Author Topic: Mission One (beta 7)  (Read 92048 times)

rotacak

  • Posts: 761
  • Turrets: +39/-64
Mission One (beta 7)
« on: March 27, 2008, 09:40:56 pm »
This map does not look well, with these standard textures, not aligned textures, no details etc. blah blah blah. But I want try something different. Map, where you must do something, before you can fight. So - there is it. Maybe it will be unplayable, maybe it will be fun, who knows. If will be good, then I can make better design ;-)

Description:
Aliens and humans starting separated. Both teams must past trough four areas, before they can meet each other. If  someone open door into next area (big red button), previous area will be completely destroyed soon. So, if you build no spawn immediately in new area, your team lose soon too.

Notes:
- make sure that you have deconned reac/om before you push button to open final base.
- use builders in areas 1-4. Othervise your team probably lose.
- build spawns before you jump/go somewhere and BEFORE YOU PRESS RED BUTTON.
- this map can cause low fps, while old areas being destroyed - just wait while.

My experience:
Reached main base like human: 20 minutes, -14 kills
Reached main base like alien: 19 minutes, -30 kills
- with more people should be shorter time.

Requiements:
Lakitu7 (or similar) server, with starting stage 1 and basic gravity, player speed, healths etc. and you must be able to build underwater - otherwise humans can't reach final base.

This map is unplayable on old basic tremulous server!

Bugs:
- spectator can jump out of the map while he passing some doors
- if you build buildable near main glass gate, it cannot be opened
- you can survive on alien area 1 with dretch on wall in hole with spikes
- you can survive on alien area 1 under human area (after humans)
- if humans will reach area 3 aliens are temporary blocked in area 1
- in final base in vents is possible to see dragon claws trough wall
- alien area 3 have floor bug at end of chute

Changes:
Beta 7:
- fixed entrance to vent in human final base
- fixed texture cliping near human final door
- fixed floor/ceiling edge in human water room
- fixed space between tubes in human area 3
- fixed alien crusher texture cliping, area 2
- fixed "survive" bug in alien area 2
- fixed "survive" bug in alien area 3
- fixed texture clipping on last door in alien area 1
- added missing textures near small shootable door in human and alien base
- added missing texture on human crusher, area 4
- added one killing wall in alien slime room, area 3
- added messages about reached areas to both teams
- added new route for aliens, area 1
- changed final base (new floor in red/blue base)
- changed stairs in human area 1
- changed ladder for better climbing from water, human area 4
- changed alien trap / button / crusher (more dangerous)
- changed number signs in alien area 2
- changed lights in alien area 1
- various changes

Beta 6:
- fixed build bug, alien buildables can be build outside final red base until SD.
- fixed build bug, humans can build again in area 2
- fixed build bug, aliens can build properly in second base (near ladder)
- aliens can build eggs on ledge in red room
- modified final base, should be better for unlimited servers
- various changes

Beta 5:
- fixed "survive" bug, humans can't survive on area 1 near first wall.
- fixed "survive" bug, aliens can't survive on area 4 in long fall hall
- decreased time for base build from 4 minutes to 2.
- changed messages when team reached main base (still don't know if it is right in english).
- humans area 4 was modified, because was too easy.
- modified final base
- various changes

Beta 4:
- fixed few clipping problems
- added transparent walls in green chute
- added small doors in final bases
- different carousel
- no more "Main glass gate" button. Now when you open door to final base, you have 4 minutes for base build. Then main gate start opening automaticaly.
- text messages
- various changes

Beta 3:
- not destructive buttons are green
- final base modified
- carousel in final base for funny waiting for other team ;-)
- loading name fixed
- signs
- not buildable alien area 3 fixed
- various changes and fixes

Beta 2:
- adjusted lights

Download: Mission One b7  - 1 086 KB

Source (map file):
Mission One beta 7 map source

Screenshots:






(sorry for my english)
« Last Edit: June 04, 2010, 04:35:44 pm by rotacak »

X-20

  • Posts: 268
  • Turrets: +62/-33
Re: Mission One b1
« Reply #1 on: March 27, 2008, 10:34:12 pm »
Good map :> - some of the stuff in there got amazing hard (example would be the dark step room for aliens and those triangle like spinning steps for humans) Otherwise, well built map. i only found a few texture glitchs.

btw this is like a map i made awhile back called trap_temple, it had the same concept as this only it was ment pure for humans and it was based in a temple.

