Author Topic: Work in Progress: Mine 17 level 1  (Read 28835 times)

Pat AfterMoon

  • Posts: 53
  • Turrets: +3/-1
    • http://www.aftermoon.net
Work in Progress: Mine 17 level 1
« on: January 07, 2007, 06:06:18 pm »
It is my first map, and far from being finished. It's supposed to be a mine. The Humans start in a hall where an elevator platform has deposed them. There is a large path, with a 45 degrees elevator that goes to a big cavern. Here some tunnels go to the lowest cavern where the alien base is positioned.

There are 2 verticals alternatives to the elevator, a ramp with many turns and a ladder. There are also 2 corridor that goes directly from human to alien base. A medium sized one with fluid pipelines, and a small one with power wires.

The choose of cavern is probably not a good idea for a newby mapper, but with the help of some tutorials available on the web I think I will deal with it.
The map is intended to be a little bigger than ATCS, but a lot less than most tremulous stock maps.
Any comment or advice is welcome, I will probably release a sort of rought alpha version in a week or two, just for having feedback about proportions and gameplay.

n00b pl0x

  • Posts: 2412
  • Turrets: +55/-168
Work in Progress: Mine 17 level 1
« Reply #1 on: January 07, 2007, 06:19:32 pm »
sounds pretty good so far
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

holyknight

  • Posts: 998
  • Turrets: +4/-2
Work in Progress: Mine 17 level 1
« Reply #2 on: January 07, 2007, 11:57:25 pm »
nice stairs, i love it!

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Work in Progress: Mine 17 level 1
« Reply #3 on: January 08, 2007, 01:30:54 am »
Quite cool.
May I suggest that if you want to disallow battlesuits and large aliens, make the corridor tall enough for humans to stand in, but make all the entrances require crouching.
Personally, large enough for Adv. Mara would be nice, thats just me.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Work in Progress: Mine 17 level 1
« Reply #4 on: January 08, 2007, 03:06:51 am »
This looks very nice. The schematic diagrams have much in common to some real mines, looking forward to playing it!

...and yes, those stairs are good ;)

kozak6

  • Posts: 1089
  • Turrets: +20/-26
Work in Progress: Mine 17 level 1
« Reply #5 on: January 08, 2007, 07:11:32 am »
If a bug, especially a larger one, tries to use those stairs, they will be rather exposed to human fire.

If that serves a strategic purpose, that's fine then, but it's important to keep in mind.

Caveman

  • Guest
Work in Progress: Mine 17 level 1
« Reply #6 on: January 08, 2007, 08:39:11 am »
Sweet!
I like it a lot, can't wait  :D

Lava Croft

  • Guest
Work in Progress: Mine 17 level 1
« Reply #7 on: January 09, 2007, 12:26:52 am »
This makes me think of some very good Gloom maps. Looking forward to your progress.

Dersaidin

  • Posts: 58
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #8 on: January 09, 2007, 11:12:54 am »
Nice work, but it looks a little linea. Especialy if you designing it for public servers in mind.

I'd suggest you add a bit more to it, maybe something like:


blue = corrodor.

Just adds more ways to attack/defend and makes the game way more interesting. If you think about standard tremulous maps, you can attack in a few different ways - which is very important, otherwise humans (or aliens) can just camp it up and it sucks (like that redish kinda map with the narrow tunnels and that really tall room and the glass bridges over a big pit where you start).

Edit: then again, I guess there is those pipes. They're a little long though which makes attacking through them hard. Particularly for aliens.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Work in Progress: Mine 17 level 1
« Reply #9 on: January 09, 2007, 01:49:38 pm »
Quote from: "kozak6"
If a bug, especially a larger one, tries to use those stairs, they will be rather exposed to human fire.

If that serves a strategic purpose, that's fine then, but it's important to keep in mind.


They can just jump off....
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Inferno

  • Posts: 32
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #10 on: January 09, 2007, 04:59:56 pm »
A tyrant cant jump so high

Pat AfterMoon

  • Posts: 53
  • Turrets: +3/-1
    • http://www.aftermoon.net
Work in Progress: Mine 17 level 1
« Reply #11 on: January 09, 2007, 09:16:25 pm »
Quote from: "techhead"
May I suggest that if you want to disallow battlesuits and large aliens, make the corridor tall enough for humans to stand in, but make all the entrances require crouching.

