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Author Topic: UTCS beta 2  (Read 21992 times)
chompers


Turrets: +4/-0
Posts: 224


« on: July 17, 2006, 05:23:23 PM »

Beta 2 is here:

http://www.evilbastard.org/slight/map-UTCSb2.pk3


What does UTCS stand for?
Unreal Tournament Counter Strike?
Ultra Tactical Combat Simulator?
Underground Tyrant Camping Scenario?
Who can know for sure?
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zeta


Turrets: +2/-0
Posts: 200


« Reply #1 on: July 17, 2006, 05:53:00 PM »

looks great but wrong place to post

i might give it a try

and could a admin plz move this to maps forum?
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vcxzet
Guest
« Reply #2 on: July 17, 2006, 05:54:22 PM »

reminds me of some q3 map
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chompers


Turrets: +4/-0
Posts: 224


« Reply #3 on: July 17, 2006, 06:44:55 PM »

Quote from: "zeta"
and could a admin plz move this to maps forum?


There's a "maps" forum? I thought there was only a "mapping" forum, for.. you know, questions.. about mapping.. and stuff.

I have only one question, and that is "did you play my map yet?"
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zeta


Turrets: +2/-0
Posts: 200


« Reply #4 on: July 17, 2006, 07:05:40 PM »

umm no lol im workin on my map right now

but ya use the maping forum for posting the maps and stuff too

thats what everyone does, the forum is not just for questions xD


i will try it once i get the floor lay out done with my map
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zeta


Turrets: +2/-0
Posts: 200


« Reply #5 on: July 17, 2006, 07:53:56 PM »

Review 7/10, personaly i think 8/10 but comunity would prlly do 7 xD

reason i gave it that is because it is symetrical

now the comunity HATES symetrical, for some dumb "artistic" reason

i dont mind it, but i love ure style, this map reminds me of a map from a game i cant remember but i enjoyed it, and i cant sya much for the gameplay cuz well u know theres no one to play with at the moment.


dont excpect this to get on SST, because of its size, but at my next lan party i will deffinatly try this xD

great work, one question how long it take u to make???
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Paradox

*
*

Turrets: +253/-250
Posts: 2610


I eat babies!


WWW
« Reply #6 on: July 17, 2006, 07:56:51 PM »

Ill put it in the sst vote folder.
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∧OMG ENTROPY∧
zeta


Turrets: +2/-0
Posts: 200


« Reply #7 on: July 17, 2006, 08:01:43 PM »

that map would be insane with 30 people lol
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[db@]Megabite


Turrets: +3/-0
Posts: 613


WWW
« Reply #8 on: July 17, 2006, 09:55:52 PM »

Quote from: "zeta"
looks great but wrong place to post


This is exactly the right place to post a map release as the release is intended for a broader audience and not just the mapping forum geeks.

BTW, Paradox already posted some news about the map on tremulous.info. I just added some download mirrors and put it into cycle on #db@ Derelict.

Danny
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url=http://www.tremulous.info][/url]

zeta


Turrets: +2/-0
Posts: 200


« Reply #9 on: July 17, 2006, 10:01:43 PM »

sweet i hope to try it out with peeps soon, looks fun

not alot of places to bring ure base tho
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chompers


Turrets: +4/-0
Posts: 224


« Reply #10 on: July 17, 2006, 10:10:19 PM »

Cheers mate, you guys at tremulous.info are always so up to date, I could stop reading these forums! =)

zeta, it's a very simple map, and it didn't change at all from the original sketch, so it took less than 2 days. Most of the second day was playing around with lighting options.

