FORUM
MANUAL
GET TREMULOUS
Tremulous forum
May 22, 2013, 10:46:04 AM
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News
: Come Chat with us live! Learn how
HERE!
Home
Help
Search
Login
Register
T R E M U L O U S
>
Media
>
Map Releases
>
NEW RELEASE: Map Cruz Exports (beta 6)
Pages:
1
2
[
3
]
4
5
Go Down
Print
Author
Topic: NEW RELEASE: Map Cruz Exports (beta 6) (Read 22250 times)
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 1)
«
Reply #60 on:
February 01, 2009, 09:08:03 PM »
Unless there are other people who want me to change it as well, then I'll think about it.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
epsy
Turrets: +8/-25
Posts: 205
Personal Text
Re: Map Cruz Exports (beta 1)
«
Reply #61 on:
February 01, 2009, 10:00:43 PM »
Bit linear. The plane looks really ugly on mapshot, better show some conveyor bets or something. Otherwise looks nice.
Also the force fields are fine. They only do 1dmg every two seconds anyway.
Logged
Warning:
All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
SigTemplate by Khasla.
{7}wrath
Turrets: +25/-26
Posts: 232
Re: Map Cruz Exports (beta 1)
«
Reply #62 on:
February 01, 2009, 10:09:13 PM »
I second both points.
The force fields are not, however, super-awesometastic.
Logged
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 1)
«
Reply #63 on:
February 01, 2009, 10:19:09 PM »
one man's opinion.
I suppose I'll update the levelshot anyways.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #64 on:
February 02, 2009, 08:02:15 PM »
Update
Beta Two released, check first post or download
here
.
«
Last Edit: April 16, 2009, 11:05:50 PM by your face, Reason: einstein\'s domain name change
»
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: Map Cruz Exports (beta 2)
«
Reply #65 on:
February 02, 2009, 08:39:09 PM »
Looks great! The conveyor belts look like conveyor belts
and the room with the light coming in under the door is now much better(meaning it isn't blinding anymore).
Logged
Quote
<Timbo> posting on the trem forums rarely results in anything good
tuple
Turrets: +97/-80
Posts: 834
Re: Map Cruz Exports (beta 2)
«
Reply #66 on:
February 03, 2009, 01:45:06 AM »
Its in the
}MG{
map repo
.
Logged
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #67 on:
February 03, 2009, 02:49:49 AM »
Thanks tuple! <3
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Archangel
Guest
Re: Map Cruz Exports (beta 2)
«
Reply #68 on:
February 03, 2009, 03:23:32 AM »
http://www.age.ai/maps/map-cruz-b2.pk3
http://solar.4chan.no/map-cruz-b2.pk3
http://www.ezbake.org/map-cruz-b2.pk3
my three mirrors. D:
Logged
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #69 on:
February 03, 2009, 03:58:54 AM »
Thanks 2u2
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Bissig
Turrets: +103/-131
Posts: 1309
Re: Map Cruz Exports (beta 2)
«
Reply #70 on:
February 03, 2009, 05:49:06 AM »
And of course in the
tremcentral.com map repo
too. Cheers!
Logged
sstcentral
sst wiki
tremcentral
trumorz(tm)
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Re: Map Cruz Exports (beta 2)
«
Reply #71 on:
February 04, 2009, 04:02:31 PM »
ZOMG L33T!!!11oneone
Just played this map. Make the D3-type-worm-tentacle-things have a slowly scrolling envmapped shader and a subtle vertexdeform so they look like they're creeping and writhing. Spam them in various locations to give the impression of the base being slowly infested by the creep! The ship pwnz, but the light raybox from the door in the smaller hangar looks too intense.
Logged
tuple
Turrets: +97/-80
Posts: 834
Re: Map Cruz Exports (beta 2)
«
Reply #72 on:
February 04, 2009, 05:08:45 PM »
Quote from: Bissig on February 03, 2009, 05:49:06 AM
And of course in the
tremcentral.com map repo
too. Cheers!
