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Station 15 Final Release 1

Started by Supertanker, December 06, 2007, 11:18:10 PM

Supertanker

Quote from: CreatureofHell on July 03, 2011, 09:45:40 AM
But no one ever accidentally crushes someone else...It's always done on purpose!

Yes, but either way, losing a chainsuit on a two-man human team because someone jumped too soon is *annoying*. :P

I'll wait another week or so before beta6. It's mostly gameplay tweaks now, folks.

Supertanker

#151
Station15 Beta SIX is now out. Will have it up on a server to test soon. Mostly gameplay changes. I'm almost ready for a -final, folks!

http://supertanker.mercenariesguild.net/map-station15-beta6.pk3

PK3 is smaller now as well: 14.7MB vs 18.9MB.

c4

Quote from: Supertanker on July 03, 2011, 11:06:44 AM
I'll wait another week or so before beta6. It's mostly gameplay tweaks now, folks.
Quote from: Supertanker on July 04, 2011, 06:26:08 AM
Station15 Beta SIX is now out. Will have it up on a server to test soon. Mostly gameplay changes. I'm almost ready for a -final, folks!

http://supertanker.mercenariesguild.net/map-station15-beta6.pk3

PK3 is smaller now as well: 14.7MB vs 18.9MB.
Quote from: AngelKnight on September 24, 2010, 03:58:01 AM
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
:basilisk: FTW![wiki]basilisk[/wiki]

Supertanker

Quote from: c4 on July 04, 2011, 07:03:52 AM
Quote from: Supertanker on July 03, 2011, 11:06:44 AM
I'll wait another week or so before beta6. It's mostly gameplay tweaks now, folks.
Quote from: Supertanker on July 04, 2011, 06:26:08 AM
Station15 Beta SIX is now out. Will have it up on a server to test soon. Mostly gameplay changes. I'm almost ready for a -final, folks!

http://supertanker.mercenariesguild.net/map-station15-beta6.pk3

PK3 is smaller now as well: 14.7MB vs 18.9MB.


Bah, I lied. I also have some tweaks I'd like to try.

Odin

Did you fix the random "squished" outside the human base?

Supertanker

Not sure. I did move some trees around though. I'll clip them better later.

By the way, thank you to everyone who's been playing this on US1. You guys are great! I'll let Beta6 be played for awhile--if people like it, I might just pack it as a final.

Supertanker

Guys, I fixed the Garden I think.

The problem? Particle systems were eating up CPU usage. I now get solid 90s when I was getting between 60 and 80 FPS before.

Beta7 in awhile.

Supertanker

Random thing to make the Meaningless Pipe Room less crazy and possibly flip the balance back in the Humans' favor just a little...



Thoughts?

I hope to push out beta7 in the upcoming week. As far as I'm concerned, the map is almost done.

Nux

For comparison's sake, I've attached what it used to look like.

It looks neater, more roomy and slightly less alien accommodating. Seems good so far but I'll have to play it to know better.

vcxzet

green light and lights on the ground looks random

TheLollingManv2


Plague Bringer

U R A Q T

Supertanker



People say I shouldn't make so many betas. That gave me an idea: make more betas! I make the maps around here, I can make as many betas as I damn want!

CorSair

Quote from: Supertanker on July 24, 2011, 04:27:09 AM
People say I shouldn't make so many betas. That gave me an idea: make more betas! I make the maps around here, I can make as many betas as I damn want!
Quote from: Plague Bringer on July 22, 2011, 10:05:33 PM
Quote from: TheLollingManv2 on July 22, 2011, 08:26:09 PM
y so many betas ??? ??? ???
rome wasn't built in a day.
:P

And I was curious enough to test those fans, only to get chopped. :(

Supertanker

Curiosity killed the foxgranger.




While this may look like an attempt to make the human base look better, it really is an attempt to reduce polycount.

Meisseli

There's still the nice side-effect that the human base now looks great!


kharnov

I got a chance to play this last night before it got released. The lighting is much more improved, the human base feels roomier, and the other tweaks are pretty nice. Great work as always Supertanker!

I'll keep voting this on US Main for balance data.

Supertanker

It's looking more and more like the -final will be beta7 with just a few tweaks. Thanks for all the advice and help, guys. These are the final days of mapping for station15. :)

Knowitall66

#169
Signs; Currently all the signs are floating off from the wall, either give that brush sides, or use a shader so it can display on the wall surface without Z-Flickering. The textures are too low res and are looking bad ingame.

Block lights; Personally I don't like them (I prefer they be embeded or have some sort of frame/trim/edge). If your trying to keep brush count down then I'd suggest you make those lights nonsolid or add some angled clipping around them.

Fans; Their design doesn't fit the environment. They also need clipping (I know you seem to want them to be an environment hazard but).

Level of Detail; Varies a bit, there are some areas that just feel unfinished.

Textures; Alignment issues here and there. Also pipes texture on wall ('e6cyb0rpipes'), Why would you do that? Just looks horrible and amateurish at the moment.

Lighting; Vent lighting is a bit too bright (Even at default gamma). The shadows under the trees near human base are too strong.

Skybox; Light coming from it seems to be wrong colour. Also I'm personally not really a fan of this spacescape.

Hanging Vines; Don't really make sense hanging from ceiling, also feel somewhat out a place.

Benches; There are some misaligned brushes (Where arm rest connects to leg, and the seconds from the bottom back support bar)

Soundscape; May want to consider doing some work on this. Furnace room could be noisy, as could places with numerous pipes/vents.

Waterfall; Could use a shader like the water splash one (The rings of "ripples" when a player walks through water) to better blend where the water contacts the pool below.

Can't comment on gameplay as I haven't played Trem for a while, nor had the opertunity to playtest your map.


