Author Topic: a new tremulous map  (Read 106448 times)

soubok

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a new tremulous map
« Reply #30 on: May 23, 2006, 07:42:57 pm »


A picture of the warehouse room.
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[db@]Megabite

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« Reply #31 on: May 23, 2006, 08:59:22 pm »
That could make some deadly human base...  :eek:

Can't wait to playtest it, though! Keep it up! ;)

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


soubok

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« Reply #32 on: May 23, 2006, 09:58:35 pm »
I will try to release the first beta this week-end. There will miss a lot of thinks but the map will be playable. candy-eye will come later.
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[db@]Megabite

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« Reply #33 on: May 23, 2006, 11:14:37 pm »
Important things first, I like that! ;)

I will be at a family meeting from thursday morning till sunday. I guess I will get to upload your map to the db@ derelict server sunday night, if you want it there... ;)
I am also able to provide a fast download mirror, if the need arises...

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


hodge

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« Reply #34 on: May 26, 2006, 05:55:13 pm »
I find it just a bit too big for my liking but other then that it's a good map. I'm not aware of any map glitchs at the moment.

soubok

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« Reply #35 on: May 26, 2006, 07:18:00 pm »
On screenshots, the map seems to be big, but ingame, I think it is not the case (compile time with lights: 15min ;) - THANKS TO DETAIL BRUSH !! - ) . the rooms are very different, so I think you cannot get lost, perhaps only in corridors ( because they resemble each other ). To avoid to confuse them, I will customize them.

BTW, the last room ( the water tank ):

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Basilisco

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« Reply #36 on: May 27, 2006, 02:05:54 am »
Of all the new maps, this is the one that pop ups more. It has a lot of identifiable rooms.

The dynamic light will probably slow things a bit, like in some hallways in the gloom2 map for example.  (Not for all computers of course)
---
Do the water tank has water in it? doesnt look like it but i need to ask :)
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How do you get on the shelves in the warehouse? jetpacks only?
---

How is the screen in the control room going? Is it fixed?

soubok

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« Reply #37 on: May 27, 2006, 03:15:16 pm »
Yes, I think my rooms are well identifiable. I will add signs with arrows to help more.

Dynamic light is not a pain for my computer, because they are all shader-based ( thanks to ydnar ).

There is water in the water tank ( 1/10 of the room height ). You can swim, drown ( BTW, sound/player/gurp2.wav is missing, I have to record it myself )

In the warehouse, you can get the shelves by climbing the corners ( like ladders ), or perhaps, if needed (not sure), I will add a ventilation duct in the ceilling.

In the control room, screens seems to work well.



...It,s me.
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DarkRogue

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« Reply #38 on: May 27, 2006, 03:37:22 pm »
If you don't want signs ask Catalyc/Jex how they accomplished their locational ents. Both their betas have locations in a players messages wherever they stand.
n game name: Xiane

KorJax

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« Reply #39 on: May 27, 2006, 08:49:07 pm »
You mentioned that you doubled everything on the map... why?

Dont do things that will *unessicarily* make the map run worse, especially if the effect is very minor as a whole.  Some of us dont run on super computers, remeber that.

soubok

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« Reply #40 on: May 27, 2006, 09:06:13 pm »
Don't worry, except in front of the mirror, I have 90 fps anywhere else with my old computer ( AMD 1800+, geforce4 440MX ).

( hmm, I don't understand what I doubled )
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Basilisco

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« Reply #41 on: May 28, 2006, 01:29:16 am »
Quote from: "DarkRogue"
If you don't want signs ask Catalyc/Jex how they accomplished their locational ents. Both their betas have locations in a players messages wherever they stand.


Oh yeah. Those message tweaks are really useful. They should be in every tremulous map from now on.

And you already named all the rooms, so it wouldn't be like EXTRA work :)

benplaut

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« Reply #42 on: May 28, 2006, 04:40:24 am »
i'm not sure i like the idea of damage outside - it's to the advantage of aliens.

aliens heal, and can camp in a shady spot for a while. By the time a human gets across, they might be down to half health, and having a medi on the other side would be a waste of points.

i like the idea of no buildings outside, though.

The only other problem i can see is humans having an advantage in open areas, due to lasgun, etc
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Neo

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« Reply #43 on: May 28, 2006, 11:14:29 am »
Aliens can only heal once the damage stops, and most likely the entire outside area is a big damage box, so no 'shady spots' to hide in.

DarkRogue

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« Reply #44 on: May 28, 2006, 04:12:36 pm »
I did the whole damage outside thing in gloom in one of my maps. Was a toggle-able effect (poorly done but it was there) I can state for a fact aliens will LOATHE your map for it. Especially if the area is in a 'must travel' route. If it's off to the side and no big deal then aliens may not hound you for your head on a pike but from experience, if you put a damage area in one of the attack routes aliens will hate you.

The key point to remember:

Aliens below mar/goon have LESS health than your basic grunt. Hence will die FASTER than a grunt traversing it, making that kind of area a death trap for early aliens while humans can cross and gain health quickly.

And from experience, ask what gloomers thought about the 'Cold' I did in Crisis at Ice Station 8. The main route was such a death trap. If humans reached the control for shutting off the shield (thus activating the environmental conditions) aliens were seriously screwed as hatchlings (much like dretches) only have 25 health. So even on a 1 damage per second setting they got owned....
n game name: Xiane

soubok

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« Reply #45 on: May 28, 2006, 07:04:17 pm »
Hi,
I think it is a good idea to use "locational ents" the map ( perhaps in beta 2 ).

