Author Topic: The Temple 0.5.5  (Read 16025 times)

vcxzet

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The Temple 0.5.5
« on: February 01, 2007, 05:52:26 pm »

http://files.filefront.com/6692053

port of pyramid of magician by sock

give it a try not a bad map ( at least it wasnt before I touched :P )

some screenshots:
http://simland.planetquake.gamespy.com/pages/q3maps/pom.htm

game play is a little different  :wink:

edit:
larger temple room
fixed jump pads
fixed vis

Diggs [ITA]

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The Temple 0.5.5
« Reply #1 on: February 01, 2007, 08:41:53 pm »
Map very nice. Great!
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TRaK

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The Temple 0.5.5
« Reply #2 on: February 01, 2007, 09:08:51 pm »
That looks very cool.

techhead

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The Temple 0.5.5
« Reply #3 on: February 01, 2007, 09:45:53 pm »
Hey, another port.
Will this one survive the conversion to Tremulous gameplay?
Or will it burn out, Hamunaptura style?
I'm playing Tremulous on a Mac!
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vcxzet

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The Temple 0.5.5
« Reply #4 on: February 01, 2007, 09:51:54 pm »
Quote from: "techhead"
Hey, another port.
Will this one survive the conversion to Tremulous gameplay?
Or will it burn out, Hamunaptura style?

it is kinda mission map

Plague Bringer

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The Temple 0.5.5
« Reply #5 on: February 01, 2007, 10:02:15 pm »
Quote from: "vcxzet"
Quote from: "techhead"
Hey, another port.
Will this one survive the conversion to Tremulous gameplay?
Or will it burn out, Hamunaptura style?

it is kinda mission map
how-so? QUOTESPAM FTW
U R A Q T

TinMan

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The Temple 0.5.5
« Reply #6 on: February 01, 2007, 11:03:28 pm »
Thank you very much! This is one of my favorite non-id maps for Quake 3 and it rocks in tremulous too. Humans may have a hard time on it due to the lack of bounce-pads to get out of the lower section, but all the great spots for bases make up for this.
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Taiyo.uk

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The Temple 0.5.5
« Reply #7 on: February 02, 2007, 02:02:27 am »
OMG!

Great work on the port, but this map needs some changes before it becomes a trem map - firstly it is biased towards aliens because climbing aliens can escape from perusing humans by climbing the walls around the jump pads, and some aliens become stuck behind the overmind if they use the teleporter next to the default egg.

I guess climbable surfaces (wall with footholds, ropes, vines, etc) could be added to the jump pad areas and the overmind area widened.

Still, it's good to see one of my favorite Q3 maps ported to trem :D

techhead

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The Temple 0.5.5
« Reply #8 on: February 02, 2007, 04:35:41 am »
There are a total of 7 defunct jump-pads, making it a coward alien's dream, and navigating as a Human becomes painfully hard, especially worrying about falling down.
Also, absolutely anything can and will get stuck behind the OM, for better or for worse.
The default Human base is a shooting gallery.

Other than those issues, its a great map!
Maybe the jump-pads could be replaced with spiral ramps.
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gareth

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The Temple 0.5.5
« Reply #9 on: February 02, 2007, 10:08:04 am »
broken in too many ways...

whitebear

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The Temple 0.5.5
« Reply #10 on: February 02, 2007, 10:10:21 am »
Gfx are great but playing in this map as aliens is suicide.

vcxzet

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The Temple 0.5.5
« Reply #11 on: February 05, 2007, 10:16:58 pm »
new version released with fixed jump pads and temple room

vcxzet

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The Temple 0.5.5
« Reply #12 on: February 06, 2007, 04:49:45 am »
I tested map with avenger on his server (betaserver)
it was quite buggy
1) you can build on teleport exits

2) temple door will open every 6 minutes or so dunno

I will fix those 2 problems
if you have anything else to add please inform me here

Warrior

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The Temple 0.5.5
« Reply #13 on: February 06, 2007, 05:16:09 am »
Why we have on the readme "this is a rather crappy port of 'pyramid of the magician by sock'"? This is the most beautiful Tremulous playable map!! (Although it's REALLY LAGGED on the pyramid region).