EDIT: Make the start of the alien base a little more granger friendly to pass - i had to noclip past that first part for a granger to make it thru.
« Last Edit: March 27, 2008, 10:40:14 pm by X-20 »
Quote from: Stannum
I'm busy making muffins right now so I'll have to ban you later. >:|
Quote
<joey`> mcdonalds fired me for trying to install irc on the teleprompter

Atom Eve

  • Posts: 240
  • Turrets: +141/-139
Re: Mission One b1
« Reply #2 on: March 27, 2008, 10:46:09 pm »
The first part of the alien base is easy. Run past two blue strips, regen to 40+, repeat. The dark room alien room screwed with me. Had my gamma up all the way and still couldn't see anything. >_< That was some fun jumping with a granger, let me tell ya.

I had more fun doing the human part. I especially liked the big wheels. :D
}MG{Mercenaries Guild
Quote
<Atom_Eve> Haha. From the FAQ on the forums:
<Atom_Eve> "While Tremulous releases can take months to prepare, TJW can update his mod as soon as new changes are ready."
* Atom_Eve giggles relentlessly at "months".

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: Mission One b1
« Reply #3 on: March 27, 2008, 10:53:54 pm »
Man, it's a gauntlet run! I always wanted to do something like this.

Some of those screenshots in their thumbnailed mode remind me of Portal, for some reason.

Map looks good, playing it momentarily.
U R A Q T

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Mission One b1
« Reply #4 on: March 27, 2008, 11:57:47 pm »
Lol, cool map.  You could use some more detailing on those big box rooms, though (pipes?).  ;)
spam spam spam, waste waste waste!

Atom Eve

  • Posts: 240
  • Turrets: +141/-139
Re: Mission One b1
« Reply #5 on: March 28, 2008, 12:14:49 am »
Yeah, it's really lacking on aesthetics; and once you get to the end, I imagine the gameplay wouldn't be especially great with both bases some 50 feet from eachother. It's really about the journey here, though. Not something you'd want in rotation, but something that's fun to run through with a team.
}MG{Mercenaries Guild
Quote
<Atom_Eve> Haha. From the FAQ on the forums:
<Atom_Eve> "While Tremulous releases can take months to prepare, TJW can update his mod as soon as new changes are ready."
* Atom_Eve giggles relentlessly at "months".

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One b1
« Reply #6 on: March 28, 2008, 12:30:51 am »
Good map :> - some of the stuff in there got amazing hard (example would be the dark step room for aliens and those triangle like spinning steps for humans) Otherwise, well built map. i only found a few texture glitchs.

btw this is like a map i made awhile back called trap_temple, it had the same concept as this only it was ment pure for humans and it was based in a temple.

EDIT: Make the start of the alien base a little more granger friendly to pass - i had to noclip past that first part for a granger to make it thru.

Aww, that dark room should not be so dark :-( I edited lights and not checked it, before it was ok. I have to fix it soon.

Is possible somewhere download trap_temple map?

Granger start - it's more ways how to pass trough: 1) step, regenerate, step... 2) build acid on pain place, jump over 3) build eggs on nopain places and spawn from them. Or combination all 1) 2) 3) - maybe more.

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One b1
« Reply #7 on: March 28, 2008, 12:35:07 am »
your face, Atom Eve: Yes, there is no detailing, because that can be added later. Main idea is if map like this is playable.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Mission One b1
« Reply #8 on: March 28, 2008, 01:12:18 am »
Mirrored of of einsteinbennyboy.com.  ;)
http://imn2rc.einsteinbennyboy.com/base/map-mission_one_b1.pk3

And, it's on my server ({NoS}Nation of Stupidity) (Which is rarely ever on)

 :)

BTW, X-20 never finished trap_temple... >.>  I wish he would... *hint, hint* xD
« Last Edit: April 17, 2009, 12:11:05 am by your face »
spam spam spam, waste waste waste!

