Author Topic: Perseus: Prison Complex (beta 3)  (Read 13504 times)

Pevel

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Perseus: Prison Complex (beta 3)
« on: January 31, 2011, 08:39:46 pm »
Perseus: Prison Complex
Beta 3

Description
Centuries have past since independent prison complex was built on Perseus. We've been rarely getting any signal from there, at least we didn't need to. Prisoners were calm and even tried to cooperate. What other choice did they have on the planet where the only thing keeping them alive was a massive cooling device?
That changed some day. We received disturbing SOS signal from Perseus prison officer a week ago. "What's going on there?", you may ask. I don't think I can frankly answer you.
We hope we won't be late...


Screenshots
click image to enlarge


Default alien base


Cooling


Storage


Canteen


Default human base

Download
(beta 3 - newest version)
http://downloads.mercenariesguild.net/maps/map-perseus-b3.pk3
or
http://maps.dtrem.com/base/map-perseus-b3.pk3


(beta 2)
http://downloads.mercenariesguild.net/maps/map-perseus-b2.pk3
or
http://maps.dtrem.com/base/map-perseus-b2.pk3

(beta 1)
http://downloads.mercenariesguild.net/maps/map-perseus-b1.pk3
or
http://maps.dtrem.com/base/map-perseus-b1.pk3

Thanks to Ace, Entroacceptor, Meisseli, Saliva for feedback ;)
« Last Edit: April 02, 2011, 12:07:20 pm by Pevel »
Sorry for my English.

Quote from: Egg
Campito ergo sum.

c4

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Re: New map: Perseus (beta 1)
« Reply #1 on: January 31, 2011, 11:39:02 pm »
WIN
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
 :basilisk: FTW![wiki]basilisk[/wiki]

Meisseli

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Re: New map: Perseus (beta 1)
« Reply #2 on: February 01, 2011, 12:43:26 pm »
To quote rapha (out of context):
Quote
<rapha> YES! YES! YES! YES!
<rapha> YES! YES! YES! YES!
<rapha> YES! YES! YES! YES!

I demand this map be put on the official servers!
« Last Edit: February 01, 2011, 01:04:35 pm by Meisseli »

CATAHA

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    • Tremulous Lair
Re: New map: Perseus (beta 1)
« Reply #3 on: February 01, 2011, 01:52:30 pm »
Nice and rare texture set. Map looks great.
One small bug noticed - gas leak area have duplicated brushes:

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

CreatureofHell

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Re: New map: Perseus (beta 1)
« Reply #4 on: February 01, 2011, 04:03:56 pm »
Looks very nice from the screenshots. Now all I need to do is try it.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Pevel

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Re: New map: Perseus (beta 1)
« Reply #5 on: February 01, 2011, 05:46:14 pm »
Nice and rare texture set. Map looks great.
One small bug noticed - gas leak area have duplicated brushes:


Just fog brush shares one surface with these details. It's quite strange Z-fighting appears here. Anyway thanks for pointing it out :) Added to to-do list.
Sorry for my English.

Quote from: Egg
Campito ergo sum.

Xedoh

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Re: New map: Perseus (beta 1)
« Reply #6 on: February 01, 2011, 06:12:03 pm »
NICEEEEEEE!

Really, very well done. I don't think it lacks detail somewhere. All the floors, walls, etc. have a very nice structure. I really love those lights coming out of the floor at the cells. Also, very nice "broken" parts (doors, stairs, etc.)

(minor) suggestions:
  • Some of the location names are a bit plain. Storage, Cooling, etc. are good, but names like "yellow corridor" or "human base" are a bit strange. Consider for example that the human base is not always there. You can just make up some purpose the rooms have. But it's your decision.
  • You could place something behind the broken door near the alien base, like a corridor. It's always nice to see that the maps are part of something "bigger".
Wisdom starts where knowledge ends.

rotacak

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Re: New map: Perseus (beta 1)
« Reply #7 on: February 01, 2011, 06:13:25 pm »
Uploaded to R Funserver CZ and R Unlimited CZ 1.2.

Lakitu7

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Re: New map: Perseus (beta 1)
« Reply #8 on: February 02, 2011, 06:13:14 am »
Uploaded to official servers.

Pevel

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Re: New map: Perseus (beta 1)
« Reply #9 on: February 02, 2011, 07:05:35 pm »
Thanks for uploading! :)

(minor) suggestions:
  • Some of the location names are a bit plain. Storage, Cooling, etc. are good, but names like "yellow corridor" or "human base" are a bit strange. Consider for example that the human base is not always there. You can just make up some purpose the rooms have. But it's your decision.
[...]
I think I'll stay with yellow corridor because it's much easier to memorise and there is nothing else specific about this corridor. However I plan changing default base names.

