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Author Topic: Map in the works ***Hooray! It's Done!***  (Read 54285 times)
Lava Croft
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« on: August 23, 2006, 11:52:40 PM »

Fuck me, I forgot to rename 'sound' to 'sokolov', sigh.
Get fixed 1.1 here.

Remove map-sokolov-1.0.pk3

Sorry for the retarded mistake.  :oops:

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Finally, after more than 7 months of screwing around, I am proud to release Sokolov's Space 1.0. This will be the last release before Tremulous 1.2 is let loose on the public. I hope you will enjoy the map as much as I had trouble making it.
A readme is still missing, but will be included once Tremulous 1.2 is released. That said, I want to use this space to name a few people without whom I could never have made Sokolov's Space into what it is today:

jhaa: Thank you so much for your awesome Steam Engine model.
vcxzet: Thank you for your awesome Steam Engine skin.
jex: Thank you for all the kickass textures you made (for me).

I <3 you.

Get the 18mb map here.

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Oh noes! Peer pressure made me release another version of Sokolov's Space! I am so close to finish I'm already totally bored of this project! Please report _every_ bug you find to this thread, #satgnu on QuakeNet IRC, or, if you really have no other option, lava dot croft at trioptimum dot com. Probably one of many thank you's, but I want to thank everyone who has helped me get this far, which probably includes you too.

You can get the almost 19mb pk3 from this link.

The name of the BSP has changed to sokolov-0.8.bsp due to poeple having problems with the way I name my releases :oops:
Please remove any old versions of Sokolov's Space you have lying around, or at least make it so Tremulous cannot find them.

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Hooray, I finished the Steam Engine and made you guys a small video of the coolness jhaa and vcxzet supplied me with.
Click here to download the 7mb video.

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So, some small clipping errors (hopefully) fixed and the Steam Engine skin is done too.
Click me to download the 18mb test map. [Updated to 0.7.2]

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Hi, another updated version of Sokolov's Space.
This version  marks the departure of all terrain made from patch meshes, they are now replaced by brushes. The map is 'done' as in that all main architecture and lighting is in place, any changes now will mostly be bugfixes and eyecandy. You can get het the map from the following link:

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I have released a early version of my map for specific testing purposes. I would like everyone that downloads this map to build a really good Alien base in the orig spot, then as Human try to kill the Alien base. I want your feedback about the Alien base and how hard/easy it is to destroy. Feedback about texture errors etc. will be ignored.
Thank you all in advance.

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Hi, thought I give mapping for Tremulous a try. So far I have come up with an Alien base, that needs a little bit of tweaking. For your convenience I have made this small 8mb video.

Click Me to download the video.

Take note that the footage shown is slightly darker than all of you gamma haxers will see in-game. :oops:
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Taiyo.uk

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« Reply #1 on: August 24, 2006, 12:05:12 AM »

Looks good!

?! Alien spawns above the human one, the humans will spawn straight into dretch rain!
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vcxzet
Guest
« Reply #2 on: August 24, 2006, 12:08:59 AM »

cool
for the gamma is it 1.0
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[EVIL]Unknown


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« Reply #3 on: August 24, 2006, 12:11:45 AM »

Quote
Take note that the footage shown is slightly darker than all of you gamma haxers will see in-game.




OBJECTION!
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Seffylight

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Turrets: +40/-26
Posts: 491


« Reply #4 on: August 24, 2006, 02:57:49 AM »

A map by Lava_Croft? You mean a map that might actually be worth something because it's done by a player with a firm grasp on the game?

Oh dear. I dunno how the Tremulous playerbase would handle such a shock.
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Stop it. Seriously.
Paradox

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Turrets: +253/-250
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I eat babies!


