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Antares beta2

Started by Pevel, October 10, 2010, 02:21:20 PM

Pevel

This is my first map. Take it as a careless creation since I don't think it's enjoyably playable because of large open areas and long corridors. At least I practiced my mapping.

download (beta2):
http://downloads.mercenariesguild.net/maps/map-antares-b2.pk3

beta1:
http://downloads.mercenariesguild.net/maps/map-antares-b1.pk3


screenshots:
(click to enlarge)

human default base


alien default base


randomly chosen place


mining beam (spectator view)


There are 2 doors triggered by human stages:

human stage 2 triggered door (connection between Big Hall and Mining Beam)


human stage 3 triggered door (between Dock and Stairs)



Let me know your opinion about the map. Also bug reports and ideas how to improve gameplay are welcome :)
Sorry for my English.

Quote from: EggCampito ergo sum.


CorSair

For first timer, you've performed well, atleast on looks. Didn't do game test, just devmapped it. But yeah, I agree that part that corridors are quite long, just waiting to call sniper in. Especially in transfer corridor.

What I like is those few little "secret spots", like that one near humans. And other thing I like, is (few) hiding places for aliens. Like in processing area.

I need to play this map on server.
Oh, and one thing more. That bottom of mining beam.... You're keeping those white-black boxes? ;)

Pevel

Quote from: CorSair on October 10, 2010, 05:57:26 PM
Oh, and one thing more. That bottom of mining beam.... You're keeping those white-black boxes? ;)

A missing texture. That was fixed in my latest pre-release but broken back in beta1. I don't know how could I miss it :P I'm going to fix it in beta2 then.
Sorry for my English.

Quote from: EggCampito ergo sum.

c4

Theres some pipes going into a shaft near the h base that havent been player clipped, and a dretch can sit in the bottom of it.
Quote from: AngelKnight on September 24, 2010, 03:58:01 AM
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
:basilisk: FTW![wiki]basilisk[/wiki]

UniqPhoeniX

#5
The map looks great! The amount of detail is impressive. Overall it is a bit too dark in many places. The layout is nice, but as you said, too many too large areas/long corridors, especially with OM being visible from a mile away. However there are TONS of little hiding places (almost) everywhere, which is great!
There is missing tex under the elevators in alien base. There is a bit of caulk visible in the lower part of "Stairs" in the corner under the pipe.
The mining beam sound repeats faster then the shader, and the sound is only audible at the top (intentional?).

A common problem on many maps: on some details where you have 45 degree corners you should clip the brushes like shown on the right in attached image:

Pevel

Quote from: UniqPhoeniX on October 12, 2010, 08:37:58 AM
A common problem on many maps: on some details where you have 45 degree corners you should clip the brushes like shown on the right in attached image:
Some later made parts of map have this thing done properly :)

I've just added 'known bug and issues' section to first post so before you report a bug make sure it isn't there yet. By the way, yesterday was the first time my map was played on a public server, 1.2 R Unlimited CZ. Funnily, most of players there didn't know that I'm author of the map, so I could know their, most likely, true opinion about the map. It wasn't positive.
Sorry for my English.

Quote from: EggCampito ergo sum.

rotacak

Quote from: UniqPhoeniX on October 12, 2010, 08:37:58 AM
A common problem on many maps: on some details where you have 45 degree corners you should clip the brushes like shown on the right in attached image:
Why?

Quote from: Pevel on October 12, 2010, 03:12:50 PM
so I could know their, most likely, true opinion about the map. It wasn't positive.
Everyone like to hate everything :) In tremulous with double density. But your map is very nice.

Pevel

Quote from: rotacak on October 12, 2010, 05:27:19 PM
Quote from: UniqPhoeniX on October 12, 2010, 08:37:58 AM
A common problem on many maps: on some details where you have 45 degree corners you should clip the brushes like shown on the right in attached image:
Why?

In first example, middle part with edges at an angle of 45 degree has width of 2*sqrt(2)=2,82 units, while second example width is 3*sqrt(2)=4,23. Second one is closer to 4, width of horizontal and vertical parts, so simply it looks better assuming you want these brushes look like they have the same width :)
Sorry for my English.

Quote from: EggCampito ergo sum.

Saliva

Can't say I like this map because of it's enormous size. Games on this map almost always will end in sd or draw. Aliens will have a hard time killing humans because of the massive space and long corridors. Still to say something good the detail is decent in general for a first map, also I like that you included some ambient sounds. It's something many forget to add.

c4

This probably isn't a viable solution, but you may be able to scale the entire thing by like .8 and get a better size for everything.
Quote from: AngelKnight on September 24, 2010, 03:58:01 AM
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
:basilisk: FTW![wiki]basilisk[/wiki]

Aelita

Quote from: c4 on October 12, 2010, 11:56:37 PM
This probably isn't a viable solution, but you may be able to scale the entire thing by like .8 and get a better size for everything.

AFAIK the entities (shaders point lights spawns and bases) won't resize, and will get left in their original spots, making it so you have to redesign the bases and some of the fancy effects.

rotacak

Quote from: Pevel on October 12, 2010, 05:46:20 PM
Quote from: rotacak on October 12, 2010, 05:27:19 PM
Quote from: UniqPhoeniX on October 12, 2010, 08:37:58 AM
A common problem on many maps: on some details where you have 45 degree corners you should clip the brushes like shown on the right in attached image:
Why?

In first example, middle part with edges at an angle of 45 degree has width of 2*sqrt(2)=2,82 units, while second example width is 3*sqrt(2)=4,23. Second one is closer to 4, width of horizontal and vertical parts, so simply it looks better assuming you want these brushes look like they have the same width :)
So it is only for better look? Ok. But nobody know if mapper (you) want it like it is now :)

Chomps123

here are some problems with the map:
Don't just live life with work.
Find some time every day to have some fun. ;)

Firstinaction

Hay Nice map. Good work. Its very good map. Add this too the Offcical U.S server.

Pevel

I've finally released beta2. New version includes missing in beta1 texture. Also whole map is a little bit brighter, has more playerclipped surfaces and few other minor fixes. Though map is far from ideal, I think it's done. Enjoy!

http://downloads.mercenariesguild.net/maps/map-antares-b2.pk3
Sorry for my English.

Quote from: EggCampito ergo sum.

Firstinaction

Good work. Good work.  Try too put this map on u.s official server.

Xedoh

Wow, very nice map, awesome details. I also like the 'mining laser'.
Just took a quick look and did no playtesting yet. I am not sure if the long hallways are really a problem (because of doors, etc.).
There is still a missing shader in the 'processing', but I haven't found anything else wrong.

Just 2 things:
- You are using a fan-texture. I'd prefear a func_rotating, so you could make it 3D, but that's not really necessary if you don't want to.
- Shouldn't you get killed if you fall down the mining laser? You currently just stand on an invisible floor.
Wisdom starts where knowledge ends.

Plague Bringer

Quote from: Xedoh on November 05, 2010, 05:48:58 PM
Just 2 things:
- You are using a fan-texture. I'd prefear a func_rotating, so you could make it 3D, but that's not really necessary if you don't want to.
- Shouldn't you get killed if you fall down the mining laser? You currently just stand on an invisible floor.
Most fan textures have fan shadows.
U R A Q T

swamp-cecil

do i smell epicness in the air?
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.