Suggestion 1: temple.bsp -> temple-0.5.5.bsp (does it really help avoiding problems with multiple map copies? I think it does, but noticing that vcxzet don't use it I get in doubt lol)
Suggestion 2: gravity tubes sideways the jump-pads so humans don't get hurt in falling down (like in the Flap map).
Suggestion 3: improve shaders/brush/patch work to reduce rendering complexity and increase FPS/lag. Is it possible? lol (I still can't understand why an engine from 1999 is so hard to render in some maps).

vcxzet

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The Temple 0.5.5
« Reply #14 on: February 06, 2007, 12:43:16 pm »
Quote from: "Warrior"
Why we have on the readme "this is a rather crappy port of 'pyramid of the magician by sock'"? This is the most beautiful Tremulous playable map!! (Although it's REALLY LAGGED on the pyramid region).

Suggestion 1: temple.bsp -> temple-0.5.5.bsp (does it really help avoiding problems with multiple map copies? I think it does, but noticing that vcxzet don't use it I get in doubt lol)
Suggestion 2: gravity tubes sideways the jump-pads so humans don't get hurt in falling down (like in the Flap map).
Suggestion 3: improve shaders/brush/patch work to reduce rendering complexity and increase FPS/lag. Is it possible? lol (I still can't understand why an engine from 1999 is so hard to render in some maps).

well map itself is good. Crappy part is my port. Since it is a q3 map there are some missing things ( nobuild - slick etc)
fps is good everywhere(85-90) except the temple front(70-85) (maybe just for me)

1) servers need to use latest one only and remove old ones
but on client side it is not a problem since you will be using the matching pk3 to the server
so if you have blah3.pk3 and blah2.pk3 and if server has only blah3.pk3
you will be using blah3.pk3 only
(but yes there is no way to use a file in blah2.pk3 that is already in blah3.pk3 . because the files with the same filename in blah2.pk3 get overridden by the ones in blah3.pk3 )
2) yes it is really needed
3) dunno. I removed hint brushes in the map to remove some odd hall of mirrors effect. I let the map compiler handle it (I think it is better for trem maps -think of alien/human radars- and there isnt much difference in fps) maybe I can improve the performance with aggressive hinting :D which may render human radar useless

Greudin

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The Temple 0.5.5
« Reply #15 on: February 12, 2007, 09:09:50 pm »
Is there a way to preserve server with "little" cpu ? Removed from rotation due to yellow ramps (6vs6) Ty in advance Vcxzet ^^
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kaziorvb

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The Temple 0.5.5
« Reply #16 on: February 12, 2007, 10:17:00 pm »
hmm... hah... just another Ancient Remains ^^
really, its not a trem map for me
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vcxzet

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The Temple 0.5.5
« Reply #17 on: February 12, 2007, 10:19:17 pm »
Quote from: "Greudin"
Is there a way to preserve server with "little" cpu ? Removed from rotation due to yellow ramps (6vs6) Ty in advance Vcxzet ^^

think it as a tech test for q3 engine
it looks like it is not meant to be playable :cry:

tuple

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The Temple 0.5.5
« Reply #18 on: February 12, 2007, 11:09:13 pm »
We've played this map quite a bit at the }MG{MercenariesGuild server where it is in rotation.  Lots of fun.  The pyramid is fun for humans, you can run up and down it much more easily than it looks.  Sadly, I have yet to find a good human base, while the default alien base is way too strong except for the fact that it starts with only one egg that is (sorta) outside the base.  The jump pads are a blast though.  The tele frags are, for the most part easily avoided, though I'm glad the humans haven't caught onto the fact that you can build at the teleport exit ports and trap anyone who traverses them.

Ouranga-thingy

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The Temple 0.5.5
« Reply #19 on: February 13, 2007, 03:26:06 am »
My little server is capable of running smoothly with a half dozen players, half gooning around, and half spamming pulse, but only two players in the temple area on this map and it totally consumes processor resources.  