Yay! More repos means more servers will be willing to test/play/put maps in rotation! :-D
Logged
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #73 on:
February 04, 2009, 05:56:36 PM »
Quote from: Taiyo.uk on February 04, 2009, 04:02:31 PM
ZOMG L33T!!!11oneone
Just played this map. Make the D3-type-worm-tentacle-things have a slowly scrolling envmapped shader and a subtle vertexdeform so they look like they're creeping and writhing. Spam them in various locations to give the impression of the base being slowly infested by the creep! The ship pwnz, but the light raybox from the door in the smaller hangar looks too intense.
Maybe if I steal lava's stolen q3 shader....
, and light electrician coming right up.
«
Last Edit: February 04, 2009, 05:58:19 PM by your face
»
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Map Cruz Exports (beta 2)
«
Reply #74 on:
February 24, 2009, 01:47:50 AM »
How on earth did you get that conveyor belt working? Is it a series of func_trains?
Logged
U R A Q T
Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Re: Map Cruz Exports (beta 2)
«
Reply #75 on:
February 24, 2009, 03:32:31 AM »
Moving shaders with a series of
tubes
launch pads?
Logged
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...
CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: Map Cruz Exports (beta 2)
«
Reply #76 on:
February 24, 2009, 09:17:30 AM »
looking at the .map file it seems to be a func_train
Logged
Quote
<Timbo> posting on the trem forums rarely results in anything good
Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Map Cruz Exports (beta 2)
«
Reply #77 on:
February 24, 2009, 12:04:04 PM »
Quote from: Kaleo on February 24, 2009, 03:32:31 AM
Moving shaders with a series of
tubes
launch pads?
That's what I had though. A series of trigger_pushes. The only thing wrong with that, though, is that you wouldn't be able to move the opposite way of the conveyor belt, and it'd be hard to time it well enough so that you stay in time with the shader.
The only reason I asked is because, in metro, a large number of func_trains resulted in lag (only of the escalator, and rarely for me o_o).
Logged
U R A Q T
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #78 on:
February 24, 2009, 11:40:28 PM »
I have 3 func_trains made of playerclip moving in order, so as there won't be any gaps, then I have a brush textured with the convey shader moving at the exact same speed as the trains, so you get the proper illusion.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Map Cruz Exports (beta 2)
«
Reply #79 on:
February 25, 2009, 12:42:28 AM »
Is there a way to teleport brushes from one place to another, to have a smooth transition of the belt? I think I had heard of such a thing.
Logged
U R A Q T
Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Re: Map Cruz Exports (beta 2)
«
Reply #80 on:
February 25, 2009, 05:25:49 AM »
I thought it would be a moving texture. Otherwise you would have uneven lighting on the belts.
Logged
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #81 on:
February 25, 2009, 06:59:52 PM »
Yeah I had a 9999 speed belt at first, then I decided on using the shader for proper lighting.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
1LordAnubis
Turrets: +0/-1
Posts: 10
Re: Map Cruz Exports (beta 2)
«
Reply #82 on:
March 04, 2009, 06:25:42 PM »
<3 this map; its been added to the KoR tremx map rotation
Logged
Any society that would give up a little liberty to gain a little security will deserve neither and lose both.
-Benjamin Franklin
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.
-George Bernard Shaw
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map Cruz Exports (beta 2)
«
Reply #83 on:
March 04, 2009, 06:49:25 PM »
Thanks!
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: NEW RELEASE: Map Cruz Exports (beta 3)
«
Reply #84 on:
August 06, 2011, 06:03:07 PM »
Download link: BRB doesn't work
I've changed quite a lot since beta 2. Most significant changes include:
- All corridors have been widened.
- Map layout changed slightly, many rooms are now farther apart.
- Moar color in the map. Less gray!
- Lots of little details added.
