Author Topic: Uranium map - Alpha 3  (Read 10781 times)

codernem

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Uranium map - Alpha 3
« on: September 20, 2006, 04:23:56 pm »
Hi all, just to say I developed a little and small map, fitted for 12-14 players, I think.

Its name is Uranium, and can be found here:

http://www.capponcino.it/dario/map-uranium-alpha3.pk3

There are some (a lot?) texture glitches, but the map is playable (I hope..). Watch out from some nasty traps  :evil:

Give me your impressions. It's my first work and probably the last one too (no time/no fantasy/no skill). I'm putting this on Greudin's server.

vcxzet

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Uranium map - Alpha 3
« Reply #1 on: September 20, 2006, 05:05:22 pm »
1) screenshots
2) use irc channel of tremulous
3) ...

codernem

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Uranium map - Alpha 3
« Reply #2 on: September 20, 2006, 05:17:41 pm »
Quote from: "vcxzet"
1) screenshots
2) use irc channel of tremulous
3) ...


You're right, sorry  :oops:






About uploading the map on bricosoft, I got some permission problems, hope they can be resolved soon.

Basilisco

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    • http://wilhelmrahn.googlepages.com/
Uranium map - Alpha 3
« Reply #3 on: September 20, 2006, 05:26:29 pm »

codernem

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Uranium map - Alpha 3
« Reply #4 on: September 20, 2006, 10:50:53 pm »
thx for help, basi  :wink:

whitebear

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Uranium map - Alpha 3
« Reply #5 on: September 21, 2006, 01:35:54 pm »
I will try this map in devmap soon but i what i can see from screen shots it remindsme of first few highrise alpha versions since textures are bit badly selected (used in bad spots) and bit too much use of same textures...

You sed something about traps? Well if you like traps i suggess that you try out highrise (4th beta) since it has few traps & easter eggs there  :wink:

EDIT: You forgot to add arena file...
EDIT2: Optimize your maps a bit... even spectator lags on this map  :(

Lava Croft

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Uranium map - Alpha 3
« Reply #6 on: September 21, 2006, 05:25:32 pm »
Please try to use less grey-ish textures! Since a lot of maps use the Evil testureset, they tend to mold into one soup of maps that you can barely keep apart. If all else fails just change the Hue/Saturation/Brightness of the entire Evil texture set to make em look less grey :) Grey is so, grey...

Greudin

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    • http://tremulous.bricosoft.com
Uranium map - Alpha 3
« Reply #7 on: September 22, 2006, 09:50:38 pm »
Very good map, very offensive ! Is there a way to escape from the teleporter room?

No players flamed the map, it s a nice clue ;-)

(added to maprotation.cfg)
url=http://tremulous.bricosoft.com][/url]

tuple

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Uranium map - Alpha 3
« Reply #8 on: September 22, 2006, 10:43:28 pm »
Played with 4 players total.  Everyone seemed to like it, though everyone complained of occasional, hard lag.  Me too, and I'm local (LAN) so I know it isn't bandwidth.  Everyone did like it though.

We spent a whole round just trying to get into control/through transporter.  It is shaping up to be a fun map.  Goons can really fly around this map.

codernem

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Uranium map - Alpha 3
« Reply #9 on: September 23, 2006, 01:11:52 pm »
Thanks all!
Escaping from teleporter room in this version is not possible. It's intended as a last chance escaping for final camping (think about the last 30 secs of SD before timelimit..)

In the next version there will be an exit from there, through the reactor room, but with a lot of damage (radiation are bad).

About lagging, what can I do? I have to do a final compile, sure, but is there anything I can do?

Thx for help and suggestions!

DarkRogue

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Uranium map - Alpha 3
« Reply #10 on: September 23, 2006, 06:50:25 pm »
lagging (or slow performance) you might want to fire up r_showtris 1 and r_speeds 1 and check out the information they provide

If you haven't been using them hint brushes also might help, if you have been you might want to play with their placement a bit.

Take a lesson from marsbase: glass doesn't block vis in the renderer side of things so over use of glass/transparent textures will mean alot more of your map being visible at one time, in small maps this isn't a big deal, in large complex maps it's gonna kill r_speeds.

Particle systems - while you can do alot of exceptional effects with this entity large systems or particularly complex ones with kill frames per second. ie. teleporter in catalycs meep map, one that thing fires up fps in that room plummet. So if using an abndant number of particle systems you might want to reduce the number of uses or make them much simpler.
n game name: Xiane

DarkRogue

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Uranium map - Alpha 3
« Reply #11 on: September 23, 2006, 06:53:45 pm »
oh and be sure your map is vis-ing properly, if you're use to most compilers where bsping stops dead if there's a leak, q3map2 does not. You can get a fully working and lit map even if your map leaks...however it will treat it as if your entire map can be seen from any point on the map which degrades performance. ie. gloom_b1
n game name: Xiane

gareth

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Uranium map - Alpha 3
« Reply #12 on: September 23, 2006, 07:06:38 pm »
one reason for the lag is maybe the large amount of doors with little or now corners, doors even when closed dont block the vis and although they can, this also blocks the radar, which rather sucks.

holyknight

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Uranium map - Alpha 3
« Reply #13 on: September 23, 2006, 08:10:51 pm »
I died a lot in the map  :P
nice map

Paradox

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    • Paradox Designs
Uranium map - Alpha 3
« Reply #14 on: September 24, 2006, 01:52:26 am »
Lol warning: camping spree!

∧OMG ENTROPY∧

codernem

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Uranium map - Alpha 3
« Reply #15 on: September 24, 2006, 10:53:12 am »
I'll work on all things, thx for help!