Edit: what is the max ping on derelict? I can see it being played right now, but I cant get in, coming from Australia my ping is ~350.
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zeta


Turrets: +2/-0
Posts: 200


« Reply #11 on: July 17, 2006, 10:25:06 PM »

Quote from: "chompers"

zeta, it's a very simple map, and it didn't change at all from the original sketch, so it took less than 2 days. Most of the second day was playing around with lighting options.


xD, when i made a map that took me 2 days the whole comunity was like this suks, but i am guessing this isnt ure first map, and if it is GOD DAMN!
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[db@]Megabite


Turrets: +3/-0
Posts: 613


WWW
« Reply #12 on: July 17, 2006, 10:46:52 PM »

I like the basic layout, gameplay should be quite similar to atcs. I just see a bigger problem for games with more than 10 players as the alien base is not very defensible.
You can always put a human base in a tight corner so it is okay for humans but 3 entries into an alien base is a horror to defend on a map with no spots to hide your eggs. Maybe adding a defensible hallway or room can solve this.

Starting bases are quite unbalanced either. Humans start with a whole array of turrets and aliens just have an overmind and one egg. Maybe a barricade and a few tubes should do.

Apart from this: Great job for 2 days' work!

Danny
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url=http://www.tremulous.info][/url]

chompers


Turrets: +4/-0
Posts: 224


« Reply #13 on: July 17, 2006, 11:34:20 PM »

Hey thanks for the feedback.

Humans start with 2 spawns, 4 turrets, medi and armory. Aliens start with 2 spawns and 4 tubes. I could put a couple extra tubes down, I suppose, or maybe you had a deconner??

One thing in the aliens favor is the 'shortcut down' exit shouldn't need defending until humans have jetpacks. I agree there is no *great* spots for bases on either team, but just about anywhere will do. That was by intent though, it's designed for 3 vs 3, so I didn't want any unbreakable base locations. Also, being so small, if you tuck a reactor / OM up in the first corner of the top loop, you can put turrets / trappers almost halfway across the center room.

Gameplay should be more like S3 on uncreation where both teams have moved out of the default dead ends and into the loops. It has the same figure 8 layout with the 2 loops off a central area, except the center room in nano is large enough that noone should be able to make an unbreakable base in it. Plus the halls are wide enough to prevent those tyrant traffic jams you get in uncreation.

I saw 7 people playing on derelict but couldnt join cause of my ping, how did it play? humans win?
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Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #14 on: July 17, 2006, 11:37:03 PM »

Megabite summed up my first impressions (probably fun, probably human friendly). The texturing is REALLY bland too, but that's not a big deal.

Found a HoM:
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chompers


Turrets: +4/-0
Posts: 224


« Reply #15 on: July 18, 2006, 12:18:45 AM »

How the hell...

OK, it's definitely a beta version now, I'll have to fix that.

edit: fixed now, in nano2. :/
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KorJax


Turrets: +0/-0
Posts: 119


« Reply #16 on: July 18, 2006, 12:30:50 AM »

Nice, ill try this out.  Ive always wanted a kind of "ACTS 2" map  Cheesy
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kozak6


Turrets: +20/-26
Posts: 1089


« Reply #17 on: July 18, 2006, 01:37:12 AM »

I'd try it if I hadn't accidently broken Tremulous.  :x
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Lava Croft
Guest
« Reply #18 on: July 18, 2006, 09:11:51 AM »

Quote from: "KorJax"
Nice, ill try this out.  Ive always wanted a kind of "ACTS 2" map  Cheesy


Be prepared for a whole lot more Opposing Forts-ish maps ;-)
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zeta


Turrets: +2/-0
Posts: 200


« Reply #19 on: July 18, 2006, 03:22:26 PM »

lol im kinda workin on one right now, but with more places to move base xD
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garoth


Turrets: +4/-5
Posts: 61


WWW
« Reply #20 on: July 18, 2006, 05:05:12 PM »

I always liked small maps with lots of small areas where you can stuff things. UT is good for simple and small maps.

Good work with Nano, even though that word is used everywhere from ipods to text editors.
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 Garoth (homesite: www.garoth.com )
gareth


Turrets: +38/-89
Posts: 710


« Reply #21 on: July 18, 2006, 07:24:11 PM »

Quote from: "garoth"
I always liked small maps with lots of small areas where you can stuff things. UT is good for simple and small maps.

