Author Topic: map: Compound-v1  (Read 16788 times)

Amorbis

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map: Compound-v1
« on: July 20, 2008, 04:27:53 am »
this is the first map that i will be releasing... It's not in .pk3 format yet but will be soon.
I've got a few custom textures in this map, as well. it's the first version of the map, so i will be putting up new versions of it whenever i have at least ten new rooms added to the map.

there is no overmind/reactor in the map, only one spawn-point fore each team. so each team must build there OM/RC before they can build there base.

well... time for some screen-shots!

room that aliens start in.








bright room.





compound access room.





Decontamination chamber.(lights flicker)


no objects in there yet. will put some in soon.

Note: This is NOT my first map. i have been making maps for a few months now and have put all that i have learned in this map. . .

Any comments?
I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Bomb

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Re: map: Compound-v1
« Reply #1 on: July 20, 2008, 05:18:22 am »
Moar greeble!

Lovely texturing, though.
« Last Edit: July 20, 2008, 05:20:51 am by Bomb »

Plague Bringer

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Re: map: Compound-v1
« Reply #2 on: July 20, 2008, 05:43:13 am »
I really would expect those hundreds of lights to get boring and repetitive, but they seem to be okay looking. Greeble would be good. Texturing is good. Good job so far! It should prove to be a great first release.
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Lava Croft

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Re: map: Compound-v1
« Reply #3 on: July 20, 2008, 01:41:07 pm »
Yes, if you are blind, deaf and have had a recent lobotomy, after smoking a good ounce of the worst crack on the market, this map certainly doesn't look like a joke.

Certainly good enough to post so many screenshots...

Plague Bringer

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Re: map: Compound-v1
« Reply #4 on: July 20, 2008, 02:42:37 pm »
Thanks for posting how to improve on the map, Lava. Shall we expect you to respond saying that there is no way to improve?

Now that I look over the screenshots again, the lightspam is a little overdone. Try having less, more poewrfull lights, perhaps?

I notice that, for the most part, the floor, walls, and ceiling all use the same texture, that could be a mistake.
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Lava Croft

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Re: map: Compound-v1
« Reply #5 on: July 20, 2008, 06:21:35 pm »
If someone, well over 2 years after the 1.1.0 release, still dares to post such a fugly box map, then who am I to tell people on how to improve their box maps? It's pretty clear some people just do not yearn for improvement.

Amorbis

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Re: map: Compound-v1
« Reply #6 on: July 20, 2008, 06:30:22 pm »
Thanks for the all the great comments! :D

I notice that, for the most part, the floor, walls, and ceiling all use the same texture, that could be a mistake.

I will be modifying the textures later on... there just a place holder for now. I'm planning on having all the textures custom textures for the final release.
I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Samurai.mac

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Re: map: Compound-v1
« Reply #7 on: July 20, 2008, 07:31:51 pm »
If someone, well over 2 years after the 1.1.0 release, still dares to post such a fugly box map, then who am I to tell people on how to improve their box maps? It's pretty clear some people just do not yearn for improvement.

If the term "If you don't have anything nice to say, don't say anything at all" was mandatory, you might as well be mute. I happen to agree that this map isn't great, by a rather wide margin, but there's no need to be an arse about it.

Lava Croft

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Re: map: Compound-v1
« Reply #8 on: July 21, 2008, 01:43:39 am »
Shut up and fill these forums with pretty maps.

Odin

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Re: map: Compound-v1
« Reply #9 on: July 21, 2008, 01:51:30 am »
If someone, well over 2 years after the 1.1.0 release, still dares to post such a fugly box map, then who am I to tell people on how to improve their box maps? It's pretty clear some people just do not yearn for improvement.
Did it ever occur to you that these people might be, *GASP*, new?

Bajsefar

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Re: map: Compound-v1
« Reply #10 on: July 21, 2008, 02:22:33 am »
Actually, I thought the lightspam was dazzling and interesting- it can certainly be done for a good effect. The architecture of the double-storied room looks interesting, minimalistic in an alien and eerie way.
The simple, square rooms should be done something with.

