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Author Topic: Map: Outpost P4 [BETA 4]  (Read 15752 times)
Key Night


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« on: January 13, 2007, 08:51:31 PM »

I have released Beta2 a early version of our map Outpost P4.
You can play on our server [RUS]Kalashnikov
More info http://www.tremulous.net.ru/?q=maps or
More info http://trem.allecom.de/?q=maps

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ttp://www.tremulous.net.ru or http://trem.allecom.de
Vector_Matt


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Posts: 732


« Reply #1 on: January 13, 2007, 09:33:57 PM »

Edit: tested that map and found some things, first is a missing texture

Second are some spots that give a sortof large fps drop (my graphics card is very old though, so these spots might not affect many players)

&

next is something which seems pointless, but I'm not sure

I was testing in /devmap mode so that's why this startled me


All in all, it looks like a good map with lots of potential, and (so far anyway) few bugs.
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Ingar
Tremulous Developers
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Doomsday device you say?


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« Reply #2 on: January 14, 2007, 12:29:24 PM »

I also found a texture bug on this panel:


Interesting map  Cheesy

Note: prefix your  .pk3 file with map- for the next release
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #3 on: January 14, 2007, 01:44:10 PM »

Quote from: "Ingar"
I also found a texture bug on this panel:
I forgot about that, it's backwards.
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tuple

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« Reply #4 on: January 14, 2007, 04:50:24 PM »

Nice though.  I've put it into rotation on MG Beta server,  I haven't put it into the http upload yet, though I will be soon.  I do like it and I'm interested to see how it plays.  Nice large outdoors area, and interesting, tight indoors areas.

edit: Http downloads set up.  Check it out and let the mappers know of your experiences!
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Taiyo.uk

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« Reply #5 on: January 15, 2007, 02:19:38 PM »

Excellent work! I DEMAND that this map be in every server's rotation!

I think that the ground would look better if it wasn't flat, and if there were some boxes, crates and bits of pipe, etc. scattered around (like in some areas of the Aegis Station map).

The bright outside lighting makes it all look rather flat. How about make the map set at night, with the outside areas lit by large flood lamps - plenty of contrast, shadows and dark corners for dretchen  :wink:

Finally the electric perimeter fence is wallwalkable and doesn't do any damage.
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Stof


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Posts: 1344


« Reply #6 on: January 15, 2007, 03:59:29 PM »

Quote from: "Taiyo.uk"
Excellent work! I DEMAND that this map be in every server's rotation!

I think that the ground would look better if it wasn't flat, and if there were some boxes, crates and bits of pipe, etc. scattered around (like in some areas of the Aegis Station map).

The bright outside lighting makes it all look rather flat. How about make the map set at night, with the outside areas lit by large flood lamps - plenty of contrast, shadows and dark corners for dretchen  :wink:

Finally the electric perimeter fence is wallwalkable and doesn't do any damage.

Good map, but the big outdoor area feels like overpowered for humans. Not counting the small ledges on the side of the map that s2 humans can use and which is completly unreachable for regular Dragoons without the help of a wallwalker friend.
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urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.
Caveman


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Posts: 2286


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« Reply #7 on: January 15, 2007, 04:57:23 PM »

Nice map, but the outdoors are a major fps-desaster.
Therefor i am sorry to say that this map will not be put in AW's rotation Sad
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pluto soldier


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« Reply #8 on: February 03, 2007, 08:51:32 AM »

HI
I just finished my map outpost p4 beta3!!! Thanks for bugsreport, bugs are away (I think so :wink: ).
outdoors inserted new buildings and few of gameplay probleme improved.
In few rooms I changed texture and brightness.
Problems with fps: outdoors I canīt use "hint" portal :-?, but I think it has become better with fps. In 3-4 days you can tested this map on server [RUS] Kalashnikov. :-?
link for download come soon  Smiley


here are screenshots!!!



Outdoors, building from humans


Underground


Bunker


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Taiyo.uk

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« Reply #9 on: February 03, 2007, 10:05:52 AM »

Very nice! Looking forward to playing!
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vcxzet
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« Reply #10 on: February 03, 2007, 12:11:25 PM »

terrain is blunt
use the technique that is used in ancient remains
http://simland.planetquake.gamespy.com/pages/articles/terrain1_1.htm
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Taiyo.uk

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« Reply #11 on: February 03, 2007, 01:54:07 PM »

Quote from: "vcxzet"
terrain is blunt
use the technique that is used in ancient remains
http://simland.planetquake.gamespy.com/pages/articles/terrain1_1.htm

You have a point, this becomes more and more prominent with every game I play on this map. The outside area looks flat, with the same visibly repetitive texture.
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Plague Bringer


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Posts: 3811


« Reply #12 on: February 03, 2007, 05:42:16 PM »

I like the idea of it being set as night with floodlights, i think this would give the aliens a better chance at surviving outside when there are MDs or Lasgunners out, more places to hide
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U R A Q T
Plague Bringer


Turrets: +147/-187
Posts: 3811


« Reply #13 on: February 03, 2007, 05:42:36 PM »

I like the idea of it being set as night with floodlights, i think this would give the aliens a better chance at surviving outside when there are MDs or Lasgunners out, more places to hide
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U R A Q T
gareth


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« Reply #14 on: February 03, 2007, 06:48:39 PM »

you have some nice archtiecture there, but it doesnt all fit together very well.
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Plague Bringer


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Posts: 3811


« Reply #15 on: February 04, 2007, 03:09:00 AM »

my post got glitched up there, if anyone wants to delete it, go ahead, and this one too
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U R A Q T
robug


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« Reply #16 on: February 04, 2007, 07:27:10 AM »

Where can I download the latest beta?  It seems the link you provide is for beta1 only.

