Mexel
Turrets: +7/-3
Posts: 94
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« on: August 09, 2007, 03:00:41 AM » |
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There's no doubt many tremulous players have played this map, and have grown to like it. So i decided to make it sexier looking. --map-mcct2.pk2 is the latest version-- [coming soon] --map-mcc.pk3 is the latest STABLE version (before all the fancy changes)-- ==Downloads== map-mcc.pk3map-mcct2.pk3 (coming very soon) I'm having trouble releasing this map. I'm not sure why exactly. All teh textures and files are where they should be. But when the mcct2.pk3 is ran in a 'clean install' of trem. It loads only like half of the textures. But when the .pk3 is placed in my normal install of trem it loads fine. (all my map editing tools are in my main trem folder) So untill i can figure this out, i can't release it. also I've been making this map, based off of a decompile of my old MCC since i lost all my old data (ie: the mcc.map) Screenshots can be found here
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« Last Edit: March 03, 2009, 07:07:53 PM by Mexel »
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TRaK
Turrets: +94/-21
Posts: 442
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« Reply #2 on: August 09, 2007, 04:33:37 AM » |
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This is definitely a huge improvement over your previous effort. A few notes : - Brushwork is fairly good, aside from a few areas that are kind of sparse. - Layout is a bit too similar to atcs. - Looks pretty decent. - The side halls are too bare and empty. Add some stuff, and some location markers to know which base you're going towards. - My fps goes from 100+ to 25 in the water room for some reason. - The slime room is a bit on the dark side. Overall, this is a good effort, and I look forward to seeing more from you  .
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fleash eater
Turrets: +25/-33
Posts: 408
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« Reply #3 on: August 09, 2007, 04:35:40 AM » |
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nice map very good space and gameplay
ATCS texures actually work well on this map for 1nce
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #4 on: August 09, 2007, 04:42:32 AM » |
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This is definitely a huge improvement over your previous effort. A few notes : - Brushwork is fairly good, aside from a few areas that are kind of sparse. - Layout is a bit too similar to atcs. - Looks pretty decent. - The side halls are too bare and empty. Add some stuff, and some location markers to know which base you're going towards. - My fps goes from 100+ to 25 in the water room for some reason. - The slime room is a bit on the dark side. Overall, this is a good effort, and I look forward to seeing more from you  . @ the FPS, it's the water, i've gone through a few shaders to figure out which one is the less in reducing FPS. Still can't get it. meebe i'll do away with the water. @ the markers. Sure i'll add them in the next build XD @ everything else, will work on it 
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Fluxflashor
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« Reply #5 on: August 09, 2007, 06:39:53 AM » |
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Found a few things, you can jump behind the big acid container and is very hard to get out. I can't exit one side but I can the other.
I love the way you redid it from Beta 2, I really wish we could still use the top of the middle are though to play on without using jet pack.
Maybe some obstacles in the middle to help dretches from being sniped?
I dont think it has much of an ATCS look to it, I mean the hallways are way better, and has mulitple levels. Top, Medium, Basement.
Cant wait for Beta 4 and or Final
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #6 on: August 15, 2007, 03:31:53 AM » |
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Well i have now completed the final version. Now hope to distribute it. So share away!! Again the download can be found on our site http://www.the-deft.com in hte downloads section. Look for MCC Final!
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #7 on: August 16, 2007, 12:19:44 AM » |
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Could someone add this to the MG download site? http://www.the-deft.com/downloads/map-mccfinal.pk3thats the direct link. We've added to rotation so we would like it if others can get it as we're directed to MG download site. Thanks, Mexel
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mooseberry
Community Moderators

Turrets: +666/-325
Posts: 3934
Hello.
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« Reply #8 on: August 16, 2007, 12:56:52 AM » |
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Things I've found-- *The alien default base is terrible *The upstairs area is confusing, similar to Dark. Too much hallway and not enough rooms. *  You can build inside that thing by the humans base. On the ceiling between the stairs. * I am a little confused by some of those lights that are just coming out of the ceiling. I suppose you just wanted it to look futuristic but it seems strange. *I am a little concerned about being able to build on top in the outside area. I haven't tried this in a real game, but it might be an unfair advantage for the humans. *  These lights aren't solid you can float through them. This probably won't be that big of a deal but just mentioning it. That's all for now, I'll write again if I find anything else. Just wanted to let you know about these things.
