Author Topic: help with map  (Read 9270 times)

Maseo

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help with map
« on: September 22, 2007, 12:43:57 am »
hey i just made this layout of a map i thought might be good.

but i am bad at making maps using Cube. could someone else if they don't mind.
color=cyan](Unit-13-CL)[/color]Maseo

Taiyo.uk

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    • Haos Redro
help with map
« Reply #1 on: September 22, 2007, 01:04:55 am »
Firstly Tremulous does not use the Cube engine, it uses Quake 3. Cube maps will not work with Quake 3. Maps for tremulous are made using GtkRadiant.

Secondly decent maps take hundreds of hours work to create. I'm sure a good mapper will happily implement your map idea if you pay him at a reasonable hourly rate.

I let my dog hump my leg

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help with map
« Reply #2 on: September 22, 2007, 02:48:10 am »
pacman?

das Iro

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help with map
« Reply #3 on: September 22, 2007, 05:32:47 am »
Humans Win.

sSopris

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help with map
« Reply #4 on: September 22, 2007, 06:56:30 am »
Humans can be eaten when flashing blue and white.
"Oh gosh....oh gosh! TEXTURE ERROOOOOOOR!!!"
"Shoot it! Shoot it!"
"Its got me!!"
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E-Mxp

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help with map
« Reply #5 on: September 22, 2007, 06:58:41 am »
Human base has only one exit, so this is very easy to defend using turrets. This is bad for the aliens.

CATAHA

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« Reply #6 on: September 22, 2007, 07:14:05 am »
Ye, pro-human map. Also long halls.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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Survivor

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help with map
« Reply #7 on: September 22, 2007, 07:17:22 am »
Control is damn impossible for aliens to reach once humans lock it down and put 2 mds in the central hall.
Vents are too long for sneaking humans and travelling small aliens
Use some more distinct colors than orange and red for doors next time making a plan, it's hard to spot the difference
Human base too strong as said
Alien base is walled into too large a room and can be locked down by 4 humans.

I think it's best if you start out with a bit smaller map to get the feel for what's right and wrong with regard to gameplay.
I’m busy. I’ll ignore you later.

Maseo

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help with map
« Reply #8 on: September 22, 2007, 05:54:59 pm »
Quote from: "Survivor"
Control is damn impossible for aliens to reach once humans lock it down and put 2 mds in the central hall.
Vents are too long for sneaking humans and travelling small aliens
Use some more distinct colors than orange and red for doors next time making a plan, it's hard to spot the difference
Human base too strong as said
Alien base is walled into too large a room and can be locked down by 4 humans.

I think it's best if you start out with a bit smaller map to get the feel for what's right and wrong with regard to gameplay.



Not true there are 4 ways for the aliens to get in the Control room i made the air ducts so the aliens can get in all most every room
color=cyan](Unit-13-CL)[/color]Maseo

Groove

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help with map
« Reply #9 on: September 22, 2007, 06:18:59 pm »
I've heard that having the human base have only one entrance is a no-no because it helps camping.

Survivor

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help with map
« Reply #10 on: September 22, 2007, 06:31:10 pm »
Quote from: "Maseo"
Quote from: "Survivor"
Control is damn impossible for aliens to reach once humans lock it down and put 2 mds in the central hall.
Vents are too long for sneaking humans and travelling small aliens
Use some more distinct colors than orange and red for doors next time making a plan, it's hard to spot the difference
Human base too strong as said
Alien base is walled into too large a room and can be locked down by 4 humans.

I think it's best if you start out with a bit smaller map to get the feel for what's right and wrong with regard to gameplay.



Not true there are 4 ways for the aliens to get in the Control room i made the air ducts so the aliens can get in all most every room


Must i state everything in full glory?
You have a control room. There is 1 vent near, so near in fact that any human in the control room should notice it and it may even be so close that any dropping alien might not be able to evolve.
Next we have 3, read that, 3 vents exiting in one room, which is near human base and at the start of a long ass hall as it seems meaning their approach to the control room can easily be sniped come unlag.
And then the 5th vent, the one you missed while you were the one that thought up this layout, eventually can only lead to the big room which already has 3 vent exits.
I suppose you are going to make them marauder sized vents, but this still means an effective baseswitch to near the CR and a lockdown of the door means tyrants, goons and adv goons if they can evo have no place to really flee and once the quarantined are is cleaned a 2 man patrol can keep it clear of anything smaller than a tyrant.
I’m busy. I’ll ignore you later.

Maseo

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help with map
« Reply #11 on: September 22, 2007, 06:55:19 pm »
Quote from: "Survivor"
Quote from: "Maseo"
Quote from: "Survivor"
Control is damn impossible for aliens to reach once humans lock it down and put 2 mds in the central hall.
Vents are too long for sneaking humans and travelling small aliens
Use some more distinct colors than orange and red for doors next time making a plan, it's hard to spot the difference
Human base too strong as said
Alien base is walled into too large a room and can be locked down by 4 humans.

I think it's best if you start out with a bit smaller map to get the feel for what's right and wrong with regard to gameplay.



