Author Topic: New map : A.D.O.C  (Read 11349 times)

TRaK

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New map : A.D.O.C
« on: January 29, 2007, 09:19:38 pm »
This map is dead until further order.

I've been working on a new map for a week or so, and I have a few questions.

Other screenshots :
http://img253.imageshack.us/img253/3204/image20cj1.jpg
http://img464.imageshack.us/img464/426/image16ah3.jpg
http://img395.imageshack.us/img395/4966/image17ta9.jpg
http://img261.imageshack.us/img261/306/image19kg8.jpg
http://img256.imageshack.us/img256/4830/image21vx2.jpg


First off, The map's name is A.D.O.C, which stands for Alien Detention and Observation Center(terrible name, I know). The whole concept is that a lab had an alien colony quarantined in order to study it, but they escaped, wreaking havoc and blablabla. It's a relatively small map, so far.

Please be nice, this is only my second attempt at mapping(the first one was terrible :oops:). I've almost certainly made many, many noob mistakes. So bear with me. I want to get it tested for gameplay, because I've got a few concerns, most notably hallway width, scale, and bases.

Anyways, questions :

1. I seem to remember that there was a console command to take screenshots ingame, but I can't seem to find what it is. Answering this means teasers :P .

2. The spectator camera seems to bug whenever I go through this set of doors:
Code: [Select]

______________
   |   |
___|___|________

The doors open by splitting down the middle, both sets are set to open at the same time (using team). (its the doors leading into the big U-shaped room.)

Why does this happen?

I had more questions, but I forget...

Thanks  :)

EDIT : pk3 here : http://www.mediafire.com/?20un2m0nwto

Greudin

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Re: New map : A.D.O.C
« Reply #1 on: January 29, 2007, 09:29:09 pm »
Quote from: "TRaK"
Bla bla bla bla ...


Where is the .pk3 ? :)
url=http://tremulous.bricosoft.com][/url]

TRaK

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New map : A.D.O.C
« Reply #2 on: January 29, 2007, 09:48:01 pm »
http://www.mediafire.com/?20un2m0nwto

Hopefully that'll work. Note that this map is still in the alpha stages and is not necessarily ready for gameplay.

TRaK

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New map : A.D.O.C
« Reply #3 on: January 29, 2007, 10:11:58 pm »
Oh, another question : I based all my lighting on r_gamma 1.5. Is this the right thing to do?

Survivor

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New map : A.D.O.C
« Reply #4 on: January 29, 2007, 11:26:39 pm »
Quote from: "TRaK"
Oh, another question : I based all my lighting on r_gamma 1.5. Is this the right thing to do?


Base your look-good lighting on gamma 1.0 and check if the 1.5 gamma isn't excessive in some places.

The screenshot command is /screenshot (tga) or /screenshotjpeg

The door problem is not defined enough. WHAT goes awry with the spec cam?
I’m busy. I’ll ignore you later.

TRaK

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New map : A.D.O.C
« Reply #5 on: January 29, 2007, 11:48:07 pm »
Quote from: "Survivor"

The door problem is not defined enough. WHAT goes awry with the spec cam?



(brightness upped)

it looks like that (notice the screwed up time and fps counters), it flickers, it doesn't want to move anywhere. You can still bring up the esc-menu and the join team menu.

Thanks for answering my questions :)

Plague Bringer

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« Reply #6 on: January 30, 2007, 01:00:36 am »
I READ THE README, oh and btw, i went to create server, cliicked ur map, but i couldnt start the game
U R A Q T

TRaK

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« Reply #7 on: January 30, 2007, 01:09:56 am »
Quote from: "Plague Bringer"
I READ THE README, oh and btw, i went to create server, cliicked ur map, but i couldnt start the game


That's because it seems I botched the .arena file. You can still check it out with /devmap adoc.

I'll fix that in the next alpha, sorry about that  :(

Lava Croft

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New map : A.D.O.C
« Reply #8 on: January 30, 2007, 10:42:55 am »
Quote from: "Survivor"
Quote from: "TRaK"
Oh, another question : I based all my lighting on r_gamma 1.5. Is this the right thing to do?


