Author Topic: Yocto: underwater habitat (beta 1)  (Read 15012 times)

Pevel

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Yocto: underwater habitat (beta 1)
« on: December 03, 2012, 09:30:17 pm »
Yocto: underwater habitat
(beta 1)



description
Another day miles underneath the ocean surface, in a base overwhelmed by surounding silence and calm. No signs of intersystem human-alien conflict.
Into the project coordinator's office runs a young scientist with a scrap of paper in a hand, breathing heavily.
- What's inside the containers we've received recently? Organic matter?!
- It's subject to analysis. Don't bother...


Yet another map. This time the layout has been tested before I started any detailing. Gameplay isn't perfect though. The map is small/medium with non-that-complex (2 alien-human corridors + a connection between them) layout. Enjoy! :)

Download beta 1 (current)
MG repo
Speedyshare


Thanks to Cadynum, Entroacceptor, Meisseli for early stages feedback :)
« Last Edit: December 04, 2012, 10:52:15 am by Pevel »
Sorry for my English.

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Campito ergo sum.

Lakitu7

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Re: Yocto: underwater habitat (beta 1)
« Reply #1 on: December 04, 2012, 12:25:39 am »

ULTRA Random ViruS

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Re: Yocto: underwater habitat (beta 1)
« Reply #2 on: December 05, 2012, 11:34:53 am »
now that i think about it, it isn't a very wallwalk-friendly map. Try putting some 'smoothing caulk' that aliens can use so they don't flip all over the place when using the walls.. They're useful because it smoothens the walls rather than having to run all over every little detail even if isn't that detailed.

Pevel

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Re: Yocto: underwater habitat (beta 1)
« Reply #3 on: December 05, 2012, 02:07:14 pm »
Be more precise. The map has shitload of 'smoothing caulk' (player clip) applied here and there. I don't want to make it a box map with fancy details behind invisible walls. Maybe it's map geometry, not details. There are also nonsolid details to make wallwalking easier. I'll have a look at clipping, but I need some more precise information.
Sorry for my English.

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RAKninja-Decepticon

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Re: Yocto: underwater habitat (beta 1)
« Reply #4 on: December 05, 2012, 05:39:42 pm »
Be more precise. The map has shitload of 'smoothing caulk' (player clip) applied here and there. I don't want to make it a box map with fancy details behind invisible walls. Maybe it's map geometry, not details. There are also nonsolid details to make wallwalking easier. I'll have a look at clipping, but I need some more precise information.
despite it being virus that raised the complaint, it is one i make often enough for me to check it out.  im going to assume us1 is dead, so i will wallwalk the shit out of your map and report my findings.
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vcxzet

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Re: Yocto: underwater habitat (beta 1)
« Reply #5 on: December 05, 2012, 10:45:43 pm »
I dont care if you can't walk on walls as smoothly as you dreamed of. You probably suck at wallwalking anyway (even as a granger).
This is an nice map even if it is for a dead game.

kharnov

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Re: Yocto: underwater habitat (beta 1)
« Reply #6 on: December 05, 2012, 11:12:13 pm »
This is an nice map even if it is for a dead game.

It was made for Unvanquished, he's just releasing it here too. You should see how it looks on GL3, with normal mapping on.

JOURNEYMAN

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Re: Yocto: underwater habitat (beta 1)
« Reply #7 on: December 07, 2012, 12:31:37 pm »
I didn't have much trouble wall walking, except for a few spots where you lose your grip and fall on the floor.
Grab reality by the balls and squeeeeze!


ULTRA Random ViruS

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Re: Yocto: underwater habitat (beta 1)
« Reply #8 on: December 08, 2012, 07:39:22 am »
I love it when people evolve and get stuck.
Also, i'm not sure if it's because i'm using windowed mode, but isn't the map a little dark? People say Tremor was dark, but i say this one's darker.

