Author Topic: 24 Hour map  (Read 24039 times)

Tamaru

  • Posts: 175
  • Turrets: +12/-23
24 Hour map
« on: October 22, 2010, 06:21:47 am »
Hello! i'm planning on realesing a playable, well-made map by staying up for 24 hours and rubbing a map out of my brain. I'll be posting screenies by the hour in hopes of finishing and i'm on IRC in #tremulous if you have any questions!

This map is intended for an idea of how we can improve Tremulous scrimmages. Possibly a server for 1.2 will be coming that has pre-made maps and settings specifically for Clan Scrimmages.

This is the first of many maps that will be added to the server, if anyone wishes to make one feel free... But it must have!

a. mirrored base locations
b. ONLY 2-3 paths towards opposite base
c. a mid-base that is neutral

This is the layout that i'm planning on making:

two mirror bases with a alternate base location in mid that has pre-made buildable areas


this is the general theme i want(although less detail thanks to IoQ3)



Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: 24 Hour map
« Reply #1 on: October 22, 2010, 06:40:13 am »
this is the general theme i want(although less detail thanks to IoQ3)

You can have that kind of detail with ioq3 minus per-pixel lighting with appropriate textures and a high enough level of brush/patch mastery. Give the 'Screenshots' thread a look on quake3world.com for proof of this. There are some shots of various games in there, but most are rendered in the q3 engine.

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #2 on: October 22, 2010, 07:03:28 am »
im talking more about the bump maps, normal maps and specular lighting, but thats just smoke and mirrors.. you're right

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: 24 Hour map
« Reply #3 on: October 22, 2010, 07:05:37 am »
im talking more about the bump maps, normal maps and specular lighting, but thats just smoke and mirrors.. you're right
Hence why I said 'minus per-pixel lighting'.

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #4 on: October 22, 2010, 03:57:41 pm »
i'll be start the 24 hours soon, i forgot to pay the cable

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: 24 Hour map
« Reply #5 on: October 22, 2010, 05:50:55 pm »
You need a live stream imo.

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #6 on: October 22, 2010, 07:31:58 pm »
my computer cant run Livestream >.< damnit...

i'm gonna start attempting to get it livestreamed in a few hours or so



Hour 1 starts now!

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #7 on: October 22, 2010, 08:22:21 pm »
11:30->12:22 UPDATE






can i get some suggested texture sets?
« Last Edit: October 22, 2010, 08:24:03 pm by Tamaru »

Xedoh

  • Posts: 84
  • Turrets: +4/-1
Re: 24 Hour map
« Reply #8 on: October 22, 2010, 09:14:33 pm »
Nice idea for a project. What you did yet looks quite good. Judging form size and shape of the map, I think some cover in the central room could be necessary for aliens, since humans would have a nice, open 'shooting range' otherwise.

Anyway as for the textures, looking at the theme of the screenshot I think those textures could do a nice job (found them by looking at the usefull mapping links-sticky): http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43. The e6 look promising for example. (some of them are also included in the default trem maps i think)

EDIT: Also take a look at e8, it got some nice floor and wall textures
« Last Edit: October 22, 2010, 09:25:21 pm by Xedoh »
Wisdom starts where knowledge ends.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: 24 Hour map
« Reply #9 on: October 22, 2010, 09:17:41 pm »
I hope there will be a lot of variable height within the map (put humans going uphill) as currently the path from H to A is about the distance between the front rooms of either base on ATCS.
U R A Q T

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #10 on: October 22, 2010, 10:28:09 pm »
the doors that open the middle area are set to open up at 35 minutes, which is when SD begins on the server. So it's more something to speed up Sudden death.

the two main paths are the ones on the left and right

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #11 on: October 22, 2010, 10:44:19 pm »
one side done




i still need a texture set, i'm taking any suggestions at this point!

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Re: 24 Hour map
« Reply #12 on: October 22, 2010, 11:01:54 pm »
evillair 8 as noticed above. good and rich set.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Re: 24 Hour map
« Reply #13 on: October 22, 2010, 11:04:24 pm »
Andromeda texture set, because it's win.

OhaiReapd

  • Guest
Re: 24 Hour map
« Reply #14 on: October 22, 2010, 11:06:00 pm »
Standard ATCS textures. I don't want to lag. :D

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #15 on: October 22, 2010, 11:07:47 pm »
Andromeda texture set, because it's win.

link please

Nice idea for a project. What you did yet looks quite good. Judging form size and shape of the map, I think some cover in the central room could be necessary for aliens, since humans would have a nice, open 'shooting range' otherwise.

Anyway as for the textures, looking at the theme of the screenshot I think those textures could do a nice job (found them by looking at the usefull mapping links-sticky): http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43. The e6 look promising for example. (some of them are also included in the default trem maps i think)

EDIT: Also take a look at e8, it got some nice floor and wall textures

Thank youuu! i'll look into it.. i should start painting within 2 hours!

live stream comes up in a few hours!


CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Re: 24 Hour map
« Reply #17 on: October 22, 2010, 11:15:08 pm »
Fileplanet registration? No, thanx. >:[
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #18 on: October 22, 2010, 11:17:30 pm »
Fileplanet registration? No, thanx. >:[

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Re: 24 Hour map
« Reply #19 on: October 22, 2010, 11:28:25 pm »
Well sorry, his site is down and that's the only link I could find.

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #20 on: October 22, 2010, 11:31:14 pm »
ahh it's all good.


i'll have my jewish assistant ReapD download it after our HUD upload

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #21 on: October 22, 2010, 11:55:59 pm »
Just a little update on my progress: most of the sculpting is done, i just need the green room on the right and i'm off to texturing.


i looked at the sets and i think i'm going for "E8" by evil lair








Taking a 20 minute break for food, be back later!
« Last Edit: October 22, 2010, 11:58:43 pm by Tamaru »

Aelita

  • Posts: 743
  • Turrets: +147/-34
Re: 24 Hour map
« Reply #22 on: October 23, 2010, 12:10:46 am »
Looks neat thusfar :)

OhaiReapd

  • Guest
Re: 24 Hour map
« Reply #23 on: October 23, 2010, 12:31:44 am »
ahh it's all good.


i'll have my jewish assistant ReapD download it after our HUD upload

Hey, I'm not YOUR bitch, I'm Aelita's bitch. >:'(

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #24 on: October 23, 2010, 12:32:34 am »
Thank ye'





working on the green room

./cry reapd

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #25 on: October 23, 2010, 01:40:24 am »
i'm still here! update:

the green room turned into an old service room. oh and the layout is done all i have to do is minor details and texturing!

i should get it done before 11:30 AM MTN time!



Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #26 on: October 23, 2010, 01:58:43 am »
took a break and did a sketch

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Re: 24 Hour map
« Reply #27 on: October 23, 2010, 02:50:35 am »
WOW your an incredible drawer. Dang I shouldve posted some of my sketches I do.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: 24 Hour map
« Reply #28 on: October 23, 2010, 03:57:51 am »

Spacing of holes on the rightmost room is weird. 3 from the top, 2 from the bottom.
U R A Q T

Tamaru

  • Posts: 175
  • Turrets: +12/-23
Re: 24 Hour map
« Reply #29 on: October 23, 2010, 04:11:32 am »
Thanks First


oh and thanks Plague bringer! i didn't notice that

PS: i'm almost done with texturing, detailing here i come!