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.] मैं हिन्दी का समर्थन  ~Mooseberry.
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #9 on: August 16, 2007, 02:28:26 AM » |
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Things I've found--
*The alien default base is terrible
*The upstairs area is confusing, similar to Dark. Too much hallway and not enough rooms.
You can build inside that thing by the humans base. On the ceiling between the stairs.
* I am a little confused by some of those lights that are just coming out of the ceiling. I suppose you just wanted it to look futuristic but it seems strange.
*I am a little concerned about being able to build on top in the outside area. I haven't tried this in a real game, but it might be an unfair advantage for the humans.
* These lights aren't solid you can float through them. This probably won't be that big of a deal but just mentioning it.
That's all for now, I'll write again if I find anything else. Just wanted to let you know about these things. @Upstairs area. I wanted it that way. And it's not confusing. Aliens base and human base is the same with the exception that alien base has a few boxes. @The little thinger above the bases in the middle was made to have things built in there. (for fun of course) The lights arent solid 'cause they're models (md3's). @the outside area. It's clipped but not that much. So in the event that someone is playin it in devmap, you CAN and most likely will get up there. Mooseberry, i appreciate your input, and will take into consideration things mentioned with my next map. Also Moose keep in mind that this map "MCC" is my SECOND released map ever made in gtkradiant. IMHO i think i did pretty well for a damn beginner. xD
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mooseberry
Community Moderators

Turrets: +666/-325
Posts: 3934
Hello.
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« Reply #10 on: August 16, 2007, 05:34:14 PM » |
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Also Moose keep in mind that this map "MCC" is my SECOND released map ever made in gtkradiant. IMHO i think i did pretty well for a damn beginner. xD You misunderstood me, I'm not criticizing you, I think this is a very good map, and Great for a beginner. I was just trying to offer advice to help you improve it. Keep up the good work! Cheers, Mooseberry.
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.] मैं हिन्दी का समर्थन  ~Mooseberry.
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #11 on: August 16, 2007, 11:36:44 PM » |
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Thanks Moose, now if only i can get an }MG{ to host it :>
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khalsa
Administrator
Turrets: +187/-132
Posts: 591
Dharam De rakhvalae
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« Reply #12 on: August 29, 2007, 01:27:25 AM » |
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It's up.
Faster if you contact tuple or ask on our irc channel : #mg on freenode
irc://chat.freenode.net/mercenariesguild
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #13 on: December 06, 2008, 08:53:06 PM » |
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RAWR!
MECKS ISH B4CK!
Having said that, I've jumped back into mapping, and yes I'm revamping MCC. W3WT! Be patient, soon i'll have a much better looking MCC for all to play/tinker wiff.
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ddubb
Turrets: +0/-0
Posts: 1
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« Reply #14 on: January 04, 2009, 05:11:12 PM » |
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uhhh TheDeft site seems to be down and id really like to get this map is there anyonewho could post it on fileshare orsomething who hasit?
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khalsa
Administrator
Turrets: +187/-132
Posts: 591
Dharam De rakhvalae
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« Reply #15 on: January 04, 2009, 07:18:16 PM » |
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amz181
Turrets: +64/-92
Posts: 885
Smoking KILLS
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« Reply #16 on: January 05, 2009, 03:42:02 AM » |
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you have to get used to comments like mooses lolz, people on this forum like to give constuctive criticism alot  yours is a very good map for just your 2nd attempt (im on my damn 4th and still havent managed to release one) and you have some really nice detailing coming along. here comes my constructive criticism. Some part are just bland, like the hallways that have upwards and downward slopes looks really crap compared to the rest of you map, so a bit more detailing would be nice. the alien base is a little weak, and would be easily destroyed by S3 humans or a competent s2 human team. apart from that. Great map!
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« Last Edit: January 05, 2009, 03:57:38 AM by amz181 »
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Caveman
Turrets: +93/-192
Posts: 2286
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« Reply #17 on: January 05, 2009, 09:37:28 AM » |
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And we have to live with idiots like amz that can't read the date of a post and thus think that last year's posts are recent.