- More alternate base locations.
- Ventilation shaft added.
- Port room added.
- Other stuff.
To my awesome beta testers: thankyou! And before playing, please remove the b3t2 file, and replace with this.
If you are so inclined, you can set hunkmegs back to 128, I fixed the hunc_alloc problem.
«
Last Edit: August 09, 2011, 11:49:12 PM by your face
»
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Volt
Turrets: +66/-53
Posts: 240
Re: NEW RELEASE: Map Cruz Exports (beta 3)
«
Reply #85 on:
August 06, 2011, 06:19:09 PM »
Fun map.
Logged
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: NEW RELEASE: Map Cruz Exports (beta 3)
«
Reply #86 on:
August 06, 2011, 06:42:00 PM »
stopped working again, hunk_alloc error. everything is on hold.
«
Last Edit: August 06, 2011, 07:28:15 PM by your face
»
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
/dev/humancontroller
Turrets: +19/-375
Posts: 855
Re: NEW RELEASE: Map Cruz Exports (beta 3)
«
Reply #87 on:
August 08, 2011, 04:53:04 AM »
i can see that (vs cruz-b2) you've fixed some inconsistent architectural designs (a closed door leads to a room without a door there; boxes are carried through a forcefield, but there is an irrelevant room just on the other side of the forcefield), however:
there's a room with no doors.
there are some pipes connected in useless loops. see pipe_loop.jpg.
the boxes that are carried through forcefields are weirdly lit.
the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
in the large ship service room, it appears that there is a large fuel tank "nailed" to the floor. the tank is blocking the entry/exit of a "full-sized" (almost fitting through the ship door) ship. move the tank out of the way, or put it on a cart. or, if the tank is staying, then why have an oversized door?
there is an opening at the ship door (the slimy alien thingy is blocking the door). the whiteness from the outside should shine like it does in the "broken zodiac hoverboat room".
near the sides of the ship door there are large yellow lights on the walls. the metal grids on the lights are pitch black.
i can see the missing geometry of the exterior of the building complex when i jump down or do a lucijump outside. there are also large parts of the complex that are wrongly not visible from the outside. i recommend adding dense fog outside (in addition to fixing the outside geometry near the exit).
there are lights in the vents? either lightbulbs are uber cheap in trem, or...
the music played through the speakers is, well... consider replacing it with Benny Hill music, perhaps some of its 8-bit remixes.
some details are not solid, whereas they look solid. for example, see non-solid_green_pipe.jpg.
some of the soft pipes are bending against gravity. for example, see soft_pipe_hax.jpg.
i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
there is a pipe-ladder leading up to a vent. the other similar pipe nearby does not function as a ladder.
the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
i question the shape of a pipe: see this_pipe.jpg and fell_off_from_here.jpg.
random red/blue paint around the map sucks fishcocks. big time.
pipe_loop.jpg
(86.7 KB, 640x480 - viewed 88 times.)
zodiac_hoverboat.jpg
(78.82 KB, 640x480 - viewed 97 times.)
non-solid_green_pipe.jpg
(99.21 KB, 640x480 - viewed 104 times.)
soft_pipe_hax.jpg
(106.03 KB, 640x480 - viewed 83 times.)
this_pipe.jpg
(54.15 KB, 640x480 - viewed 77 times.)
fell_off_from_here.jpg
(73.77 KB, 640x480 - viewed 94 times.)
Logged
MegaMedic
Turrets: +0/-1
Posts: 11
Re: NEW RELEASE: Map Cruz Exports (beta 3)
«
Reply #88 on:
August 08, 2011, 03:31:00 PM »
I test map Face. Is very nice. Good job
Regards,
Wozzie
Logged
Woozie
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: NEW RELEASE: Map Cruz Exports (beta 3)
«
Reply #89 on:
August 08, 2011, 06:03:49 PM »
thanks woozie man!
thx for the educated reply devhc. What version of cruzb3 are you playing on?
