Author Topic: Maps in the next version  (Read 196997 times)

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Re: Maps in the next version
« Reply #60 on: March 16, 2009, 04:51:11 pm »
PUSHCANNON!!!!!!
Cant find any reason why it must be done. O.o
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: Maps in the next version
« Reply #61 on: March 16, 2009, 09:21:12 pm »
Replace ATCS with Nano?

I'm going to pretend I didn't see you say that. But don't let it happen again.
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: Maps in the next version
« Reply #62 on: March 16, 2009, 09:26:15 pm »
Replace ATCS with Nano?

I'm going to pretend I didn't see you say that. But don't let it happen again.
Boo ATCS enthusiasts.
U R A Q T

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Maps in the next version
« Reply #63 on: March 16, 2009, 10:19:40 pm »
Replace ATCS with Nano?

I'm going to pretend I didn't see you say that. But don't let it happen again.
Boo ATCS enthusiasts.

Sure, include nano, but I wouldn't say replacing atcs would be a good idea.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: Maps in the next version
« Reply #64 on: March 16, 2009, 11:00:49 pm »
Yeah, I can agree with that. I can see Transit going for good, but I don't think ATCS is getting ousted. Nor is Tremor, in my mind.
U R A Q T

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: Maps in the next version
« Reply #65 on: March 17, 2009, 12:48:44 am »
I can see Transit going for good,

What did I just say?!
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Maps in the next version
« Reply #66 on: March 17, 2009, 01:21:23 am »
ATCS MUST DIE!

Seriously, you can't expect to make a decent game work with such a small map.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Hendrich

  • Posts: 898
  • Turrets: +168/-149
    • TremCommands
Re: Maps in the next version
« Reply #67 on: March 17, 2009, 05:19:43 am »
ATCS is a no brainer, I mean, comon. Both newbies and veteran players enjoys the map regardless of the criticism of others and the map's faults.

Transit can go to hell for all I care, regardless of the time and detail put into it. In my opinion, its just not a fun, suitable map to play in, and besides, its one of the only maps in Tremulous that lags worse then the others.

I do love my awesome glasses though. 

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Maps in the next version
« Reply #68 on: March 17, 2009, 05:48:23 am »
Where did me uncreation go??!?!???
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Archangel

  • Guest
Re: Maps in the next version
« Reply #69 on: March 17, 2009, 07:00:50 am »
ATCS is a no brainer, I mean, comon. Both newbies and veteran players enjoys the map regardless of the criticism of others and the map's faults.

Transit can go to hell for all I care, regardless of the time and detail put into it. In my opinion, its just not a fun, suitable map to play in, and besides, its one of the only maps in Tremulous that lags worse then the others.

I do love my awesome glasses though. 

I <3 Transit

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Re: Maps in the next version
« Reply #70 on: March 17, 2009, 07:58:19 am »
Perhaps a revised Transit could be made (1/2 the originals size (Or something (Assuming someone wants to make it)))?

@Anti-ATCS pplz; +1 (I'm just bored of it (layout, texturing etc)).

Archangel

  • Guest
Re: Maps in the next version
« Reply #71 on: March 17, 2009, 09:44:17 am »
The issue with transit: the engine. The map itself shouldn't be overkill, it isn't really that complex.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: Maps in the next version
« Reply #72 on: March 17, 2009, 08:25:44 pm »
The issue with Transit: People spazzing.

What's the issue?

Where's the FPS drop?
U R A Q T

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: Maps in the next version
« Reply #73 on: March 17, 2009, 10:58:44 pm »
The issue with Transit: People spazzing.

What's the issue?

Where's the FPS drop?

Human base looking at the second room across at the gas tanks. The map has many large halls that are not divided into viewing areas small enough to be rendered fast. I also think it is not optimized to the last drop of speed.

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Re: Maps in the next version
« Reply #74 on: March 18, 2009, 04:30:54 pm »
I find uncreaction MUCH more laggy than transit
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: Maps in the next version
« Reply #75 on: March 18, 2009, 04:33:35 pm »
ATCS is more laggy than Transit.

I notice very little FPS drop, but I'll check, just to make sure.

edit
I get anywhere from 27 to 90 FPS in playable areas of the map, but never have I noticed my ability to put up a fight be hindered.
« Last Edit: March 18, 2009, 04:42:34 pm by Plague Bringer »
U R A Q T

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: Maps in the next version
« Reply #76 on: March 18, 2009, 10:03:16 pm »
I find uncreaction MUCH more laggy than transit

Well, Uncreation is the worst. I think its the shitty shaders.. The view out from human base is obstructed but somehow seems not isolated as a view area and thus still rendered. Something along those lines.

@Plague

Very funny.

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: Maps in the next version
« Reply #77 on: March 19, 2009, 07:24:47 am »
Running it in devmap with /r_showtris 1 will show you exactly how much 'invisible' geometry is drawn.

floww

  • Posts: 45
  • Turrets: +1/-5
Re: Maps in the next version
« Reply #78 on: April 19, 2009, 05:42:16 pm »
i think im speaking for all euro clans utcs is a must have in the official trem version its one of the popular maps next to tremor atcs niveus

also there is one thing i dont u nderstand even if your pc is extremely good on some places on trem-maps you cant get full 125 fps .

