Author Topic: MAP: SectorB17  (Read 29841 times)

gareth

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MAP: SectorB17
« on: April 24, 2007, 04:11:29 pm »
Here is a map i have been working on, it is a similar size to tremor, this release is primarily a gameplay test release. Please post if you upload it to your server so I can observe gameplay on it.

thanks.

EDIT: final released

EDIT: beta1 uploaded

EDIT: gameplaytest3 has better performance and some more details

EDIT: gameplaytest2 fixes some issues with vent building, also other small changes.

http://files-upload.com/289815/map-sectorb17.pk3.html

rdizzle

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MAP: SectorB17
« Reply #1 on: April 24, 2007, 04:13:44 pm »
queue "It's too dark!!"  in 3.. 2... 1...

black adder9

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MAP: SectorB17
« Reply #2 on: April 24, 2007, 04:19:02 pm »
Quote from: "rdizzle"
It's too dark!!

tuple

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MAP: SectorB17
« Reply #3 on: April 24, 2007, 04:33:57 pm »
Uploaded to mercenariesguild.net/base
So servers can try it and utilize http downloads (If the use MG for it :) )

gareth

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MAP: SectorB17
« Reply #4 on: April 24, 2007, 04:45:17 pm »
Sorry, it seems i missed a few textures, you will have to redownload it if you already have downloaded it.

Taiyo.uk

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MAP: SectorB17
« Reply #5 on: April 24, 2007, 05:46:12 pm »
Good map, but some of the textures look a little out of place (e.g. the parquet flooring in the airvents) and I need to /kill if I fall down into the space around the large pipe.

f0rqu3

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MAP: SectorB17
« Reply #6 on: April 24, 2007, 07:11:22 pm »
too bright

Ingar

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MAP: SectorB17
« Reply #7 on: April 24, 2007, 07:24:15 pm »
I just took a quick look around: nice work gareth  8)

techhead

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MAP: SectorB17
« Reply #8 on: April 24, 2007, 08:25:29 pm »
Why /kill when you can lure an enemy tyrant to fall down there with you?
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gareth

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MAP: SectorB17
« Reply #9 on: April 27, 2007, 04:19:50 pm »
bumped to gameplaytest2. gameplaytest1 is now considered broken due to humans being able to build a base in the vent where only basilisks can attack it.

Lakitu7

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MAP: SectorB17
« Reply #10 on: April 27, 2007, 05:37:20 pm »
First off, I really like it. I think this map has a lot of potential to be a solid, playable map for all types of servers. It's not too large or too small. It's not too dark. It looks reasonably different from other maps (not using the same ol' ATCS textures :)) The sky texture is gorgeous. It lacks  unbreakable base locations that I can see.

I like what you've done with it really. This could be one of the most playable new maps.

I currently only have one complaint:
1) The doors (with exception of the smaller-than-the-gap ones with circular designs near human default) open too slowly. If you could take the rest of the doors and open them with the same speed as those toward human base, it would balance the map a bit better. Slow doors at ends of straight corridors favors humans too much (see Tremor).


I WAS about to post a very lengthy plea to remove the potential for bases in this room: , but you already made the relevant surfaces nonbuildable, so thank you dearly for that. Those terrible vertical bases ruin way too many maps (Thermal, Karith, Sokolov).


Really excellent work. I can't wait for final so I can petition to get it put onto some servers. Hopefully if there's an unbreakable base location I'm missing, someone else will find it before then. But really, this might finally be a new map without giant glaring flaws that make it play badly.
Thanks :)

Plague Bringer

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MAP: SectorB17
« Reply #11 on: April 27, 2007, 08:42:14 pm »
It eats my FPS.


No screenshot, because it's everywhere.

I max 15ish fps (20 when I'm running a devmap), I get 1 at the top bridge looking towards the longer hall, I also get 1 when approaching the human base.
U R A Q T

Lakitu7

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MAP: SectorB17
« Reply #12 on: April 27, 2007, 09:09:21 pm »
Clarifications:

In the spot I posted a screenshot of, Aliens can build, but humans can't.
In human default, tyrants can hop the rail and get down into the pool with some fancy trample/charge work. They cannot get out.


My FPS on this map is fine, personally. I have maxFPS at 125 and it rarely dips below that max. Nowhere on the map does it dip below 90. My machine is above average, but not amazing: I get about 60fps on Transit or Uncreation. I would actually say that this is one of the MORE efficient maps I've tried.

f0rqu3

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MAP: SectorB17
« Reply #13 on: April 27, 2007, 09:22:02 pm »
gareth did you do hinting?

Thorn

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MAP: SectorB17
« Reply #14 on: April 27, 2007, 10:15:27 pm »
I have 90 fps EVERYWHERE. I dont see why you noobs are whining :(

gareth

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MAP: SectorB17
« Reply #15 on: April 28, 2007, 04:04:11 pm »
Quote from: "f0rqu3"
gareth did you do hinting?


i did some, guess i need more, i might try testing it on my old system (2ghzp4, gf2, 256ram) too.

