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Compact obstruct 2

Started by Firstinaction, March 22, 2011, 01:50:27 AM

Firstinaction

Compact:Trash Manufacturing Complex

(Beta-1)-   http://dl.dropbox.com/u/20463238/compact-b1.pk3
(Beta-2)-  http://dl.dropbox.com/u/20463238/map-compact-b2.pk3

Description-
currently located on the planet Mar's. It's purpose is too manufacture space junk dropped by ships flying by.
It went offline due too atmospheric values dropping at an alarming rate, capitulating humans to breath the air even with oxygen helmets on...
_3-weeks later-  Their have been reports of this place partially online, there for we need someone too check it out...

Functions-(Things you should know)
It has a diagonal door bug(Only 1)
Most doors open by hitting a trigger on the wall(self explanatory)
. For some reason-(my PC works offline due too broken internet so it works if)- Placed in your base folder
. (I then place on mac and It didnt work in my regular base folder therfore you must)For mac- place in your tremulous support folder base(Library/app support/tremulous/base)



Screenies-


By f1rst18 at 2011-03-21


By f1rst18 at 2011-03-21


By f1rst18 at 2011-03-21


By f1rst18 at 2011-03-21

Known bug's

These bugs are un-fixable I think...
The door that is diagonal corresponding too the map- Location- loading hall.
The door make's spectator's camera stop moving...
Due too diagonal rotation....

There is a small ventilation accesses too the left of the door for spectators too take camera through...

Thanks
F1rst19

your face

Screenshots look impressive (though small, could you enlarge?), will try to test soon.  ;)
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Xedoh

Well, design-wise, your map is very good. I've however spotted visible caulk in some parts of the map (at the vent entrance near the big door to the alien base and the window in the transport hall). The door in the garage(n) also has some caulk left at the inside, that can be seen when it opens.

I don't know about gameplay yet. But it looks far better than your last map concerning that point :).
Wisdom starts where knowledge ends.

Tremulant

Quote from: Firstinaction on April 07, 2011, 03:36:46 AM
my knees by my face and my ass is being hammered

your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

DraZiLoX


I see some caulk. But yeah, nice map. You have gotten some mapping skillz. A lot better than your first maps.
PS. It's Construction room ;)

Firstinaction

Ok cool.  Thanks. Until I can test the gameplay out after that I can then work on beta 2   

And I really don't. Know why I thought of manufacturing garbage. Oh it makes it into space ship parts. I forgot too add that part.

F50

"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


CreatureofHell

Quote from: your face on March 22, 2011, 03:33:33 PM
Quote from: Tremulant on March 22, 2011, 02:59:14 PM
Why would you manufacture trash?
http://en.wikipedia.org/wiki/Apple_Company

Seriously, though.  That's a good question. :D
<3

@First
I think I'm seeing noticeable improvement in your maps though, as people have pointed out, there are still various issues that have to be addressed.
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good


Firstinaction


teramotoka

I have also realized that you are doing a lot better in your maps, good job.

vcxzet

It looks good other than some minor bugs and it would be great if you can use another environment map
(that one is overused and makes the map look like those other maps)

teramotoka

Quote from: vcxzet on April 09, 2011, 01:13:46 AM
It looks good other than some minor bugs and it would be great if you can use another environment map
(that one is overused and makes the map look like those other maps)

That is very true. I have also noticed how all your maps look similar.

Firstinaction

After beta testing on public server it seems well... 
Beta 2 checklist
.caulk fix
.bug fix
.more details
.intersecting walls fix for better performance
.faster doors
.lighting
.world tumble effect


Ingar

Quote from: teramotoka on April 09, 2011, 03:34:52 PM
Quote from: vcxzet on April 09, 2011, 01:13:46 AM
It looks good other than some minor bugs and it would be great if you can use another environment map
(that one is overused and makes the map look like those other maps)

That is very true. I have also noticed how all your maps look similar.

Wasteland

Lakitu7

#16
Added to http://downloads.mercenariesguild.net/maps/map-compact-b1.pk3

Made votable on us1/eu1.

The only thing I saw, aside from annoyingly slow doors and their buttons being a little tricky to hit with dretch, is that rants can't get out one of the doors from alien base, and can't get through that upper tunnel into above alien base. But there are enough other ways through that if you intended this for some reason it seems like no big deal.

I got a CP at some point about a trash compactor being offline or something.. hopefully that's not some awful gameplay-changing trigger thing.

Otherwise, looks great! Thank you for contributing.

Firstinaction

Ok thanks.  I will be working on beta 2 as soon as possible

kharnov

I just played here as aliens.

I don't know just how cramped you intended the map to feel, but at times it felt like you designed it with only dretches in mind. Anything above the dretch was increasingly painful to play. The mara wasn't excruciating, but the dragoon? The tyrant? Oh fuck, the tyrant. Not only were a bunch of paths completely inaccessible to the tyrant, but the humans used these paths as main attack routes, making defending the base a nightmare until I died and chose a smaller class.

The human base itself was practically impossible to reach. They got a few teslas up and that was it. Couldn't get a single damn thing in. On the other hand, aliens start with some elaborate structure on top of them that humans can hide inside of. They can hide and snipe your damn base! Hell, they can even run up one of the ladders and use that as a jumping point to jetcamp from so that they don't need to worry about tubes or hives bringing them down.