Not true there are 4 ways for the aliens to get in the Control room i made the air ducts so the aliens can get in all most every room


Must i state everything in full glory?
You have a control room. There is 1 vent near, so near in fact that any human in the control room should notice it and it may even be so close that any dropping alien might not be able to evolve.
Next we have 3, read that, 3 vents exiting in one room, which is near human base and at the start of a long ass hall as it seems meaning their approach to the control room can easily be sniped come unlag.
And then the 5th vent, the one you missed while you were the one that thought up this layout, eventually can only lead to the big room which already has 3 vent exits.
I suppose you are going to make them marauder sized vents, but this still means an effective baseswitch to near the CR and a lockdown of the door means tyrants, goons and adv goons if they can evo have no place to really flee and once the quarantined are is cleaned a 2 man patrol can keep it clear of anything smaller than a tyrant.


fine here now the aliens have the advantage.

color=cyan](Unit-13-CL)[/color]Maseo

sSopris

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help with map
« Reply #12 on: September 22, 2007, 06:56:18 pm »
Quote from: "Survivor"
Quote from: "Maseo"
Quote from: "Survivor"
Control is damn impossible for aliens to reach once humans lock it down and put 2 mds in the central hall.
Vents are too long for sneaking humans and travelling small aliens
Use some more distinct colors than orange and red for doors next time making a plan, it's hard to spot the difference
Human base too strong as said
Alien base is walled into too large a room and can be locked down by 4 humans.

I think it's best if you start out with a bit smaller map to get the feel for what's right and wrong with regard to gameplay.



Not true there are 4 ways for the aliens to get in the Control room i made the air ducts so the aliens can get in all most every room


Must i state everything in full glory?
You have a control room. There is 1 vent near, so near in fact that any human in the control room should notice it and it may even be so close that any dropping alien might not be able to evolve.
Next we have 3, read that, 3 vents exiting in one room, which is near human base and at the start of a long ass hall as it seems meaning their approach to the control room can easily be sniped come unlag.
And then the 5th vent, the one you missed while you were the one that thought up this layout, eventually can only lead to the big room which already has 3 vent exits.
I suppose you are going to make them marauder sized vents, but this still means an effective baseswitch to near the CR and a lockdown of the door means tyrants, goons and adv goons if they can evo have no place to really flee and once the quarantined are is cleaned a 2 man patrol can keep it clear of anything smaller than a tyrant.

+1...his wisdom is omnipotent
"Oh gosh....oh gosh! TEXTURE ERROOOOOOOR!!!"
"Shoot it! Shoot it!"
"Its got me!!"
"Take it down!"
-

Maseo

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help with map
« Reply #13 on: September 22, 2007, 07:03:27 pm »
Quote
a 2 man patrol can keep it clear of anything smaller than a tyrant.


wow who ever's on the aliens must really suck
color=cyan](Unit-13-CL)[/color]Maseo

Maseo

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help with map
« Reply #14 on: September 22, 2007, 07:05:45 pm »
Quote from: "Groove"
I've heard that having the human base have only one entrance is a no-no because it helps camping.


Your so called "camping" is the way the humans on tremulous are supposed to play otherwise the players will just be feeding the aliens.
color=cyan](Unit-13-CL)[/color]Maseo

Groove

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« Reply #15 on: September 22, 2007, 07:34:49 pm »
Quote
Your so called "camping" is the way the humans on tremulous are supposed to play otherwise the players will just be feeding the aliens.

Let's not get off topic here but I think that's very debatable. I recognize camping as part of the game and a viable strategy, but it's certainly not the way humans on tremulous are "supposed to play". Most important is that it's not fun for either side. If people don't have fun on your map, it won't get played (see Uncreation)

Survivor

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« Reply #16 on: September 22, 2007, 07:53:19 pm »
Having 2 CRs defeats the purpose of a CR.

It isn't the ones on alien sucking it's the fact that the area is shut off and they can't really flee one shitting inch if they needed too, they'd just be backing up into a corner. 2 reasonable humans combined with the fact there is a big ass area and hall if you want to go to the CR means any alien better be a master dodger.

Camping is a tactic, not a strategy. Any human team who wins solely by camping till s3 and full layout means to me that the aliens got so bored by your playstyle that they started feeding. I can understand camping when you are too weak at a time to play offensive but when I see fully loaded humans with pulses and helmets, mds and saws at the ready and the worst they have to face is the odd pair of dragoons and a dretch wave, and they are still camping then they don't want to win really, they just don't want to lose. This applies even more so if you include lucies and BS
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Maseo

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help with map
« Reply #17 on: September 22, 2007, 08:00:58 pm »
Quote from: "Groove"
Quote
Your so called "camping" is the way the humans on tremulous are supposed to play otherwise the players will just be feeding the aliens.

Let's not get off topic here but I think that's very debatable. I recognize camping as part of the game and a viable strategy, but it's certainly not the way humans on tremulous are "supposed to play". Most important is that it's not fun for either side. If people don't have fun on your map, it won't get played (see Uncreation)


i disagree considering i have seen hundreds or people play on uncreation.
and if you think running and attacking the aliens is how your supposed to play i'd have to say you only been playing for 24-hours. i have been too say 30 rounds where i just watched and the humans lost every time due to the fact that they rushed instead of "camp" in there base but they did fortify it in a very bad way.
color=cyan](Unit-13-CL)[/color]Maseo

Survivor

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« Reply #18 on: September 22, 2007, 10:40:15 pm »
There is a load of possibilities between rush and camp. But this topic is about a map and not about that so if you want to explore it do so in strategies and tactics.
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Kaleo

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help with map
« Reply #19 on: September 23, 2007, 10:58:08 am »
swap the base's, and you may have something...
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CreatureofHell

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« Reply #20 on: September 23, 2007, 04:37:36 pm »
Quote from: "Kaleo"
swap the base's, and you may have something...


Now there's an idea...
{NoS}StalKer
Quote
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