I would like to do it like you said, but I don't want a dretch enter the corridor, then evolve into a bigger bug and get trapped inside ! I will have a deeper look at this subject when mapping the corridor.

Quote from: "kozak6"
If a bug, especially a larger one, tries to use those stairs, they will be rather exposed to human fire.

I keep this in mind, but there are a lot of factors. The vertical part is very wall-walking friendly, and it could also be a gift for jetpack. I will probably reduce the volume of the cavern, for helping aliens against jetpack.

Quote from: "Dersaidin"
Just adds more ways to attack/defend

The cavern part on the plan is not really representative. In fact it is most planned as a labyrinth of tunnels than a hall with pillar.

Quote from: "Caveman"
... can't wait

I'm afraid you will have to wait... ;)

[EVIL]Unknown

  • Posts: 263
  • Turrets: +1/-1
    • http://www.evil-clan.com
Work in Progress: Mine 17 level 1
« Reply #12 on: January 10, 2007, 03:42:32 am »
Quote
The vertical part is very wall-walking friendly,



two words



MASS DRIVER!!!!  :D
url=http://userbars.org][/url]


p0m

  • Posts: 85
  • Turrets: +1/-0
Work in Progress: Mine 17 level 1
« Reply #13 on: January 10, 2007, 03:42:37 am »
Quote from: "Inferno"
A tyrant cant jump so high


Use a dretch to lift the tyrant high enough to jump over. It's easy.
img]http://img236.imageshack.us/img236/9799/userbar475207qy4.gif[/img]

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Work in Progress: Mine 17 level 1
« Reply #14 on: January 10, 2007, 08:00:27 pm »
If you make the tunnels too skinny for dragoons to fit, then there isn't much of a problem with evolving.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #15 on: January 11, 2007, 05:25:01 am »
Quote from: "Dersaidin"
Nice work, but it looks a little linea. Especialy if you designing it for public servers in mind.

I'd suggest you add a bit more to it, maybe something like:


blue = corrodor.

Just adds more ways to attack/defend and makes the game way more interesting. If you think about standard tremulous maps, you can attack in a few different ways - which is very important, otherwise humans (or aliens) can just camp it up and it sucks (like that redish kinda map with the narrow tunnels and that really tall room and the glass bridges over a big pit where you start).

Edit: then again, I guess there is those pipes. They're a little long though which makes attacking through them hard. Particularly for aliens.


Dude you do realize the top picture is the same as the bottom picture right? one is just top down the other from the side?

Please god tell me you are not so freaking stupid to think the top complex was a seperate area from the lower...if you were: never reproduce. There's enough stupid in the world as it stands. In fact, be sure your parents get sterilized as well so there's not more than one of you.
n game name: Xiane

Seffylight

  • Posts: 490
  • Turrets: +40/-26
Work in Progress: Mine 17 level 1
« Reply #16 on: January 12, 2007, 05:06:38 am »
+1
Stop it. Seriously.

krom

  • Posts: 56
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #17 on: January 12, 2007, 02:11:26 pm »
Layout is nice but will probably be a bit too straightforward.
Beware of the long fluid pipe corridor which could be a fps killer, and a tyran-escape-nightmare.

Thanks for showing this anyway.

Pat AfterMoon

  • Posts: 53
  • Turrets: +3/-1
    • http://www.aftermoon.net
Work in Progress: Mine 17 level 1
« Reply #18 on: January 12, 2007, 10:47:23 pm »
Quote from: "krom"
Beware of the long fluid pipe corridor which could be a fps killer

The corridor I have in mind is like the ATCS one, an unique direction, but a lot of turns. Two fluid pipes will be near the ceiling with a passage for small aliens and humans without bsuit, something similar of what can be saw in arachnid.

Quote from: "krom"
a tyran-escape-nightmare.

Do you apply this comment to the ATCS corridor ? I think humans are rarely happy to meet tyran in this place...

JumpHaround

  • Posts: 27
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #19 on: January 12, 2007, 11:24:12 pm »
Wow, that looks great, reminds me of MGS a bit. Makes me want to learn how to map :)

krom

  • Posts: 56
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #20 on: January 12, 2007, 11:26:18 pm »
Quote from: "Pat AfterMoon"

Quote from: "krom"
a tyran-escape-nightmare.

Do you apply this comment to the ATCS corridor ? I think humans are rarely happy to meet tyran in this place...


