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Gloom Map Remakes

Started by Jex, April 19, 2006, 08:34:32 PM

Jex

I call Gloom2/Gloom2SE/Gloom2SER:TTM







ignore the spawns ignore the spawns

so it might be prudent for everyone who is remaking a Gloom map for trem to raise a hand and/or post some pics

gogogo

Stannum

I should remake spacebace >_>
Blue © 2004 Natural Selection.

Moofed

Wooooooot!  gloom2se rocks!  :D

Totalkarn (I think thats the one...) would be a good remake candidate aswell.  Actually, browsing through the GMD is bringing back so many memories... :o

WolfWings ShadowFlight

Bugport for the win. =^.^=

Need to gather textures and what-not still. And waiting for permission from BidMix (assuming the bidmix.co.uk address even works anymore), so no screenshots yet.

DarkRogue

icestationse for the win!
n game name: Xiane

[db@]Megabite

I mentioned working on a gloom1b remake before... so here are two fresh screens:
Alien base, looking to main entrance


That main corridor again, more light, some pipes...

That's it for the moment! ;)

Cheers, Danny

P.S.: I loved gloom2se, your remake looks great, Jex! :D

DarkRogue

can't really tell from the shot angle but are you porting the 2nd alien entry version or the sole entrance version?
n game name: Xiane

[db@]Megabite

Hey,

I am porting the 2 entrance version... but the second entrance will be moved a bit, just left to your viewing angle! ;)

Cheers, Danny

Edit: here we go... ;)


Lava Croft

k totally missed these sshotsm wtf jex!

R1CH

Don't forget that unlike Gloom, darkness isn't such a gameplay mechanic in trem. The maps shouldn't be so dark as to make navigation difficult.

[db@]Megabite

Sure, but it already has much more light in it than the original, more light sources to come... but it will be "quite" dark (for a tremulous map) as it is a derelict spaceship... ;)
There will be a few dark corners but general ambient lighting will be at the level of the corridor screenshot I posted up there.

Cheers, Danny

Manic

GG! makes my gloom remake (which was way over scaled for some wierd ass reason) look like crap.  I will redo it... :)

EDIT: Btw, like the different approach you guys took on the maps, big update from what they used to be :p
FU] Pwns all

dafunk

EXELENT! thats all i got

Crylar

Dang, gloom2 looks good, nice job jex
Your cries of agony... They are like music to my ears!"-Vega
My portfolio -> Da PixelTongue

Switen

speedse remake please~


Someone make a kitchen remake before I do.

WolfWings ShadowFlight

Well, as BidMix's reply said he'd look at Tremulous himself and get back to me in a few weeks, I'm going to pray he likes the mod enough to re-build BugPort and/or BugHunt himself.

So in the meantime I've gotten Gloom8 loaded into GtkRadiant 1.4 and am in the process of rebuilding the outside area where the ship started before.

Notable changes will be ditching that space ship entirely, and swapping the bright-blue crystal lighting for softer green fungus for lighting. A human base built into/around the edge of the cliffside with this texture-set will serve as their starting spawn point, and hopefully a useful base to start with. Just need to dig up a suitable ground/cavern texture set to build with, and make the blendsets I'll need for the glowing moss. :-)

Norfenstein

Quote from: [db@]Megabitebut it will be "quite" dark (for a tremulous map) as it is a derelict spaceship... ;)
I'd respectfully recommend brightness levels on par with other tremulous maps. If people have to raise their gamma levels to make it as bright as they're used to it'll just look washed out and not at all as nice as you intended. Plus, you know, they'll have to change it every time your map comes up if they don't want every other map to look that way. Even the people that don't mind sacrificing a gameplay advantage for looks probably won't feel that way after the 200th time playing it.

[db@]Megabite

Hey Norfenstein,

Quote from: [db@]MegabiteSure, but it already has much more light in it than the original, more light sources to come...

I think you missed that part of my post... ;)

Okay, so I will go more into detail: The map will have soft ambient lighting for a gloomy atmosphere. There will be some dark corners, but nothing bigger than some dark spots on niveus or tremor.
My aim is to recreate the feeling of gloom1b without interupting tremulous gameplay. Player models and constructions will be as easy to spot as on any other tremulous map.
By now the alien spawn is finished and is not as dark as on the early screenshots I posted (taken with r_gamma 1.0).
I guess I am 75% on my way to a public gameplay-testrelease... so we will see, soon. ;)

Cheers, Danny

Edit: Here we go...


WolfWings ShadowFlight

Quote from: [db@]Megabitethe early screenshots I posted (taken with r_gamma 1.0).

Simple trick I've learned to keep maps decently lit and make screenshots much easier:
g_ignoreHWGamma 1

(Basically that's the same as r_overBrightBits 0, r_intensity 1, r_gamma 1, it leaves the entire game at 1.0 gamma. Also makes screenshots look identical in-game and out-of-game.)

That's in my configuration for my map-editing install. I make the lighting 'gloomy' there, when you turn on overbright bits and turn up the gamma to what most people play at suddenly the maps are cheerfully bright without being insanely washed out.

mindfray

I have no clue what gloom was/is. But those maps look pretty nice. If we get some new maps added to trem that would be great.

[db@]Megabite

Gloom is kind of a grandfather of Tremulous, an old Quake2 Mod. Here is the website: http://teamreaction.planetquake.gamespy.com/gloom/index.htm

Cheers, Danny

Jex



This room is still WIP but I thought I may as well post something since it's been a few days. I have yet to put the finishing touches on. Also in the process of battling this room I have somewhat significantly outdone the "long-ledge" room as shown previously. I will have to go back and get it up to par.

Cheers

b0rsuk

They seem to be very marauder/jetpack/nospotforalienbase maps, judging by the screens. Yes I know they were designed for a different game.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

[db@]Megabite

Just wait until you see... ;)
I am sure Jex is working the same way as me, trying to make the map as balanced and tremulous-like as possible!

Cheers, Danny

Jex

I'm actually doing two versions. One which follows the original as closely as possible in actual game space and a second extended widescreen edition which will have extra routes/rooms and any other needed adjustments. My expectation is that the original will be a decent map for smaller games while the widescreen edition will be more suited to Tremulous gameplay in general as well as higher player counts.

We'll see if beta testing agrees with me or not.. >.>

DarkRogue

Quote from: b0rsukThey seem to be very marauder/jetpack/nospotforalienbase maps, judging by the screens. Yes I know they were designed for a different game.

gloom2 is all about choke point control.

While gloom differs from trem in the fact you don't need creep to build advanced defenses the gameplay will be much the same: shitloads of alien defenses around the narrow human entry way with humans spamming grenades just to get out...until someone chucks a grenade too close to the door and kills any forward turrets and the stalkers (tyrants) rush in.

All in all it can be a very human map if properly played. Likewise will be insanely easy for goon whores to defend the middle choke point.
n game name: Xiane

mindfray

those maps are looking sexy. keep it up guys.

b0rsuk

Quote from: Jexthe widescreen edition will be more suited to Tremulous gameplay in general as well as higher player counts.

We'll see if beta testing agrees with me or not.. >.>

Just don't forget to make them wallwalkable. We could use some wallwalk-friendly maps besides arachnid2, karith, and niveus(I think it's the one with glass window)
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

WolfWings ShadowFlight

Wallwalkability is all about converting complex areas to .ASE models and manually creating the clipping brushes. :D

Jex