Author Topic: Gamma Core ("supersimple" beta 2)  (Read 19926 times)

Supertanker

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Gamma Core ("supersimple" beta 2)
« on: October 14, 2006, 05:22:40 am »
I finally decided on a name for my map, it is now called "Gamma core"

It is an energy production facility on an asteroid. I expanded the map to almost twice what was in supersimple, as well as added bugfixes and tweaks.

Basically, I changed some of the rooms (detail), added a vent system, a whole lower floor (reactor area) and fixed the bug with the doors (new fancy doors that don't need triggers)

Updated screenshots:

Human Base


Alien Base:


Pump room (Second favorite place in map, plenty of dark areas)


Stair Case (Booring half completed stair case that will be done in beta 3 or final)


Cargo Bay (Simple cargo bay)


And, the reactor itself (I was limted without being able to use shaders, but did my best here)


And finally, the beta.
http://levelzone.net/map-gamma_core-beta2.pk3

If you want to compare it to what it was before, the old beta is at my other thread.

Just so you know, there is a small secret in the reactor room...not much..but it's there.

This map was built with my gamma set to 1.0
If you insist on having it that low, that's your problem, but it is bright enough to play. Looks excellent at about gamma 1.2-1.4

This is my first tremulous map...

Seffylight

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Gamma Core ("supersimple" beta 2)
« Reply #1 on: October 14, 2006, 05:45:43 am »
Some of the textures are missing? Am I alone on this one?

Anyway. There's a whole mess of doors for no reason at all. I understand you like the doors that you made, but you don't need to put the same one every twenty feet, k?
Stop it. Seriously.

vcxzet

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Gamma Core ("supersimple" beta 2)
« Reply #2 on: October 14, 2006, 10:23:07 am »
power core is vulnerable
power core is at 50%
power core is critical
boom!

Lava Croft

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Gamma Core ("supersimple" beta 2)
« Reply #3 on: October 14, 2006, 09:39:30 pm »
Stop using those textures. I cannot look at them no more.

Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #4 on: October 14, 2006, 09:48:33 pm »
Are those Evilair's textures too? I thought they were different.

Only one map uses those that I know of (tremor)

Aww, having doors every 5 feet is fun. Okay, I'll remove the pointless ones (like the two between the reactor and staircase and the one between the human base and the T)

I've added a third airduct that drops down directly from the ladder shaft into the reactor area, and put a trigger_hurt and a nobuild around the reactor itself (because otherwise an EGG could block the reactor, or an unfare ADV granger could put an egg on the underside of the core where nobody could reach it)

What textures are missing? What places?

Lava Croft

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Gamma Core ("supersimple" beta 2)
« Reply #5 on: October 15, 2006, 06:05:33 am »
The entire map feels like it's mapped in the scale of Quake 2, rather than Quake 3.

Ksempac

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Gamma Core ("supersimple" beta 2)
« Reply #6 on: October 15, 2006, 06:39:29 am »
Quote from: "supertanker"
Are those Evilair's textures too? I thought they were different.

Only one map uses those that I know of (tremor)



To make it simple : Dark grey textures are Evil Lair's textures ;)

I agree on that one with Lava...Look at the base maps : they are almost always grey with white and red lightnings. Your map is... grey with white and red lightnings ! i didn t dl the map because of that.

If you look at Megabite's Derelict map, he choosed to make his map with yellow textures. If you look at Lava's Sukolov map, he choosed brown textures with a lot of orange lava...
Theses two maps have a completly different feeling than Arachnid or Tremor.
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[db@]Megabite

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Gamma Core ("supersimple" beta 2)
« Reply #7 on: October 15, 2006, 12:58:11 pm »
Actually I also use Evillair's EQ2 texture set, just a softer yellowish lighting style and some architectural stuff like the red pipes to make it somewhat different... ;)

Danny
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[db@]Megabite

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Gamma Core ("supersimple" beta 2)
« Reply #8 on: October 15, 2006, 01:20:29 pm »
Okay,
I have downloaded the map and taken a fast look. General layout seems to be okay for games with up to 12 or 14 people. I guess it is about ATCS-sized (but not -styled, thank god ;)).
Texturing is okay as it fits the theme. I don't expect a space-station to be anything else than metallic. Though some textures don't seem to be naturally scaled:



Also, some scenes are a bit bland. Above mentioned stairway has that problem, as well as this room:



I know storage does not need much fancy stuff but a bit more architecture would be fine. Some steel girders, wall panels or something would suffice.

