Author Topic: Medusa CTM(beta 1 released)  (Read 12680 times)

TRaK

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Medusa CTM(beta 1 released)
« on: February 11, 2007, 09:41:48 pm »
EDIT :
Beta 1 is out! If someone could host this, I'd appreciate it.
http://mercenariesguild.net/base/map-Medusa_CTMb1.pk3 (thanks to Khalsa)
http://www.mediafire.com/?dnq1udjnzoo
Please take a look around, I'd really love some feedback, as I'm relatively new to mapping.


So this is a new map of mine I started mainly for mapping practice, but I think its actually coming along quite well. It's called Medusa CTM(combat training module), and it's going to be a relatively symmetrical map.

It is another space station map with pipes and crates, and I know there's already too many of those, but I'm trying to give it a unique feel that is different from the other similar maps out there. A beta 1 release should come within the next few weeks, but I want to get some opinions on the general aesthetic of the map.

Screenshots! (the lights have been fixed, by the way)
OM and egg placement has been changed.






I'm not sure the lighting is a bit too las vegas-y or something. What do you think?

TinMan

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Medusa CTM(beta 1 released)
« Reply #1 on: February 11, 2007, 09:47:47 pm »
Most of the light textures look cut-off, other than that I like the color thing that's going on.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
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whitebear

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Medusa CTM(beta 1 released)
« Reply #2 on: February 11, 2007, 09:56:52 pm »
Looks fine but tinman is right about the lights.
Please also remember that wall walkers don'r like complex walls with something sticking out too much same goes for marauderers.

RedGuff

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Waouh !
« Reply #3 on: February 12, 2007, 12:28:00 am »
Hello. Congratulations, Ligths are good.
OM and egg can be protected behind a post.
Do not forget that OM and Reactor can be a good shield for telenodes and eggs !
Fumer tue !

TinMan

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Medusa CTM(beta 1 released)
« Reply #4 on: February 12, 2007, 02:03:53 am »
Ignore that, never ever ever use reactor or overmind as a shield, total noob move. lol
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

[tycho]

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Medusa CTM(beta 1 released)
« Reply #5 on: February 12, 2007, 03:59:33 am »
ohh.....i like.



little bit of texture cut off though....
acgamer since 04'

[tycho]

TRaK

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Medusa CTM(beta 1 released)
« Reply #6 on: February 12, 2007, 04:25:31 am »
I am aware of the texture problems, and they will be fixed. Only reason its like that right now is that I was experimenting, and I couldn't be bothered with aligning the textures each time.

Rekov

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Medusa CTM(beta 1 released)
« Reply #7 on: February 12, 2007, 05:03:52 am »
really great map. The lights can be dixed with a simple verticle stretch. I definatly like the color scheme.
img]http://www.geocities.com/rekov_alpha/forSig.jpg[/img]

Lava Croft

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Medusa CTM(beta 1 released)
« Reply #8 on: February 12, 2007, 06:35:05 am »
Quote from: "whitebear"
Looks fine but tinman is right about the lights.
Please also remember that wall walkers don'r like complex walls with something sticking out too much same goes for marauderers.

That dont matter, you can just clip the walls.

TRaK

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Medusa CTM(beta 1 released)
« Reply #9 on: February 15, 2007, 05:48:03 am »
More screenies! And a couple questions.

1. You should make doors structural, right?
2. I get these weird 'light dots'. You can see them in the second screenie, top right corner. Any idea why this happens? They're repeated regularly.
3. The columns in the hallways, are they ok or will they cause low fps rates?
4. Are the 'floor lights' better like this, or should I fit them?

By the way, you can expect a beta release within the next week or so.

Alien half :





Vector_Matt

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Medusa CTM(beta 1 released)
« Reply #10 on: February 15, 2007, 06:14:00 am »
Quote from: "TRaK"
4. Are the 'floor lights' better like this, or should I fit them?
I like them how they are now.

Map looks great, if gameplay in it is good it might even be able to make it to being a map that comes with trem.

vcxzet

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Medusa CTM(beta 1 released)
« Reply #11 on: February 15, 2007, 09:59:13 am »
Capture The Marauder

slux_ITA

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Medusa CTM(beta 1 released)
« Reply #12 on: February 15, 2007, 11:53:09 am »
very impressive map!  :D Thanks!

