Author Topic: test this map  (Read 28995 times)

chompers

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test this map
« on: April 19, 2006, 02:47:05 am »
Since there is rarely more than 4 to 6 people on the Australian server and most of the maps are a bit too big for 4 people, I've started on a small tremulous map.

Grab it here and help me out by testing it and posting feedback: www.evilbastard.org/slight/map-minetest2.zip

To install, change the file extension to pk3 and put it in the base folder.

It's just the bsp, so you'll need to start it from console with "/map minetest2"

I'm interested to hear comments and suggestions - hopefully on how it plays as I haven't had the chance to test it with other people yet. I know it's a bit plain looking at the moment, I've only spent about a day on it so far, and most of that was remembering all the stuff I forgot about radiant.

There's a *lot* of patch brushes in this, so on high detail the rspeed tri count can get up over 15,000. I don't think that is so much of a problem with today's machines though, but if people think it's a problem I can optimize it somewhat.

PS. Anyone else working on new maps?

OverFlow

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test this map
« Reply #1 on: April 19, 2006, 04:20:28 am »
Jex and I are actively working on our maps... perhaps in a few weeks they'll be done.  :)   (few weeks = couple years)

As far as r_speeds go, I think arachnid and nexus both get up to the lower 30k tris range, so yours should be fine.

Gameplay-wise, I'm worried about what would happen if the humans got up to the highest part in the tube area, but otherwise seems pretty good for a larger game.  

Artistically, its somewhat ... bland.  Although the caves are very nice.  All the light sources seem to be coming from futuristic invisible lamps of some sort as well.  <.<  But none of that matters if it makes fun games :)

[db@]Megabite

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    • http://www.tremulous.info
test this map
« Reply #2 on: April 19, 2006, 02:54:42 pm »
Hey there,

I am currently working on a remake (and partial redesign) of good old gloom1b. It is far from ready for a maptest right now, all I can give you is a screenie of the main corridor:



Whatever... I already set up a testserver for testing the map internally with my clanmates. As the map is not ready yet, I have uploaded your minetest2 and will run it 24/7 a few days.
Feel free to test minetest2 on 213.239.197.132:30722 #db@ Derelict and provide some feedback here... ;)

Cheers, Danny

Edit: You can autodownload the map from the server, no need to do it manually! Just connect... ;)
url=http://www.tremulous.info][/url]


Silverius

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test this map
« Reply #3 on: April 19, 2006, 05:29:38 pm »
I've just taken a quick look at the minetest map. First of all, it's a quite different from the other maps, in a good way. I like the idea of aliens in creepy tunnels.

The human base is quite possibly the best human base I've ever seen, from a human point of view. Aliens can be hunted down from the balconies, there are some hard to reach spaces to hide things, extremely nice if you're a human.

The alien base however is a bit weaker. I some a few fairly long tunnels in it. These can be fairly easily covered by humans (think lucifer spam).

My suggestion would be to make the tunnels a bit less straight and to make more of them. Perhaps make some dead ends too (for eggs). Some kind of backdoor to the human base would also improve the balance, as it stands not even a tyrant rush could crash into the human base (asuming humans are at stage 3 and understand the basic tactic of firing from the galleries).

[db@]Megabite

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    • http://www.tremulous.info
test this map
« Reply #4 on: April 19, 2006, 07:32:46 pm »
We tested the map with 4 players for some 20 minutes and can back up the thoughts already mentioned. The idea is good, the basic layout is fine, the map already looks really good for 1 days work!
I think chompers will let those magic lights disappear using some lamps and luminous fungus and stuff... ;)

Gameplay... is always unbalanced on an untested map, so we did not expect that much from this early test version. The map clearly favors humans. The tunnels can easily be spammed with luzi / flamer / pulse / whatever, the human base is okay but lacks a second entrance to balance it out.
The top shaft is worst. nothing bigger than a basilisk can get up there if there is a human base... and that is pointless, even with MG turretes you don't have the slightest chance to get in there, we tried...  :o

It is a nice idea to have a relatively small map. But IMHO it is too small to effectively hide eggs. There should be more ways and dark corners for aliens... maybe some vent shafts?

If you have an update I will gladly upload and test on our testserver. This version will stay on the server at least five days or until next version... ;)
Until then, keep up the good work!

Cheers, Danny
url=http://www.tremulous.info][/url]


Manic

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test this map
« Reply #5 on: April 19, 2006, 07:35:38 pm »
GLOOM1B! sweet! how far are you on it now? :P  Would be a sweet map, methinks.  Anyways, im working on a couple projects.  So far the one that stuck is a prison map.  And im taking my time with it, so screenies wont be available til I start compiling, and I never usually do that tilI get the layout finished, and atleast one room fully done for a nice screen :).  Need more maps for trem, tired of the same maplist over and over, UGH!

