Author Topic: !nversion (b1)  (Read 30218 times)

Amtie

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!nversion (b1)
« on: April 17, 2008, 07:42:43 am »
Amtie of the chickens presents: !nversion (b1)

Here come teh picsors. No flames; constructive criticism instead please.



The 'CourtYard'. Battles should usually mostly take place here.



The 'MassDriver'. Nice transportation. =]



Hydroponics. Like the detail / atmosphere set?



Quarters corridor. Two beds per room. Rent starts from 2000cr a night.

As i've said above, all comments welcome. No flaming; constructive criticism instead please. Remember, this is a first beta.

Progress:
Structurals: 99% finished. (May add a secret or something)
Detail: 5%
Atmosphere (detail):15%
Sounds: 70%

Thanks for reading

- <(*) Amtie-sors

Link added: http://files.filefront.com/map+nversion+b1pk3/;110 - Map file included.

When you download the file, add a "!" to the front of the "nversion". Filefront deleted it for some reason.

This beta is strictly to measure popularity/acceptance/gameplay/balance.

Therefore detail has not been completed, in the case of changes having to be made.

Unfortunately, no more development on !nversion will occur, for quite a lot of reasons. If anyone wants to work on it, then be my guest. Just mention my name somewhere.
« Last Edit: July 14, 2008, 10:58:14 am by amt111 »
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Diluke

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Re: !nversion (b1)
« Reply #1 on: April 17, 2008, 07:56:34 am »
Testing... Testing... Testing...
Well done ^.^ and now bad news ... xD
that push_pad thro 'killing water' is nice but that water is not -,-
next thing... that map is kinda 2 square one -.,- you need to work some on bevels and else cuz
not all ppl want so 'square' house -,-
and those teleports is 'confusing' for me
but map idea is nice :P make litle bigger hallways for rant charge ^^

nice work keep it up ^.^
P.S.
Your model bright.. i think i know where is the problem -.-
its something with bright of map... maybe is 'ambient' on ? (idk if it can be with normal light never tested-,-)

Amtie

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Re: !nversion (b1)
« Reply #2 on: April 17, 2008, 07:58:21 am »
Yes, i've said before, before i add anything, i want to see the gameplay. Like maybe increase the width of something, or decrease the height of something else. Etc.
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Diluke

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Re: !nversion (b1)
« Reply #3 on: April 17, 2008, 08:04:15 am »
I ddnt say 'change it now' its your map do as you like :) il upload it at brico and test with friends :)
btw those tables... 2 much square :PP

Amtie

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Re: !nversion (b1)
« Reply #4 on: April 17, 2008, 08:06:06 am »
Yeah, the canteen is gonna have to be extended slightly.
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Kaleo

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Re: !nversion (b1)
« Reply #5 on: April 17, 2008, 08:37:23 am »
For a first release (this is your first right?) I am very impressed. If this is indeed your first release, then you have done the right think by not releasing your learning experiences to the general public for flaming. I haven't actually played it yet, but I like those screenshots, especially the second one. It probably could do with a bit more details and pipespam, but if you are just looking for gameplay tests, then nice work... I don't think even Lava would have that much to flame you with.
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Amtie

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Re: !nversion (b1)
« Reply #6 on: April 17, 2008, 08:52:18 am »
For a first release (this is your first right?) I am very impressed. If this is indeed your first release, then you have done the right think by not releasing your learning experiences to the general public for flaming. I haven't actually played it yet, but I like those screenshots, especially the second one. It probably could do with a bit more details and pipespam, but if you are just looking for gameplay tests, then nice work... I don't think even Lava would have that much to flame you with.

Thanks for the comments. Yes, i will do more detail. But if i need to change a room moderately, i'd have probably have to redo all the detail to that room. So i'm leaving details to after gameplay. And yep, this is my first release. My first proper map too (i made a test box map to test various things but i never released it 'course).
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ghostisback

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Re: !nversion (b1)
« Reply #7 on: April 17, 2008, 09:36:42 am »
I upload your map on Tremulous Spain server.

