Author Topic: Map: Specula (b4)  (Read 30016 times)

Xedoh

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Map: Specula (b4)
« on: September 19, 2010, 10:06:15 am »
The planet Specula, an important colony of mankind, is heavily under siege by the aliens swarm. Expect the capital city, every human installation was overrun within the first hours of the invasion. While the main body of the swarm is constantly moving towards the city, preparing to crush the hastily erected defences, there is still a flicker of hope: The experimental Cerberus-Artillery, stationed in Specula-Base 3. However, this facility is already overrun by aliens. A special-forces team was sent out to regain control over the artillery, hoping the defenders of the city would hold out long enough.

Download b4:
http://caldazar.at/tremulous/base/map-specula_b4.pk3

Download older versions:
b1
b2
b3

Some screenies:


Back-Entrance to Alien-Base


A new corridor (connecting the drainage to the cooling system)

I hope you like the map.
« Last Edit: July 09, 2011, 03:56:19 pm by Xedoh »
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UniqPhoeniX

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Re: New Map: Specula (b1)
« Reply #1 on: September 19, 2010, 01:37:19 pm »
Very nice looking map! Kudos for an epic vent system, possibly best in any Trem map!

It's too easy to fall off the vent ladder at human base, maybe thicker ladder brush will help?
There is an overlapping brush/texture at -475 1675 -350
The vent elevator is missing a floor piece.
You should capitalize & color location names.
You might want to add a very tiny bit of ambient light, or more bouncelight during compile.
Perhaps make some station outside walls visible from panorama corridor?

DraZiLoX

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Re: New Map: Specula (b1)
« Reply #2 on: September 19, 2010, 01:40:29 pm »
I like it very much. Good work Xedoh!

The vent-elevator is unique idea. I also love "light-tunnels", thats why it reminds me of orion which i like very much.

Here some suggestions:
I think you should make better water there.

In first shot, the water is not showing in all directions, and it's texture is too small (default)
In second shot, the water is not moving at all, it doesnt look really water.


PS. Mirrored: http://maps.dtrem.com/base/map-specula_b1.pk3

eDIT: I love <3 those vents!
« Last Edit: September 19, 2010, 03:51:18 pm by DraZiLoX »

jez

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Re: New Map: Specula (b1)
« Reply #3 on: September 19, 2010, 01:57:59 pm »
Fantastic looking and imaginatively put together map with tons of nice detail. You really do like vents don't you? ;D

My only real critisism is that its about as intuitive and disorientating as the default maps, especially with the vast vent network. I guess people will learn the map before too long, but a few more visual clues as to layout might not go amiss.

SPK

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Re: New Map: Specula (b1)
« Reply #4 on: September 19, 2010, 02:05:27 pm »
Didnt test it in real gameplay yet, but looks fantastic.
Really nice job there, thanks.

BTW, uploaded to trem-spain

your face

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Re: New Map: Specula (b1)
« Reply #5 on: September 20, 2010, 12:36:30 am »
Big improvement from your previous map, good work.
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CATAHA

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Re: New Map: Specula (b1)
« Reply #6 on: September 20, 2010, 01:36:36 am »
Very good looking map. I have few comments, but... well. Main of them - too easy lock default alien base (one exit for huge aliens not enough imho) and in pipe manifold room you clipped space above rubes (between rails), its a bit unnatural. May be some grate there? And a lot of human-friendly nooks. With brave human team, aliens almost impossible rush builded in such nook h.base through massive bulletspam. =D
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UniqPhoeniX

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Re: New Map: Specula (b1)
« Reply #7 on: September 20, 2010, 05:39:51 am »
Drazilox: that's not supposed to be water in 2nd screenshot :P
It's possible to evolve to goon at vent lasers and get stuck :( Also the lasers could disappear faster (you can override train speed at each path_corner).
Maybe give vent elevator some sound? Overall the map needs lots more ambient sounds.
Also at pipe manifold, the ceiling window is missing some textures on supports.

CorSair

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Re: New Map: Specula (b1)
« Reply #8 on: September 20, 2010, 10:38:35 am »
Probably best newest map so far I've seen. Maybe I say it too early.

Are you using standard textures (atcs, Karith, so on)? It doesn't hurt my eyes, they actually look neat.

