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Map : Cerberus (FINAL 2008-02-21)
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Topic: Map : Cerberus (FINAL 2008-02-21) (Read 24402 times)
TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (FINAL 2008-02-21)
«
on:
May 06, 2007, 10:24:24 PM »
2008-02-21
Although this map doesn't really compare aethetically to my more recent work, I am releasing a final version of this map, with several updates :
- Trem won't insta-quit at map load for Mac users
Sorry about that
- Several halls are taller now.
-
Much
easier for wallwalkers to get into the pipe.
- A lot of clipping.
- No "sticky" spots in the tube/pipe.
The Mac fix was the main reason for doing this, but the other changes should make this more playable
Download FINAL
Mirror 2
Mirror 3
____________________________
EDIT :
Because of a botched compile, which, quite frankly, made the map look like shit in the darker areas, I'm releasing a new version.
Also, humans can no longer stand on the ledges in the lower hall of human base.
Download :
http://uploaded.to/?id=raj7gd
(rc2)
Sorry about that :-?
________________________
I present to you my new map, Cerberus.
It's a medium size map located in some station on a distant planet.
DOWNLOAD : (get rc2)
Just a note : The lighting may be off a bit. I had to switch monitors halfway trough and the one I'm using right now is horribly washed out.
Feedback is very appreciated.
And, without further ado, screenshots!
«
Last Edit: February 24, 2008, 11:09:35 PM by TRaK
»
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My maps/textures/other projects
mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Map : Cerberus (RC2 2007/06/13)
«
Reply #1 on:
May 06, 2007, 10:39:59 PM »
Looks like a pretty cool map, although the human base kinda stinks but.. Look forward to seeing it in use!!
Congrats!!
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
TinMan
Turrets: +49/-70
Posts: 1020
Map : Cerberus (RC2 2007/06/13)
«
Reply #2 on:
May 06, 2007, 10:55:04 PM »
Looks great. It'll take me a while to learn my way around on it, but I like it.
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Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
techhead
Turrets: +77/-73
Posts: 1496
I like playing Tremulous, but who here doesn't???
Map : Cerberus (RC2 2007/06/13)
«
Reply #3 on:
May 07, 2007, 02:31:57 AM »
Looks sweet.
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I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
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f0rqu3
Guest
Map : Cerberus (RC2 2007/06/13)
«
Reply #4 on:
May 07, 2007, 05:09:14 PM »
has some minor defects
1) misaligned tex on a door
2) patch tunnel connections
3) q3 style lava on the floor
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tuple
Turrets: +97/-80
Posts: 834
Map : Cerberus (RC2 2007/06/13)
«
Reply #5 on:
May 07, 2007, 06:30:13 PM »
Uploaded to
http://mercenariesguild.net/base/
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fleash eater
Turrets: +25/-33
Posts: 408
Map : Cerberus (RC2 2007/06/13)
«
Reply #6 on:
May 08, 2007, 01:47:23 AM »
the human base will be swarmed by tyrants and dretches by 30 min., but the lighting and shading are cool.
you should just take out the Q3 lava
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TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #7 on:
May 08, 2007, 04:06:09 AM »
Quote from: "fleash eater"
the human base will be swarmed by tyrants and dretches by 30 min., but the lighting and shading are cool.
you should just take out the Q3 lava
The whole idea is that humans have to move if they want to win. It's fairly common. Just look at Arachnid2, Niveus, or Karith. There's what I think should be a decent spot under the platform at the far end of the room.
I like the q3 lava ; I think of it as a pipe under the floor that burst and now it's bubbling up
.
Thanks for your comments everyone.
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My maps/textures/other projects
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Map : Cerberus (RC2 2007/06/13)
«
Reply #8 on:
May 08, 2007, 04:56:25 AM »
Q3 lava is gooood.....
Although I think that a leaking overhead pipe (with dripping/spraying effects) and the lava being a hole the leaking liquid is burning through the floor could achieve greater effect. I say this because a lava patch on the floor doesn't necessarily suggest a leaking pipe. In many games it suggests an item spawn point. Also acid/nukage/toxic waste effects might be better as lava isn't what people normally associate with plumbing.
Overall a great map!
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Plague Bringer
Turrets: +147/-187
Posts: 3811
Map : Cerberus (RC2 2007/06/13)
«
Reply #9 on:
May 08, 2007, 11:33:23 AM »
There's a blue version of that too iirc.
