Author Topic: Thermal - Beta 2  (Read 12065 times)

Maltagearion

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Thermal - Beta 2
« on: October 27, 2006, 11:07:46 pm »
Second Beta is complete!
Please report any other problems to me by posting here or emailing me.

Download: http://files.filefront.com/map_thermal_b2pk3/;6089751;;/fileinfo.html


New Stuff in beta 2:

- Several new rooms which would make great alien bases.
- Lots of new places and added stuff.
- New Human default base, I exchanged less camping for better balance.
- Fixed all the bugs and little problems reported to me.
- Totally revamped the trigger system for the earthquake, it will now give a 5 second warning and also last longer but isn't as strong.

A screenshot!

Survivor

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Thermal - Beta 2
« Reply #1 on: October 28, 2006, 01:32:00 am »
I'll simply show some screens and short notes and after that a summary

R_gamma 1, bit too bright for my feeling


Elevator can be blocked by a buildable, make it crush instantly?


See-through Lava, not nice :(


Caulk errors



A human base occupied by some reasonable humans at that lava edge their could beat the shit out of anything. Find an easier way for adv goons to snipe?


Can still go through this specific window


You have several doors dissappearing in concrete or z-fighting, doesn't look right.



Bug, team the doors to prevent this.


You can see the entities through the skybox, sadly no fix i know of currently.


I think it's really to small. anything above dretch severely blocks the other alien classes. Widen by 1.3?


In short it fixed a lot of bugs, still not happy with the teleporter pad but i presume you're working on that one. Haven't had any real time to play since it isn't on derelict yet but I think it will turn out nicely.
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Maltagearion

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Thermal - Beta 2
« Reply #2 on: October 28, 2006, 01:36:18 am »
Thanks, that really helps. ^^

Maltagearion

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Thermal - Beta 2
« Reply #3 on: October 28, 2006, 02:20:47 am »
I fixed everything you mentioned (thanks again) and a couple other things, recompiling and uploading right now. If everyone could please download the new version that would be cool. Thanks.

[db@]Megabite

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Thermal - Beta 2
« Reply #4 on: October 28, 2006, 12:38:27 pm »
Quote from: "Survivor"
You can see the entities through the skybox, sadly no fix i know of currently.


The fix is to build a "real skybox" with a wall blocking view on the brushes that should be hidden. It is a way to improve looks as well as you have the chance to build some outdoor architecture... ;)

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gareth

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Thermal - Beta 2
« Reply #5 on: October 28, 2006, 10:46:40 pm »
the new areas seems mostly nice however, the lava corridors lava looks crap and doesnt give any sortoff glow to the actaull corridor also too bright maybe. needs more details, teleports could have some sorta particles maybe? rather confusing atm.

Maltagearion

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Thermal - Beta 2
« Reply #6 on: October 28, 2006, 10:55:52 pm »
The lava tunnel is still pretty much WIP, I know it's bright but real lava is pretty bright too. I'm thinking about scrapping the lights so it's only lit by the lava but I'm not sure yet. >_>

DarkRogue

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Thermal - Beta 2
« Reply #7 on: October 29, 2006, 06:33:49 pm »
downloaded b2 today:

You still have a chaulk error on those ramps outside wher ehuman base use to be.

Also:

Why is the map from the old map room now in the old human base, there doesn't seem to be any kind of emitter or stand like prior and just looks kinda weird free floating :)

Also there are several holes going down to the lava islands here and there between the clip brushes, the effect is just weird. (ie across from the grate base humans made over lava in thermal b1, head straight across and up over the girders near the ceiling to the far rock corner. you can go down to the island in the lava in the corner.)
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Maltagearion

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Thermal - Beta 2
« Reply #8 on: October 29, 2006, 09:38:05 pm »
I just stuck the hologram in there to see if people wanted it there so I didn't bother making a new base and stuff. The gap in clipping I missed so I'll fix that up.

Paradox

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Thermal - Beta 2
« Reply #9 on: October 29, 2006, 09:44:34 pm »
Going on SST today.

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stalefries

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Thermal - Beta 2
« Reply #10 on: October 30, 2006, 01:36:46 am »
Playing the map on SST today, it was great. I like how you expanded beyond that human base area above the lava. The lava tunnel needs some work, and the elevator could move a little faster. also, the earthquakes should be stronger, enough to seriously disrupt a 1-on-1 battle. It'd be nice to have roof access at some point too.
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kozak6

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Thermal - Beta 2
« Reply #11 on: November 10, 2006, 03:39:04 am »
Played it a little bit on SST.

Earthquakes mess up humans a hell of a lot more than they mess up bugs.

Very long, very straight, and very narrow halls/corridors can make things hard for bugs sometimes.

You know that room with the really slow elevator?

