Author Topic: meep  (Read 31206 times)

Catalyc

  • Posts: 214
  • Turrets: +2/-0
meep
« on: May 11, 2006, 12:03:55 am »
Been working on this thing for a while now, its pretty much done in layout and detail, it just needs a bit of more playerclip placement and other small stuff. Its bassically an underground facility in mars that was invaded by hungry aliens. Theres 3 routes to connect ground level with underground: teleporter, lift room, and a ventilation system.

Ground Level Teleporter


Generator Room


Default Alien Base


UFO room (underground tele back there)


Default Human Base
ttp://tremmapping.pbwiki.com/

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
meep
« Reply #1 on: May 11, 2006, 12:29:03 am »
Do you have a playable version of the thing? I would put it into cycle on our Derelict Maptestserver... ;)

Cheers, Danny

P.S.: Hosting the download is no problem, either ;)
url=http://www.tremulous.info][/url]


nostril

  • Posts: 10
  • Turrets: +0/-0
meep
« Reply #2 on: May 11, 2006, 07:48:17 am »
Looks good, love the environment and especially the canteen, reminds me of the Alien movies :D

I like the fact that the place doesn't look too militant and that it appears to be something that people would actually use for something, gives a nice atmosphere of an actual war going on instead of just running around in an arena.

At least that's what I interpret from the screenies :)

Catalyc

  • Posts: 214
  • Turrets: +2/-0
meep
« Reply #3 on: May 24, 2006, 12:51:22 pm »
ttp://tremmapping.pbwiki.com/

Mirsha

  • Posts: 15
  • Turrets: +0/-0
meep
« Reply #4 on: May 25, 2006, 06:33:53 pm »
Based upon that playthrough we just had I'll make some comments on how the map could be improved.

First thing is the alien base location is horrificly vunerable to death from above, watching marines chuck grenades down simply isn't fun.  This might be solved in future once people get used to playing the maps and move the alien base about rather than leaving it where it is though.

The vent sysetm into the human base from above all the way back to the human base needs a bit of a rethink. Bulky aliens can't fit up there removing their ability to attack from that direction and even more terrible, if you evolve whilst up there you are fucked as you can't escape. And speaking of escape, the big pipe leading down lends some problems to the aliens with it's size as with their inertia it's actually tricksy to drop down, I got caught a few times on that rim half way down it unable to fall down the whole due to the speed  and got pumped.

Of course it's horrible when you look at the other approach into the human base, long corridors lead to lucy spam and with there being only one effective way in it's hard to distract and seperate human forces leading to fairly significant levels of impenetrable firepower from one location.

I've not seen it yet but I can imagine it won't be too long until humans try exeprimenting with a base in the big room by the elevator, it's easy for them to put a dense collection of defense structures at the teleport point sealing that off and since it's right next to the slow elevator larger aliens will be forced to take they can deny aliens this approach all together. That would force aliens to use the other path which I've already mentioned is a potential death trap and how well that could be defended all depends on how the points can be allocated.

The circualrish room with the vent exit could also do with being simplified to make wall walking easier, especially since a human can lodge themselves in some of the beams which makes it very hard for an alien to get close enough to them to hit.


Anyway potential solutions:

For the pipe with a rim in it, widening it will help, and humans will probably love you if you remove one section of the ledge and put a ladder on it. This lets them escape rather than trapping them which makes them happy and leaves a notch to aid in aliens trying to scamper.

As well as this if one end of the the horitzontal pipe could somehow be connected to the rest of the map it would probably be a huge boon. Even a simple large hole in a celing somewhere so tyrants could escape would be a big improvement. Better yet might even be connecting it to the map with ramps so larger aliens could actually get up there though you would still be leaving the tyrants out.

gareth

  • Posts: 710
  • Turrets: +38/-89
meep
« Reply #5 on: May 25, 2006, 07:01:20 pm »
I have played this map for a bit, i like it, but i guess i agree with most of mirsha said.

hodge

  • Posts: 66
  • Turrets: +0/-0
meep
« Reply #6 on: May 26, 2006, 05:49:12 pm »
Not a bad map, In fact I think if you tweak it a bit it will be good enough to be  a part of the official map-list in the next release (when ever that is). Based on my play experiences the map favors aliens. I also agree with what Mirsha said.

KorJax

  • Posts: 119
  • Turrets: +0/-0
meep
« Reply #7 on: May 27, 2006, 08:56:05 pm »
Good map, decently balanced.  I have noticed that if the human team moves into the tele room, they pretty much cant be killed very well unless you Tyrant rush the tele room with like 3-5 tyrants (even then its tricky).

The Elevator is suicide to attack from too, as its a jet pack heaven once the human moves to the tele room.

Good map, good fun :)

DarkRogue

  • Posts: 308
  • Turrets: +0/-0
meep
« Reply #8 on: May 27, 2006, 09:11:44 pm »
Just watched a game where humans took the tele room, moved their reactor up atop it high and their teles.

As expected, half dozen adv mars and goons raped the living piss out of the base.

When the adv goons appeared it was game over.

The tele room is a HORRENDOUS base for humans since aliens can move so freely inside there.