Archangel

  • Guest
Re: Maps in the next version
« Reply #79 on: April 19, 2009, 06:35:45 pm »
there's nothing wrong with the default maps. you all just expect too much out of the engine. maybe 1.2 will have some sort of uber leet new rendering system, or at least an upgrade to reduce some of the lag.

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Maps in the next version
« Reply #80 on: April 22, 2009, 09:03:00 pm »
Hi,

I notice very little FPS drop, but I'll check, just to make sure.
The map has many large halls that are not divided into viewing areas small enough to be rendered fast.
In my opinion, its just not a fun, suitable map to play in, and besides, its one of the only maps in Tremulous that lags worse then the others.

Thanks.
I notice very little FPS drop, but I'll check, just to make sure.
The map has many large halls that are not divided into viewing areas small enough to be rendered fast.
In my opinion, its just not a fun, suitable map to play in, and besides, its one of the only maps in Tremulous that lags worse then the others.
Eradicate the botz!

Archangel

  • Guest
Re: Maps in the next version
« Reply #81 on: April 22, 2009, 09:17:38 pm »
Too bad really, it actually made sense.

bacon665

  • Posts: 180
  • Turrets: +12/-186
Re: Maps in the next version
« Reply #82 on: May 23, 2009, 01:17:24 am »
Quote
they should really make a forest level, i mean cmon they are all the same with weps and upgrades just look different
I had a similar idea the other night watching a thing on vietnam
if you have ever played ancient remains you notice the grass and stuff in the immediate area disappears.
You could make a dark forest where all the player could see was the area infront of him.
Then along two of the walls you can make a building and a long trench with a turret hole like the human building in treecannon. (btw is treecannon gonna be in the new release?)
The obvious advantage is while humans are sort of sitting ducks. if they build base right the aliens cant get in, unless advanced grangers storm it.

alien structures would be hidden through the forest so its a chance of luck that they find them until the helmets arrive.

OH some other maps i think are great is citadel, ancient remains ,the bunker and two towers.
if those teleport things in two towers was added to acts in the bases and that thing in the cneter it would make gameplay sort of interesting.
(this would make using helmets great its really underused)  and while hummies are sitting the aliens dont have much defense
against them wandering around in the forest.

I may work on in a few months but this is the first game ive tried to do anything other then texture mods for.
« Last Edit: May 23, 2009, 01:19:49 am by bacon665 »

jr2

  • Posts: 277
  • Turrets: +13/-74
    • Barely started
Re: Maps in the next version
« Reply #83 on: June 03, 2009, 12:14:31 am »
Replace ATCS with Nano?

I'm going to pretend I didn't see you say that. But don't let it happen again.
Boo ATCS enthusiasts.

x2 to that.
Signature can be found here at Hard Light Productions

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Maps in the next version
« Reply #84 on: June 03, 2009, 12:22:55 am »
hai jr2, where've you been? :P
spam spam spam, waste waste waste!

Ellohir

  • Posts: 192
  • Turrets: +14/-13
    • El balrog con alas
Re: Maps in the next version
« Reply #85 on: June 03, 2009, 01:03:03 am »
May 26, 2006

There (especially pleasingly) seem to be a number of people making add on maps for Trem. Rather than have them knocking about individually, causing a nightmare for server admins and users, it would be better to have them included in the next official version.
Hi, I am interested, but how many time do I have to finish my map?
Plenty of time. We're in no particular hurry right now.

This is freaking awesome xDDDDDDDDDD

jr2

  • Posts: 277
  • Turrets: +13/-74
    • Barely started
Re: Maps in the next version
« Reply #86 on: July 12, 2009, 07:19:59 pm »
hai jr2, where've you been? :P

Boot Camp, basic combat training, job school (fixing computers, almost done with that now) for the  USMC
Signature can be found here at Hard Light Productions

xDragant

  • Posts: 63
  • Turrets: +2/-14
Re: Maps in the next version
« Reply #87 on: August 13, 2009, 05:52:44 pm »
ATCS is my fav, don't kill it!

Archangel

  • Guest
Re: Maps in the next version
« Reply #88 on: August 13, 2009, 06:07:25 pm »
ATCS needs fixing. too simplistic.

MrFish

  • Posts: 201
  • Turrets: +16/-500
Re: Maps in the next version
« Reply #89 on: August 13, 2009, 06:16:09 pm »
Once I finish my mario map can it go in too? :D
But it's still very much in beta. Things are glitching left and right and I'm not going to release the basement or the upper floors in the first version. Will there be any way to upload newer versions after you already put the maps in?

Don't kill ACTS. It's still a good training map and everyones favorite as a new player. It's still good from time to time. If you don't want to play it call a map vote.
« Last Edit: August 13, 2009, 06:19:44 pm by MrFish »