Author Topic: Gloom 2: Beta 1  (Read 10095 times)

Jex

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Gloom 2: Beta 1
« on: May 24, 2006, 02:45:07 am »
I've just finished putting together a beta build of Gloom 2. Barring any horrible horrible bugs this is intended to serve as a playable map for the next few weeks as I continue to work on the extended version.

The map as it is now reflects the original layout of the Quake 2 Gloom map. The extended version will have new areas and will be what I think of as the 'proper' version of the map. While the smaller version is moreso a tribute to Gloom (2).

Any feedback is welcome.

Cheers,
Jex

http://tremulous.net/users/jex/map-gloom2beta1.pk3
http://jex.vilkacis.net/map-gloom2beta1.pk3


Moofed

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Gloom 2: Beta 1
« Reply #1 on: May 24, 2006, 03:00:04 am »
:o :D
Can we PLEASE get this on a mainstream server?  I ping best to AKKA (hinthint), despite the number of players.  8)

Lava Croft

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Gloom 2: Beta 1
« Reply #2 on: May 24, 2006, 03:37:14 am »
Way to go jex.

WolfWings ShadowFlight

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Gloom 2: Beta 1
« Reply #3 on: May 24, 2006, 05:55:47 am »
Cosmetic:

The railing in the 'central catwalk/spinning pipe cover' room and just outside the human base seems out of place. Tiny rectangular brushwork with so much rounded patchwork in the same room is somehow noteworthy.

Areas that need clipping assistance: (Yes, most of them are minor.)

Ceiling pipes junction with the outer walls on the downwards ramp from alien base. Can't wall-climb from the walls to/from the ceiling at various times in there.

Ceiling pipes junction with the rest of the ceiling in the 'central catwalk/spinning pipe cover' room. Same problem as the ramp, you can't wallclimb directly across a greater than 90 degree inside angle.

Smaller upper pipe (white with red stripes periodically) on the upper walkway in the pipe fittings and crates room just outside the human base, can't wallclimb sometimes from there onto the wall due to greater-than-90-degree angle.

Human base: Basilisks can't wallclimb sideways across the trio of 'seperated' pipes due to the gaps that a Dretch can wallclimb through. Perhaps remove the middle pipe so both classes can 'climb circles' around the pipework there?
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

|Nex|TrEmMa

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Gloom 2: Beta 1
« Reply #4 on: May 24, 2006, 07:09:07 am »
Looks nice and all, but it's lacking rooms I guess it would be.  By that I mean more off to the side stuff.  Maybe a subbasement that offers another entrance to human base.  Because I know you saw that 5 turret combo at the only entrance (the first game).  Most maps you can't do that because you'll get bit in the rear.  But Humans will have trouble losing on that map.
But it suffers from the uncreation - atcs problem of not enough egg hiding places.
But aesthetically it looks good.
Nice work!

Edit:
Oh yeah, the teamchat map location thing is awesome :)

Jex

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Gloom 2: Beta 1
« Reply #5 on: May 24, 2006, 08:02:10 am »
Quote from: "Jex"
The map as it is now reflects the original layout of the Quake 2 Gloom map. The extended version will have new areas and will be what I think of as the 'proper' version of the map.


This will include an outside area between the human base and the alien end of the map. The upper levels of the human base will have a second access point from the outside area.

[db@]Megabite

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Gloom 2: Beta 1
« Reply #6 on: May 24, 2006, 12:21:47 pm »
I have just downloaded the file. Here is a european download mirror:

http://blackheartware.com/cstrike/trem/map-gloom2beta1.pk3

Update: I have uploaded and cycled the map on our testserver
Quote
Name: #db@ Derelict (Pub Test)
Address: 213.239.197.132:30722
Location: Hetzner Datacenter, Nuernberg, Germany

FreeSlots: 10
PrivateSlots: 2

Voting: not allowed
Mapcycle: derelictb-beta02, gloom2beta1, meep_b1

I have set sv_maxping 250 to at least allow american broadband connections. If you want to get the maps ingame set cl_allowdownload 1 in console before connection. HTTP-download will be faster, though!