All in all, although boxy and beginner- ish, the map looks oddly atmospheric and gloomy, and minimalism could be kept to a great effect, just make sure to keep all the rooms interesting.
I like the open, double floored room shown at the top, and the ones with the rusty and white textures.


Lava, whatever you think of this map, you don't have to be such a cunt about it.
By doing so, you are always risking discouraging a potentially good future mapper.

Shut up and fill these forums with pretty maps.

This probably applies more to you than any other person having posted in this thread.
« Last Edit: July 21, 2008, 04:45:51 pm by Bajsefar »

Amorbis

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Re: map: Compound-v1
« Reply #11 on: July 23, 2008, 02:13:15 am »
here's a texture i made for the map. i currently have it in the tunnel between the access room and the bright room.

I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Warp Viper

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Re: map: Compound-v1
« Reply #12 on: July 23, 2008, 02:45:16 am »
The light spam could acctually be interesting to play with. It would make rifling that dretch just that little bit more challenging!  :D
[TK]Viper says: Points For McTrying Though.
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Amorbis

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Re: map: Compound-v1
« Reply #13 on: July 24, 2008, 05:23:34 pm »
I have a request to make for my map...

i want to make a "radio" in the map that is on, and i need a bunch of music to put on it... Just one catch. I want to put "Original" music on it by the users of Tremulous... so if you have any music that you've made that you want in the map put a link to the mp3 or send me a pm and i'll give you my e-mail for you to send it.

Also i'll be putting up some more screen shots soon.

EDIT:
New screen shots.

Compound Security check room.



Radio.
« Last Edit: July 24, 2008, 06:05:42 pm by Amorbis »
I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Bissig

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Re: map: Compound-v1
« Reply #14 on: July 24, 2008, 08:32:01 pm »
Wouldn't the music blow up the map considerable in size? You can't use mp3 or the likes so you need to use uncompressed audio files - which are HUGE.

Amorbis

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Re: map: Compound-v1
« Reply #15 on: July 24, 2008, 08:34:07 pm »
i'd be converting it to a smaller format. and i'll only be using a couple of songs.
I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Bissig

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Re: map: Compound-v1
« Reply #16 on: July 24, 2008, 08:46:03 pm »
Nice Idea. All the time since GTA brought up the radio stations in a game, I always wanted to code a game just to have radio stations up with insane speakers and superflous ads ;-P

Amorbis

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Re: map: Compound-v1
« Reply #17 on: July 28, 2008, 12:01:45 pm »
just a quick question.

Does tremulous support .ogg format sound files?
I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Lava Croft

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Re: map: Compound-v1
« Reply #18 on: July 28, 2008, 12:53:12 pm »
Does tremulous support .ogg format sound files?
No, it does not.

Amorbis

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Re: map: Compound-v1
« Reply #19 on: July 28, 2008, 01:19:29 pm »
damn...

is there any other format that's supported, but isn't as huge as an .mp3 or .wav file?
I'm possibly more or less not definitely rejecting the idea that in no way with any amount of uncertainty that I undeniably do or do not know where he shouldn't probably be, if that indeed wasn't where he isn't. Even if he wasn't at where I knew he was.

That'd mean I'd really have to know where he wasn't.

Lava Croft

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Re: map: Compound-v1
« Reply #20 on: July 28, 2008, 07:30:24 pm »
No.

cactusfrog

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Re: map: Compound-v1
« Reply #21 on: August 19, 2008, 07:07:21 am »
i like it.  the texturing is great. Looks like it would make great gameplay.  You chose to name it compound ( like a jail) which tend to be dark and repetitive if you add in a few models it will look great!

Kaleo

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Re: map: Compound-v1
« Reply #22 on: August 19, 2008, 02:24:31 pm »
You can't use mp3 or the likes

Actually, I think you'll find you can.
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Bissig

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Re: map: Compound-v1
« Reply #23 on: August 20, 2008, 02:39:35 am »
You can't use mp3 or the likes

Actually, I think you'll find you can.

With the standard client?