Author Topic: Map: Citadel FINAL  (Read 24572 times)

gareth

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Map: Citadel FINAL
« on: November 19, 2007, 09:03:01 pm »
i submitted it to survivor, so here it is for the public now:

http://g00gul.net/maps/map-citadel.pk3

Quote
Final: finished, probably

Citadel: A map for Tremulous
-About the same size as ATCS or Tremor
-made primarily for the mapping contest on tremulous.net/phpBB2/
-sorta inspired by Atlantis by David Gibbins, also Hamunaptra by Dasprid, also socks nice egypt textures

story:
A group of marines wake to find themselves crashed in a ancient desert temple, some of the crew from their dropship are missing, so the rest of the team set out to find them so they can repair the dropship and continue on their way to the service facility. They dont reckon on the aliens lurking in the shadows, hungry for more delicous human food.

assets used:

textures: mostly egyptsoc set by sock, some from existing tremulous maps - sirius by ingar, transit by stannum

models: dropship by overflow, torches by sock, palm tree by todd gantzler

sounds:
22331_Black_Boe_wind.wav from http://freesound.iua.upf.edu/usersViewSingle.php?id=124894, 28357_ERH_prayer.wav from http://freesound.iua.upf.edu/samplesViewSingle.php?id=28357
29939_acclivity_Fire1.wav from http://freesound.iua.upf.edu/samplesViewSingle.php?id=29939

blaa:

build time: ~2 months on and off

compile time: ~5 mins on x2 3800+

compile options:
[q3map2] -meta -custinfoparms "[MapFile]"
[q3map2] -vis -saveprt "[MapFile]"
[q3map2] -light -samples 2 -patchshadows -bounce 8 -fastbounce -bouncegrid -dirty -dirtmode 1 "[MapFile]"

map file/other stuff might be availible from http://g00gul.net/maps/ ... who knows :P

Thanks to the Testers: [mDc]Thorn, Iltavuos, [Derelict]Fukacz, [mDc]Minisori.sp, [Derelict]Hugirl, [CoW]Alex, Fralib82[ITA], "spanish_inquisition, cerebral, [CoW]neowampyre, (CY)Kang(F), McBain, Walter@Sparta, DeoxiZ, [TC]Billy, |KoR| WireDDD, [NULL]Badger, sPlitPin, CLOU_PL, }MG{JumpHaround, [CoW]Shotgunboy, }MG{Rocinante, {NoS}BANKAI{ATP}, Fakr-CZ- and James Bond, also DVSoftware & Thorn again for the server.







« Last Edit: December 17, 2007, 03:57:58 pm by gareth »

Overdose

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Re: Map: Citadel beta2
« Reply #1 on: November 19, 2007, 09:59:57 pm »
That looks great, nice work!
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TRaK

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Re: Map: Citadel beta2
« Reply #2 on: November 19, 2007, 11:54:53 pm »
Looks very nice. Layout looks interesting and the theme is a good change from the traditional tremulous fare. I really like the crashed ship, it looks great and adds a cool atmosphere to the human base.

One suggestion : add water sounds to that pool of water. It sounds strange when you hear normal walking sounds when your feet are submerged.

Great work, I look forward to playing it :)

Lakitu7

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Re: Map: Citadel beta2
« Reply #3 on: November 20, 2007, 12:43:14 am »
This looks nice. The wrecked ship does add a nice flavor and I enjoy that you brushed some of the high frequency wall texture so that it's wallwalkable anyway.

I'm somewhat concerned about there being only one entrance to the bases but playtests will show how that works out I guess.

fleash eater

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Re: Map: Citadel beta2
« Reply #4 on: November 20, 2007, 12:46:53 am »
 :police:map police say thumbs up

errors: found a glitch when wallwalking on ship, and make fire on ship do damage

    then the water has a normal walking sound when your in it, seems kinda wierd ???
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TRaK

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Re: Map: Citadel beta2
« Reply #5 on: November 20, 2007, 01:09:46 am »
I'm somewhat concerned about there being only one entrance to the bases but playtests will show how that works out I guess.

Both bases have 2 entrances, the doors blend into the wall fairly discreetly.

Lakitu7

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Re: Map: Citadel beta2
« Reply #6 on: November 20, 2007, 01:14:35 am »
;_;
Man, I tried hugging all the walls in human base before I posted that too. It's really hard to tell doors from not-doors, but that's probably by design because of the whole temple thing and all.

TRaK

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Re: Map: Citadel beta2
« Reply #7 on: November 20, 2007, 01:32:14 am »
Oh wait, I'm an idiot, you're right  :-\

your face

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Re: Map: Citadel beta2
« Reply #8 on: November 20, 2007, 01:33:30 am »
yes u r...

jkjk xD
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Lakitu7

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Re: Map: Citadel beta2
« Reply #9 on: November 20, 2007, 02:19:03 am »
Oh. Well then my concern stands!

your face

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Re: Map: Citadel beta2
« Reply #10 on: November 20, 2007, 03:11:55 am »
lol, but that map is purty sweet, nice job, gereth!
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gareth

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Re: Map: Citadel beta2
« Reply #11 on: November 20, 2007, 09:15:53 am »
a new passage opens up at as3, thats why you couldnt find the second doors in the human base probably.