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U R A Q T
Lava Croft
Guest
Map : Cerberus (RC2 2007/06/13)
«
Reply #10 on:
May 08, 2007, 11:57:49 AM »
Apart from a view obvious errors concerning patch meshes and texturing, this is a rather nice map indeed. I am curious for the gameplay.
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TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #11 on:
May 08, 2007, 01:53:28 PM »
I played it twice last night on D*S, once at 6v6 and once at 3v3. Humans won both times. A few issues were brought up :
- wallwalkers tend to have difficulty getting into the pipe dropping into the alien base
- The grates only display on one side
- There's no quick escape routes for aliens damaged by attacking human base.
-There's some white speckling between 2 brushes in the terrain outside (exposed caulk? dunno why this happens).
- If 1.2 aliens heal on creep, that means that the passage between the alien and human base with the pipe is unreachable for grangers until s2. I'm thinking I'm going to have to change the pipe, so that maras can get up there, and grangers by using dretchlift.
That's all I can think of for now.
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My maps/textures/other projects
_Equilibrium_
Turrets: +96/-89
Posts: 1845
Map : Cerberus (RC2 2007/06/13)
«
Reply #12 on:
May 09, 2007, 12:14:32 AM »
very nice on the eyes
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TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #13 on:
May 09, 2007, 01:28:05 AM »
This map is now temporarily in rotation on SST.
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My maps/textures/other projects
Paradox
Turrets: +253/-250
Posts: 2610
I eat babies!
Map : Cerberus (RC2 2007/06/13)
«
Reply #14 on:
May 09, 2007, 03:52:02 AM »
Good base is in the box room next to the human base.
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∧OMG ENTROPY∧
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Map : Cerberus (RC2 2007/06/13)
«
Reply #15 on:
May 09, 2007, 04:52:56 AM »
I've only flew around in /devmap, so I can only speculate on gameplay. I think you've yourself named most of the things I've found though. What I do like is that your map is just a lot different from the others out there. It's a lot more "twisty" and such than the others, excluding the large set of new maps with a plethora of problems that make them unplayable. The problem there is that I have to reserve judgement on how it will turn out until it's actually played, because it's so different from everything that speculation is difficult.
- wallwalkers tend to have difficulty getting into the pipe dropping into the alien base
agreed. Would probably be fixed with suggestion below.
- There's no quick escape routes for aliens damaged by attacking human
base.
I have to check on that one. Didn't notice it, but didn't really think about it either.
- If 1.2 aliens heal on creep, that means that the passage between the alien and human base with the pipe is unreachable for grangers until s2. I'm thinking I'm going to have to change the pipe, so that maras can get up there, and grangers by using dretchlift.
Even in 1.1, maps tend to suck when there's only one route between the bases. Humans get two routes to aliens, aliens get one route to humans. That's just not fair. You can do the overhead pipe thing if you extend it a little further down vertically so maras can circle-walljump up it (see the smokestack with the bridge over it in Sector 17). Also throw in a single tiny ledge at just the right height so that goons can get up (see the exits from the basement on Niveus. You CAN get out with a goon). Rants may not be able to do it, but if all of the other classes can, it's good enough, I'd think. Rants can attack on one side and the others can attack froim both. The pipe is long enough that one could evo to rant inside it to attack from that way until death or being chased out.
Overall, massive props for doing something so different with the layout. It does look promising.. just hard to speculate on
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TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #16 on:
May 09, 2007, 10:02:48 AM »
Don't forget that dretches can wallwalk up the pipe and evolve up there. But I still plan on changing the design a bunch. Goons can get up, too, if they stand on the crates, but you have to have just the right angle.
Thanks for the suggestions
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Ingar
Tremulous Developers
Turrets: +302/-7
Posts: 535
Doomsday device you say?
Map : Cerberus (RC2 2007/06/13)
«
Reply #17 on:
May 12, 2007, 08:35:28 AM »
I had a nice game on this map yesterday. In general, it looks like it plays well, a few straight corridors, some rooms with places to hide. It looks pretty well too
- You might want to cranck up to light a bit. Especially in the lower parts of the base. For myself, it is not that much of a problem, but it might be for people on for example, a laptop.
- The pipe is an interesting element: later in the game, I closed it up with two hives that couldn't be seen from above, making it almost impenetrable.