Final part of my critics is missing textures, already mentioned by Seffy:



I suggest making a "pure" copy of your Tremulous installation lacking anything a freshly installed Tremulous client won't have, either. This way you can test your map on missing textures. It seems you have used some from your development folders or other custom maps and did just not include them in your pk3.

Well, can't wait to see a fixed version which will most likely be run on Derelict... ;)

Danny
url=http://www.tremulous.info][/url]


Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #9 on: October 15, 2006, 11:16:57 pm »
Already uploaded it, but couldn't post it last night.


http://levelzone.net/map-gamma_core-beta3.pk3

I'm working on beta 4 right now...

I know the cargobay is very poorly designed, that's the room I haven't gotten to yet.

Missing textures should be fixed now...

Ingar

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Gamma Core ("supersimple" beta 2)
« Reply #10 on: October 16, 2006, 07:01:21 pm »
Just had a look around in beta3, the corridors remind me of
ut2k3, and made me feel right at home   :wink:
I would advise looking for some none-grey textures for some of the details (eg the generator and pipes), It would make them stand out
more.

Looking forward to playing it :)

Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #11 on: October 16, 2006, 11:04:05 pm »
Just a few more screens...

Damaged blast doors (left slides in and out with a func_train to simulate damage)




Updated and fancified alien base



And the room I am most proud of, the newly fancified cargo bay. No the elevator does not work. And yes, I made that texture myself.




I'll dig around the other texture sets and see if I can find some better textures for the detail..

e

holyknight

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Gamma Core ("supersimple" beta 2)
« Reply #12 on: October 16, 2006, 11:49:18 pm »
this map is very nicely done! I LOVE IT!

Seffylight

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Gamma Core ("supersimple" beta 2)
« Reply #13 on: October 17, 2006, 01:45:17 am »
I'm glad to see it's coming around, supertanker. Keep working on it.
Stop it. Seriously.

Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #14 on: October 17, 2006, 04:38:07 am »
Thanks!

I totally removed the old human base, it was just lame.

But first, MORE screenshots!

I updated the lights in the Cargobay to make it seem more like a real light fixture



And here's my design for the human base
There's going to be a very strong trigger_hurt around the core...Again, note my lovely texture.



Don't ask why the map has two cores, it just does.c

Ksempac

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Gamma Core ("supersimple" beta 2)
« Reply #15 on: October 17, 2006, 05:27:29 am »
Wow theses 2 new screenshots look very nice...i may download your map after all but really i would like more color ;)

Note : The word "Antimatter" has 3 T.
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Stof

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Gamma Core ("supersimple" beta 2)
« Reply #16 on: October 17, 2006, 08:54:38 am »
Quote from: "supertanker"
Don't ask why the map has two cores, it just does.c

Easy :
- 1 is not enouth
- redudancy to avoid complete power outage in case of uncontroled and controled downtime of one of the cores

Modern aircraft carriers have two nuclear reactors, why wouldn't your facility have two either? :)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

benplaut

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Gamma Core ("supersimple" beta 2)
« Reply #17 on: October 18, 2006, 07:53:40 am »
Quote from: "vcxzet"
power core is vulnerable
power core is at 50%
power core is critical
boom!


+1 for ut2k4  :D
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Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #18 on: October 19, 2006, 03:10:31 am »
Aaaannndd....

Beta 4!
http://levelzone.net/map-gamma_core-beta4.pk3

Exciting. Drat, didn't get to the sign in time. Has a new sound for the reactor core (one of them anyways).

I'm redesigning the human base, so one area will be raised above the rest, and will be where the tellnodes/human reactor will go.

Kind of ironic that the human base is next to this giant antimatter reaction generator device, and it sitll needs the human reactor to run

Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #19 on: October 20, 2006, 04:08:03 am »
New shot

For those of you who are sick and tired of the same cooridors, here's a little change



Also, i'm making a series of signs above some of the key doorways, so you don't get as lost. They'll say things like "Main power core", "Cargobay 4", "Shield Subsystem", "Coolant Pumps", and "Control center". Guess what each of those corrisponds to.

Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #20 on: October 28, 2006, 09:24:22 pm »
Finally! Gamma Core beta 5
Lets see...I made the airducts smaller (sorry, no more dragoons in there), added glass to all my windows, changed the texturing of some areas, completely changed two areas, added some windows, made the cargo bay tyrant-passable, and basically tweaked my map even more.







Yeah, I changed just a bit.

Beta file:
http://levelzone.net/map-gamma_core-beta5.pk3

Ksempac

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Gamma Core ("supersimple" beta 2)
« Reply #21 on: October 29, 2006, 08:22:01 am »
Ok i tried it for real this time, and i must say i enjoyed it. The signs, the lightnings and the windows, create enough colors to pls the eyes.

However you ve got a problem for the vent : Humans can make a nearlly perfect base in the 2 high rooms hidden in the vents. Since your vents are narrow the strongest alien that can fit in are the adv basilic and its possible to make a base where :
- Humans will have an armory and a telenode...The only things they trully need.
- Humans can move freely inside the base without using jetpack
- If humans are S3, they can use Teslas instead of Turrets (yeah i can fit a def comp too), and then are able to move in and out of the base without jetpack
- I also tried to snip the base with adv goon from the vent intrance with the smallest path (the one left to alien base) but the vent is too low for the barbs to get to the buildings.

I made some screens but cant find them >_>
I will do them again when i ve got some spare time.

Anyways my advice is to make the vent left to alien base and the vent between the 2 rooms large enough for marauders to get into them. With an adv marauder zapping the teslas, i think you can manage to get humans out of here...But i m not sure since i tried it alone without humans buddies spamming in the vents :s

Maybe this vent should be modified more than that, to allow adv goons to snip into the first room (the one with the ventilator). Humans definitly need the 2 rooms in order to make a base with an armory, a telenode and a reactor. So if you put pressure on them (with Adv goons) in one room, the base will be nice but not invincible.

Sorry for my loosy explanations, it will be easier to understand with screenshots...
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Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #22 on: October 29, 2006, 09:23:10 pm »
I get what you're saying, and i'll probably make it bigger.

That, or just put nobuild in the entire airduct system.

Thought you might find my portal skybox model rather cool:

Check it out: me standing in my portal skybox model and the full sized version around it.
http://i4.photobucket.com/albums/y124/supertanker13/coolbox.jpg

:)

Ksempac

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Gamma Core ("supersimple" beta 2)
« Reply #23 on: October 30, 2006, 12:27:24 am »
I dont think you should put nobuild. Its nice to have some places to make a new base/put some eggs. Your map doesn t have many locations for that, so the vent should remain buildable. Just be sure human cant be invincible there (you dont have to worry about alien base because its weaker and humans always have range weapons and grenades to get rid of it)
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holyknight

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Gamma Core ("supersimple" beta 2)
« Reply #24 on: October 30, 2006, 12:36:45 am »
on the off topic, you should change the title of your thread... =/

Supertanker

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Gamma Core ("supersimple" beta 2)
« Reply #25 on: October 31, 2006, 02:55:33 am »
For now, I'm just putting nobuild in.

Right now I have a slightly larger concern. The old alien base, to put it mildly, sucked.

So now i'm designing a newer one.


Only thing is I can't decide what to put in the big open floor space.

stalefries

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Gamma Core ("supersimple" beta 2)
« Reply #26 on: October 31, 2006, 03:23:15 am »
If I were you, I'd add a small shelf/altar thing in the center, and put some boxes up on the second 'story,' where the OM is.
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techhead

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Gamma Core ("supersimple" beta 2)
« Reply #27 on: October 31, 2006, 03:23:32 am »
Boxes, crates, abstract art, anyone want to help brainstorm?
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Dersaidin

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Gamma Core ("supersimple" beta 2)
« Reply #28 on: October 31, 2006, 11:53:57 am »
Nice!

poto killer

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Gamma Core ("supersimple" beta 2)
« Reply #29 on: October 31, 2006, 11:37:40 pm »
maybe you should make the alienbase alittle harder todestoy,the overmind is jst sitting theree so grenedes will flie.


also, i have been playing aliens and there is no relief, no pplace for aliens in hall way, alwasaget shot!!! :advmarauder:
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