Survivor

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Re: Map: Citadel beta2
« Reply #12 on: November 20, 2007, 10:59:52 am »
The advantage of checking out the .map. Still in review gareth :). Like it so far.
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Lava Croft

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Re: Map: Citadel beta2
« Reply #13 on: November 20, 2007, 12:54:24 pm »
The map features a a bit boring, but solid texturing, totally underwhelming and Quake1-style brushwork, horrible terrain made out of curve patches and a very cool crashed and burning BunniTransport. Im curious how it will play.

Lakitu7

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Re: Map: Citadel beta2
« Reply #14 on: November 20, 2007, 04:24:39 pm »
As long as it doesn't play like Uncreation :(


your face

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Re: Map: Citadel beta2
« Reply #15 on: November 20, 2007, 05:48:00 pm »
lol, no one likes uncreation, who made it?  i forgot :P
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Fukacz

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Re: Map: Citadel beta2
« Reply #16 on: November 20, 2007, 06:04:25 pm »
lol, no one likes uncreation, who made it?  i forgot :P
WRONG !
I like it, tho it's a bit fps laggy ^^
May the Spoon be with ya  !!!

SPOOOOOOON !!!

kaziorvb

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Re: Map: Citadel beta2
« Reply #17 on: November 21, 2007, 06:57:47 pm »
a bit
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Fukacz

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Re: Map: Citadel beta2
« Reply #18 on: November 21, 2007, 10:27:30 pm »
only a bit
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Taiyo.uk

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Re: Map: Citadel beta2
« Reply #19 on: November 24, 2007, 10:33:37 pm »
Change the patchwork rockwalls for brushes - simonoc's rockwall tutorial may help: http://www.simonoc.com/pages/articles.htm
Use brushes for the water since the patch has no volume.
The overall architecture seems rather basic for the Q3 engine (all those right angles, etc.)

Other than that it looks promising.

gareth

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Re: Map: Citadel beta2
« Reply #20 on: November 26, 2007, 01:38:09 pm »
Change the patchwork rockwalls for brushes - simonoc's rockwall tutorial may help: http://www.simonoc.com/pages/articles.htm
Use brushes for the water since the patch has no volume.
The overall architecture seems rather basic for the Q3 engine (all those right angles, etc.)

Other than that it looks promising.

yea i may well redo the rock/terrain, the waters also on the todo list. the architecture is kinda blocky, but its just that style :D i dont think it really looks like quake 1.

its currently in rotation on funzone and is the featured map of the week on dretchstorm. from what ive seen it plays alright.

gareth

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Re: Map: Citadel FINAL
« Reply #21 on: December 17, 2007, 04:00:52 pm »
BUMP for FINAL


http://g00gul.net/maps/map-citadel.pk3


and a screenshot of it being played camped :D(beta2).


Taiyo.uk

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Re: Map: Citadel FINAL
« Reply #22 on: December 17, 2007, 04:44:40 pm »
* Taiyo.uk likes.

Hmm, the brushwork terrain needs some phongage to remove the banding. See hither: http://www.simonoc.com/pages/articles/phongshading1.htm

InsanityQ

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Re: Map: Citadel FINAL
« Reply #23 on: February 28, 2008, 09:26:36 pm »
The detail in this map is incredible! I can't wait to play it. Trak and Gareth are equals

thirdstreettito

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Re: Map: Citadel FINAL
« Reply #24 on: March 01, 2008, 04:49:42 pm »
I love playing on that map.

Paradox

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Re: Map: Citadel FINAL
« Reply #25 on: March 05, 2008, 02:10:11 am »
Uh, your screenies are broken.

Wait, nm.

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Survivor

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Re: Map: Citadel FINAL
« Reply #26 on: March 06, 2008, 06:50:21 pm »
Gratz gareth, winner of best looks and best overall. Read your pm's
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cumesoft

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Re: Map: Citadel FINAL
« Reply #27 on: March 07, 2008, 01:59:49 pm »
There is something wrong with the water. It looks like it is frozen, about to fall catastrophically from the ramp, or looks like jelly. When water flows in a ramp, it doesn't cover it with a that thick depth. A few millimetres of it with a foamy aspect would give a more realistic effect. If you play COD and you still have the very first game, I suggest looking at the dam to see how water flowing through a ramp should look like. It is the only aspect I would change. The rest of the map looks fantastic and the textures are great.

P.S.:You should not use that prayer sound. The words "Avé Maria" are quite noticeable. You should use some other kind of chanting.
« Last Edit: March 07, 2008, 02:10:16 pm by cumesoft »

Kaleo

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Re: Map: Citadel FINAL
« Reply #28 on: March 11, 2008, 09:22:42 am »
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
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gareth

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Re: Map: Citadel FINAL
« Reply #29 on: March 11, 2008, 11:53:50 am »