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« Reply #5 on: August 24, 2006, 03:24:50 AM »

Hey, im making a map called Fusion, and i have the human base playable, and it is cooler than polar bear shit.
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∧OMG ENTROPY∧
Ksempac


Turrets: +1/-1
Posts: 261


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« Reply #6 on: August 24, 2006, 03:45:13 AM »

It looked really nice on SS but it is even better in the video :eek:

I just love this map  Cheesy
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Basilisco

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« Reply #7 on: August 24, 2006, 05:11:24 AM »

Looks superb. And it looks like dretches will get lot's of insta headshot on those ladders Cheesy

And it looks differend that the current maps, thank god.
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Lava Croft
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« Reply #8 on: August 24, 2006, 08:40:54 AM »

Quote from: "Paradox"
Hey, im making a map called Fusion, and i have the human base playable, and it is cooler than polar bear shit.

Show me.
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[db@]Megabite


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« Reply #9 on: August 24, 2006, 08:49:10 AM »

Mh, this looks interesting... Cheesy

Looks are straight and coherent, design is fine. The vertical layout promises some interesting matches. If the alien base can only be attacked by jetpackers it will be really hard to crack, maybe even impossible with some well placed tubes...

We will see, I am really looking forward to a gameplay test!

Danny

P.S.: I have set up some download mirrors for the video!
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James


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Posts: 15


« Reply #10 on: August 24, 2006, 02:31:10 PM »

What Megabite said - current base looks  hellish to attack - or are there other corridors / ramps to access the higher levels? Quality wise, it looks great, good use of brushes without excessive detail, and the lighting feels about right too. Looking forward to play-testing it.

Btw, how much of the finished map is shown in the video? I.e is it going to be a fairly small map, or is this just the start of a big, sprawling thing?
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I am mad with the power' - Lenore
PIE

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それは価値があることを期待します。


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« Reply #11 on: August 24, 2006, 09:05:11 PM »

...from the video.. I really don't see humans ever winning unless you get a really really stupid alien team.... Looks nice.. but extremely unbalanced.. Can't watit to see the whole thing for myself and see how an actual match develops on it.
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Lava Croft
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« Reply #12 on: September 07, 2006, 01:57:39 PM »

I released a test version! Read up! *bump* *bump*
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vcxzet
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« Reply #13 on: September 07, 2006, 02:17:28 PM »

Quote from: "Lava Croft"
I released a test version! Read up! *bump* *bump*

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gareth


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« Reply #14 on: September 07, 2006, 02:26:32 PM »

That test version is no diferent to the one you showed me weeks ago, and the same textures are still missing Tongue
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[db@]Megabite


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« Reply #15 on: September 07, 2006, 10:09:09 PM »

Okay,

very hard but possible if the alien team is a bit dumb... Wink
I placed 2 tubes and 2 hives on top of the pipes, near the ladder on both entrances. It was not possible to shoot them from below, you had to climb up what proved instadeath for unarmored, semiinstantdeath for armored and doable for battlesuit. The battlesuit was pushed over the edge by the swarm more than once, grenades are of no great use either (they fall down or dont really hit stuff on the pipes) and I guess with more than one or two defending dretches and a rebuilding granger it is near impossible to penetrate the base.

Apart from the fact that newborn aliens can rain down death from above, so to speak... Wink

Another thin I noticed was that I was not able to place trappers on the pipes sides. They sunk in and did not work. Nice brushwork, texturing and interesting layout so far... Wink

Danny
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tuple

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Turrets: +97/-80
Posts: 834



« Reply #16 on: September 08, 2006, 02:04:54 PM »

I've put it on the MG server if a couple of you want to give it a try.

You will need to
/callvote map sokolov
to play though
 :wink:
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Lava Croft
Guest
« Reply #17 on: September 08, 2006, 09:26:39 PM »

Quote from: "[db@
Megabite"]Another thin I noticed was that I was not able to place trappers on the pipes sides. They sunk in and did not work.

According to Timbo this is a client bug, fixed in SVN. If such is not the case I can and will put a solid inside the said pipes.

And gareth0, there are no missing textures, all textures used are supplied in the .PK3, same goes for the shaders. The map also has no dependencies on other maps.