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One b2
« Reply #9 on: March 28, 2008, 01:45:13 am »
I fixed lights, so beta2 is less dark and alien jump part can be played (I hope).

your face: thanx.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Mission One b2
« Reply #10 on: March 28, 2008, 04:33:07 am »
Looks really cool, tried it out briefly, not a lot of time and sounds cool.  :)
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Mission One b2
« Reply #11 on: March 28, 2008, 06:16:43 pm »
LOL L33T!  I just played this map with a few friends on brain's server....AND IT OWNZ!  ;)

Nice entities!   ;D

Only thing I can suggest, is to have a REALLY cool easter egg at the end for people to look forward to.  (Music? Pictures?)
spam spam spam, waste waste waste!

ghostisback

  • Posts: 139
  • Turrets: +8/-1
Re: Mission One b2
« Reply #12 on: March 28, 2008, 07:46:01 pm »
Hi All !!!

First: good job rotacak !!! i upload your map on Tremulous-Spain Server and try it.... really cool....

Second: a suggest... why dont u made only 1 glass wall at the end area so the first team that arrive will OWN all ??

Third: good job again :)

More Beer For All !!!

blood2.0

  • Guest
Re: Mission One b2
« Reply #13 on: March 28, 2008, 09:39:06 pm »
nice map needs more textures to remind you to build telinodes and just to make it a little more interesting. 

Matt2k10

  • Posts: 144
  • Turrets: +11/-8
Re: Mission One b2
« Reply #14 on: March 29, 2008, 05:33:43 am »
You had the right idea at the start, but then you failed to go anywhere with it. This should be a race to the end, the team that hits the last red button first wins. It just takes so long for both teams to get to the end, and even when they do, they have to wait for that sloooooooooooooow glass door to open. After that, it's just regular Tremulous, only in a small area with no real base options. Forget making it look nice for now, please make it play nice first.

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Re: Mission One b2
« Reply #15 on: March 29, 2008, 11:46:52 am »
This should be a race to the end, the team that hits the last red button first wins.
Would make a nice gametype aimed on teamwork.
I’m busy. I’ll ignore you later.

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: Mission One b2
« Reply #16 on: March 29, 2008, 12:21:02 pm »
Might wanna make the walls unwallwalkable.
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

E-Mxp

  • Posts: 722
  • Turrets: +27/-10
Re: Mission One b2
« Reply #17 on: March 29, 2008, 01:34:17 pm »
Why, you can't reach s2 without clearing them first, and I think it won't have a advantage to use a dretch. :)

Sakura-chan/Tsunade

  • Guest
Re: Mission One b2
« Reply #18 on: March 29, 2008, 01:44:05 pm »
Btw i had a problem when i tried this map it says ::::  G_Parsespawnvars:found 6 when expecting {

This map just won't work.

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Mission One b2
« Reply #19 on: March 29, 2008, 01:53:19 pm »
That is a very different problem. Look it up on these forums.  ;)
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Pete

  • Posts: 112
  • Turrets: +9/-6
    • Cheese Media
Re: Mission One b2
« Reply #20 on: March 29, 2008, 02:07:30 pm »
Wow, I love this map. Played it together with a friend and we did one team at a time. We first finished human, and then went Alien, but time ran out while we were trying to get past those 6 doors. We didn't quite figure out the system of those buttons..
Anyway, good work. And yeah, it would be nice if there was just one glass door at the end.

I put the map on Cheese Media Tremulous Server, but since it isn't in the mg repo yet I haven't made it 'official'. But it's voteable.

Sakura-chan/Tsunade

  • Guest
Re: Mission One b2
« Reply #21 on: March 29, 2008, 02:43:18 pm »
-,- i was going to your server just (10 min ago) and i can't download map from there, when i download map externally i can't play it -,- :-[

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One b2
« Reply #22 on: March 29, 2008, 05:27:54 pm »
Thanx for suggestions.

I found some bugs on not standard servers (maybe lakitu modifications). In some places is impossible to build, but should be able to build. For example ahead and behid wheels (humans) - on standard server you can build there and you can block triangle things (good) and whole wheel (bad). But more importatnt is on aliens side ahead green slime chute. There is area with button where should be able to build OM and EGG, but can't. Probably because behind wall is rotating wheel - I must fix that beacause that is very hard for aliens - they must no die on chute. And on standard server probably they can block wheel on humans side.