It might be more interesting if there was more room to hide in there, and if there were more than two ways in/out of that room.  The elevator is really really slow and inconvenient for bugs and humans alike, and the other hall is usually well defended by humans, and also happens to be long narrow and just straight enough to make things hard for bugs.

techhead

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Thermal - Beta 2
« Reply #12 on: November 10, 2006, 04:08:33 am »
Bump the earthquake strength to its prior amount, the warning is good enough.
And someone please make the elevator move faster???
That, and what the team-chat calls the "Elevator Room" is both an overpowered base, and lacks the aforementioned elevator.

Other than these gripes, its a beautiful map and I love playing in it.
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benplaut

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Thermal - Beta 2
« Reply #13 on: November 10, 2006, 09:40:22 pm »
The room with several circular levels and a ladder to the bottom 3 is FAR too powerful as a human base... it's hard to win from it, but you can hold out forever.

Tyrant trap is fun, though  8)    (The painsaw squad down there to take care of victims)
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stalefries

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Thermal - Beta 2
« Reply #14 on: November 13, 2006, 08:52:05 pm »
Hey Malta, I found a map bug. I'll post a screenshot later, I'll try to describe it now.

At the set of double ramps near the default human base, you can see through to the lava outside through a crack at the top of the ramp.
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techhead

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Thermal - Beta 2
« Reply #15 on: November 14, 2006, 03:04:27 am »
Also makes a good alien base, yes it is overpowered.
The team messages mark it as the "Elevator Room"
However, I see no elevator.
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Paradox

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Thermal - Beta 2
« Reply #16 on: November 14, 2006, 04:02:52 am »
Yes, for the elevator room, make it have some 3 doors, and each on a different level.

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doomagent13

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Thermal - Beta 2
« Reply #17 on: November 29, 2006, 01:47:30 am »
Just a few things I have noticed while playing--
The sky is wallwalkable
While youu cannot go through the windows, there are some you can shoot through
I dont know if this is a flaw, but in the elevator shaft, aliens can build acid tubes "on" the door

If need be I can try to get some pics

Taiyo.uk

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Thermal - Beta 2
« Reply #18 on: November 29, 2006, 01:25:20 pm »
Quote from: "doomagent13"
Just a few things I have noticed while playing--
The sky is wallwalkable
While youu cannot go through the windows, there are some you can shoot through
I dont know if this is a flaw, but in the elevator shaft, aliens can build acid tubes "on" the door

If need be I can try to get some pics

Yup, the wallwalkable sky, shoot-throughable windows and transparent part outside the default human base are all known bugs. The acid tubes on door thing is when the tubes are placed on the wall next to the door, in the same way they can be placed hanging off a horizontal edge.

doomagent13

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Thermal - Beta 2
« Reply #19 on: November 29, 2006, 10:48:57 pm »
Quote from: "Taiyo.uk"
The acid tubes on door thing is when the tubes are placed on the wall next to the door, in the same way they can be placed hanging off a horizontal edge.


They did not look to be on the wall at all.  If you opened the door, all the creep would appear on the far wall.  It was kinda funny.  I know you can build things hanging off ledges, like turrets behind the railing on karith, but the acid tubes looked to be entirely off the wall.  The thing showing where you were building was completely off the wall, but I guess it was the wall because I couldnt build on the center off the door.(not that I really tryed)

techhead

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Thermal - Beta 2
« Reply #20 on: December 01, 2006, 03:34:18 am »
If you build a tube hanging far enough off of a floor so that the center is in midair, then it will project the creep onto the next surface underneath it.
I noticed this bug a while ago.
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doomagent13

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Thermal - Beta 2
« Reply #21 on: December 01, 2006, 04:35:16 am »
Quote from: "techhead"
If you build a tube hanging far enough off of a floor so that the center is in midair, then it will project the creep onto the next surface underneath it.
I noticed this bug a while ago.


Yeah.  I know about that--it happens whenevver I hang an alien structure off a ledge--which is actually pretty often--easiest way on atcs to make good defense at s1 for main entrance.  It just seems more striking on that door, because normal I need at least a little touching the floor, whereas with that door, they appeared to be hanging in midair.  putting 6 acid tubes on that door would actually provide a good defense against s1 hummies.  similar things can be done on any door, they just dont seem to stick out as far--of course, i dont normally try building on doors.  Them being able to be put that far out is probably caused by one or more of the brushes around the door.

Anyway, i guess this is more an engine problem than a map problem.  its kinda funny looking at the bottoms of most alien buildables, as some number of them can be looked through.

Note: in my opinion, the windows, sky, lack of entrances to the elevator shaft and hologram room are bigger problems

Edit: sorry for spelling, grammar, and random comments--I'm very tired, need to go to bed