Honestly, I completely hated the slow door thing you have going on. Especially the doors that had to be triggered by a button to open up. It didn't feel like that added anything to the game. It just frustrates me when I'm trying to rush back to base to heal myself and suddenly find that I can't open the damn door because it requires a button press. A button that isn't even immediately obvious until you turn 90 degrees and see a little blue square thing with "Proceed-" on it.

The only good thing you have going for you here is that the map has a lot of floors and seems somewhat elaborate. Or at least it did on first glance. The textures were okay, but too much gray. Actually, way too much gray. At least this time the gray was paired up with blue, instead of with red on Specula. Gray and red irritates my eyes.

Try to add some breathing room to your map and it'll be much more playable. As of now it feels like the human bias is overwhelming.

Firstinaction

Im suprised my map was played all day today

kharnov

Quote from: Firstinaction on April 18, 2011, 01:11:29 AM
Im suprised my map was played all day today

Okay, but that's kind of meaningless.

Are you going to fix the map and make aliens more playable?

This is the map balance from Tremstats:



Seven times and aliens haven't won a single damn time.

Firstinaction

OH wow. Yea I understand that now... all day I have seen what happened.

Beta 2 will be more balanced Im still working on it....

swamp-cecil

Quote from: kharnov on April 18, 2011, 01:59:04 AM

Looks a bit like tremor.
I havent seen the map, because im not really much for downloading maps not from servers. I just hope from reading the feedback that the map will be a lot better.
I also read one of the comments and made my hallways with a width of 128 to 196 in my unreleased map.
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.

UniqPhoeniX

128 is not wide enough for 2 rants (64x64x92) to get past eachother (130 is). If 32 gu = 1m, hallways should be 6-8m wide (less with details like columns/lights etc), 4-7m high, and at most 40m long per section (except if there is plenty of cover, so no longer lines of sight than that). Diagonal paths need to be wider since bboxes are axis aligned and don't rotate.

Firstinaction

Lots of changes and bug fixes in beta 2.  This post will be edited layer. Anyway

Compact obstruct 2
Beta 2

Changes include mostly on gameplay. I improved the gameplay which was really bothering others and I was overloaded with feedback and more feedback after this map hit official servers not too long ago.
I did really appreciate all the feedback.
Added an objective game mode(human team only)- place a repeater in back of dump truck(in dropzone) therefore making a foreword base. Guard the Repeater...
Spices up gameplay. 

   Here is a list of changes...

Changes:
- Increased thin walls
- large area not open anymore
- added longer hall behind construction zone that leads to drop zone
- Improved design( drop zone walls, walls in bigger areas)
- added 2 rooms( highway area, container area(above construction zone)
- moved bases( H-base moved to entrance, A-base moved to container room)
- added fixtures, added fog, added more details
- removed details such as vehicles(increasing performance)
- improved lighting values


Still can't figure out how to add sound or orange fog.






c4

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]

Firstinaction

#26
Quote from: c4 on April 25, 2011, 07:09:48 PM
download pls?
Posted this in class. Later on tonight the download will be available.  And so as I will try to ask Likitu for it to be on the official servers...    ;)


And C4 where is your maps at??? what happen

c4

My maps are in development, coming soon.

I've yet to finish my next map because I want b1 to have as few bugs as possible.
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]

Firstinaction

Quote from: c4 on April 26, 2011, 12:08:05 AM
My maps are in development, coming soon.

I've yet to finish my next map because I want b1 to have as few bugs as possible.
Gotcha...  That last map on the random dev shots I remember looking at it, and it looks awsome. Better then your last map.... Cant wait for its release

Firstinaction

Compact obstruct 2
Beta 2

http://dl.dropbox.com/u/20463238/map-compact-b2.pk3

Changes include mostly on gameplay. I improved the gameplay which was really bothering others and I was overloaded with feedback and more feedback after this map hit official servers not too long ago.
I did really appreciate all the feedback.
Added an objective game mode(human team only)- place a repeater in back of dump truck(in dropzone) therefore making a foreword base. Guard the Repeater...
Spices up gameplay.

   Here is a list of changes...

Changes:
- Increased thin walls
- large area not open anymore
- added longer hall behind construction zone that leads to drop zone
- Improved design( drop zone walls, walls in bigger areas)
- added 2 rooms( highway area, container area(above construction zone)
- moved bases( H-base moved to entrance, A-base moved to container room)
- added fixtures, added fog, added more details
- removed details such as vehicles(increasing performance)
- improved lighting values
- improved textures

Due too slow dino computer- compile time took 9 hours or so overnight while Im sleeping so didnt feel like recompiling it just for one little thing.
So I forgot to remove other RC in tunnel in front of Dropzone where Fog area is, this random RC is just too figure out size of tunnel for rants and of cource I forgot to delete it. Im not sure if this will make the gameplay more fun or so. I just thought of an Objective game mode- Find the RC and mark it and therefore you can move base. Just needed to address that.
This is Beta-2 so still feedback will be much appreciated.
And I really do hope that would make gameplay more fun. 


Still can't figure out how to add sound or orange fog.

Thanks- thanks to everyone who gave me feed back especially everyone on Official U.S

Still place in (mac only)- library/app support/tremulous/base/