Author Topic: Map: Groundsource [Final r1.0]  (Read 63711 times)

n00b pl0x

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Map: Groundsource [Final r1.0]
« Reply #60 on: June 09, 2007, 03:03:34 am »
Quote from: "Kaleo"
Quote from: "n00b pl0x"
Quote from: "Kaleo"
Mapping PWNS Flaming, cocksucker n00b


I'm trying to figure out what youre good at, and its really giving me a hard time.

You cant flame, you cant play trem, you dont even know what the words grammar and coherent mean.

when i was in your clan, you never said you had anything to do like sports, so what ARE you good at?

sitting at your computer ceaselessly stealing your flames from evlesoa and thinking you can get the better of me by it?

dont get me wrong, i dont want you to stop. i just find it very humerous that youve taken a personal vendetta against me on an english speaking forum, when you dont even act like english is your first language.


How would you know how I play?

I am the leader of a respected clan and you? You don't even have a tast in music. *cough*britneyspears*cough*


you tried to run the australian extention of my clan like 3 times and phailed each time.
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Lava Croft

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Map: Groundsource [Final r1.0]
« Reply #61 on: June 09, 2007, 01:19:10 pm »
plox and kaleo, stop using this thread for your personal vendettas.

Menace13

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Map: Groundsource [Final r1.0]
« Reply #62 on: June 10, 2007, 10:18:02 pm »
\/\/000000|-|000000000 p\/\/|\|z0r |\/|4p 1|)34 + y0u ru13 741y0.u|<

<3 y0u 4|\||) y0ur |\/|4p

RATING: 10^99999999999999999999


GREAT MAP

but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.

tuple

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Map: Groundsource [Final r1.0]
« Reply #63 on: June 11, 2007, 12:27:04 am »
Filefront was non-responsive for me for a day.

Anyways, it's up on the MG map repo here

Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #64 on: June 12, 2007, 04:50:21 pm »
Update: Alpha 2 is out, check first post.

Changes since alpha 1:

Elevator fixed
Second entrance added to alien base
Weaponclipped the large grating to the alien base
Clearance beneath large pipes increased to allow dretchen to walk beneath them
Planted some weed outside
Playerclip added to stop jet-tards from seeing too much of the skybox


Thanks to all those who've given me feedback so far, and to everyone on Fun-Zone who've playtested the first alpha.

tuple

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Map: Groundsource [Final r1.0]
« Reply #65 on: June 13, 2007, 09:34:55 pm »
Alpha2 is up on the MG map repo here

DASPRiD

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Map: Groundsource [Final r1.0]
« Reply #66 on: June 14, 2007, 08:21:33 am »
Also up on DASPRiD's Custom and Funzone.
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0&currency_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8][/url]

Kotonoha@hsp.hk

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Map: Groundsource [Final r1.0]
« Reply #67 on: June 14, 2007, 01:27:05 pm »
Just tried a2, a pretty human favored map. The default human base is a bit too strong. Aliens can't use the elevator as they will only get shot from above. The tunnel with the main pipelines are too small for larger aliens. Large aliens can only use the long, small hallway to attack human base and they usually can't escape because there is no cover but blockers.

As for the main "pump station", it is too "crowded" and is tyrant-proof by itself. Jet is a lot more maneuverable than any alien classes there. So aliens hardly build again after its default base is gone. They can only run to the "substation transformer" which is pretty predictable. That place itself isn't good for an alien base anyway since it is too close to the elevator.

The map needs to be "larger" in general to increase the overall mobility of aliens.

Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #68 on: June 15, 2007, 10:50:47 pm »
Alpha 3 is out, check first post.

Changes from alpha 2:

    New room added

    Ladder at the base of the riser tunnel changed for a stairwell with sufficient clearance for tyrants and adv. goons.

    New vent added from default alien base to the new room.

    New vent added from the new room to the riser shaft in the new stairwell.

    Another bridge added across the large pipes


Known bugs:

    Tyrants have "sticky" movement in the stairwell despite having sufficient clearance. I'm unsure what the cause is.

    Still very little optimisation as I prefer to leave this till the map layout has been finialised.


