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Author Topic: Gomeisa Beta 1  (Read 980 times)
swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


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« on: October 01, 2011, 12:01:00 PM »

...With this drop of blood, we take all our revenge, our anger, our sadness and we fight back for those who have given us this opporotunity!
Thats right....
Gomeisa has finnaly been released.

after many months of hard work and dedication, I release a map to the best of my ability and potential.
Gomeisa is a station located the planet, Gomeisa. It is the main landmark of Gomeisa, and therefore it is usualy called the Gomeisa station. Is your brain dead yet? Don't worry, you got reinforcements. The Gomeisa station is responsible for the protection of the inhabitants of Gomeisa and to keep every alien being out. The station itself is merely I giant robot. I brilliant idea. This super-robot station can locate an unkown object from miles away, identify it in less than a second, and can demolish it even faster. Then, how did the aliens get on Gomeisa? They colonised in Procyon, then all attacked the station. Some made it to the planet, some didn't. And those that did, caused this DilemaH.

This map has a couple known bugs, most notibly "the pole". Certain slime spots will be turned into lava spots and I plan on doing more tweaking.

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Downloads
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Beta 1 (Current):
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Screenshots
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these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Tremulant
Spam Killer
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Turrets: +370/-58
Posts: 1037

It's not over 'til the tremulant sings...


« Reply #1 on: October 01, 2011, 12:11:43 PM »

Maybe adjust the brightness of those screenshots a little, and use an imgur gallery with thumbnails rather than nondescript text links.
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my knees by my face and my ass is being hammered
CorSair


Turrets: +14/-0
Posts: 431

Never trust a bartender with bad grammar.


« Reply #2 on: October 01, 2011, 02:27:51 PM »

This certainly is better than your other maps. But it still have some issues.

First thing is those pipes. Some of them you can walk through like nothing. I know in some maps that pipes can be walk through, but it looks stupid. But depends

Second thing what you should do is to put more noclip brushes. Can help from bit to lot , like in that Elevator Room corridor with lamps and a pipe on ceiling.

Third, there are some z-fighting brushes around map. One is marked in picture.
Also, there is odd... I don't know what these were. But in pic. It goes from that ship to caved-in passage in abandoned mines.

These are my current feedback of map now. Probably post more if I learn something new from map Tongue.


* z-fighting brushes.jpg (146.85 KB, 1024x768 - viewed 95 times.)

* where_it_goes....jpg (167.42 KB, 1024x768 - viewed 104 times.)
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/dev/humancontroller


Turrets: +19/-376
Posts: 855


« Reply #3 on: October 01, 2011, 03:53:41 PM »

  • missing texture
  • missing texture
  • missing texture
  • missing texture
  • troll physics (a not balanced object does not topple)
  • weird black forcefield


* missing_texture_1.jpg (119.96 KB, 640x480 - viewed 62 times.)

* missing_texture_2.jpg (67.17 KB, 640x480 - viewed 61 times.)

* missing_texture_3.jpg (104.02 KB, 640x480 - viewed 71 times.)

* missing_texture_4.jpg (73.46 KB, 640x480 - viewed 62 times.)

* troll_physics.jpg (69.35 KB, 640x480 - viewed 84 times.)

* black_forcefield.jpg (60.8 KB, 640x480 - viewed 70 times.)
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/dev/humancontroller


Turrets: +19/-376
Posts: 855


« Reply #4 on: October 01, 2011, 03:59:21 PM »

  • location name cut off (just noting, this looks like a Tremulous deficiency rather than a map bug)
  • an example of an epic camp room (also, the location name is cut off here as well)
  • non-intuitive solidity of grids
  • invisible walls bound the map (i'd close them off with at least some grids)
  • semi-solid objects that can be shot through
  • solid jet blast


* location_name_cut_off.jpg (36.47 KB, 640x480 - viewed 57 times.)

* epic_camp.jpg (113.77 KB, 640x480 - viewed 67 times.)

* non-solid_grid.jpg (56.41 KB, 640x480 - viewed 63 times.)

* an_invisible_wall.jpg (63.5 KB, 640x480 - viewed 72 times.)

* semi-solid_object.jpg (81.91 KB, 640x480 - viewed 66 times.)

* solid_jet_blast.jpg (108.39 KB, 640x480 - viewed 75 times.)
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/dev/humancontroller


Turrets: +19/-376
Posts: 855


« Reply #5 on: October 01, 2011, 04:02:59 PM »

  • request: increase the size of these containers slightly, to just allow a standing human to fit
  • request: add an easter egg in this locker (i propose that you move your signature from a remote room to this locker)


* plx_increase_container_size.jpg (93.03 KB, 640x480 - viewed 80 times.)

* plx_add_easter_egg_here.jpg (90.41 KB, 640x480 - viewed 84 times.)
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swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #6 on: October 01, 2011, 08:02:58 PM »

(Bolded lines have allready been fixed)
(Underlined lines may be fixed/partialy fixed)
(Italic lines wont be fixed / maybe in later betas)
/Dev/:

Whoops! I forgot to include those textures from A.R.
The spaceship will be fixed for the next Beta.
The black forcefield will come in later Betas.
The jet blast was solid? By golly, that was a shader in tremor! Well, it works in mine, so I need another player to test it out.
Cut-off-name will be fixed. I'll just rename it.
They might as well jetcamp up there. No biggie. And if the RC is dead, they are pretty much also. There are a couple spots like that in other maps, like in Karith, but its underused, so we'll just check if its too gameplay changing.
Nonsolid grid? Have you not played Karith?
Dont we all wish we could fly out of the map in Karith. I will place a grid there for B2
Comp's fullclip will be enhanced.
I dont think I can increase the size of the prisonner pod. Sorry.
Thanks for the idea of the locker! What horrid secerts will there be in there for later betas?


CorSair:

I have seen a couple more fighting brushes, or texture overlaps in the map. The majority will be fixed.THAT! Yes, that. That is the pole. I have no clue was causes it, where it came from and worst of all, it doesn't show in the map editor. It may take a couple betas before I get rid of it.
« Last Edit: October 03, 2011, 08:06:33 PM by swamp-cecil » Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
/dev/humancontroller


Turrets: +19/-376
Posts: 855


« Reply #7 on: October 01, 2011, 08:26:10 PM »

They might as well jetcamp up there. No biggie. And if the RC is dead, they are pretty much also.
no, aliens won't manage to get to the RC, as the RC will be placed at the far end of the camp room, and protected by jetcampers and obstructing barrels. just noting; this is actually more of a game balance issue than a map balance issue.
Nonsolid grid? Have you not played Karith?
i have played karith, and i know about the non-solid grates there. but i recommend against following that design.
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UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #8 on: October 02, 2011, 12:16:08 AM »

You should also use phong shading in terrain shaders.
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swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #9 on: October 02, 2011, 03:03:03 PM »

You should also use phong shading in terrain shaders.
Is that that texture blending featured in Ancient Remains? If it is, I tried. I will try again if needed.
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these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
UniqPhoeniX
Spam Killer
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Turrets: +66/-32
Posts: 1376


« Reply #10 on: October 02, 2011, 06:18:23 PM »

http://www.simonoc.com/pages/articles/phongshading1.htm
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