- Tyrants retreating from an attack on the human base stand a better chance if they use the upper exit :wink:
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gareth
Turrets: +38/-89
Posts: 710
Map : Cerberus (RC2 2007/06/13)
«
Reply #18 on:
May 14, 2007, 03:01:00 PM »
you can get into the void by wallwalking in the circular vent
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Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Map : Cerberus (RC2 2007/06/13)
«
Reply #19 on:
May 14, 2007, 03:22:47 PM »
Looks good, aside from the spiral staircase and the silver railings that don't seem to fit the style of the map.
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TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #20 on:
May 14, 2007, 06:46:03 PM »
Quote from: "gareth"
you can get into the void by wallwalking in the circular vent
I am aware of this bug, and it shall be fixed in the next beta. Afaik, it doesn't happen very often, so it's not too dramatic, as long as people don't start to abuse it :-? .
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My maps/textures/other projects
Rawr
Turrets: +1/-1
Posts: 919
Map : Cerberus (RC2 2007/06/13)
«
Reply #21 on:
May 17, 2007, 01:11:24 AM »
There is one bug right inside of the human base if you weren't aware already.
Go into the area where you have to crouch to get into, and look at the connecters between the stairs and floor.
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img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]
TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #22 on:
May 17, 2007, 01:16:29 AM »
Quote from: "Rawr"
There is one bug right inside of the human base if you weren't aware already.
Go into the area where you have to crouch to get into, and look at the connecters between the stairs and floor.
You're right. I had noticed this before, only I completely forgot about it
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My maps/textures/other projects
TinMan
Turrets: +49/-70
Posts: 1020
Map : Cerberus (RC2 2007/06/13)
«
Reply #23 on:
May 17, 2007, 01:55:28 AM »
Quote from: "TRaK"
Quote from: "gareth"
you can get into the void by wallwalking in the circular vent
I am aware of this bug, and it shall be fixed in the next beta. Afaik, it doesn't happen very often, so it's not too dramatic, as long as people don't start to abuse it :-? .
Here?
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Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
TRaK
Turrets: +94/-21
Posts: 442
Map : Cerberus (RC2 2007/06/13)
«
Reply #24 on:
May 17, 2007, 02:29:43 AM »
^ That would be my guess. It only happened to me once so far, and I can't seem to manage to do it again.
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My maps/textures/other projects
TinMan
Turrets: +49/-70
Posts: 1020
Map : Cerberus (RC2 2007/06/13)
«
Reply #25 on:
May 17, 2007, 02:43:01 AM »
I couldn't do it either, go through your map in devmap with "r_clear 1" though to look for little holes like this, they show up pink.
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Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
Rawr
Turrets: +1/-1
Posts: 919
Map : Cerberus (RC2 2007/06/13)
«
Reply #26 on:
May 17, 2007, 03:48:01 AM »
Quote from: "TRaK"
Quote from: "Rawr"
There is one bug right inside of the human base if you weren't aware already.
Go into the area where you have to crouch to get into, and look at the connecters between the stairs and floor.
You're right. I had noticed this before, only I completely forgot about it
Lazy ass :roll:
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img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]
jit
Turrets: +4/-13
Posts: 258
Map : Cerberus (RC2 2007/06/13)
«
Reply #27 on:
May 17, 2007, 04:34:13 AM »
i like the map. appealing to the eyes. lots of different shades and lighting with all kinds of colors. Most other maps stick to one color scheme: atcs- some brownish thing; tremor-black/gray; niveus - black gray; karith uses some color but not good shading; transit - plain gray... well anyways i love your map since its like... awesome.
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{&}jit
Quote from: player1 on October 20, 2007, 04:40:33 AM
You Might Be New if You Started a Thread About...
player1
Turrets: +527/-401
Posts: 3062
ohaider!
me am like Cerberus
«
Reply #28 on:
May 17, 2007, 04:50:34 AM »
played it twice or three times already at SST
mostly as human
i like it
but i need to try it as alien
think i saw you there in game
yesterday maybe
i like t3h lava & creep
and the nice matte, muted
blues
&
oranges
thx
Player
One
sez
:
kewl
map
!
=
]
me am smiling
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TinMan
Turrets: +49/-70
Posts: 1020
Map : Cerberus (RC2 2007/06/13)
«
Reply #29 on:
May 17, 2007, 11:45:03 AM »
There's lava? Where? I took an overhead shot of the map in noclip and I still get lost sometimes. lol
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Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
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