Once again thanks to those who have given me feedback on the second alpha, I hope the changes in a3 will make the map more balanced.

tuple

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Map: Groundsource [Final r1.0]
« Reply #69 on: June 16, 2007, 02:08:34 pm »
Alpha 3 is up on the MG map repo here

I played this map yesterday (alpha2) and aside from my general suckiness, I noticed one thing in particular.  It is very difficult for aliens to get around.  Wallwalking is almost impossible, and it's very cramped for goons.  At times, humans were attacking our base 5-10 feet away, and wallwalking sent me all over the place.  I had to pick my way around to get over a wall (and all the accompanying pipes).  I have to admit though, there is a certain humor in humans hearing you, you seeing humans, and noone can figure out how to get to the other all that quick :-P

The map is gorgeous.  For gods sake, for our sake, keep it up :-D  Very interesting layout and some really cool features (waterfall/flooded area is a nice touch, as is the outdoors area).

edit: Dang, alpha3 looks even better :)

Kotonoha@hsp.hk

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Map: Groundsource [Final r1.0]
« Reply #70 on: June 16, 2007, 06:25:55 pm »
I have played a3 as both alien and human with more than 5 people per team. Now alien has a better base but the game play problem is still the same.

Overall game play problem:
    The pipes and water only affect the movement of alien but not s2 human. When human reaches s2, all of them just go jet and fly above the waterfall     area. Those fliers are almost impossible to take out even with poison because goon will fall into the water after pouncing them. When goon is in water it is dead as it's slow and can't pounce back on the ground easily. Those jetters just fly around and destroy everything they see from afar with las or pulse. The only chance for alien is not to let humans reach s2 at all.     Even for s3 vs s3, aliens still have a hard time because tyrant is just not encouraged for the map. Also adv.goon still suffer from the problem of attacking fliers on the water. Not to mention the pipes also somehow block pouncing. Alien players generally leave the team as long as human reaches s2 and leave me playing alone.  :(

    In a3 most corridors are enough for a tyrant but it must follow a straight path to move. It is difficult for tyrants to do anything when people shoot and keep running into their own luci. Then when they are about to reach the water they start to fly up and spam the alien base. Corridors just enough for the bounding box isn't good enough as there is no space to evade pulse and luci.

About building:
    Alien could use a door in the room of the default base and in the new room to increase the usable area and prevent jetters from shooting buildings from afar.
    Human base is very strong as it basically has only 1 entrance and the escape route for alien is long.
    The waterfall area is very good for human to build front base. Alien can't move properly in water and the turrets can turn faster than goons. It gets annoying when human builds up on the water. Use jet to shoot things then just drop down to get resupply. While it has almost no value for alien to build in water.

    In water, goon can't pounce and human can just shoot as they are on land. Water, although looks cool, contributes the most to the game play problem of your map.

Pete

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Map: Groundsource [Final r1.0]
« Reply #71 on: June 17, 2007, 10:20:37 am »
Does the water slow down bullets? If it doesn't, it should.

Anyway, I haven't been able to play a single game on this map, just using devmap or entering the FunZone, which is always empty. Same with DASPRiD's Custom. Seems like almost no-body have got the map, everytime I am on a server running I see people just connect and disconnect when they found out they haven't got the map.
So people, download this great map!  :)

BTW, the map still lacks a map name and screen... maybe you knew that already  :P

Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #72 on: June 17, 2007, 06:20:23 pm »
Alpha 4 is out, check first post.

Changes since alpha 3:

Wide bridge added to allow tyrants to get across the pipes.
Doors added to the alien base and the substation room
Both grilles to the alien base are now weaponclipped
Height of vents reduced so that humans need to crouch to use them
Skybox changed
Glass roof added to the outside area
Lower half of the sump is now no human build

@Pete: I don't think the engine allows for water to slow projectiles (and rifles are hitscan weapons anyway) though this would be nice.

@Kotonoha: Yes, I need to do something to discourage jet-tards and/or make it easier for aliens to pwn them. Hopefully the doors and new bridge will do some of that. Perhaps something involving a target_kill and a very large trigger_multiple ;)

Risujin

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Map: Groundsource [Final r1.0]
« Reply #73 on: June 17, 2007, 11:39:05 pm »
Map is very detailed, clearly looks like you put a lot of work into this! My one complaint is that this map is very difficult to play as Aliens. Aliens are simply too large to fit into many of the spaces and the map feels very cramped. :(

tuple

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Map: Groundsource [Final r1.0]
« Reply #74 on: June 18, 2007, 12:46:56 am »
Alpha 4 is up on the MG map repo here

Pete

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Map: Groundsource [Final r1.0]
« Reply #75 on: June 18, 2007, 06:02:44 pm »
There is a missing texture on that cart outside the alien base.

BTW, I don't like when you can't shoot through stuff which clearly looks like you should be able to (*cough* grilles *cough*)  :P

Oh, and I like the new skybox, the outdoors have a completely different feeling now  :)

Kotonoha@hsp.hk

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Map: Groundsource [Final r1.0]
« Reply #76 on: June 19, 2007, 07:02:04 am »
Had something to do yesterday and didn't play a game of a4 yet. But I have seen a few problems when running around the map. First the new doors are missing textures to me. The new room on the other side of the vent still need some cover at the entrance. The LOS on the water seems worse now (more blockage) which is a good thing. I think to get rid of the jet problems blocking the bullets of human on the "pool" is the best (maybe add a glass wall of something). As long as human can't build under water, flying on it would give no advantage to them.

