Author Topic: map -1984 (beta 4)  (Read 37609 times)

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
map -1984 (beta 4)
« on: September 22, 2007, 09:07:41 PM »
Edit 2008-04-30: Beta 3 released

Updated to beta 4 because of a missing flare texture.
Beta 4 : Filefront,
Mirror

Beta 3 Download: Mirror, Filefront

Thanks to Kory for mirror :)

- Raised the sky so that players can get onto the top of the buildings.
- Grated up most of the water in the sewers to facilitate player movement.
- Widened and clipped several halls and doorways to make map navigation less frustrating.
- A few layout changes, especially near human base.
- Several aesthetic changes, though I'm holding off on some of the detailing until I get word on how the important gameplay changes in this version work out.

Hopefully this version will fix a lot of the issues that made beta 2 a frustrating and definitely not-so-perfect map. Hopefully the next release will be final.

Screenshots:
The gamma was upped in these, they might look too bright to some. They look wildly different depending on which monitor I'm using.




Enjoy :)

-----------
This is a map I've been working on for the past few months. My objective was to create something different and have fun in the process. It's called 1984. Originally, it was supposed to be inspired by Orwell's book. However, it didn't really turn out that way.

There is a lot of cratespam. I didn't have much choice because the outside is so wide-open, I had to compensate.

Beta 2 download: http://files.filefront.com/map+1984b2pk3/;8619913;/fileinfo.html

« Last Edit: May 01, 2008, 07:27:03 PM by TRaK »

HamStar

  • Posts: 458
  • Turrets: +128/-27
map -1984 (b2)
« Reply #1 on: September 22, 2007, 09:30:17 PM »
Given the atmosphere the pics create, I'd rename it to something like  Derelict...not that I'm biased towards that name or anything  :P

Lava Croft

  • Guest
map -1984 (b2)
« Reply #2 on: September 22, 2007, 09:30:49 PM »
Reminds me of Kingpin. Kind of nice, need to play games on it  :-?

Rabbitt

  • Posts: 535
  • Turrets: +13/-27
map -1984 (b2)
« Reply #3 on: September 22, 2007, 09:33:16 PM »
Looks great and its so different looking so its great.
Quote from: amine
Take a super-high voltage taser with you and shock the french people and then point and laugh and yell 'FRENCH FRIES!!'

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
map -1984 (b2)
« Reply #4 on: September 22, 2007, 09:35:30 PM »
UrT textures, UrT style...
UrT entities; Perhaps...
I hope you got the right game...

Ima still try it...

EDIT:

Ima tried it...

It's good...
Very good...
Too good...
Damn you TRaK!!!
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
map -1984 (b2)
« Reply #5 on: September 22, 2007, 10:03:58 PM »
Nice work! I look forward to playing this one, there seems to be many interesting base locations. I've found three minor bugs though:

Texture scaling mismatch here:


The sky shader is not noimpact:


The submerged sides of these water brushes need to be nodraw:

HamStar

  • Posts: 458
  • Turrets: +128/-27
map -1984 (b2)
« Reply #6 on: September 22, 2007, 10:18:48 PM »
And Taiyo goes straight in there with 3 bugs found :O

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
map -1984 (b2)
« Reply #7 on: September 22, 2007, 10:21:30 PM »
Quote from: "Taiyo.uk"

The submerged sides of these water brushes need to be nodraw:


Actually, there is no brush intersection at that spot. It's one brush, but it still seems to do that somehow  :-?

As for the others, will fix :).

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
map -1984 (b2)
« Reply #8 on: September 22, 2007, 10:39:52 PM »
good job TRaK!  awesome!
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

Caveman

  • Posts: 2286
  • Turrets: +93/-192
    • The Wraths
map -1984 (b2)
« Reply #9 on: September 22, 2007, 10:56:34 PM »
It looks very nice, yes. But it keeps on reminding me of a map in rtcw:et...
Could this be a conversion?
Aliens' | Humans' | Wrath Public-CW

All other *wrath-server are copycats and not affiliated with us.

News/Status/Forum/Patches: http://wraths.dyndns.org

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
map -1984 (b2)
« Reply #10 on: September 22, 2007, 11:41:37 PM »
Quote from: "TRaK"
Actually, there is no brush intersection at that spot. It's one brush, but it still seems to do that somehow  :-?

Weird... Fullbright reveals that there are duplicate surfaces at that spot:

Is there a junk brush there?

Also, there are a couple of z-fights there too:

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
map -1984 (b2)
« Reply #11 on: September 23, 2007, 12:07:17 AM »
Quote from: "Caveman"
It looks very nice, yes. But it keeps on reminding me of a map in rtcw:et...
Could this be a conversion?