Base your look-good lighting on gamma 1.0 and check if the 1.5 gamma isn't excessive in some places.

Base you lighting on what looks good on your monitor, and have a few people check it too. Since everybody uses different gamma settings, and gamma 1.0 is way too dark 9 out of 10 times, just stick with what looks best on your own monitor.

whitebear

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« Reply #9 on: January 30, 2007, 12:01:15 pm »
If you cloned the doors from the other one game thinks it's part of same door. I it is like that then hallway lenght is so large that it thinks the door is used in top to down direction and sends camera out of the map.

Survivor

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« Reply #10 on: January 30, 2007, 12:11:35 pm »
Quote from: "Lava Croft"
Quote from: "Survivor"
Quote from: "TRaK"
Oh, another question : I based all my lighting on r_gamma 1.5. Is this the right thing to do?


Base your look-good lighting on gamma 1.0 and check if the 1.5 gamma isn't excessive in some places.

Base you lighting on what looks good on your monitor, and have a few people check it too. Since everybody uses different gamma settings, and gamma 1.0 is way too dark 9 out of 10 times, just stick with what looks best on your own monitor.


If you play with r_gamma 3 for example and base your map on that then the usual players who mostly have 1.4 to 1.8 might have it really dark. That's why I would build with mood lighting at 1.0 gamma and see if it has playable lighting at 1.5, seems to be the case for most official maps.
I’m busy. I’ll ignore you later.

TRaK

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« Reply #11 on: January 30, 2007, 04:31:36 pm »
Quote from: "whitebear"
If you cloned the doors from the other one game thinks it's part of same door. I it is like that then hallway lenght is so large that it thinks the door is used in top to down direction and sends camera out of the map.


That would make sense, but it was actually intentional. I guess I'll fix that, then.

TRaK

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« Reply #12 on: February 03, 2007, 01:35:13 am »
Hey, I'd like to have adv basilisk gas emanate from a pipe, is this possible? Also maybe some other object that poisons humans(booster poison), maybe it could even act as a booster(probably behind an s2-activated door).

The map is still progressing. I'm adding a second floor, I've added decorations, windows at the alien base, a larger initial human base, and a bunch more junk.

If anybody has any concerns about the alpha1 layout, please let me know.

redemtion

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« Reply #13 on: April 19, 2007, 09:46:24 am »
i have been tweaking with my computer for a year and still have had no luck with the dreded xp i gave up but what would be awsome is a map which is a cross between pulse and stargate command i mean like stargate command links to pulse and also links to  cupple of alian planets and alians start on the alian planets and the hmans start bunked up in the basses the humans have auto turrets ant the enterance to the stargates and th irus and all the bulk doors that the alians have to break thru and can be repaird by builders and there is a command room where the gate is controled and an armory a propper sector of the building where you go to get weapons off the wall and have ships for a fight between planets and the starships can actuly be teliported on to and controled by a team of humans i know it sounds big but maby if trem 1.2 uses doom3 engine the doors could be locked and used as a blockade and all that please tell me if you can make my ultimate map thanks

i have alot more in my mind so pm me for more please and if any 1 wants someting like that ill be happy aslong as you mention my name in the production and pm me thanks :P

Surge

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« Reply #14 on: April 21, 2007, 03:35:29 pm »
Quote from: "TRaK"
Hey, I'd like to have adv basilisk gas emanate from a pipe, is this possible? Also maybe some other object that poisons humans(booster poison), maybe it could even act as a booster(probably behind an s2-activated door).


Ask Dasprid or OverFlow they should be able to tell u

oh btw cool map name and idea/story
nnamed Player was surged by Surge
Unnamed Player: hey you con't be surged....
Surge:lmfao

TRaK

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« Reply #15 on: April 21, 2007, 04:40:45 pm »
This mad is dead, please let this thread die.