Also, do not underestimate the power of the Lucifer Cannon when it comes to clearing stuff you cannot actually see or reach via weapons that don't have this insane splash damage. While it's obvious the Alien base is very hard to crack, this is also my intention, as there are way too less good Alien bases on any Tremulous map. That doesn't mean I'm not listening to the handy feedback:)

As a last, due to lots of real-life things, my work on Sokolov will not progress as fast as I would like, please have patience.
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krom

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« Reply #18 on: September 08, 2006, 10:26:17 PM »

My 2cents:
-Cool geometry and textures reminds me Q3 maps(Sock's textures are cool). But it sound improper for Trem (in terms of gameplay). Maybe with new rooms this would rock.

-I love the lava pit, could be interesting to have a cavern entrance just above the lava.

-One big thing to handle is all this verticality, makes the games very different and much harder for ground walkers (humans hé!).Maybe Tha lava pit should be in a differents room and not at the bottom of this one.

- Some structures looks quite reallistic with attachements on walls, and some plateforms seem like they are just made to levitate. Could be interesting to have either attachements or even some look-like anti-grav modules (latter propositions does not seem to fit with the rusty look of the map).

Thanks for sharing it!
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holyknight


Turrets: +4/-2
Posts: 998


« Reply #19 on: September 09, 2006, 01:26:33 AM »

THE MAP DOESN'T APPEAR IN THE GAME CREATE SCREEN
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tuple

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Posts: 834



« Reply #20 on: September 09, 2006, 01:41:57 AM »

go to the console when in that screen and type
/map sokolov
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Lava Croft
Guest
« Reply #21 on: September 09, 2006, 03:31:53 AM »

Quote from: "tuple"
go to the console when in that screen and type
/map sokolov

Even better, type /devmap sokolov and you have enabled cheats too.

Krom, I am trying to strike a balance between realism(which always slows down creativity) and originality(which always slows down realism:)
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RedGuff


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« Reply #22 on: September 09, 2006, 09:01:09 PM »

Hello.
Congratulation for your map !
It's well done.
Just a few suggestions :
* The telenode is now too close of the eggs.
* Impossible to select the map in the list : we must use the command suggested up there.
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Fumer tue !
[db@]Megabite


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« Reply #23 on: September 10, 2006, 08:51:57 AM »

As this is an alpha release for specific testing purposes it does not really matter, yet. The map is not meant to be playable in a normal game by now... Wink

Danny
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Taiyo.uk

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« Reply #24 on: September 10, 2006, 10:00:20 AM »

Anything built on the pipes above the lava pit fall straight through. I managed to build my entire base (with everything in one big stack) beneath the lava that way.

Nice map though!
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Lava Croft
Guest
« Reply #25 on: September 10, 2006, 11:44:02 AM »

Quote from: "[db@
Megabite"]As this is an alpha release for specific testing purposes it does not really matter, yet. The map is not meant to be playable in a normal game by now... Wink

Don't bother, some people just do not understand.
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FisherP


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No, I'm not a Potatoe


« Reply #26 on: September 11, 2006, 03:38:56 AM »

OK, I tried it on my own machine, and even though I was the only one playing it was difficult but possible. If you can get to the gangways just below the aliens base you could shoot accross the map and take out all the tubes. Doing this while being attacked, even by dretches, would be nigh impossible. Now If only i had a rocket launcher ;-).

Really though the alien base would be impossible to penitrate if defended. Now the task for you Lava is to create a similar base for the humans. The map is just too small at the moment for any sort of game play :-)
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Lava Croft
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« Reply #27 on: September 20, 2006, 01:01:43 PM »

I bumped to version 0.4
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gareth


Turrets: +38/-89
Posts: 710


« Reply #28 on: September 20, 2006, 04:48:38 PM »

looking better than b4, i much prefer the medium sized corridors to the massive confuising rooms, in the central room my fps was low, prob. many reasons for this, but i can point out this one at least:


firstly theres a side that should probly be caulked, secondly, it only moves up and down very slightly, and isnt the focus of the room, so why does it need to be so highly tessalated? u could more than half the subdivision and keep the same effect.

I like the machines tho, whats the setting, some sort of lava factory, hell?

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krom

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« Reply #29 on: September 20, 2006, 07:22:14 PM »

omg Never look in the lava ! Never!
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