Seffylight

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Medusa CTM(beta 1 released)
« Reply #13 on: February 15, 2007, 06:20:01 pm »
I love the reddish-pink lighting. Are you going to make it blue on the human half? :D
Stop it. Seriously.

TRaK

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Medusa CTM(beta 1 released)
« Reply #14 on: February 15, 2007, 06:44:09 pm »
Quote from: "Seffylight"
I love the reddish-pink lighting. Are you going to make it blue on the human half? :D


The screenshots of the human half are in the original post, but they've been changed a little since. Yes, the human half is blue and the in-between section is yellow, much like every other map.

I'm a little concerned that I might have lost my sense of scale while I was laying it out, so I might have to scale it down by 0.75 or something. Glad you guys like it  :)

TRaK

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Medusa CTM(beta 1 released)
« Reply #15 on: February 17, 2007, 06:45:42 am »
Beta 1 is out! check first post.

I might have been a bit premature with this, but whatever.

Taiyo.uk

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Medusa CTM(beta 1 released)
« Reply #16 on: February 17, 2007, 02:28:05 pm »
Quote from: "TRaK"
Beta 1 is out! check first post.

I might have been a bit premature with this, but whatever.

Great work, and a good first beta. I don't think that it's a premature release.

tuple

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Medusa CTM(beta 1 released)
« Reply #17 on: February 17, 2007, 03:36:26 pm »
Wow, mediafire is horrible.  It took me at least 2 minutes just to get the page up!  Then I had to wait to download :(

Anyways, I've uploaded it to the }MG{ Mercenaries Guild site.

You can download it at http://mercenariesguild.net/base
or
http://mercenariesguild.net/base/map-Medusa_CTMb1.pk3
to be precise :)

This download is all thanks to Khalsa so be sure to thank him if you see him ;)

Ace1

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Medusa CTM(beta 1 released)
« Reply #18 on: February 17, 2007, 06:10:20 pm »
that maps cool dude
img]http://img515.imageshack.us/img515/6499/ace1ho5.jpg[/img]

TRaK

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Medusa CTM(beta 1 released)
« Reply #19 on: February 22, 2007, 03:02:24 pm »
Ok, so I've playtested it a couple times, and I have a few suggestions I'm thinking of implementing for beta 2. If you have a problem with any of these, speak now or forever hold your peace  :P

- Make crates smaller, so humans can jump on them
- Connect the platforms in the starting bases (I'm not sure on this one, maybe just a thin ledge)
- Ladders for the different platforms. (I'm kinda hesitant about this one too)
- Make starting bases stronger, with a better initial defense.(do they really need to be stronger? Pretty much all initial bases are quite weak)
- Lower hallway ceilings so that a tyrant can reach a jettard.
- Add a few obstacles in center rooms.

If you have any more suggestions, please do tell.

Plague Bringer

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Medusa CTM(beta 1 released)
« Reply #20 on: February 22, 2007, 08:13:10 pm »
Quote from: "TRaK"
Ok, so I've playtested it a couple times, and I have a few suggestions I'm thinking of implementing for beta 2. If you have a problem with any of these, speak now or forever hold your peace  :P

- Make crates smaller, so humans can jump on them
- Connect the platforms in the starting bases (I'm not sure on this one, maybe just a thin ledge)
- Ladders for the different platforms. (I'm kinda hesitant about this one too)
- Make starting bases stronger, with a better initial defense.(do they really need to be stronger? Pretty much all initial bases are quite weak)
- Lower hallway ceilings so that a tyrant can reach a jettard.
- Add a few obstacles in center rooms.

If you have any more suggestions, please do tell.


I agree with all of those, especially the one concerning the crates, but, I have a problem with lowering the hall heights. Every S1 alien can grab a jettard in that hall (excluding the granger) and if every person on your team goes tyrant in any map other then ATCS (they can avoid jettards on their way to rush the human base) then you're on a team of noobies :P ask for backup and just hold the jettard there untill a goon comes.
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