Obviously some of this is just my opinion so feel free to ignore it.

I'm sure there's things I've missed but hope this helps. (May edit this post later)

Oops nearly forgot, Nice map Supertanker. :D

Meisseli

The map is quite horrible to play after aliens get stage 3. Tyrants are enormously powerful both in alien base and the (pipe?) room they sometimes move in to. Those rooms could benefit a lot from more open space and some kind of obstacles humans could dodge tyrants with.

Needs more variance, there's too many close corridors and not so many open areas. Those few open areas that exist are too close to the human base to help in attacking, or are not used almost at all (garden). Doesn't even need to be in expense of what exists currently, the map could be a bit bigger.

Overall map balance: feels like humans dominate the map almost entirely except the corridors near alien base, which are way too powerful for tyrants. I don't remember playing a round on the map that doesn't end in sudden death or timelimit, which in my opinion makes the map have bad gameplay. Maybe the map would benefit most from more and faster routes to flank enemies from.

As to visuals, the new version has some excellent views from the windows to outside. Nice!

Supertanker

#171
Quote from: Knowitall66 on July 29, 2011, 10:16:26 AM
Signs; Currently all the signs are floating off from the wall, either give that brush sides, or use a shader so it can display on the wall surface without Z-Flickering. The textures are too low res and are looking bad ingame.

May fix. They are going to be flush against the wall so I don't have to clip them. Won't fix texture. I'm not going to go through and change ten different signs--again.

Block lights; Personally I don't like them (I prefer they be embeded or have some sort of frame/trim/edge). If your trying to keep brush count down then I'd suggest you make those lights nonsolid or add some angled clipping around them.

Won't fix--there's too many, and I prefer abstract simplicity.

Fans; Their design doesn't fit the environment. They also need clipping (I know you seem to want them to be an environment hazard but).

They're a joke, or did the strikingly-similar-to-a-PC-fan design not rub off?

Level of Detail; Varies a bit, there are some areas that just feel unfinished.

May fix, depending on area.

Textures; Alignment issues here and there. Also pipes texture on wall ('e6cyb0rpipes'), Why would you do that? Just looks horrible and amateurish at the moment.

Vent textures will be fixed. They are a placeholder.

Lighting; Vent lighting is a bit too bright (Even at default gamma). The shadows under the trees near human base are too strong.

Not going to spend more than five minutes tweaking--too bright is better than too dark, and they were too dark before.

Skybox; Light coming from it seems to be wrong colour. Also I'm personally not really a fan of this spacescape.

Definitely not fixing. I made that skybox for that map, and I am not going to hunt around for another one. May fix the color.

Hanging Vines; Don't really make sense hanging from ceiling, also feel somewhat out a place.

Not fixing.

Benches; There are some misaligned brushes (Where arm rest connects to leg, and the seconds from the bottom back support bar)

Looks fine in Radiant. I'll check what it looks like in game later.

Soundscape; May want to consider doing some work on this. Furnace room could be noisy, as could places with numerous pipes/vents.

May fix.

Waterfall; Could use a shader like the water splash one (The rings of "ripples" when a player walks through water) to better blend where the water contacts the pool below.

Depending on the difficulty of getting this to work (I won't use the in-game shader, but I will copy it to station15's dedicated shaders if possible) I may or may not do this.

Can't comment on gameplay as I haven't played Trem for a while, nor had the opertunity to playtest your map.


Obviously some of this is just my opinion so feel free to ignore it.

I'm sure there's things I've missed but hope this helps. (May edit this post later)

Oops nearly forgot, Nice map Supertanker. :D

Thanks.


Quote from: Meisseli on July 29, 2011, 02:46:22 PM
The map is quite horrible to play after aliens get stage 3. Tyrants are enormously powerful both in alien base and the (pipe?) room they sometimes move in to. Those rooms could benefit a lot from more open space and some kind of obstacles humans could dodge tyrants with.

Needs more variance, there's too many close corridors and not so many open areas. Those few open areas that exist are too close to the human base to help in attacking, or are not used almost at all (garden). Doesn't even need to be in expense of what exists currently, the map could be a bit bigger.

Overall map balance: feels like humans dominate the map almost entirely except the corridors near alien base, which are way too powerful for tyrants. I don't remember playing a round on the map that doesn't end in sudden death or timelimit, which in my opinion makes the map have bad gameplay. Maybe the map would benefit most from more and faster routes to flank enemies from.

I don't know; I've seen a few good games where aliens have simply mowed down the humans.

I don't think you realize what a pain in the ass it is to "tack on" geometry. Even expanding the lower corridor between alien base and storage room, an idea I was considering, is difficult. I spent a few months trying to get everything to match up when I ripped out the old sections of station15-beta3. I'm not doing that again.


As to visuals, the new version has some excellent views from the windows to outside. Nice!

I don't have the give-a-fuck required to complete this map the way I want it fixed. I will push out the final after fixing as many of these as I feel like fixing.

Knowitall66

Quote from: SupertankerThey're a joke, or did the strikingly-similar-to-a-PC-fan design not rub off?

I'm fully aware of that, doesn't mean I have to like it. :P

Supertanker

Okay. Now I'm happy.



Also, I managed to widen this:



Final soon.

your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Supertanker

#175
Station15 Final Release 1 is out: http://supertanker.mercenariesguild.net/map-station15-r1.pk3

This is it. I can rest now.

Thanks guys.

Supertanker

Map was corrupted on my server for unknown reasons. Restored. Use these links for download:

Download: http://supertanker.mercenariesguild.net/map-station15-r1.pk3
Or:       http://downloads.mercenariesguild.net/maps/map-station15-r1.pk3

MD5SUM: 595c3d9500e5f9b3c6191a3216fb88e6