Author Topic: Map Takana *beta 1* o/  (Read 16475 times)

Iltama

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Map Takana *beta 1* o/
« on: April 29, 2007, 09:06:11 pm »
Hi all, I've been playing tremulous for some time and I wanted to make a map ^^, without further ado, Link
and a screenie click
use
/devmap takana_b1
to test it

I'm not a pro mapper so C&C are welcome ^^

**UPDATE**
So, I've worked with what you said and here comes alpha 2 I guess. I will add source of lights everywhere, so don't moan about that anymore, I understand I need them.
I added an underground passage, that will be extended a bit more in the future(I moved alien base there too)
I'm thinking about making another complete seperate passage between the two points that used  to be alien and human base, and I'll add some(one or two) side tunnels to the underground part. I'm also thinking about changing part of the textures in the original upper part of the map (away from those atcs ones). More C&C please^^
*NOTE*NEW SCREENIE *NOTE*



**UPDATE NUMBER 2**
So, now I think that I have all the parts of the map made, I just need more detail/revamping/sounds/etc + some little bug fixes maybe and twinkling with lightning. I'm trying to personalize the map a bit. I tried making my own spaceship model, but I'm not that good at texture/model combo so I just used overflows dropship.

*NOTE*NEW  NEW SCREENIE *NOTE*

TRaK

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Map Takana *beta 1* o/
« Reply #1 on: April 29, 2007, 09:39:13 pm »
Looks pretty good. Especially considering this is your first map. A few things :

- Give your map a name by entering a 'message' field into any worldspawn.
- There's no lights!
- I'm pretty tired of ATCS's textures, but that's not the end of the world.
- The alien base looks a tad weak, and the human base a tad strong.
- Those textures in the middle room with the red insignia are a bit too stretched horizontally.

All in all, a decent effort. I'd be interested in seeing how well this plays.

Iltama

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Map Takana *beta 1* o/
« Reply #2 on: April 29, 2007, 10:05:36 pm »
well the sky is the main light source in most places, but I guess I could add *some* lights to various places.

Regarding the atcs textures....I just <3 them.

I agree that alien base is a bit weak, but I changing that would require dramatci measures. Maybe they just need to move
 :roll: , or I'll add another tunnel between human and alien base.

I don't know what insignia you are talking about, they all look fine to me  D:

TRaK

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Map Takana *beta 1* o/
« Reply #3 on: May 15, 2007, 02:39:59 am »
I'm bumping this. This is a reasonably decent effort, and it has gone absolutely unnoticed.

Pacra

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Map Takana *beta 1* o/
« Reply #4 on: May 15, 2007, 03:05:49 am »
I can't see your screenie.  Host it again!
url=http://sga.jconserv.net][/url]

_Equilibrium_

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Map Takana *beta 1* o/
« Reply #5 on: May 15, 2007, 03:15:38 am »
Quote from: "Pacra"
I can't see your screenie.  Host it again!
exactly what i was gonna say.

yetshi

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Map Takana *beta 1* o/
« Reply #6 on: May 15, 2007, 03:39:14 am »
interesting map

it does need secondary base locations cause with that as it is your fucked if you stay and your fucked since you cant go anywhere.

its too linear and symmetric, add another floor or two and move the A base down there.

Iltama

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Map Takana *beta 1* o/
« Reply #7 on: May 15, 2007, 05:18:45 am »
Quote from: "Pacra"
I can't see your screenie.  Host it again!

sry : (, it's fixed now. I'll try adding another floor that goes under it. Myabe I'll add even more stuff :|.

Lava Croft

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Map Takana *beta 1* o/
« Reply #8 on: May 15, 2007, 07:33:00 am »
Pretty neat job for a first time, Iltama! Some nice creativity, but I would try to use some more different textures. It's a bit bland at the moment.
On the technical side of things, there are several spots where your brushes aren't neatly aligned, creating additional faces you don't need. Most notably in the area with the curved windows.
Looking forward to your progress.

Shadowgandor

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Map Takana *beta 1* o/
« Reply #9 on: May 15, 2007, 08:44:40 am »
Wow, looks nice, better then my first try >.>. And second..and probally better then i will ever make lol.

22grandjob

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Map Takana *beta 1* o/
« Reply #10 on: May 15, 2007, 01:59:31 pm »
Ok i have tested your map and basically its a bit boring and bland like Lava said.

I would tear that map in half and put more rooms or halls in the middle of it.
And more than 1 route to the enemies bases and possibly a sewer because vents are being used in alot of maps atm =)

Good general mapping skills though.

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tuple

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Map Takana *beta 1* o/
« Reply #11 on: May 15, 2007, 02:48:37 pm »
Hmm, I missed this one.

Anyways, uploaded to the mercenariesguild.net/base map repository.

gareth

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Map Takana *beta 1* o/
« Reply #12 on: May 15, 2007, 06:28:19 pm »
not too bad, but its too open and the lighting is too bland, would be nice to see something other than atcs textures too.