Thanks

Nice Map!!!

robug
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Taiyo.uk

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« Reply #17 on: February 04, 2007, 10:02:51 AM »

Quote
link for download come soon
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Plague Bringer


Turrets: +147/-187
Posts: 3811


« Reply #18 on: February 04, 2007, 02:48:43 PM »

Quote from: "Taiyo.uk"
Quote
link for download come soon
[sarcasm]but he said that YESTERDAY, we forum members cant wait for a whole day to have anything happen! if we hear about a map being started we want it THEN![/sarcasm] then again, there is a reasonable limit to the waiting time, the beta1 is out if you'd like to play an earlier version
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U R A Q T
tuple

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« Reply #19 on: February 04, 2007, 03:59:58 PM »

I like this map, it has a great deal of potential and is quite fun in areas.

However, I think that in it's present state (whatever is released, beta2 I think) it has one fatal flaw.  It has 2 routes between bases, above ground and underground.  Movement between the routes is only passable by Dretches, Grangers, Basilisks, goons and a partcularly lucky mara.  The adv. goon can pass through the doorway to the "medical area" that the tyrant can't, but a good human team will build a base there anyways.  It's difficult to snipe, can only be attacked by tyrants through one small door with a huge window next to it (so you can see them coming/healing up). When humans build there, none of the "heavy armor" can pass either way.  Depending on which side of the far side ladder the aliens build their base, S3 aliens will be unable to defend there own base AND attack the human base.

I very well may be woefully mistaken, and it could be an excellent gameplay idea for a map that I just don't get (it wouldn't be the first time Smiley ).  It is something you'll want to watch for.

I really do like this map and seriously look forward to the next version!
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pluto soldier


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« Reply #20 on: February 04, 2007, 08:15:58 PM »

you can load the map here: http://www.tremulous.net.ru/?q=map-outpost-p4-beta3 :wink:
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tuple

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« Reply #21 on: February 04, 2007, 08:41:45 PM »

I'm getting painfully slow download speeds (under 10Kb)

I'll post a mirror when I finally get it Smiley

edit:
Alright, thanks to Khalsa, the Mercenaries Guild site host, I've put up a mirror to the file.  Hopefully this will be faster for us stateside folks Smiley

http://www.mercenariesguild.net/base/map-outpost_p4_beta3.pk3
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n00b pl0x


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« Reply #22 on: February 04, 2007, 09:51:20 PM »

the mg link doesnt work. it downloads as a 195kb file or something close and when you try to unzip it it says its broken.
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tuple

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« Reply #23 on: February 04, 2007, 11:44:56 PM »

I've downloaded it 3 different times and it has worked for me.  Perhaps you have a loose nut behind the keyboard? Tongue

Anyways, try
http://www.mercenariesguild.net/base/
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pluto soldier


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« Reply #24 on: February 05, 2007, 04:18:40 PM »

if somebody finds bugs, write here!!! Smiley
thx

tuple thx for link, the link is faster!!!! Cheesy
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temple


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Posts: 534


« Reply #25 on: February 09, 2007, 10:06:49 PM »

I like the map. Its really diverse.  Outdoor, high levels, and indoor segments make it interesting.

My major thing is that Tremulous doesn't support large maps well.  Humans have to hoof it and aliens are more mobile.  I'm not complaining yet, but I can see it being alien biased because its so big.
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techhead


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I like playing Tremulous, but who here doesn't???


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« Reply #26 on: February 10, 2007, 12:30:03 AM »

The passageway under the complex has 1-entrance rooms and doors Tyrants and Adv. Goons don't fit through.
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n00b pl0x


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« Reply #27 on: February 10, 2007, 02:32:39 AM »

i love wandering around the middle of theoutside with a las...so much open space to just dodge away and no walls for dretch to climb Cheesy
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Plague Bringer


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« Reply #28 on: February 10, 2007, 02:50:02 AM »

there's a dretch hiding place accesed by a hidden door somewhere in the bunker and somewhere by the human underground...but if I told you where exactly...i'd have to kill you..  :roll:
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U R A Q T
temple


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« Reply #29 on: February 12, 2007, 09:42:43 PM »

Quote from: "techhead"
The passageway under the complex has 1-entrance rooms and doors Tyrants and Adv. Goons don't fit through.

I'm certain goons/tyrants fit through everything except the 'secret' passage from the underground and the bunker and the vertical trapdoor/ladder to the underground from the alien default base tower.  

The room with the windows and 2 small doors do allow a tyrant, albiet its tricky.  

I like the map, shit I LOVE the map.  I like the fact that tyrants aren't 100% effective on this map.  Only problems are:

1)Ladders are too slow, use either an elevator or jump pad.  But climbing the ladder is a welcome 'eat me' sign.

2) Humans can build an aerial base on the sides of the outpost, which to my knowledge, are impossible to crack.  I'm not saying remove it, just put some small ledges on the outpost walls so at least goons can get up there.  I got pretty close to sniping some stuff but the map is so big and the walls are so high, I've coined the term 'Air Camping' for what happens if humans build up there.  I like the openness and air play but that air base is just rediculous.
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