RedGuff

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My FPS go down.
« Reply #16 on: April 29, 2007, 03:25:23 am »
Hello. :)
Quote from: "Thorn"
I have 90 fps EVERYWHERE. I don't see why you noobs are whining :(

My FPS go down some times :( . It happens at some places only.
Maybe the VIS sections can be reconsidered.
Fumer tue !

n00b pl0x

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will sort out my sig, or I will get banned.

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Plague Bringer

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MAP: SectorB17
« Reply #18 on: April 29, 2007, 01:10:13 pm »
Those lights in alien base are wicked.
U R A Q T

RedGuff

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Configuration ?
« Reply #19 on: April 29, 2007, 05:17:09 pm »
Hello. :)
Quote from: "Thorn"
I have 90 fps EVERYWHERE. I don't see why you noobs are whining :(

Some textures are Hires. Maybe your video card has more RAM than mine.
I have 64 Mio only on my GeF3 ti 200, a T1.333 GHz, 512 Mio of system's RAM.

Correction : version GT3 is fluid ! Thanks ! :)
Fumer tue !

gareth

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Re: Configuration ?
« Reply #20 on: April 29, 2007, 06:40:53 pm »
Quote from: "RedGuff"
Hello. :)
Quote from: "Thorn"
I have 90 fps EVERYWHERE. I don't see why you noobs are whining :(

Some textures are Hires. Maybe your video card has more RAM than mine.
I have 64 Mio only on my GeF3 ti 200, a T1.333 GHz, 512 Mio of system's RAM.


tryed turning texture compression on? Its in the graphics options, i think its off by default.

noob plox half your images are broken and the rest dont make any sense :P

n00b pl0x

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MAP: SectorB17
« Reply #21 on: April 29, 2007, 06:51:55 pm »
image shack is imploding as we speak

it wont let me upload anything and just keeps timing out
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

f0rqu3

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MAP: SectorB17
« Reply #22 on: April 29, 2007, 07:06:58 pm »
Quote from: "n00b pl0x"
image shack is imploding as we speak

it wont let me upload anything and just keeps timing out

kill it with fire

n00b pl0x

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« Reply #23 on: April 29, 2007, 07:26:16 pm »
why should i waste my effort if its already dying
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Lakitu7

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MAP: SectorB17
« Reply #24 on: April 29, 2007, 08:28:14 pm »
I did get to see all the images but I don't really understand them. There's a clipping error in one of the smokestacks visible from human base. The "computer" in the tower with the bridge over it looks freakishly bright.

The other stuff... I don't think I even understand what was supposed to be wrong. The lights have a glow around them. That's intentional, I would think.

TRaK

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MAP: SectorB17
« Reply #25 on: April 29, 2007, 09:41:00 pm »
I think he means that the glow is shining through the light fixture.

f0rqu3

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MAP: SectorB17
« Reply #26 on: April 29, 2007, 09:45:46 pm »
Quote from: "TRaK"
I think he means that the glow in shining through the light fixture.

it is a bug iirc; flares leaks from patches and models

Lakitu7

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« Reply #27 on: May 03, 2007, 09:30:54 pm »
I got some of our SGA guys and random others to screw around in Devmap for a while. Mostly positive impressions from the other guys, but we found some things too.

We all agree that the doors downstairs are too slow.

You can rauder-around to climb the pipe with the bridge. Don't change that; it's awesome and fun as hell :)


Since advanced grangers can't get into the vents, an egg in here griefs anyone that doesn't know how to spawn regular granger in s2.


You can wallwalk on the sky in human base room :)

Your lag/fps problems are mostly around human base. Flower suggested that it's pobably the see-through-the-sides doors. Showtris agrees. Human base renders itself and the surrounding rooms. The surrounding rooms each also render human base. That's bad. I like those doors and they're cool, but they should probably go for lag reasons :(


Hard to see from a screenshot, but that's the r_showtris view looking through the door toward human base from one of the two surrounding rooms.

gareth

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MAP: SectorB17
« Reply #28 on: May 04, 2007, 12:09:10 am »
thanks for your feedback and testing

-downstairs doors will get faster...probably
-vent will allow adv granger to exit
-anyone know how i can stop wallwalking on a brush?
-performance:
-next version will have all 1024s cut down to 512, i am guessing this will help alot.
-also i will make hints that work hopefully
-Currently in trem as i understand it you can get doors to block vis when they close but they also block alien/human radar. I am unsure of whether to do this. Can anyone say if this inefficiency/bug will be fixed in 1.2?

Flower

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MAP: SectorB17
« Reply #29 on: May 04, 2007, 01:07:35 am »
This stair is a bit small for Tyrants, we get stuck.



You should allow units to jump from there.



You should fix this hole, that's the reason why my FPS are at 30 in human base and at 100 in the rest of the map.

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