a no-build-zone?

And for the tyrants blocking the doors: Could you be some more precise with "locked by tyrants"? I don't really get it. But if it means that the alien team was too strong, or there were 64 people playing, than its not the fault of the map.



PS for CreatureOfHell: And I didn't get the "amusing poke at your grammar" before it was explictly mentioned because english is not my maternal language.
« Last Edit: July 31, 2010, 06:44:02 pm by MXXE »

Crava_Loft

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Re: Elements beta 1
« Reply #13 on: July 31, 2010, 07:27:18 pm »
[deleted]
« Last Edit: August 11, 2010, 12:56:39 pm by Crava_Loft »

c4

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Re: Elements beta 1
« Reply #14 on: August 09, 2010, 07:01:14 pm »
This seems to get a thread about if box-maps are bad.

But box maps are bad...
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commander scrooge

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Re: Elements beta 1
« Reply #15 on: August 09, 2010, 07:35:20 pm »
Unless it is designed after a real life building/facility/object that is 'box-ish.'
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your face

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Re: Elements beta 1
« Reply #16 on: August 09, 2010, 07:57:08 pm »
But why would you want to design something off of a bland building in real life?  There are so many more awesome things in real life to design stuff from that isn't a box.
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CreatureofHell

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Re: Elements beta 1
« Reply #17 on: August 09, 2010, 10:00:36 pm »
But why would you want to design something off of a bland building in real life?  There are so many more awesome things in real life to design stuff from that isn't a box.

Like pipes!
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<Timbo> posting on the trem forums rarely results in anything good

commander scrooge

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Re: Elements beta 1
« Reply #18 on: August 09, 2010, 11:34:03 pm »
But why would you want to design something off of a bland building in real life?  There are so many more awesome things in real life to design stuff from that isn't a box.

Who said it had to be bland to be a box?
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Crava_Loft

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Re: Elements beta 1
« Reply #19 on: August 10, 2010, 01:56:22 am »
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« Last Edit: August 11, 2010, 01:04:19 pm by Crava_Loft »

your face

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Re: Elements beta 1
« Reply #20 on: August 10, 2010, 05:58:38 am »
But why would you want to design something off of a bland building in real life?  There are so many more awesome things in real life to design stuff from that isn't a box.

Who said it had to be bland to be a box?

Tremulous box rooms = bland.  I don't think anyone has proven this otherwise.
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