The worst spots appear to be near those large trees either side of the open area.  If one player is moving in those areas, and another player is watching the first player moving, the server becomes completely bogged down.  Those trees and surrounds appear to be the problem.  After reading the original mappers comments, it seems that many of the textures are converted photographs - possibly much higher quality than one wants in a map.


After looking inside the temple pk3 I discovered that there are 13 textures that are all over 700kB, all of which are used in that temple area, and many of which are transparent to some degree which means that the mossy mud areas on the ground are using two 1MB textures laid on top of one-another, as are the mossy pebbles on the bottom area.

Creating updated frames for one player watching another player moving in front of all these large textures seems to be the cause of the server drain.

I re-saved the textures by reducing many ofthem by 25% in dimension, then bringing them back to their original physical size, and wound up with a temple 0.5.5 which was only 17.7MB instead of 22MB. Running my reduced version of temple on my server seems to partly solve the problem, though I am no mapper and I may be imagining things.

Interestingly, if you look at the textures in the pk3 they are way more detailed that what you ever see in the game. The difference in image quality between the original and my reduced texture version when I dropped it by only about 25% can simply not be seen.

It would be nice if you could also lift the ceiling a bit in some future version - lisks, goons, maras and dretches need the height. Adding a few right-angled corners would also be helpful for gameplay, perhaps by extending this to an underground area?  Extending those stairs that currently go from the cloisters to the tunnels could lead to an underground area very easily, and a second entry from the back of the second chasm would work nicely..
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Paradox

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The Temple 0.5.5
« Reply #20 on: February 13, 2007, 05:00:15 am »
Looks like that one level in FarCry.

∧OMG ENTROPY∧

Ouranga-thingy

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The Temple 0.5.5
« Reply #21 on: March 14, 2007, 04:24:13 am »
Um, I just tried r_lightmap 1 on this map, and the textures don't all disappear. They should, shouldn't they?

Here is an image of the temple main area with r_lightmap 1:



Is this a problem with the map? Does this affect the calculation of vis fields?

Does it mean that the server needs to do more work?

Does it mean that the server will need to send more info to clients?
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gareth

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The Temple 0.5.5
« Reply #22 on: March 14, 2007, 12:08:44 pm »
Quote from: "Ouranga-thingy"
They should, shouldn't they?

no

Quote from: "Ouranga-thingy"

Is this a problem with the map? Does this affect the calculation of vis fields?

no

Quote from: "Ouranga-thingy"

Does it mean that the server needs to do more work?

no

Quote from: "Ouranga-thingy"

Does it mean that the server will need to send more info to clients?

no

Ouranga-thingy

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The Temple 0.5.5
« Reply #23 on: March 15, 2007, 11:39:52 am »
Thanks. You seem to know something about this sort of thing gareth, Perhaps you could answer another question:

Why is Temple such a terrible server hog when a few players are shooting/pouncing in the area shown in the image above?
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gareth

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The Temple 0.5.5
« Reply #24 on: March 15, 2007, 11:52:19 am »
Quote from: "Ouranga-thingy"
Thanks. You seem to know something about this sort of thing gareth,


heh, no.

biotxc

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The Temple 0.5.5
« Reply #25 on: March 15, 2007, 04:16:26 pm »
Quote from: "Ouranga-thingy"
Thanks. You seem to know something about this sort of thing gareth, Perhaps you could answer another question:

Why is Temple such a terrible server hog when a few players are shooting/pouncing in the area shown in the image above?

because it doesnt have proper vis
it draws more than enough

n00b pl0x

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The Temple 0.5.5
« Reply #26 on: March 16, 2007, 04:04:23 am »
Quote from: "Ouranga-thingy"
Um, I just tried r_lightmap 1 on this map, and the textures don't all disappear. They should, shouldn't they?

Here is an image of the temple main area with r_lightmap 1:



Is this a problem with the map? Does this affect the calculation of vis fields?

Does it mean that the server needs to do more work?

Does it mean that the server will need to send more info to clients?


that map looks pretty sweet with lightmap on
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