Not so Bad.. Good Work ... but only 2 things... 1st as someone say u before less squares xD (they sais the same to my first map :) )
2nd this

Waiting for new release xD

Amtie

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Re: !nversion (b1)
« Reply #8 on: April 17, 2008, 10:26:58 am »
Ghost, the texture missing is from nevius. Do you have the map installed? I didn't want to include textures already used in the default maps since that would inflate the file to something like 4-8MBs...
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_-+|[A]|+-_

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Re: !nversion (b1)
« Reply #9 on: April 17, 2008, 04:59:19 pm »
Amtie your gtk is messing up, random textures from defult maps arnt showing, also, im finding a new hovel glitch like i did before bwhaa  :D  :granger:  :hovel:
People tell me to use the search button, why should i. When i type in Titty's some random stuff about entitty's come up >_>

Amtie

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Re: !nversion (b1)
« Reply #10 on: April 17, 2008, 05:01:23 pm »
Considering its you who is saying this, get screenshots to prove it.
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ghostisback

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Re: !nversion (b1)
« Reply #11 on: April 17, 2008, 09:55:55 pm »
Ghost, the texture missing is from nevius. Do you have the map installed? I didn't want to include textures already used in the default maps since that would inflate the file to something like 4-8MBs...

Yes I have !!! xD

Amtie

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Re: !nversion (b1)
« Reply #12 on: April 17, 2008, 09:58:05 pm »
I don't know... Why does that happen? Any one know?
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Lava Croft

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Re: !nversion (b1)
« Reply #13 on: April 17, 2008, 09:58:39 pm »
Ghost, the texture missing is from nevius. Do you have the map installed? I didn't want to include textures already used in the default maps since that would inflate the file to something like 4-8MBs...
Always make your map independent from other maps, using the size of the PK3 as an argument is invalid. If you cannot download a 10mb map, then I wonder how you ever got a hold of Tremulous in the first place.

your face

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Re: !nversion (b1)
« Reply #14 on: April 17, 2008, 10:00:51 pm »
I had this problem (so did other people when downloading my map) where none of the default shaders worked.

It turned out to be a shader file in the pk3.
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Amtie

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Re: !nversion (b1)
« Reply #15 on: April 17, 2008, 10:04:39 pm »
It's purely for player patience. I don't like having to wait for god knows how long to download a map through http or otherwise when its 10MBs.

Your face, i had that problem before (in mapping section), but it's fixed. I don't know what is going on with these textures, but i guess i'll have to add every texture to the map.
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techhead

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Re: !nversion (b1)
« Reply #16 on: April 18, 2008, 01:59:33 am »
A side note, if the map is "not nversion", then exactly what is it?
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Amtie

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Re: !nversion (b1)
« Reply #17 on: April 18, 2008, 11:01:35 am »
You mean why is it called !nversion? Well, when i first made my map, i planned on making the default alien base extremely good for humans, and vice versa. But it didn't really work that way. Instead of making people think i had two maps, i decided to keep the name. I'd change it to something more fitting, but i'd prefer not to.
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Pete

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Re: !nversion (b1)
« Reply #18 on: April 18, 2008, 01:40:27 pm »
I think it looks pretty good, haven't tried a game on it yet but I imagine it could go well. Just add detail and there you have it, one nice map.

FX-Arch

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Re: !nversion (b1)
« Reply #19 on: April 18, 2008, 05:37:57 pm »
Ghost, the texture missing is from nevius. Do you have the map installed? I didn't want to include textures already used in the default maps since that would inflate the file to something like 4-8MBs...
Always make your map independent from other maps, using the size of the PK3 as an argument is invalid. If you cannot download a 10mb map, then I wonder how you ever got a hold of Tremulous in the first place.
That's true but since the textures are from stock maps it's safe to assume most people have it. Therefor it may be a good choice to not include those textures in your map to keep the file size down. It's always nice to keep a low file size although making a map independent from other maps might also be a point of consideration. I think both arguments are valid and that the choice mostly lies with the mapper.

whitebear

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Re: !nversion (b1)
« Reply #20 on: April 18, 2008, 06:17:06 pm »
Agreed. If map is said to be tremulous map it is safe to assume the user has whole stock trem installed.