Since the corridor will have turns it's just cool. Tyrants are very strong but fleeing from a human squad in a long straight road is suicidal. Like you said ATCS prevents (or at least diminish to a reasonnable risk) such disagrement.
Thx for claryfying.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Work in Progress: Mine 17 level 1
« Reply #21 on: January 13, 2007, 12:15:12 am »
Quote from: "Pat AfterMoon"
Quote from: "techhead"
May I suggest that if you want to disallow battlesuits and large aliens, make the corridor tall enough for humans to stand in, but make all the entrances require crouching.

I would like to do it like you said, but I don't want a dretch enter the corridor, then evolve into a bigger bug and get trapped inside ! I will have a deeper look at this subject when mapping the corridor.


Survival of the fittest: morons lose lots evo doing /kill when stuck and so die.
Its like people who go tyrant under tremor.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Mr.POP

  • Posts: 23
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #22 on: January 13, 2007, 12:41:46 am »
Quote from: "techhead"
Quite cool.
May I suggest that if you want to disallow battlesuits and large aliens, make the corridor tall enough for humans to stand in, but make all the entrances require crouching.
Personally, large enough for Adv. Mara would be nice, thats just me.
a button(to high for jumping b suits to get to) on only human side that is supposed to lift an elevator to a new floor(but broke in an accident with boulders on top blocking drenches from getting to far up and not being able to go down)but the doors wont work fully and go down just enough for drenches to fit through and re push the button making tyrants be able to inter it it along with b suits.. (a good plan for getting a good human base or for build time for aliens if b suits are rushing) is my opinion for  a good idea

Mr.POP

  • Posts: 23
  • Turrets: +0/-0
Work in Progress: Mine 17 level 1
« Reply #23 on: January 13, 2007, 12:47:16 am »
hey get more screen shots

Pat AfterMoon

  • Posts: 53
  • Turrets: +3/-1
    • http://www.aftermoon.net
Work in Progress: Mine 17 level 1
« Reply #24 on: February 14, 2007, 11:31:44 am »
Quote from: "Mr.POP"
hey get more screen shots



It's a screen-shot of my "sandbox map", related to my "Pursuit of a great cavern/tunnel style". I have a lot of difficulties to obtain something I'm happy with. The Sock technique described in SimLand has nice result in maps like "The temple" and "Ancient remains", but damn, it's a pain for the mapper ! Finally, since 2 days, I try something with patchwork.

And even if I suck when playing aliens, I don't forget wall-walker freaks ;)
http://www.map-center.com/forums/viewtopic.php?p=5923

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
Work in Progress: Mine 17 level 1
« Reply #25 on: October 20, 2007, 04:27:12 am »
Hehe. Crazy Necro, but after seeing you are back and Alive on the forums, what's the state of this map?

I was quite looking forward to it. :wink:

Pat AfterMoon

  • Posts: 53
  • Turrets: +3/-1
    • http://www.aftermoon.net
Work in Progress: Mine 17 level 1
« Reply #26 on: October 21, 2007, 10:33:50 am »
Quote from: "Death On Ice"
Hehe. Crazy Necro, but after seeing you are back and Alive on the forums, what's the state of this map?

After trying various techniques for the cavern I have finally admitted that the "sock" one is the best for me. I have worked on the map until April and frozen it when I have restarted to work on an old project.
I hope to restart the work on this map before the end of the year.

I like the JEX citation in your signature ;)
Quote from: "Jex"
we made a mmo game where you are a member of a popular development team with an army of a few hundred clients demanding updates and the goal of the game is to prolong development as long as possible without getting e-murdered

Thorn

  • Guest
Work in Progress: Mine 17 level 1
« Reply #27 on: October 21, 2007, 10:57:15 am »
It was the topic in #tremulous for quite a while

jal

  • Posts: 249
  • Turrets: +8/-7
Work in Progress: Mine 17 level 1
« Reply #28 on: October 21, 2007, 11:36:33 am »
Quote from: "Pat AfterMoon"
I like the JEX citation in your signature ;)
Quote from: "Jex"
we made a mmo game where you are a member of a popular development team with an army of a few hundred clients demanding updates and the goal of the game is to prolong development as long as possible without getting e-murdered


LOL. It's so true! I've played that game too :)

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
Work in Progress: Mine 17 level 1
« Reply #29 on: October 21, 2007, 10:32:37 pm »
Speaking of which...



*cough*1.2*cough*

Wheres that throat doctor...?
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...