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Author Topic: New Tremulous map (unofficial)  (Read 22269 times)
Vector_Matt


Turrets: +2/-1
Posts: 732


« on: May 05, 2006, 12:48:48 PM »

I'm working on a (huge/awsome/revalutionary take your pick) map and I want some ideas from the comunity as to what things you'de like to see in a map. So far I've got: low grav room, teleportation, moving trains, and  trapdoors. Any additional ideas?

Note: I put unofficial in the title because it's not an official Trem map (yet :wink: ).
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MadMan2k


Turrets: +0/-0
Posts: 58


« Reply #1 on: May 05, 2006, 01:20:59 PM »

none of the above. since tremulous has a quite elaborated gameplay it is more important that the map has a good layout instead of some special features...
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #2 on: May 05, 2006, 01:24:08 PM »

It's going to have good layout AND special features. The original maps are good, but a little too bland for my taste.
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raph


Turrets: +0/-0
Posts: 71


« Reply #3 on: May 05, 2006, 01:36:09 PM »

Traproom with deadly lasers like in Resident Evil 1 the movie? :lol:
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #4 on: May 05, 2006, 01:47:35 PM »

Well, I don't think I can make laser entities, but I could simulate it with brushes that do damage Cheesy .
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DarkWolf


Turrets: +0/-0
Posts: 149


« Reply #5 on: May 05, 2006, 02:05:22 PM »

Buttons, lots of buttons, like automated defences for humans (non-buildable), or to open doors/(enclosed) elevators/turrets?
That would be the most awsomest thing ever in tremulous  Cheesy  Cheesy  Cheesy  Cheesy .
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #6 on: May 05, 2006, 02:07:15 PM »

Buttons, noted and planed. Thanks.
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DarkWolf


Turrets: +0/-0
Posts: 149


« Reply #7 on: May 05, 2006, 02:10:31 PM »

Wow, fast reply  Shocked .
Anyhow, i just thought up of something: Fixed spots to build exclusive this-map-only buildings, like defences, and/or buildings that provide bonuses to either teams (depending on which team build it), add's a new layer of strategy to the game  Cheesy  :wink: .
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img]http://img115.imageshack.us/img115/7353/wolf6jo.jpg[/img]


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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #8 on: May 05, 2006, 02:21:28 PM »

Sounds great, but I'm not sure how I would go about doing that. Know of any links to something like that, or a tutorial for that?
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raph


Turrets: +0/-0
Posts: 71


« Reply #9 on: May 05, 2006, 02:21:32 PM »

What I would like to have are some "strategic points" who change team if touched  or buildings are near it.
So e.g. the team controlling a point would be able to e.g. open/close a door / use elevator / turn of the lights etc.
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Vector_Matt


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Posts: 732


« Reply #10 on: May 05, 2006, 02:35:53 PM »

Thanks. I will look into doing that.
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DarkWolf


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Posts: 149


« Reply #11 on: May 05, 2006, 02:37:01 PM »

Something like that yea, but also that a constructor would have to build the building, adding some essention to the building itslef, but if that's too hard to realize, just touching a building to get ownership of it would just do fine  :wink:  Cheesy .
PS: How long would it take to get such a map completed?
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Proud admin of the DB@ servers.
Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #12 on: May 05, 2006, 02:45:46 PM »

Probably a few weeks at most, depending on my schedule. But it shouldn't be toooooo long.
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SLAVE|Mietz


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Posts: 672


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« Reply #13 on: May 05, 2006, 03:06:24 PM »

Quote from: "darklight"
Something like that yea, but also that a constructor would have to build the building, adding some essention to the building itslef, but if that's too hard to realize, just touching a building to get ownership of it would just do fine  :wink:  Cheesy .
PS: How long would it take to get such a map completed?


just let it react to a repeater, like the doors on the original trem map.
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raph


Turrets: +0/-0
Posts: 71


« Reply #14 on: May 05, 2006, 03:12:12 PM »

Quote from: "SLAVE|Mietz"
just let it react to a repeater, like the doors on the original trem map.

Repeaters are destroyed automatically if their power isn't used
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SLAVE|Mietz


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Posts: 672


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« Reply #15 on: May 05, 2006, 03:55:59 PM »

Quote from: "raph"
Quote from: "SLAVE|Mietz"
just let it react to a repeater, like the doors on the original trem map.