And with no less than THREE entrances/exits, the chances defenders can adequately fend off an INTELLIGENT alien team is rather non existant
n game name: Xiane

Catalyc

  • Posts: 214
  • Turrets: +2/-0
meep
« Reply #9 on: May 28, 2006, 02:09:54 am »
Okay, after spectating a couple of matches I'm pretty happy with the outcome, though its quite evident that there are a couple of things that need fixing, the map is somewhat balanced, which is a good thing considering all the playtests untill the release were with less than 8 players.
 
Currently I deleted the vent that leads to the alien base and am expanding the ventilation system and planning to add another room, which will then connect to the alien base with an entrance big enough to fit a tyrant, that way adding a ladder wont make the ventilation system for an all too awesome human base, since there will be at least 3 ways in, and getting to the alien base will also take some more time.

hope to have a b2 ready in a couple of days (or weeks!)

thanks for the feedback
ttp://tremmapping.pbwiki.com/

UnplayedNamer

  • Posts: 32
  • Turrets: +0/-0
meep
« Reply #10 on: June 08, 2006, 05:27:56 am »
Was wooed by the canteen.  I can see eating opportunities when the fighting gets a little too much.



Great map! Need to play with more people! Download it!
ootissimo / Footissimo@Ubuntu / UnplayedNamer / Footissmo@England (I get bored)

Stof

  • Posts: 1343
  • Turrets: +1/-1
meep
« Reply #11 on: June 08, 2006, 09:43:43 am »
As a remark, I would say the human base really needs 2 entrances. I know you can use the ventilation system to go there but it's incredibly clumsy to do so as a Dragoon or as a Marauder. As it is now, the humans can nearly consider their base will not be attacked from behind by worse than Dretch and Basilisk and so, they only need to defend from attacks from the teleporter room.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Henners

  • Posts: 383
  • Turrets: +10/-5
meep
« Reply #12 on: June 08, 2006, 12:13:52 pm »
Not true at all. I far prefer the "back" entrance for attacking with a goon/adv goon. There is more of a risk with an adv goon since you can only escape so far (cant fit through the small vents back to the alien base), but the direct long corridor is easier to pounce down away to safety than the front winding corridor.

The most common human base I keep on seeing is them retreating right backwards under the little roof bit and building a farm of turrets. Its near impossible to take out without a team of coordinated adv goons and adv marauders. Anything else struggles to kill a single turret....
Official Ace Forum Attorney. If your post is stupid I will object...

Stof

  • Posts: 1343
  • Turrets: +1/-1
meep
« Reply #13 on: June 08, 2006, 12:22:52 pm »
Quote from: "Henners"
Not true at all. I far prefer the "back" entrance for attacking with a goon/adv goon. There is more of a risk with an adv goon since you can only escape so far (cant fit through the small vents back to the alien base), but the direct long corridor is easier to pounce down away to safety than the front winding corridor.

As you said, you cannot retreat back too far. As an Adv Dragoon, you are stuck there forever. It also means that if there's a chaingun human decided to end your life when you are fleeing, you'll probably end up dead.

At least, thanks for the info about Adv Dragoons that cannot get out of that place :)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Catalyc

  • Posts: 214
  • Turrets: +2/-0
meep
« Reply #14 on: June 25, 2006, 05:57:13 pm »
A small update on some of the changes for b2.

Redid the alien base, added a new route to replace the drop down ventilation duct. Also opened up a bit the human camp/spam corridor, thinking of placing a door there. Currently I think I'm done with the big changes, going to fix some details and lighting, should be ready sometime soon! :P


ttp://tremmapping.pbwiki.com/

Survivor

  • Posts: 1660
  • Turrets: +164/-159
meep
« Reply #15 on: June 25, 2006, 07:07:01 pm »
OM serving drinks?
I’m busy. I’ll ignore you later.

Coolero

  • Posts: 2
  • Turrets: +0/-0
    • http://tremulous.net
meep
« Reply #16 on: June 26, 2006, 09:57:52 am »
this OM looks great ^^
Come out, come out... Wherever you are...

Thorn

  • Guest
meep
« Reply #17 on: June 26, 2006, 06:38:12 pm »
So when doe s b2 get released??? 8)

Smokey

  • Posts: 793
  • Turrets: +23/-58
    • Zilla Clan
meep
« Reply #18 on: June 26, 2006, 08:39:22 pm »
Awsome map, fun gameplay. Good work :)

kozak6

  • Posts: 1089
  • Turrets: +20/-26
meep
« Reply #19 on: June 27, 2006, 11:46:19 pm »
It would be pretty cool to have some bottles or drink glasses scattered throughout the bar.

Is that a neon sign behind the om?  Something more intelligible would be more interesting.

kozak6

  • Posts: 1089
  • Turrets: +20/-26
meep
« Reply #20 on: July 04, 2006, 03:41:26 am »
The tables and such clutter up the alien base and make it more difficult for bugs to manuever.

And the long hallways are bad for bugs.

bmac

  • Posts: 20
  • Turrets: +0/-15
Re: meep
« Reply #21 on: February 29, 2008, 01:59:57 am »
???where can i get this map???
alien are the best

if you make a mod for humans

then do the same for aliens

Circle

  • Posts: 93
  • Turrets: +8/-13
Re: meep
« Reply #22 on: February 29, 2008, 02:39:04 am »
« Last Edit: February 29, 2008, 02:40:41 am by Circle »