My only real critisism is that its about as intuitive and disorientating as the default maps, especially with the vast vent network. I guess people will learn the map before too long, but a few more visual clues as to layout might not go amiss.

It is indeed bit mazelike, and I missed some junctions in vents. Maybe some schematics on some points? But otherwise, I can't wait to crawl in there, and wait for humans or aliens...

Specula has awesome enviroment, but it definitely needs ambient sounds. But nothing that makes ears bleed type to reactor please. :o

Keep up the good work! ;)
« Last Edit: September 20, 2010, 10:40:12 am by CorSair »

Xedoh

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Re: New Map: Specula (b1)
« Reply #9 on: September 20, 2010, 06:22:43 pm »
Glad you like the map ;D. I actually took a lot of effort into the vents because I have seen a lot of very detailed and good looking maps where the vents are just plain boxes. It seems like the work paid off.

Quote from: UniqPhoeniX
It's too easy to fall off the vent ladder at human base, maybe thicker ladder brush will help?
There is an overlapping brush/texture at -475 1675 -350
The vent elevator is missing a floor piece.
You should capitalize & color location names.
You might want to add a very tiny bit of ambient light, or more bouncelight during compile.
Perhaps make some station outside walls visible from panorama corridor?

It's possible to evolve to goon at vent lasers and get stuck Sad Also the lasers could disappear faster (you can override train speed at each path_corner).
Maybe give vent elevator some sound? Overall the map needs lots more ambient sounds.
Also at pipe manifold, the ceiling window is missing some textures on supports.

I basically agree to all of your suggestions, however i have never encountered any problems with the ladder (I'll make it bigger anyway). It's also hard to avoid aliens being possible to evolve in there, so that won't change most likely. There's a little problem with the walls out of the panorama corridor: They'd look like they ended nowhere, but maybe I can find a solution.

Also, thanks for reporting the missing/overlapping brushes/textures.

Quote from: DraZiLoX
I think you should make better water there.

In first shot, the water is not showing in all directions, and it's texture is too small (default)
In second shot, the water is not moving at all, it doesn't look really water.

I agree with the first body of water, I'm gonna fix that in the next version. However, the second one is, as pointed out by Uniq, no water, just a very plain grass-texture. Maybe I can find a better one.
Thanks for mirroring btw.

Quote from: jez
My only real criticism is that its about as intuitive and disorientating as the default maps, especially with the vast vent network. I guess people will learn the map before too long, but a few more visual clues as to layout might not go amiss.

Indeed, I'm thinking about adding some signs like in pulse or maybe a map.

Quote from: CATAHA
Very good looking map. I have few comments, but... well. Main of them - too easy lock default alien base (one exit for huge aliens not enough imho) and in pipe manifold room you clipped space above rubes (between rails), its a bit unnatural. May be some grate there? And a lot of human-friendly nooks. With brave human team, aliens almost impossible rush builded in such nook h.base through massive bulletspam. =D

Yeah, I clipped that railing, I'll see what i can do about it. Humans indeed have some advantages in their starting base and the rest of the map. I'll try giving aliens some better alternative places to build.

Quote from: CorSair
Are you using standard textures (atcs, Karith, so on)? It doesn't hurt my eyes, they actually look neat.

Indeed. I think they don't really look as bad as some people claim.

Concerning the sounds: As mentioned in the main post, there will be sounds and ambient in the next version.
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Firstinaction

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Re: New Map: Specula (b1)
« Reply #10 on: September 21, 2010, 12:47:21 am »
Really nice. Looks detailed from the screen shots. I will test it as soon as possible...  And I like that story.. Pretty cool...   (modified) 10min later):)  O.K man this map deserves to be on the official U.S server :o  Really man... Good job...
the map is really huge witch is awesome. I couldnt even find the alien base. took me a minute to find humen base...  ::) Awsome. Made me want to explore it like I was actually there. Some areas of the map are really dark I got lost with spectator camera ::)  Keep up the good work though... Really nice vehicle models too... I really like that...  I give you 2 thumbs up sir   ;D
« Last Edit: September 21, 2010, 12:59:21 am by Firstinaction »

rotacak

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Re: New Map: Specula (b1)
« Reply #11 on: September 21, 2010, 03:33:12 pm »
Added to servers:
R Funserver CZ (1.1)
R Unlimited CZ (1.2)

N.U.K.E.