RAKninja-Decepticon

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Re: Yocto: underwater habitat (beta 1)
« Reply #9 on: December 08, 2012, 07:50:19 pm »
I dont care if you can't walk on walls as smoothly as you dreamed of. You probably suck at wallwalking anyway (even as a granger).
This is an nice map even if it is for a dead game.

funny, you've told me different in-game.
  nevermind, mixing usernames in my head.

also, good thing you are not the mapper.

Mirrored to http://downloads.mercenariesguild.net/maps/map-yocto-b1-gpp.pk3

Votable on official us1, eu1.
this map does not show in the list accessible from the menu.
« Last Edit: December 08, 2012, 07:52:31 pm by RAKninja-Decepticon »
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Pevel

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Re: Yocto: underwater habitat (beta 1)
« Reply #10 on: December 09, 2012, 07:20:12 pm »
I didn't have much trouble wall walking, except for a few spots where you lose your grip and fall on the floor.
Again, could you specify these spots? Location name will do.

Also, i'm not sure if it's because i'm using windowed mode, but isn't the map a little dark? People say Tremor was dark, but i say this one's darker.
Perhaps it is. The map clearly isn't playable on 1.0 gamma. 1.6-1.8 is fine I guess. I don't like its looks on brighter settings, but if darkness is an issue, I might brighten the map a bit. That's no problem.

this map does not show in the list accessible from the menu.
Make sure you have downloaded the correct version of map.
Sorry for my English.

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Campito ergo sum.

RAKninja-Decepticon

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Re: Yocto: underwater habitat (beta 1)
« Reply #11 on: December 10, 2012, 06:21:54 am »
this map does not show in the list accessible from the menu.
Make sure you have downloaded the correct version of map.
that's a problem with what i have downloaded, and not something with the server?

i did not know that.
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Celestial_Rage

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Re: Yocto: underwater habitat (beta 1)
« Reply #12 on: December 10, 2012, 08:02:05 am »
You need to run
Code: [Select]
/listmaps 3

To see yocto-b1 on the Official US server, since yocto is on the third page. Also, you are correct rakninja: If you were unable to see yocto when running /listmaps, that is a server problem (unless you just missed it by not checking other pages). If you do not have the correct version of yocto, the server will make you redownload it when it is loaded.
« Last Edit: December 10, 2012, 08:17:47 am by Celestial_Rage »
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RAKninja-Decepticon

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Re: Yocto: underwater habitat (beta 1)
« Reply #13 on: December 10, 2012, 07:59:08 pm »
i had just pressed esc, went into the "game" menu, ensured "load map" was the current selection, and scrolled through the list.  i ran no /listmaps, nor does the menu i looked at have more than one page (unless each page just happens to be alphabetized)
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/dev/humancontroller

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Re: Yocto: underwater habitat (beta 1)
« Reply #14 on: December 11, 2012, 02:38:13 am »
this map does not show in the list accessible from the menu.
this is no surprize. the menu's list is based on the scripts/*.arena files accessible in the local Q3-filesystem.

RAKninja-Decepticon

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Re: Yocto: underwater habitat (beta 1)
« Reply #15 on: December 11, 2012, 06:04:44 am »
this map does not show in the list accessible from the menu.
this is no surprize. the menu's list is based on the scripts/*.arena files accessible in the local Q3-filesystem.
huh, kinda unintuitive, i'd expect a menu that sends commands to the server to get its information from the server.  thanks for the info.
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RAKninja-Decepticon

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Re: Yocto: underwater habitat (beta 1)
« Reply #16 on: December 11, 2012, 09:24:23 pm »
wallwalk seems fine.there are a couple if minor issues. 

in alien default, from the overmind, the opposite wall on the right, by the ledge - it is possible to somehow get stuck for an instant while attempting to wallwalk. 

the protruding lights you clip through - one of these managed to glitch my view, forcing me to look straight down, spinning me ~90 degrees, and launching me from the wall.  this was not easily reproducably, though.

there are various spaces that are inset from the surrounding walls.  while most of these are not really deep enough to matter, i'd still suggest making the inset only a visible inset, the surface should, in my opinion, be totally flat.

all of these are really minor issues, overall i feel this is a fairly well designed map.   
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