Repeaters are destroyed automatically if their power isn't used


so? just another motivation to hold the position and/or have a builder nearby Smiley
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #16 on: May 05, 2006, 04:46:12 PM »

Quote from: "SLAVE|Mietz"
just let it react to a repeater, like the doors on the original trem map.
Which map has that?
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Catalyc

*

Turrets: +2/-0
Posts: 214


« Reply #17 on: May 05, 2006, 04:49:17 PM »

Make a mission map that forces humans to do something diferent than turret hugging.
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ttp://tremmapping.pbwiki.com/
SLAVE|Mietz


Turrets: +2/-0
Posts: 672


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« Reply #18 on: May 05, 2006, 04:50:05 PM »

Quote from: "Vector_Matt"
Quote from: "SLAVE|Mietz"
just let it react to a repeater, like the doors on the original trem map.
Which map has that?


uncreation?
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Silverius


Turrets: +0/-0
Posts: 167


« Reply #19 on: May 05, 2006, 04:59:39 PM »

Thought the uncreation doors were triggered by stage.
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #20 on: May 05, 2006, 05:18:48 PM »

Quote from: "Silverius"
Thought the uncreation doors were triggered by stage.
Ditto.
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Catalyc

*

Turrets: +2/-0
Posts: 214


« Reply #21 on: May 05, 2006, 05:23:26 PM »

Yes, the doors in uncreation are triggered by stage, however, you can make a trigger_buildable that is triggered by a repeater and is linked to the door.
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #22 on: May 05, 2006, 05:28:39 PM »

Or I could make it trigger a button so that when you have a building there you can push the button to open the door?

EDIT: Nope. that didn't work for me. (however if you've gotten it to work send me the .map file please) I guesse I'll just use the original idea of open when you build there (which can have advantages as well).
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DarkRogue


Turrets: +0/-0
Posts: 308


« Reply #23 on: May 05, 2006, 07:52:02 PM »

Quote from: "Vector_Matt"
I'm working on a (huge/awsome/revalutionary take your pick) map and I want some ideas from the comunity as to what things you'de like to see in a map. So far I've got: low grav room, teleportation, moving trains, and  trapdoors. Any additional ideas?

Note: I put unofficial in the title because it's not an official Trem map (yet :wink: ).


Low grav room = instant death for dretches

if including would suggest that the area be non buildible or too small for a base

On part of my own suggestions:

More use of the Z-axis - more places where building high and using jetpacks to reach such spots are valuible.

One way passages - for example you build a base with three entrances however only one allows bigger humans/aliens in or out (like that vent room)

Fog - low to the ground that dretches can use to spring from or hugging the ceiling...
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n game name: Xiane
Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #24 on: May 05, 2006, 08:02:37 PM »

Quote from: "DarkRogue"
Low grav room = instant death for dretches

if including would suggest that the area be non buildible or too small for a base

On part of my own suggestions:

More use of the Z-axis - more places where building high and using jetpacks to reach such spots are valuible.

One way passages - for example you build a base with three entrances however only one allows bigger humans/aliens in or out (like that vent room)

Fog - low to the ground that dretches can use to spring from or hugging the ceiling...
Great ideas, I will get to work on those. I especialy like the low fog, and the z-axis ones.
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Stof


Turrets: +1/-1
Posts: 1344


« Reply #25 on: May 05, 2006, 08:32:33 PM »

Quote from: "DarkRogue"
More use of the Z-axis - more places where building high and using jetpacks to reach such spots are valuible.

Yeah, nothing like giving the humans more places to put buildings where only Dretches and Basilisks can reach !
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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.
Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #26 on: May 05, 2006, 08:57:02 PM »

ADV-Grangers? And he never said that would be the only way to get there. Ever heard of pounce?
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R1CH


Turrets: +3/-1
Posts: 79


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« Reply #27 on: May 05, 2006, 09:00:02 PM »

Teleporters are horrible, good map design shouldn't require them. It sounds from your original post that this will just be a gimmick map though.
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Stof


Turrets: +1/-1
Posts: 1344


« Reply #28 on: May 05, 2006, 09:41:49 PM »

Quote from: "Vector_Matt"
ADV-Grangers? And he never said that would be the only way to get there. Ever heard of pounce?
Oh yeah, forgot about those weaklings :p

Anyway, if it can bea reached by Pounce for a Dragoon, then it isn't a problem. Note that regular Dragoons don't jump as high as Adv Dragoons. Don't require stage 3 tecch for aliens to kill humans.

Btw, this works both ways. There are some places where I'm sure aliens can stick a few acid tubes on the walls and humans can't possibily pass anymore. I'm thinking about a certain red room behind a ventilation shaft where battlesuits can't reach.
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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.
Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #29 on: May 05, 2006, 10:12:54 PM »

Quote from: "R1CH"
Teleporters are horrible, good map design shouldn't require them. It sounds from your original post that this will just be a gimmick map though.
Please define what you mean by "a gimmick map".
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