RedGuff

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Re: Map :D
« Reply #13 on: May 17, 2007, 01:07:01 am »
Hello. :)
Thanks for this interesting map.
* Please rename the topic : "Map :D" => "Map Takana", or "Map Takana :D". (Done)
* Please add some colors in the base and nearest corridors : blue for humans, red for aliens, or some objects in colors.
* Please add some lights and shadow effects, in order to give some distance and relief feeling. (Edit : I play with full gamma. You have lights and shadow effects in the screenie )

This map is very interesting : lots of strategy and players have to make teams choices in order to win.
Fumer tue !

Iltama

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Map Takana *beta 1* o/
« Reply #14 on: May 17, 2007, 12:37:50 pm »
I've thought about what all of you wrote, and I might chance the textures a bit, but at this momemt I'm making underground way between bases + some other varation. Maybe then this map will appeal to you more  :)

Fluxflashor

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Map Takana *beta 1* o/
« Reply #15 on: May 17, 2007, 02:23:20 pm »
Only see the screenies since I cant download the map here at school but thats ok for now.  Looks very nice, also better than anythign I have started and never finished.

Quote from: "Shadowgandor"
Wow, looks nice, better then my first try >.>. And second..and probally better then i will ever make lol.

You want to see screens from my first map? It didn't even have a roof til weeks after these screens were taken, and there were alot of incomplete hallways.


http://i32.photobucket.com/albums/d45/yopeepsster/themap.jpg
I now realize that this map looks cool still to me :( think I still have the .map, or my buddy has it. If you notice the clock, it says 8AM, it was Noon when I finally went to sleep, that was by far an awesome allnighter.

Oh and I can't 3D model either...
http://i134.photobucket.com/albums/q89/fluxflashor/samp1.png

[Sorry to spam up your thread with this. Reason pics were not shown, but instead linekd to]

Iltama

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Map Takana *beta 1* o/
« Reply #16 on: May 30, 2007, 04:14:18 pm »
*bump*Alpha 2 : D*bumb*

tuple

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Map Takana *beta 1* o/
« Reply #17 on: May 30, 2007, 05:10:32 pm »
takana2 is up on the MG map repo here

Warrior

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Map Takana *beta 1* o/
« Reply #18 on: May 30, 2007, 05:36:53 pm »
For the next version, rename the package file to something like map-takana_a2.pk3 so it'll use the same naming convention as most maps.

kaziorvb

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Map Takana *beta 1* o/
« Reply #19 on: May 30, 2007, 07:16:48 pm »
very nice map - good job!
and i think the light-idea is good
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TRaK

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Re: Map Takana :D
« Reply #20 on: May 31, 2007, 03:05:43 am »
Quote from: "Iltama"
I will do vis stage if I get to beta state some day, but for now, I don't want to wait for 6 hours >: ( .


The vis stage shouldn't take more than a minute, and that's pushing it. Did you leave all your brushes structural?

_Equilibrium_

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Map Takana *beta 1* o/
« Reply #21 on: May 31, 2007, 03:31:06 am »
Quote from: "Iltama"
*bump*Alpha 2 : D*bumb*
more screenshots please.

looks pretty good so far though.

Iltama

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Re: Map Takana :D
« Reply #22 on: May 31, 2007, 06:16:25 am »
Quote from: "TRaK"
Quote from: "Iltama"
I will do vis stage if I get to beta state some day, but for now, I don't want to wait for 6 hours >: ( .


The vis stage shouldn't take more than a minute, and that's pushing it. Did you leave all your brushes structural?

The upper part has about 30(?)% of structural brushes, but the downstairs is still fully structural. Still....it should take about  minute? I've never had that short vis o.o. I'm a bit lazy though >: ), and I just wanted comments fast from how I was doing.
EDIT
Just pointing out that I added a new screenie  :roll:

Kaleo

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Map Takana *beta 1* o/
« Reply #23 on: May 31, 2007, 11:18:12 am »
I r speechzless!

Fuckin AWSOME!
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Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
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Ingar

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Re: Map Takana :D
« Reply #24 on: May 31, 2007, 10:16:39 pm »
Quote from: "TRaK"
Quote from: "Iltama"
I will do vis stage if I get to beta state some day, but for now, I don't want to wait for 6 hours >: ( .

The vis stage shouldn't take more than a minute, and that's pushing it. Did you leave all your brushes structural?


Visibility is very, very, very important. In it's current condition the map will be unplayable with a larger number of players. If the vis stage takes forever, you will be in trouble anyway.

It does look nice, and the textures made me feel right at home  8) . I hope you can fix the vis issues in the next release and I look foreward to giving takana a try.

Iltama

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Map Takana *beta 1* o/
« Reply #25 on: June 15, 2007, 02:46:35 pm »
*bump*
beta 1 : D
I've fixed the vis thingie, I had some(a lot)  misc stuff around the map + I forgot to turn part of the downstairs part into detail brushes
*bump*

tuple

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Map Takana *beta 1* o/
« Reply #26 on: June 15, 2007, 04:10:03 pm »
I've posted this up on the MG Map repo here

Death On Ice

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Map Takana *beta 1* o/
« Reply #27 on: June 18, 2007, 05:57:26 am »
Looks nice, but kind of dark.
Hope all goes well!