Quote from: /dev/humancontroller on August 08, 2011, 04:53:04 AM
i can see that (vs cruz-b2) you've fixed some inconsistent architectural designs (a closed door leads to a room without a door there; boxes are carried through a forcefield, but there is an irrelevant room just on the other side of the forcefield), however:
there's a room with no doors.
Where?
there are some pipes connected in useless loops. see pipe_loop.jpg.
Um ok. I guess that could be some sort of problem. Wait how?
the boxes that are carried through forcefields are weirdly lit.
?? I don't have any boxes carried through force fields?
the grating on the broken "zodiac hoverboat" seems to be doubly textured, causing z-wars. see zodiac_hoverboat.jpg.
That has been fixed a long time ago.
in the large ship service room, it appears that there is a large fuel tank "nailed" to the floor. the tank is blocking the entry/exit of a "full-sized" (almost fitting through the ship door) ship. move the tank out of the way, or put it on a cart. or, if the tank is staying, then why have an oversized door?
Thanks, I will fix this. Didn't notice.
there is an opening at the ship door (the slimy alien thingy is blocking the door). the whiteness from the outside should shine like it does in the "broken zodiac hoverboat room".
near the sides of the ship door there are large yellow lights on the walls. the metal grids on the lights are pitch black.
Can't do that unless I got rid of the ubergeist. Having a light raybox going around patches is ....well maybe it is possible.
i can see the missing geometry of the exterior of the building complex when i jump down or do a lucijump outside. there are also large parts of the complex that are wrongly not visible from the outside. i recommend adding dense fog outside (in addition to fixing the outside geometry near the exit).
Yeah, the outside idea was a neat one, but not executable. I tried more complex detail only to be hit with q3 limits (safe_malloc failed). I may just remove the entire outside area anyways just so it will work. I tried fog but that caused a safe_malloc error as well
there are lights in the vents? either lightbulbs are uber cheap in trem, or...
Would you prefer having pitch black vents?
the music played through the speakers is, well... consider replacing it with Benny Hill music, perhaps some of its 8-bit remixes.
Go away America-hater. Stars and Stripes forever will stay.
some details are not solid, whereas they look solid. for example, see non-solid_green_pipe.jpg.
Yes, this is mostly to make it easier for dretches not getting stuck on tiny pipes. I could solid them and cover it with playerclip.
some of the soft pipes are bending against gravity. for example, see soft_pipe_hax.jpg.
I will fix this
i have a hard time reading The Daily NOS, which is supposed to be printed with year 4031's printer technology.
Try turning up your res.
there is a pipe-ladder leading up to a vent. the other similar pipe nearby does not function as a ladder.
Excellent observation. I wanted s1 humans to be able to get up to the vent.
the text "bringing you only the best" has an top-double-quote in the beginning, it should have a bottom-double-quote.
Seriously? I can't even tell. You aren't a relative of Adrian Monk's are you?
i question the shape of a pipe: see this_pipe.jpg and fell_off_from_here.jpg.
Thanks I will fix this.
random red/blue paint around the map sucks fishcocks. big time.
Are
you hating
on the
British too now?
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Pages:
1
2
[
3
]
4
5
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
General
-----------------------------
=> Announcements
=> General Discussion
=> Troubleshooting
=> Feedback
=> Official Servers
-----------------------------
Community
-----------------------------
=> Servers
===> Server Admin Contacts
=> Clans
===> Individual Clan Threads
=> Strategies and Tactics
=> Mod Ideas and Desires
=> Off Topic
-----------------------------
Media
-----------------------------
=> Mapping Center
=> Map Releases
=> Modeling Center
=> Other Tremulous Media
-----------------------------
Mods
-----------------------------
=> Modding Center
=> Mod Releases
===> HUDs
===> Gameplay Changing
===> Non-Gameplay Changing
===> Tools and Utilities
Loading...