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


Neo

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Gloom 2: Beta 1
« Reply #7 on: May 24, 2006, 01:46:12 pm »
Awesome, can't wait to try it out :D

[db@]Megabite

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Gloom 2: Beta 1
« Reply #8 on: May 24, 2006, 01:52:33 pm »
You are right now as HLSW is telling me... :D
Maybe I can join in a few minutes, I am at work right now, though... :P

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


Neo

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Gloom 2: Beta 1
« Reply #9 on: May 24, 2006, 02:35:15 pm »
yeah, was only some other guy on spectator so left, will be back later too.

Megabite, you should make that server an official beta map test server :D

[db@]Megabite

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Gloom 2: Beta 1
« Reply #10 on: May 24, 2006, 02:43:10 pm »
I try to be as official (or public, as you like) as one can be without being part of the official development team... ;)

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


gareth

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Gloom 2: Beta 1
« Reply #11 on: May 24, 2006, 03:03:00 pm »
I think this map looks very nice, i look forward to playing it.

|Nex|TrEmMa

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Gloom 2: Beta 1
« Reply #12 on: May 24, 2006, 03:18:32 pm »
Quote from: "Jex"
Quote from: "Jex"
The map as it is now reflects the original layout of the Quake 2 Gloom map. The extended version will have new areas and will be what I think of as the 'proper' version of the map.


This will include an outside area between the human base and the alien end of the map. The upper levels of the human base will have a second access point from the outside area.

*has no clue what any of the gloom maps should or do look like*

[db@]Megabite

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Gloom 2: Beta 1
« Reply #13 on: May 24, 2006, 04:02:51 pm »
Quote from: "|Nex|TrEmMa"
*has no clue what any of the gloom maps should or do look like*


-> http://teamreaction.planetquake.gamespy.com//gloom/index.htm
-> http://www.planetgloom.com

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


Moofed

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Gloom 2: Beta 1
« Reply #14 on: May 24, 2006, 06:13:19 pm »
Quote from: "Jex"
Quote from: "Jex"
The map as it is now reflects the original layout of the Quake 2 Gloom map. The extended version will have new areas and will be what I think of as the 'proper' version of the map.


This will include an outside area between the human base and the alien end of the map. The upper levels of the human base will have a second access point from the outside area.


Yeah, I thought this would be atleast a g2se conversion.  the SE got rid of the primary chokepoint of the original.  Oh well.  Rest assured this version won't see the light of day once the expanded version comes out.  :wink:

gareth

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Gloom 2: Beta 1
« Reply #15 on: May 24, 2006, 07:22:32 pm »
having played a game on this map i can say that some extra entrances to the bases are needed, it was just a stalemate really.

[HUN]N.M.I.

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Gloom 2: Beta 1
« Reply #16 on: May 24, 2006, 08:45:09 pm »
I totally agree. Hallways and corridors are too narrow, with only small turns (really bad for Aliens, e.g. Dragoons - I play only as Human but I don't like unfair maps :)).
Also, the rooms and corridors are too 'stacked' - I mean, there are a whole bunch of obstacles blocking the path (again bad for Aliens).
The map is too linear - it's like a long, straight path. More entrances, shortcuts and by-passes are needed (for Aliens).
But the map design, the ideas and the whole accomplishment is very nice and enjoyable.
url=http://userbars.org][/url]

[db@]Megabite

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Gloom 2: Beta 1
« Reply #17 on: May 24, 2006, 10:21:23 pm »
I guess gloom2 has to fight the same difficulties my gloom1b conversion has to... ;)
I played a gamer earlier this evening humans just built turrets in their original base and we camped the room below with aliens... every human coming out never made it beyond the second door... ;)

When aliens got stage three there was a blink of a tyrant rush and game over...

The conversion is very well done and nice looking. Close to the original and still very modern in design. It just lacks tremulous gameplay by now... but that is what a beta is good for.