EDIT: Im also doing the remake of Gloom.bsp for Tremulous.  It will be an instant classic like it is on Gloom :)
FU] Pwns all

[db@]Megabite

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    • http://www.tremulous.info
test this map
« Reply #6 on: April 19, 2006, 08:27:36 pm »
Hey,

the basic layout of the classic map is 80% done, alien spawn eye-candy 50%, main corridor eye-candy 80%...
In detail, all the map: geometry 30%, texturing 10%, lighting 10%, sounds 0%, particles 0%, shader 0%.

The only thing missing is the secondary entrance / corridor to human base. I will not copy that but build a vent system with some hiding spots for alien eggs and such. The vents will be vaster (and nicer ;)) than that single corridor in the original map. The relatively small original gloom1b would be quite unbalanced, favoring humans too much, I think... ;)

I will have a gameplay test in a few weeks, when the geometry and basic lighting is done... after tweaking the map gameplay-wise it will get some more visuals, textures, shaders, effects and sounds before the final release.

Cheers, Danny
url=http://www.tremulous.info][/url]


cujotus

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lo dude
« Reply #7 on: April 20, 2006, 01:40:50 am »
nice map, we are testing it in our new server.
if its good in long term also, maybe you could finish it
and we will get it to 2on2 tournament?
check: http://tpa.avidgamers.com -> games -> tremulous -> tournament

btw, there is bug in caves, u can get into the floor in corner.
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Catalyc

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test this map
« Reply #8 on: April 20, 2006, 02:07:39 am »
I've been working on and off on a trem map for a few months now... Meep!

Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7
Pic 8

Have had 2 playtests or so, still needs some polishing and adding some more detail on other areas. Was meant to be a small map for those small games that happened quite often a few months before the standalone release, the concept changed around and grew a bit ;)
ttp://tremmapping.pbwiki.com/

Moofed

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test this map
« Reply #9 on: April 20, 2006, 02:27:54 am »
Oooo... that girder room excites me.  Not much cover, but looks like lots o' fun.  Just make sure it is appropriately scaled for 'goon pouncing.  :wink:

cujotus

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plan
« Reply #10 on: April 20, 2006, 04:30:13 am »
i also installed gtkradiant and planned small 1on1--> 3on3 fast action packed map:

http://tjaa.dy.fi/lite/webhost/cujo/p.jpg

any comments are welcomed before i start making it. also if ppl wants to help me with teleports etc stuff (never made map for fps games - tried to make 1 4 duke3d but was quite hard in dos times) pm me in irc/mail at cujotus (at) gmail.com
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Taiyo.uk

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test this map
« Reply #11 on: April 20, 2006, 11:09:45 am »
Hi, just been wandering around in the minetest map and noticed that when building structures on angled surfaces in the tunnels, in some locations the newly placed structure immediatly "slipps" or drops a short distance before it begins to grow, but as soon as it's complete it explodes.

On another note, I agree with some of the previous posts that a more complex and maze-like tunnel structure and dual entrances to the base locations would benefit the map.

Great map!
-Taiyo

Catalyc

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test this map
« Reply #12 on: April 20, 2006, 12:52:54 pm »
Quote from: "Taiyo.uk"
Hi, just been wandering around in the minetest map and noticed that when building structures on angled surfaces in the tunnels, in some locations the newly placed structure immediatly "slipps" or drops a short distance before it begins to grow, but as soon as it's complete it explodes.


Thats more like a 'feature' of eggs and telenodes that are built too close to a wall. I believe it stops people from spawning into walls/outside of the map.
ttp://tremmapping.pbwiki.com/

Taiyo.uk

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test this map
« Reply #13 on: April 20, 2006, 11:35:06 pm »
Aah... I see. That makes sense  ;¬)

Draconishinobi

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test this map
« Reply #14 on: April 21, 2006, 02:32:44 am »
Quote from: "Catalyc"
I've been working on and off on a trem map for a few months now... Meep!

...

Have had 2 playtests or so, still needs some polishing and adding some more detail on other areas. Was meant to be a small map for those small games that happened quite often a few months before the standalone release, the concept changed around and grew a bit ;)


nice work ... looks great :)

cujotus

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testserv
« Reply #15 on: April 22, 2006, 05:26:19 am »
copy paste from tpa's news:

We also added minetest2 and powergrid to rosmo.sektori.org tremulous server. You can download
them from rosmo's status site. Every1 is welcomed to test these maps.

statussite: http://rosmo.sektori.org
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RedGuff

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Perfect !
« Reply #16 on: May 11, 2006, 09:24:26 pm »
Hello.
Congratulations : It's perfect !
Just add a few arrows !
Fumer tue !