The blue box room with player launcher is too easy for jetards to abuse. aliens would need adv goons to kill them without sacrifices.
Vents are weirdly sticky as if you have made small brushes on the walls to stop player to go beside the wall. Vents also are safe haven for bsuits. Also the shut time of the room doors (like the med room) could be longer. Would help turrets achieve more potential.

Amtie

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Re: !nversion (b1)
« Reply #21 on: April 18, 2008, 06:57:08 pm »
Yes, but the texture in question did not show on one of the cebt players... cant remember who. So im thinking of including that texture in.

The blue box room is called the MassDriver, if you haven't already noticed. ;P Goons work well, but the massdriver isn't meant to be a place for bases, and therefore no need to jetcamp. However, any suggestions on how to stop jettarding?

The vents you went into might have been near the egg/acid tube on the other side of the wall. I can't do much about that, it's something with the game engine; creep is applied spherically, and ignores walls...

I'll make vents have smaller openings, although in trem 1.2 bsuits wouldn't be able to get in due to the increase in height. The shut time of the rooms is default, since i think if i made it longer it'd unbalance the rooms even more towards dragoons if a base were to be built in it.

If anyone has any suggestions such as details, secrets, gameplay, please post them. My email is in the textfile in the map.pk3.
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thirdstreettito

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Re: !nversion (b1)
« Reply #22 on: April 19, 2008, 12:05:17 am »
Looks awesome, I hope to see more stuff from you! Good Luck!

Amtie

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Re: !nversion (b1)
« Reply #23 on: April 19, 2008, 12:31:15 am »
Looks awesome, I hope to see more stuff from you! Good Luck!

Thanks, although i don't think i'd be able to produce anything major until after June, when my exams are over. First exam i have is on May 15th...
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Pete

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Re: !nversion (b1)
« Reply #24 on: April 19, 2008, 09:58:00 am »
Played a match yesterday, and the map seems pretty alien favoured.

Amtie

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Re: !nversion (b1)
« Reply #25 on: April 19, 2008, 12:09:06 pm »
I didn't give much space for tyrant use though, can you tell me more specifics of your game?
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Taiyo.uk

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Re: uoısɹǝʌuı(b1)
« Reply #26 on: April 19, 2008, 01:11:37 pm »
uploaded.to is pure bollocks.
Needs massive hint optimisation
Needs massive work on detail
Water surfaces need a larger texture scaling
There is no texture or shader called clang_yellow_128 in niveus.

Amtie

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Re: !nversion (b1)
« Reply #27 on: April 19, 2008, 05:39:02 pm »
Give me a better site to upload and i'll do it.
Yes, i haven't used hint brushes yet, but plan on doing so in future.
I do not need to reply to your statement on detail; I've already stated why before.
I've had problems with water textures, but plan on revising that theory.
There is in my niveus pk3. Anyway, i'll add that texture to the pk3. Thanks for the information.
« Last Edit: April 19, 2008, 06:27:18 pm by amt111 »
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Eeeew Spiders

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Re: !nversion (b1)
« Reply #28 on: April 19, 2008, 06:17:00 pm »
I'll make vents have smaller openings, although in trem 1.2 bsuits wouldn't be able to get in due to the increase in height.

is that true? I thought the bbox was the same, just that the 1st person view height changed, same as with tyrant.
Nice work amtie. I think what they mean with everything is to boxy is that it may appear all a bit to much grid aligned, but that I can't judge.
But that appearance may change when the details have been worked on.

btw..yay for original starship troopers reference :)
« Last Edit: April 19, 2008, 06:20:30 pm by Eeeew Spiders »

Amtie

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Re: !nversion (b1)
« Reply #29 on: April 19, 2008, 06:25:58 pm »
I took that from transit. ^^ Thanks to the creator.
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