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Aliens' | Humans' | Wrath Public-CW All other *wrath-server are copycats and not affiliated with us. News/Status/Forum/Patches: http://wraths.dyndns.org
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amz181
Turrets: +64/-92
Posts: 885
Smoking KILLS
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« Reply #18 on: January 05, 2009, 03:58:36 PM » |
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oops  most of the posts were recent so i didnt think to look at the top one *facepalm*
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Plague Bringer
Turrets: +147/-187
Posts: 3811
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« Reply #19 on: January 06, 2009, 02:45:18 AM » |
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Don't beat yourself up, amz. Mexel did say that he was remapping, and, thus, your suggestions are valid and Caveman's being a dick. Surprise, surprise!
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U R A Q T
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #20 on: February 26, 2009, 05:00:47 PM » |
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lol.
Look at top post.
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Bissig
Turrets: +103/-131
Posts: 1309
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« Reply #21 on: February 26, 2009, 11:31:59 PM » |
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Congratz on wasting bandwith by using >3.5 MB huge PNGs instead of compressed JPG for your amazing 1024x768 resolution screenshots. You could have had very nice shots at about 300kb each, but oh no, why do something sensible. The internet is wasted on the computer illiterate.
That fucking forum page takes me (a) minute(-s) to load even at 1.5 MB download speed per sec.
And to even prove further what a noob you are you saved them at 48bit colour depth.
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« Last Edit: February 26, 2009, 11:34:00 PM by Bissig »
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ACKMAN
Turrets: +9/-20
Posts: 342
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« Reply #22 on: February 27, 2009, 12:46:55 AM » |
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[flame] Congratz on wasting bandwith by using >3.5 MB huge PNGs instead of compressed JPG for your amazing 1024x768 resolution screenshots. You could have had very nice shots at about 300kb each, but oh no, why do something sensible. The internet is wasted on the computer illiterate.
That fucking forum page takes me (a) minute(-s) to load even at 1.5 MB download speed per sec.
And to even prove further what a noob you are you saved them at 48bit colour depth.
[/flame] Epic map. Campzor but cool
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Plague Bringer
Turrets: +147/-187
Posts: 3811
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« Reply #23 on: February 27, 2009, 01:58:52 AM » |
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Wow, Biss. Who pissed in your oatmeal this morning? I've got roughly 100kb/s, and it's not that painful to wait. Multitasking: It's the way of the future.
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U R A Q T
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Bissig
Turrets: +103/-131
Posts: 1309
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« Reply #24 on: February 27, 2009, 05:31:27 AM » |
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The truth hurts doesn't it.
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Plague Bringer
Turrets: +147/-187
Posts: 3811
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« Reply #25 on: February 27, 2009, 12:23:27 PM » |
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o.O
Je ne comprend pas.
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U R A Q T
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Mexel
Turrets: +7/-3
Posts: 94
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« Reply #26 on: February 28, 2009, 05:47:22 AM » |
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Wow, Biss. Who pissed in your oatmeal this morning? I've got roughly 100kb/s, and it's not that painful to wait. Multitasking: It's the way of the future.
I did, and I must add it was quite refreshing. Also, the shots were taken with fraps. Think of more intelligent ways to increase forum post count.
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Zero Ame
Turrets: +33/-15
Posts: 329
Which way to the alien base again?
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« Reply #27 on: February 28, 2009, 08:10:44 AM » |
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i want mcct2, it looks hawt
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Bissig
Turrets: +103/-131
Posts: 1309
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« Reply #28 on: February 28, 2009, 08:19:07 AM » |
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They are still annoyingly huge.
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mooseberry
Community Moderators

Turrets: +666/-325
Posts: 3934
Hello.
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« Reply #29 on: February 28, 2009, 08:20:33 AM » |
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Than.. don't... look at them.
It's honestly pretty simple.
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.] मैं हिन्दी का समर्थन  ~Mooseberry.
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Bissig
Turrets: +103/-131
Posts: 1309
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« Reply #30 on: February 28, 2009, 08:21:16 AM » |
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My last bit:
Yes, why fix things if you can just look away.
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Archangel
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« Reply #31 on: February 28, 2009, 03:56:20 PM » |
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Than.. don't... look at them.
It's honestly pretty simple.
truth. I still prefer original mcc, it was fine.
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mooseberry
Community Moderators

Turrets: +666/-325
Posts: 3934
Hello.
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« Reply #32 on: March 01, 2009, 07:41:16 AM » |
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My last bit:
Yes, why fix things if you can just look away.
Looking away from problems is fine if it hurts no one and will not come back later as a big problem. I think we can safely say no one gives a fuck you think the images are too big.
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.] मैं हिन्दी का समर्थन  ~Mooseberry.
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