Kaleo

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Map: Groundsource [Final r1.0]
« Reply #77 on: June 20, 2007, 05:23:44 am »
Quote from: "n00b pl0x"
you tried to run the australian extention of my clan like 3 times and phailed each time.


Did I? What was the clan?
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

DASPRiD

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Map: Groundsource [Final r1.0]
« Reply #78 on: June 20, 2007, 10:06:56 am »
Alpha 4 up on DASPRiD's.
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0&currency_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8][/url]

Kotonoha@hsp.hk

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Map: Groundsource [Final r1.0]
« Reply #79 on: June 21, 2007, 07:40:05 am »
Played a4 yesterday and the new door is bugged. If you build something very close behind the door it will be blocked forever. Even alien/human can be stuck at the door. Please use the nexus6 style door if possible. The stairs connecting the main pipes has a low ceiling that larger alien attack my not register properly, just like using a goon in the vent of atcsalpha.

n00b pl0x

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Map: Groundsource [Final r1.0]
« Reply #80 on: June 22, 2007, 05:19:20 am »
no...that building glitch not door glitch
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #81 on: June 22, 2007, 06:32:15 am »
Whatever the case in the next release the areas behind the doors will be nobuild.

Kotonoha@hsp.hk

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Map: Groundsource [Final r1.0]
« Reply #82 on: June 23, 2007, 10:52:12 am »
Quote from: "Kotonoha@hsp.hk"
Played a4 yesterday and the new door is bugged. If you build something very close behind the door it will be blocked forever. Even alien/human can be stuck at the door. Please use the nexus6 style door if possible. The stairs connecting the main pipes has a low ceiling that larger alien attack may not register properly, just like using a goon in the vent of atcsalpha.

Plague Bringer

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Map: Groundsource [Final r1.0]
« Reply #83 on: June 23, 2007, 02:42:55 pm »
Quote from: "Taiyo.uk"
Whatever the case in the next release the areas behind the doors will be nobuild.



Quote from: "Kotonoha@hsp.hk"
The stairs connecting the main pipes has a low ceiling that larger alien attack may not register properly, just like using a goon in the vent of atcsalpha.


Fixed Kotonoha@hsp.hk's.
Just nitpicking.
U R A Q T

Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #84 on: June 25, 2007, 02:45:59 am »
Bump! A5 is out.

The narrow stairs bug still exists, I'm still working out how to solve that one.

Plague Bringer

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Map: Groundsource [Final r1.0]
« Reply #85 on: June 25, 2007, 02:56:19 am »
The narrow stairs bug still exists, I'm still working out how to solve that one.

Make them wider? xD

I know it's a pain in the ass, but you could redesign that area.
U R A Q T

Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #86 on: June 26, 2007, 09:59:27 am »
Quote from: "Plague Bringer"
Make them wider? xD

Don't be silly. Never before has one heard such an outrageous suggestion. Alpha 6 will have the latest tyrant accessibility technologies* installed.

* wider stairs

techhead

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Map: Groundsource [Final r1.0]
« Reply #87 on: June 26, 2007, 09:08:37 pm »
By the way, advanced dragoons won't fit either, they'll have to walk on the edges. Tyrants, however, are white men, and cannot jump.
I'm playing Tremulous on a Mac!
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Taiyo.uk

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Map: Groundsource [Final r1.0]
« Reply #88 on: June 26, 2007, 10:00:34 pm »
Adv. goons will fit in A6. This has been a persistent complaint, and the stairs have been altered to allow large aliens to use them without getting stuck or running into the "sticky clipping" issues there are in A5.

Pete

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Map: Groundsource [Final r1.0]
« Reply #89 on: June 29, 2007, 11:38:20 am »
Time for some new reviewing:

I see you changed those grilles, thanks.   :)
And fixed the door textures.
Well there are still missing textures, on the cart outside the alien base, plus on the fence thing in the blood room. And I think there is a missing texture on the shelf in the blood room, too, but I'm not sure.

There is one weird bug on the elevator I found out yesterday. When you, as a Tyrant, Dragoon, or other alien, is coming up on the elevator, if a human jumps down and hits you, you get immediately squished, and the human doesn't get hurt at all, and since the elevator is moving up he's back to base in no time.
I think it's pretty funny, but it's kinda mean to the aliens, I mean you can kill a 400 hp tyrant in one sec :P
But it makes the elevator even more useless as an attacking route...

Oh and the map still lacks an image and map name.