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Re: New Map: Specula (b1)
« Reply #12 on: September 26, 2010, 11:15:49 am »
I think it'd be a good idea to put in a schematic map in a central spot somewhere, or in the default bases perhaps. That'd be a great help!

Also, probably a ridiculous thing to say, but maybe this could replace tremor in 1.2? With xedoh's permission of course, and if custom maps will be included at all.

jez

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Re: New Map: Specula (b1)
« Reply #13 on: September 26, 2010, 12:07:30 pm »
Also, probably a ridiculous thing to say, but maybe this could replace tremor in 1.2? With xedoh's permission of course, and if custom maps will be included at all.

Wat. Replace tremor? Why?

Its not a perfect map but its far from bad enough to need replacing. There are few enough default maps which people know and get played already.


CreatureofHell

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Re: New Map: Specula (b1)
« Reply #14 on: September 26, 2010, 01:25:09 pm »
Also, probably a ridiculous thing to say, but maybe this could replace tremor in 1.2? With xedoh's permission of course, and if custom maps will be included at all.

Tremulous doesn't have a limit to the number of maps (except for the number of .pk3 files loaded) so why would it need to replace something?
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N.U.K.E.

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Re: New Map: Specula (b1)
« Reply #15 on: September 26, 2010, 01:36:12 pm »
Also, probably a ridiculous thing to say, but maybe this could replace tremor in 1.2? With xedoh's permission of course, and if custom maps will be included at all.

Tremulous doesn't have a limit to the number of maps (except for the number of .pk3 files loaded) so why would it need to replace something?

I didn't necessarily mean replace -the map-, tremor is decent though personally I dont like it, but I meant it more like replace the status of <default map with vents>, I was kinda vague there though

Xedoh

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Re: New Map: Specula (b1)
« Reply #16 on: September 27, 2010, 04:19:18 pm »
Well I'd love to see one of my maps in the next release, however not as long as they are only in beta stage (which all (both) of my maps currently are). If I can complete specula before 1.2 release, and ofc if custom maps get added, I'd really like to include it.

I personally don't think that tremor is a bad map (as long as you don't look at the .map-file *shudders*). Anyway, the post is not about discussing tremor.
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Xedoh

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Re: Map: Specula (b2)
« Reply #17 on: November 06, 2010, 12:05:38 am »
b2 is out.

Changes are mostly design-wise, but also some (minor) gameplay-changes have been made. For a list of changes consult the readme.

Enjoy
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Knowitall66

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Re: Map: Specula (b2)
« Reply #18 on: November 06, 2010, 12:31:37 am »
New DL Link goes to beta 1.
« Last Edit: November 06, 2010, 12:35:02 am by Knowitall66 »

UniqPhoeniX

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Re: Map: Specula (b2)
« Reply #19 on: November 06, 2010, 08:59:52 am »
"Status: incative" :'(
(The specula.txt also contains typos: 'paticles', 'comiled')
From the 'Reactors' ceiling window it's possible to see a part of the walls of artillery.
Tiny missing polygons above garden on gallery window frames. May be related: A ton of "WARNING: CM_GridPlane unresolvable" messages
Other then that, it's awesome AWESOME.
« Last Edit: November 06, 2010, 09:14:40 am by UniqPhoeniX »

Xedoh

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Re: Map: Specula (b2)
« Reply #20 on: November 06, 2010, 09:20:46 am »
K, download-link fixed.

o_O Typos :-[
I thought i had fixed the part with the reactors, will take a look at it.
I don't really get what's wrong with the polygons at the garden. Theyx look fine in the editor. Maybe I'll just replace the brushes a whole
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CATAHA

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Re: Map: Specula (b2)
« Reply #21 on: November 06, 2010, 02:24:54 pm »
1st: Still same problem in Water Tank - stretch water surface, its have weird looks right now. Stretch it about x4 times or more.
2nd: Still two ways in alien base, which can be easy blocked by humans.
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NomadCZ

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Re: Map: Specula (b2)
« Reply #22 on: December 04, 2010, 07:31:47 pm »
This map rocks.... i love the ventilation trap  :laugh: i always camp there as a human.

CreatureofHell

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Re: Map: Specula (b2)
« Reply #23 on: December 04, 2010, 10:50:05 pm »
This map rocks.... i love the ventilation trap  :laugh: i always camp there as a human.