Quote
  • You could place something behind the broken door near the alien base, like a corridor. It's always nice to see that the maps are part of something "bigger".
Good idea. I don't think it will lower performance, so this change can be freely done. It will be included in beta 2 as well as other design fixes.
Sorry for my English.

Quote from: Egg
Campito ergo sum.

TANK

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Re: New map: Perseus (beta 1)
« Reply #10 on: February 02, 2011, 08:03:20 pm »
Long live Official EU SerVer :basilisk:

SamOz

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Re: New map: Perseus (beta 1)
« Reply #11 on: February 03, 2011, 03:12:32 am »
beautifully made, well done. Loved looking through it, and the extra sounds in some places added greatly to the atmosphere.
Read about SamOz's MImod or download it here. Warning, It's BIG!!!
MImod is a new mod for Tremulous, with flashy script effects & High-Def textures in an Oriental-influenced theme.

Firstinaction

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Re: New map: Perseus (beta 1)
« Reply #12 on: February 03, 2011, 03:37:38 am »
Yea yea you probably heard me ingame official U.S server and all.  But man this is an awesome map.  After you left a bunch of people came and I voted this map again  and there were many people playing.   Aliens are easily overpowered at there front door entrence or (Door where  :overmind: is closer too.)

But Im not complaining.  This is what tremulous is about right here. The map is very intriguing with its light effects and the sci fi effect (THumbs up)...

I love the sci fi effect dark mood feeling to it...   

EX:  Human base...    Very scary when all you here is your guys running around figuring out what to do and then you here 5 or 6 chomps coming from a distance into the darkness of your map. Scary eerie feeling.  (Awesome) After watching dead space 2 on youtube (Machinima respawn) Im freeked out....
LOL  BTW Im 16. Keep it up man.... 

DraZiLoX

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Re: New map: Perseus (beta 1)
« Reply #13 on: February 03, 2011, 06:39:31 am »
I like it, i like it very much. Good job, and can't wait b2 :)

Also mirrored.

Chomps123

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Re: New map: Perseus (beta 1)
« Reply #14 on: February 04, 2011, 01:41:53 am »
Same here. ;D

Keep up the good work. ;)
Don't just live life with work.
Find some time every day to have some fun. ;)

Firstinaction

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Re: New map: Perseus (beta 1)
« Reply #15 on: February 05, 2011, 07:42:48 pm »
I say F1

CorSair

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Re: New map: Perseus (beta 1)
« Reply #16 on: February 06, 2011, 05:08:35 pm »
Yikes, another Pevel-quality map. :o

Quote from: Pevel
For those complaining about lack of detail, yes, I know it still needs detailing here and there.
Still, enough detail to please my eyes!

Waiting next release. But this is more than playable. Awesome work. :D

And lol, I saw hovel.

F50

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Re: New map: Perseus (beta 1)
« Reply #17 on: February 07, 2011, 07:15:34 pm »
I think the initial layouts of this map are very alien-unfriendly. While it is more that possible to secure the alien position, the aliens have to build quickly if they want to have any hope of surviving, which is annoying IMO.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Pevel

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Re: New map: Perseus (beta 1)
« Reply #18 on: February 07, 2011, 07:44:07 pm »
I think the initial layouts of this map are very alien-unfriendly. While it is more that possible to secure the alien position, the aliens have to build quickly if they want to have any hope of surviving, which is annoying IMO.

You're right. Such an encouraging aliens to move their base or at least build decently was intended, but I will be trying to change this in next release so even public games on US1 may be enjoyable. There are two solutions I see:
  • make default alien base stronger (that is close the vent) or...
  • give aliens an easier route to backstab rushing humans

Other than that I'm making default human base in beta 2 weaker. The room will be split into two connected parts so I hope it won't be campers' paradise as it is now.
« Last Edit: February 07, 2011, 08:00:25 pm by Pevel »
Sorry for my English.

Quote from: Egg
Campito ergo sum.