About the damage outside, I will try with damage only in the beta 1, and if it is not good, I will use nobuild, and dmg in the pit and near the ceiling. Because the outdoor is very high, I have to avoid aliens to hide in "shady spot" ( no pb. with humans, their jetpack will not work if their reactor is down ).

When a human travels from landing platform to the base entrance, he will be hit by 20 health points ( it is not too much ).

I will release the first version of my map this evening, and you will be able to play on the "#db@Derelict (Pub Test)" server (thanks to megabite).
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Lava Croft

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« Reply #46 on: May 28, 2006, 10:23:11 pm »
Looks promising, kind of proper website too. Good luck!

KorJax

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« Reply #47 on: May 30, 2006, 12:06:04 am »
Played+tested




I have to say, the halways, although they look very good, are very complex.  I often found myself getting lost in them.  They look alittle too much alike.  Also, never, ever, have pitch black rooms unless you can clearly see the exit as soon as you enter, or it has a point in the room that you can see (like a blinking light) as a point of reference and some light.  Just to be on the safe side, try not to have completly pitch black rooms.  We dont have flashlights you know :)

Also, the human teleporters outside get destroyed due to damage.

And i dont like how the human team starts on a landing pad that is a long way away from the start.  I wouldnt mind them starting outside if it was ALOT closer, but right now, it sucks to say the least.  Kinda hinders base building.

I am assuming you cant build outside aswell.  If you can, thats a huge disadantage to the aliens, as the humans can build outside and close the door to not let any aliens in.  Just make it so you can open the door from both sides.

As a matter of fact, I woudl like to see the outside have more purpose than the intial stretch.  A good example is the map Karath.  The outside is actually an optional path you can take.  Somthing similar would be pretty neat for this map, except minus the exact style that Karath does (for orignonality).  Perhaps have the half of the entire map be outdoors optionally or somthing similar for added coolness?  I mean, the outside in this map could be similar to how the basement tunnels work in Tremor.  Such as, above the base (or around it) could be an entire above ground area that would be a dangerous path to take, but mabey helpfull if your doing a raid.


In all, i like some of the concepts (OMG CAMERAS!!) of the map, and the detail is pretty good for the map as a beta 1, but it could use some balancing work and a serious fix up to be really playable  8)

benplaut

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« Reply #48 on: May 30, 2006, 01:20:26 am »
Quote from: "Neo"
Aliens can only heal once the damage stops, and most likely the entire outside area is a big damage box, so no 'shady spots' to hide in.


regardless, they can still heal once out of the area (although, i assume there would be a barricade of turrets at the other side :P  )
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soubok

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« Reply #49 on: May 31, 2006, 09:04:40 pm »
Hi,

you will never get lost any more in my map, ... corridors customization has start


( 2 more screenshots on my site )
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Basilisco

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« Reply #50 on: June 01, 2006, 09:35:29 pm »
The map is looking really good, but those flashing hallways slow my computer a lot. I get below 30fps without anyone else playing.

And the pitch black areas are unplayable, some lights there would help (or just making the light coming from the small open in the wall-top join brighter.

The screens are nice too, not real screen but more like a view portal with 3d tracking system *ahem*... :P good job
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Oh, and the shelves in the warehouse are a bit too easy to climb for humans. Is there a way to slow it down a bit?

KorJax

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« Reply #51 on: June 01, 2006, 10:00:11 pm »
Wow, i love the window.  Map looks great, now just time to tackle those gameplay bugs :)

soubok

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« Reply #52 on: June 01, 2006, 11:27:34 pm »
All gameplay bugs has been fixed, before to release the BETA 2 (perhaps this w-e or monday) I have to avoid ppl to be lost in my level.
Another question I have, is how to avoid team camping ( think camping like in karith, when human team success to install the base in the elevator room ) ??
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Neo

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« Reply #53 on: June 02, 2006, 12:15:02 am »
To stop that situation you should try have atleast two entrances(proper doorways, not vents) into any room, as with Karith they just spam turrets at the only entrance.

benplaut

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« Reply #54 on: June 02, 2006, 03:05:20 am »
i haven't played, but do the camera actually work? as in, you look at a virutal screen and see through the camera?

if so, AWESOME!!
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soubok

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« Reply #55 on: June 02, 2006, 07:39:54 am »
yes it is
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BabyAlien

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« Reply #56 on: June 02, 2006, 07:52:07 am »
Kinda sideways request.

Can you change the name of this topic to include the name of the map instead of just "a new tremulous map"?  :)
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DarkWolf

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« Reply #57 on: June 06, 2006, 09:24:27 am »
Soubok, do you have any ETA on the time remaining of beta02?
Some people keep asking me, and it would be nice to give them an answer to satisfy their curiosity  :wink:  :) .
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soubok

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« Reply #58 on: June 06, 2006, 01:36:13 pm »
I think that I will release the BETA 2 of pulse this evening ( if everything goes right )

I have some issues with compilation and performance ( PVS too big )
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DarkWolf

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« Reply #59 on: June 06, 2006, 01:56:21 pm »
Yay ^^, can't wait for it, i'll send Megabite a mail about it IF it will be this evening  :) .
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