Author Topic: Gloom Map Remakes  (Read 54525 times)

Jex

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Gloom Map Remakes
« on: April 19, 2006, 08:34:32 pm »
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

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« Reply #1 on: April 19, 2006, 08:44:39 pm »
I should remake spacebace >_>
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Moofed

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« Reply #2 on: April 19, 2006, 09:26:30 pm »
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

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« Reply #3 on: April 19, 2006, 09:52:37 pm »
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.
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DarkRogue

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« Reply #4 on: April 19, 2006, 10:46:55 pm »
icestationse for the win!
n game name: Xiane

[db@]Megabite

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« Reply #5 on: April 20, 2006, 01:20:10 am »
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
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DarkRogue

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« Reply #6 on: April 20, 2006, 03:07:09 am »
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

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« Reply #7 on: April 20, 2006, 12:10:47 pm »
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... ;)

url=http://www.tremulous.info][/url]


Lava Croft

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« Reply #8 on: April 20, 2006, 11:39:56 pm »
k totally missed these sshotsm wtf jex!

R1CH

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« Reply #9 on: April 21, 2006, 12:30:33 am »
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

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« Reply #10 on: April 21, 2006, 12:52:49 am »
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
url=http://www.tremulous.info][/url]


Manic

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Gloom Map Remakes
« Reply #11 on: April 21, 2006, 03:00:09 am »
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

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« Reply #12 on: April 21, 2006, 04:24:00 am »
EXELENT! thats all i got

Crylar

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« Reply #13 on: April 21, 2006, 10:27:26 am »
Dang, gloom2 looks good, nice job jex
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Switen

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« Reply #14 on: April 24, 2006, 01:55:23 am »
speedse remake please~


Someone make a kitchen remake before I do.

WolfWings ShadowFlight

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« Reply #15 on: April 25, 2006, 06:43:06 pm »
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. :-)
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Norfenstein

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« Reply #16 on: April 25, 2006, 11:52:53 pm »
Quote from: "[db@
Megabite"]but 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

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« Reply #17 on: April 26, 2006, 01:09:57 am »
Hey Norfenstein,

Quote from: "[db@
Megabite"]Sure, 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...

url=http://www.tremulous.info][/url]


WolfWings ShadowFlight

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« Reply #18 on: April 26, 2006, 10:13:54 pm »
Quote from: "[db@
Megabite"]the 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:
Code: [Select]
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.
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

mindfray

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Gloom Map Remakes
« Reply #19 on: April 26, 2006, 10:20:25 pm »
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.
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[db@]Megabite

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« Reply #20 on: April 26, 2006, 11:25:34 pm »
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
url=http://www.tremulous.info][/url]


Jex

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« Reply #21 on: April 28, 2006, 08:09:55 pm »


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

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« Reply #22 on: April 28, 2006, 08:24:16 pm »
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

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« Reply #23 on: April 28, 2006, 11:03:56 pm »
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
url=http://www.tremulous.info][/url]


Jex

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« Reply #24 on: April 28, 2006, 11:13:01 pm »
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

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« Reply #25 on: April 29, 2006, 09:13:30 pm »
Quote from: "b0rsuk"
They 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

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« Reply #26 on: April 30, 2006, 12:59:20 am »
those maps are looking sexy. keep it up guys.
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b0rsuk

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« Reply #27 on: April 30, 2006, 07:20:37 am »
Quote from: "Jex"
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.. >.>


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

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« Reply #28 on: April 30, 2006, 07:33:59 am »
Wallwalkability is all about converting complex areas to .ASE models and manually creating the clipping brushes. :D
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Jex

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« Reply #29 on: May 08, 2006, 08:33:28 pm »