Pevel

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Re: Perseus (beta 2)
« Reply #19 on: February 19, 2011, 04:04:48 pm »
Beta 2 release is out!
http://downloads.mercenariesguild.net/maps/map-perseus-b2.pk3

See what has been changed since beta 1:
Quote from: CHANGELOG
- changed location names (major changes: Human Base->Water Tank, Alien Base->Waste Disposal);
- added new vent, a connection between Cell Block Top and Communications;
- shortened slightly Yellow Corridor path;
- widened corridor between Water Tank and Canteen;
- changed Communications Vent;
- split Water Tank room into two parts;
- added another 'ramp' in Cell Block Bottom;
- increased light values in whole map;
- applied nobuild brush to door entrances;
- removed nohumanbuild brush from Water Tank Vent;
- fixed Z-fighting in Gas Leak;
- fixed missing textures (Waste Disposal);
- fixed Cell Block Bottom door;
- rearranged human and alien default base layouts;
- added crusher sound;
- improved design (mostly Canteen, Communications, Water Tank)
Sorry for my English.

Quote from: Egg
Campito ergo sum.

Xedoh

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Re: Perseus: Prison Complex (beta 2)
« Reply #20 on: February 19, 2011, 04:41:45 pm »
Just awesome! I can't find anything I could criticise.

*Wants a very big thumbsup-smiley*
Wisdom starts where knowledge ends.

DraZiLoX

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Re: Perseus: Prison Complex (beta 2)
« Reply #21 on: February 19, 2011, 06:34:44 pm »
I'm lovin' it! Reminds me of Gloom (probably because of textures :D), which is also great map.

(also new version mirrored)

(also beta3 mirrored)
« Last Edit: April 01, 2011, 07:24:49 pm by DraZiLoX »

CorSair

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Re: Perseus: Prison Complex (beta 2)
« Reply #22 on: February 19, 2011, 06:47:52 pm »
Just awesome! I can't find anything I could criticise.
My thoughts exactly about this map too.

UniqPhoeniX

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Re: Perseus: Prison Complex (beta 2)
« Reply #23 on: February 20, 2011, 01:46:44 pm »
Awesome :P Seems pretty much perfect gameplay wise.
Perhaps add a few tables in canteen?
The crusher edges could use a trim, or perhaps some hydraulics pushing thinner front pieces instead of huge metal/concrete blocks being moved.
1 of the double layer door parts is not teamed (intentional?), and the parts disappear into the sides/top.

Pevel

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Re: Perseus: Prison Complex (beta 2)
« Reply #24 on: February 20, 2011, 02:07:28 pm »
Perhaps add a few tables in canteen?
I think it's better to avoid adding ugly looking details. Maybe some day I will be able to make or find a decent tables and chairs to put there.

The crusher edges could use a trim, or perhaps some hydraulics pushing thinner front pieces instead of huge metal/concrete blocks being moved.
Sounds good.

1 of the double layer door parts is not teamed (intentional?), and the parts disappear into the sides/top.
It was intended to avoid strange door behavior when it's opened and starts closing and then opens completely again. It happened because of difference in door speeds. And I forgot about the disappearing parts so it's going to be fixed in beta 3 :)
Sorry for my English.

Quote from: Egg
Campito ergo sum.

Pevel

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Re: Perseus: Prison Complex (beta 3)
« Reply #25 on: March 31, 2011, 09:17:38 pm »
Beta 3 is here!
http://downloads.mercenariesguild.net/maps/map-perseus-b3.pk3 (It's recommended to delete previous version of Perseus in order to make map load properly)

And here's list of changes since beta 2. The major change is about the stereo sounds which used to be annoying with openAL enabled (what I've realised thanks to Cadynum).
Quote from: CHANGELOG
- reduced Cell Block size slightly;
- disappearing doors fix (Cell Block Stairs);
- further design improvements (mainly Canteen, Cell Block, Cooling, Water Tank Stairs);
- increased overall light values;
- fixed sounds (openAL stereo issue): crusher.wav and scream.wav;
- added more playerclip and non-solid details
« Last Edit: March 31, 2011, 09:21:48 pm by Pevel »
Sorry for my English.

Quote from: Egg
Campito ergo sum.

Xedoh

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Re: Perseus: Prison Complex (beta 3)
« Reply #26 on: April 01, 2011, 07:10:18 pm »
I really wish I could help you improving the map, but there's nothing to improve!
Seriously, this is one of the best tremulous-maps I've ever seen. I just wish I could map like that. Keep up the good work.
Wisdom starts where knowledge ends.

Firstinaction

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Re: Perseus: Prison Complex (beta 3)
« Reply #27 on: April 07, 2011, 01:56:46 pm »
I agree.  This map makes it to my list of great syfy maps.