For small games... much alike gloom1b, this map is still fun! ;)

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


Jex

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Gloom 2: Beta 1
« Reply #18 on: May 25, 2006, 03:53:42 am »
oooookayyyy

so the verdict is.. gloom 2 just does not work as just gloom 2.

although it does make for some entertaining spectating.

i will try to get the new parts added as quickly as possible but it's going to take some time. if i didn't have to spend 8 hours a day at work things might get done a little quicker.. but alas, i do. D:

to anyone who has played gloom2beta1 on akka, you have my condolences. off to map i go.

DarkRogue

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Gloom 2: Beta 1
« Reply #19 on: May 25, 2006, 04:25:43 am »
PErsonally I liked the original rendition, was VERY akin to to gloom with humans trying to fight their way out past insane choke point trappage. And this was with only a hand ful of people. IT was just like gloom, gangs of battlesuits throwing grenades and running willy nilly for the ramp to try and destroy the aliens eggs...

Honestly I'd say keep the original as it is like gloom has for those off times you want a shits n giggles camp fest (like people who vote for uncreation do) but also have the se for regular rotation.

And I gotta say looking at your maps really makes me rethink my own maps. Was working on a gloom3 (Infested Pump Station) port and your small corridors are more interesting than even the central 'hub' I had going... *Cries*
n game name: Xiane

Jex

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Gloom 2: Beta 1
« Reply #20 on: May 25, 2006, 10:22:17 pm »
Ok quick question. Would it be considered a good thing if I quickly added some alternate routes to the human base, maybe tried to help out the alien base a bit and packaged up a second beta for people to play with?

Or should I just work on adding all the new areas I have planned and beta that when it's ready?

We would have a difference in time-frame of about 1-2 days for the first option and possibly weeks to... a month? (D:) for the second.

What say you..

Survivor

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Gloom 2: Beta 1
« Reply #21 on: May 25, 2006, 10:57:58 pm »
Take your time? The small additions made now will change the map, and the large additions later will change the small additions effect.
I’m busy. I’ll ignore you later.

DarkRogue

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Gloom 2: Beta 1
« Reply #22 on: May 26, 2006, 02:13:47 am »
Like g2se A secondary passage would certainly help however a bigger help for S3 aliens would also be the removal of doors not present in the gloom version though if they are included to keep FPS/r_speeds within acceptible levels I can understand that.

Still like above I also recommend taking your time, add those extra areas if you feel they would do trem more justice :)
n game name: Xiane

Neo

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Gloom 2: Beta 1
« Reply #23 on: May 27, 2006, 03:09:14 pm »
Some alternate routes would be nice as it feels like one big corridor from alien spawn to the human base.

Also certain humans, specifically a clan that played on the test server a few time like to spam turrets at the door to human base so aliens can't get in.

Tatical

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Gloom 2: Beta 1
« Reply #24 on: May 27, 2006, 06:40:50 pm »
I think me and neo while playing had a lil arguement (nothing major i hope though) over the balance of the map. All it realy needs is another entrence to human base and it would be fine

/Lonely Angel
Lonely Angel

Neo

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Gloom 2: Beta 1
« Reply #25 on: May 27, 2006, 07:54:10 pm »
Nah, it wasn't you, just the other guy trying to force a map change by attempting to deconstruct our base instead of just helping out.

Other routes do help, but they aren't vital to success provided aliens are fast enough.

[db@]Megabite

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Gloom 2: Beta 1
« Reply #26 on: May 28, 2006, 10:31:38 pm »
Hey,

I have to support those statements about additional routes. It is either a great camping spot for humans or a deathtrap the other way round.
If aliens are fast enough humans will never leave their base as aliens camp all around that "base-building" in the "human-room".

Apart from balance there is another issue: You seem to use some areaportals in some doors. I did so with gloom1b but switched to using hint brushes only for two reasons:

- visibility bug: There are some distorted views when you come around a corner facing a closed door, not really HOM but some milliseconds of distortion.

- radar bug: human and alien radar do not work through area portals, hint portals work as stuff "around the corner" is calculated. not as effective fps-wise but still okay and radar working... ;)

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