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Xedoh

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Re: Map: Specula (b2)
« Reply #24 on: December 05, 2010, 09:34:05 am »
As I just see this got dug up:

I've found time again to work on b3, but I have no idea about the current balance of the map. Does it even get played? Has anyone got any experience with a major imbalance? Please, I need some feedback.

Oh and @CATAHA

The water texture was already enlarged from 0.5 to 2.0 in b2. But I couldn't spot any difference at all, so I thought it didn't work. I'll try enlarging it further.
As for the alien base. I originally intended for aliens to move out, but thinking about it there are probably only few good base-locations. I don't know if a further entrance would make it too weak. I also though about a teleporter in the base to the outside, but that might be totally imba. It's also a question of general balance whether the alien-base needs change.
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rotacak

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Re: Map: Specula (b2)
« Reply #25 on: December 06, 2010, 06:00:56 pm »
Xedoh: don't know how it is on standard server, but on R funserver CZ (there is often played) can be human base horribly campy. Humans will build few containers in front of doors like defense from rushing aliens, they mine entrances and aliens have hard times. Besides, that one human entrance with half transparent wall is good for campers too.

A Spork

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Re: Map: Specula (b2)
« Reply #26 on: December 06, 2010, 09:15:53 pm »
Xedoh: don't know how it is on standard server, but on R funserver CZ (there is often played) can be human base horribly campy. Humans will build few containers in front of doors like defense from rushing aliens, they mine entrances and aliens have hard times. Besides, that one human entrance with half transparent wall is good for campers too.
Sounds like thats a server issue to me.....
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CorSair

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Re: Map: Specula (b2)
« Reply #27 on: December 10, 2010, 09:34:57 pm »
Xedoh: don't know how it is on standard server, but on R funserver CZ (there is often played) can be human base horribly campy. Humans will build few containers in front of doors like defense from rushing aliens, they mine entrances and aliens have hard times. Besides, that one human entrance with half transparent wall is good for campers too.
Sounds like thats a server issue to me.....
It is. Can you do this on other server? :P Sorry being so nitpick.

I've found time again to work on b3, but I have no idea about the current balance of the map. Does it even get played? Has anyone got any experience with a major imbalance? Please, I need some feedback.

I'll give you my initial feedback about your map, although, the time I've played, is way too minimal to give you any significant info. But few seeds better than none, yes?

But to point. I think alien team base is defensible, but it doesn't got good routes to escape, unlike humans have. Also, humans can easily trap aliens, as the crawlway reactor access to alien base is too close to main attack route. I would suggest that aliens move to reactor room, or you need to figure new route. That is my main concern.

Other than that, I think you need to use more clip on some points. Aliens can have a hard time to escape/attack, when you get stuck between supports. :P

Other than these, I can't find nothing else that annoys me on this masterwork map. ;)

Xedoh

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Re: Map: Specula (b2)
« Reply #28 on: December 10, 2010, 09:55:09 pm »
Thank you for your input. It really helps me.

Rotacak, what you said is truly a server issue, however, I think I'll at least 'close' the doors at the human base (not the wall near the vents), so they can't be shot through.

I'll give you my initial feedback about your map, although, the time I've played, is way too minimal to give you any significant info. But few seeds better than none, yes?

Sure, everything is appreciated.

But to point. I think alien team base is defensible, but it doesn't got good routes to escape, unlike humans have. Also, humans can easily trap aliens, as the crawlway reactor access to alien base is too close to main attack route. I would suggest that aliens move to reactor room, or you need to figure new route. That is my main concern.

I can't really add much there due to already low fps in the area. Maybe some junctions in the vent, that lead to places further away. As i think about it, a one-way-teleporter to the outside also becomes more and more attractive to me.

Other than that, I think you need to use more clip on some points. Aliens can have a hard time to escape/attack, when you get stuck between supports.

Lol, I often though if maybe I was clipping too much :D. I'll add some here and there.
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CorSair

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Re: Map: Specula (b2)
« Reply #29 on: December 10, 2010, 10:03:48 pm »
Lol, I often though if maybe I was clipping too much :D. I'll add some here and there.



They said clipping is overrated, I said there's never too much clip....


 ;)