Quote
Only thing I can suggest, is to have a REALLY cool easter egg at the end for people to look forward to.  (Music? Pictures?)
Yes, it will be later.

Quote
why dont u made only 1 glass wall at the end area so the first team that arrive will OWN all ??
Because then will be no fight at end. Only first team will wait and other team have no chance. Aliens never pass trough last jump stage, because will be shot. Humas die because aliens can press red button and humans must swim down (and being dretched) or they will be destroyed like whole area.

Quote
This should be a race to the end, the team that hits the last red button first wins. It just takes so long for both teams to get to the end, and even when they do, they have to wait for that sloooooooooooooow glass door to open. After that, it's just regular Tremulous, only in a small area with no real base options.
What team first press final button, that is "race winner". What team win fight, that is "fight winner". Better than only one options. But true is - when one team reached end, build base and then must only wait for other team...

Slow door isn't problem, it's dramatic time when you waiting if somewhat dretch appear :-) And you can crough soon trough.

Small base is maybe problem, after I play more games then I try make it better - if it is needed. Because SD will be probably very soon and more buildables will be imposible to build as well.

Quote
Might wanna make the walls unwallwalkable.
Good idea. Anyway, if you use anything else than granger, and press red button to next area, your team lose. But good idea for better game, I try it.

Quote
We first finished human, and then went Alien, but time ran out while we were trying to get past those 6 doors. We didn't quite figure out the system of those buttons..
One button = one door. If you preesed it twice, then door going up again, or if you wait 3 minutes (I think).

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Mission One b2
« Reply #23 on: March 29, 2008, 06:05:17 pm »
Noez!  Leave em walkable!  ;D
spam spam spam, waste waste waste!

sSopris

  • Posts: 221
  • Turrets: +26/-11
Re: Mission One b2
« Reply #24 on: March 29, 2008, 11:31:42 pm »
This map is a sign of the second coming of Jesus!

i.e. Personally, I loved it very much...a lot...
"Oh gosh....oh gosh! TEXTURE ERROOOOOOOR!!!"
"Shoot it! Shoot it!"
"Its got me!!"
"Take it down!"
-

Pete

  • Posts: 112
  • Turrets: +9/-6
    • Cheese Media
Re: Mission One b2
« Reply #25 on: March 30, 2008, 09:34:29 am »
Oh btw, I found a little shortcut glitch. On the human part, after the long dive, there are those two thick bars. You can build a node through them and spawn on the other side without pushing the buttons, that's what me and my friend did the first time, we didn't see the buttons.
Nothing major though, it might not even need fixing.

Tycho

  • Posts: 368
  • Turrets: +198/-81
Re: Mission One b2
« Reply #26 on: March 30, 2008, 10:33:20 am »
Oh wow! I love the idea behind this map!  ;D

(but since we didn't pay for our server this spring we don't have a server where we could try this out with a team... is there any EU server that has this map so I might see it with other people on it? ??? :-[ )

Pete

  • Posts: 112
  • Turrets: +9/-6
    • Cheese Media
Re: Mission One b2
« Reply #27 on: March 30, 2008, 11:17:30 am »
Tycho: Try 85.134.116.218

Pete

  • Posts: 112
  • Turrets: +9/-6
    • Cheese Media
Re: Mission One b2
« Reply #28 on: March 31, 2008, 07:29:27 pm »
Hmm, that part after the 6 doors (on alien) is almost impossible. There is no place to build after those 6 doors, just a red button to push, and then a slide of doom with hazardous liquid thingys that are really hard to avoid, and if you don't manage to, you'll die and have no eggs.

Atom Eve

  • Posts: 240
  • Turrets: +141/-139
Re: Mission One b2
« Reply #29 on: March 31, 2008, 07:38:13 pm »
Those aren't that hard to avoid. Just jump carefully.
}MG{Mercenaries Guild
Quote
<Atom_Eve> Haha. From the FAQ on the forums:
<Atom_Eve> "While Tremulous releases can take months to prepare, TJW can update his mod as soon as new changes are ready."
* Atom_Eve giggles relentlessly at "months".