Good work with Nano, even though that word is used everywhere from ipods to text editors.


GET LOST you evil spammer-bot, and quit using a name that looks similar to my own.

The Map:

I have only played it once, and the impression i got was that it could be a fun map, althought the alien base is maybe too open. I am still unsure as toi if I like it r not. Also there are some strange articfacts on the ceilings around the lights.
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chompers


Turrets: +4/-0
Posts: 224


« Reply #22 on: July 19, 2006, 05:35:32 AM »

Well, I have made some changes today to this map. Added locations and better details and texturing, but the big change is that there is now a couple of small bunkers off the center room where either team can build a very good base.

The bunker doors are locked by stage 2 and stage 3 doors, but it works sortof opposite to the way uncreation does it.

Human stage 2 opens the bunker door nearest the alien base.
Human stage 3 opens the second entrance to the human bunker.

Like this:


Inside the bunkers is very defendable, only 1 door until you're s3.


Funny that people say it is like ATCS, the working title for it was 'ATCS2' and yea, I agree the name "nano" is pretty overdone. Maybe I will call the final U.T.C.S. - the Underground Tactical Combat Simulator.

Heh, "UTCS" - in the Quake 3 engine, yup I like the sound of that.
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Teiman


Turrets: +0/-0
Posts: 286


« Reply #23 on: July 19, 2006, 10:17:07 AM »

Quote from: "Lava Croft"
Quote from: "KorJax"
Nice, ill try this out.  Ive always wanted a kind of "ACTS 2" map  Cheesy


Be prepared for a whole lot more Opposing Forts-ish maps ;-)


Next: 2forts, and next-next will be 2forts2 Cheesy
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chompers


Turrets: +4/-0
Posts: 224


« Reply #24 on: July 21, 2006, 01:46:08 AM »

Bumping for updated version.

After a couple more days tweaking textures, details and gameplay, It's just about ready to go. It's now called "UTCS" and this is beta 1

http://www.evilbastard.org/slight/trem-utcsb1.zip

Vastly improved over nano, I think. The layout is still symmetrical, but the bases aren't, both sides can build much stronger bases, humans now have a small tyrant proof section and the alien base particularly is much more trappable, with places to hide eggs.

Together with the stage 2 bunkers, it's a lot more alien friendly.

If you want to open the stage 2/3 doors in devmap, "g_alienStage 2" doesn't open them, use the console command "g_alienStage2Threshhold 0" instead.

I'm very happy with how it turned out, but please have a look and tell me what you think.
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vcxzet
Guest
« Reply #25 on: July 21, 2006, 08:44:27 AM »

to mods: please move this topic to mapping section
it will die in the general discussion
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0z


Turrets: +0/-0
Posts: 86


« Reply #26 on: July 21, 2006, 09:00:54 AM »

Quote from: "vcxzet"
to mods: please move this topic to mapping section
it will die in the general discussion

It won't die if we post a reply frequently
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vcxzet
Guest
« Reply #27 on: July 21, 2006, 09:10:27 AM »

Quote from: "0z"
Quote from: "vcxzet"
to mods: please move this topic to mapping section
it will die in the general discussion

It won't die if we post a reply frequently

spam yay!
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[db@]Megabite


Turrets: +3/-0
Posts: 613


WWW
« Reply #28 on: July 21, 2006, 09:14:09 AM »

Nobody but the mapping geeks looks at the mapping forums... so why should anybody post a map release there?
A release is intended for all readers, so the general forum is the perfectly right place for it.

Danny
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gareth


Turrets: +38/-89
Posts: 710


« Reply #29 on: July 21, 2006, 09:44:50 AM »

The pk3 is packaged wrongly. Otherwise it looks like it will play much better, IMO I would like it to have more colour tho, maybe make the coloured lighting for each base less sutble in parts.
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