Author Topic: Effects on Pulse  (Read 5389 times)

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Effects on Pulse
« on: August 21, 2006, 05:19:32 am »
Pulse is my favorite new map, and i would like to know how some of the things on it were done. I would like to know how he got the centerprint to appear, for things like the dangerous temperature level and the access denied. I also would like to know how he did the water, and finally, how he put the viewscreens in the control center. Sobok, if you read this, can you send me a GtkRadiant file of the map. Thanks, and we put it on sst, but vote only.

∧OMG ENTROPY∧

Seffylight

  • Posts: 490
  • Turrets: +40/-26
Effects on Pulse
« Reply #1 on: August 21, 2006, 10:42:01 am »
Ever since I played Pulse at a LAN party, I have been saying that it would be fantastic on SST. It's easily my favorite map outside of the usual ones that get played on all servers.
Stop it. Seriously.

soubok

  • Posts: 81
  • Turrets: +6/-0
    • http://soubok.googlepages.com/
Effects on Pulse
« Reply #2 on: August 21, 2006, 11:41:11 am »
Hi, after my holidays, I will finish 'pulse' and release the .map. Everyone will be able look how it is made.

btw, what is SST ??
 soubok -

vcxzet

  • Guest
Effects on Pulse
« Reply #3 on: August 21, 2006, 12:05:00 pm »
Quote from: "soubok"
Hi, after my holidays, I will finish 'pulse' and release the .map. Everyone will be able look how it is made.

btw, what is SST ??

server with 260 build points and max 50 players So small maps dont work well
@paradox: you can always decompile the map using "q3map2 -convert -format map path/mapfile.bsp"

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Effects on Pulse
« Reply #4 on: August 21, 2006, 05:31:29 pm »
As more people get it, we may add it to the rotation. Currently, all beta maps are vote only, but come in and call a vote at the right time, and you will get to see pulse on sst.

Also, SST is the MMOFPS server of tremulous .:lol:

∧OMG ENTROPY∧

Mwa

  • Posts: 117
  • Turrets: +0/-0
    • http://www.mwaness.com
Effects on Pulse
« Reply #5 on: August 22, 2006, 12:35:25 pm »
All the things you ask are addressed in the radiant manual and the bubba's mapping guide. :D
http://bubba.planetquake.gamespy.com/camera1.html <- Cameras.
http://bubba.planetquake.gamespy.com/mirror1.html <- Mirrors
http://bubba.planetquake.gamespy.com/liquid1.html <- Liquids (Water included)
Making things apear on the screen is addressed in the radiant manual, which is accessable through the manual button under help.
The critical temprature is a trigger_hurt, or something to that effect. Again, it's explained in the manual (Along with water.)

EDIT:
One thing I would be interested in finding out is how you managed to use basic logic (The door locks)
Unless you use a multitude of invisible brushes as func_door sliding up to stop you activating the door...
awr.

yetshi

  • Posts: 189
  • Turrets: +4/-6
Effects on Pulse
« Reply #6 on: August 27, 2006, 03:26:21 am »
any way to raise the ceiling in the water tunnel about a meter or so so the reactor can fit in it?


tuple

  • Posts: 833
  • Turrets: +97/-80
Effects on Pulse
« Reply #7 on: August 27, 2006, 04:22:15 am »
It's also on the }MG{ server, vote only.  So if by chance ya get a better ping there, it's available.

Soubok,
Pulse was played today at least 5 time and, in case you haven't seen some of the other posts (which I have spread like egg spam, rudely, but with the hope that mappers will see them :) )

2 things I noticed, one bad bug I saw was a players jstm2000, build OM in the enclosed water tank with the grate on top.  It was built on the other side from the grate though.  I've yet to find a way in, but he seemed surprised to have put it there.  Then, of course, he wouldn't tell me how he did it  :evil: I have a screenshot, not sure where to post or email it, though to be honest I haven't looked where (to busy playing beta maps.)

2: Aliens were getting our *sses kicked when we went outside to shoot for a timeout (sad I know, I'm not proud of it  :oops: ) One user, Evlsoa, evolved goon, jumped atop the rock leaning against the opeing to the blast door, and then got stuck.  Not really a bad thing but, the goon wouldn't die.  The goon cried from the heat, then stopped for a time, then cried again.  Aliens would die elsewhere outside though.  Not a big deal, thought I'd mention it though.

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Effects on Pulse
« Reply #8 on: August 27, 2006, 05:19:03 am »
The doors are trains, not actual doors.

∧OMG ENTROPY∧

tuple

  • Posts: 833
  • Turrets: +97/-80
Effects on Pulse
« Reply #9 on: August 27, 2006, 05:53:33 am »
Posted 2 sets of pics up, one of the door I speak of, (map is by Xiane)

The 3rd and 4th pick is of the OM in the watertank in pulse.  Hope you can make it out, its kinda hard to see but it is there.

http://tuplesplayhouse.blogspot.com/index.html

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Effects on Pulse
« Reply #10 on: August 27, 2006, 11:10:25 am »
Quote from: "Mwa"
One thing I would be interested in finding out is how you managed to use basic logic (The door locks)
Unless you use a multitude of invisible brushes as func_door sliding up to stop you activating the door...


http://soubok.googlepages.com/tremulous_editing_tips
Second section down

Quote from: "tuple"
2 things I noticed, one bad bug I saw was a players jstm2000, build OM in the enclosed water tank with the grate on top.  It was built on the other side from the grate though.  I've yet to find a way in, but he seemed surprised to have put it there.  Then, of course, he wouldn't tell me how he did it  :evil: I have a screenshot, not sure where to post or email it, though to be honest I haven't looked where (to busy playing beta maps.)


This trick is known on derelict. You can build beyond the fence in the large watertank as both human and alien. Jstm plays on derelict so he probably got it from there. There is also a bug which allows structures outside atop of the watchtower. Lastly aliens can enter the area above the skybox by wallwalking to a certain hole in it. These are all considered kickable bugs on derelict.

Quote from: "tuple"
2: Aliens were getting our *sses kicked when we went outside to shoot for a timeout (sad I know, I'm not proud of it  :oops: ) One user, Evlsoa, evolved goon, jumped atop the rock leaning against the opeing to the blast door, and then got stuck.  Not really a bad thing but, the goon wouldn't die.  The goon cried from the heat, then stopped for a time, then cried again.  Aliens would die elsewhere outside though.  Not a big deal, thought I'd mention it though.

Are you playing an old version of pulse? The last beta has had its trigger_hurts removed and only a message appears.
Temporary fix is for a dretch to walk under the goon while the goon jumps up. This technique can be used in tactical situations as well as to get a tyrant up a wall.
I’m busy. I’ll ignore you later.

tuple

  • Posts: 833
  • Turrets: +97/-80
Effects on Pulse
« Reply #11 on: August 27, 2006, 04:08:31 pm »
Hmm, using map-pulse-beta3-1.1.0.pk3 downloaded 8/16.  I'm redownloading just to be sure, but it looks like the most recent version.  I'm out of town for a while, but it's on the MG server if you want to test.  I'd let }MG{ members who are on know though, they are admins and may not take kindly to people intentionally exploiting bugs ;)
I thought we may be finding known bugs too, but I thought I'd speak up anyways.