It is not a conversion. Any similarity with rtcw is purely coincidental  :-?

Taiyo, I'll look into it. The brush doesn't seem to show in radiant though.

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
map -1984 (b2)
« Reply #12 on: September 23, 2007, 12:14:06 AM »
TRaK, all your maps are amazing. You are an astounding mapper.

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
map -1984 (b2)
« Reply #13 on: September 23, 2007, 12:26:47 AM »
Too many crates replace them with other things. Eg cars in street etc.
Some lense flares seemed off.
Other then that sweet

"Wh-what are you doing..? why are you locking the door? Who are you people?"

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
map -1984 (b2)
« Reply #14 on: September 23, 2007, 07:34:24 AM »
Because of a couple critical bugs, I'm releasing b2 right now.

DL :
http://files.filefront.com/map+1984b2pk3/;8619913;/fileinfo.html

Ingar

  • Tremulous Developers
  • *
  • Posts: 549
  • Turrets: +302/-7
    • Ingar's projects on the Web
map -1984 (b2)
« Reply #15 on: September 23, 2007, 08:19:43 AM »
It almost feels like a Call of Duty map,
great job Trak.

CreatureofHell

  • Posts: 2412
  • Turrets: +430/-126
    • Tremtopia
map -1984 (b2)
« Reply #16 on: September 23, 2007, 10:12:03 AM »
Who left the crates in the middle of the road? I can't wait to try it so i'm about to downoad it right now and take it for a test run.

-EDIT- I can't download it :(  :cry:  but that is just the settings on my computer. I'll download it asap.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

gareth

  • Posts: 710
  • Turrets: +38/-89
map -1984 (b2)
« Reply #17 on: September 23, 2007, 12:24:53 PM »
it is different :)

those light flares feel out of place tho, need something softer imo.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
map -1984 (b2)
« Reply #18 on: September 23, 2007, 06:41:38 PM »
The large crates you can replace with smoldering wreckage, smashed cars, broken tanks, whatever you think would be appropriate. The smaller random crates can either be left that way or changed into debris or whatnot.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Lava Croft

  • Guest
map -1984 (b2)
« Reply #19 on: September 23, 2007, 10:26:10 PM »
Quote from: "TRaK"
Quote from: "Taiyo.uk"

The submerged sides of these water brushes need to be nodraw:

Actually, there is no brush intersection at that spot. It's one brush, but it still seems to do that somehow  :-?

Seems q3map3 is making weird splits then, try to split the water brush yourself, and apply proper nodraw.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
map -1984 (b2)
« Reply #20 on: September 24, 2007, 01:57:42 AM »
Quote from: "techhead"
The large crates you can replace with smoldering wreckage, smashed cars, broken tanks, whatever you think would be appropriate. The smaller random crates can either be left that way or changed into debris or whatnot.


I realize the crates in the street look fairly out of place. However, that part of the map is already reasonably resource-intensive, and I don't really want to aggravate that by adding some high-poly cars or other junk. I will try to make something more realistic, though.

Lava, the water bug is fixed in b2. Somehow when i resized the water brush the phantom one just appeared out of nowhere.

Having played it a few times so far, I can safely say gameplay still needs some work. So bear with me.

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
map -1984 (b2)
« Reply #21 on: September 25, 2007, 09:32:35 PM »
lol, its not THAT easy to make models...xD
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

blood2.0

  • Guest
map -1984 (b2)
« Reply #22 on: September 30, 2007, 05:16:36 AM »
I luv this map is best i think like call of duyt

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
map -1984 (b2)
« Reply #23 on: September 30, 2007, 10:14:47 AM »
Quote from: "your face"
lol, its not THAT easy to make models...xD

lol, it's not THAT hard to find models and include them in a map...xD

Plague Bringer

  • Posts: 3812
  • Turrets: +147/-187
map -1984 (b2)
« Reply #24 on: October 01, 2007, 12:43:03 PM »
Quote from: "TRaK"
I realize the crates in the street look fairly out of place. However, that part of the map is already reasonably resource-intensive, and I don't really want to aggravate that by adding some high-poly cars or other junk. I will try to make something more realistic, though.
If the "city" looked like it was suffering nuclear fallout, crossfire from a war, or an alien invasion, the crates could've been airdropped. They could be full of supplies, guns, food, a reactor, anything really.
U R A Q T

blood2.0

  • Guest
map -1984 (b2)
« Reply #25 on: October 01, 2007, 07:53:00 PM »
the roof is to i hit it when pouncing away and jettards cant be jettards which is good but instead of making it low make them get injured when they go up to high or for to long. reason thin air!

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
map -1984 (b2)
« Reply #26 on: October 01, 2007, 11:40:34 PM »
Sorry, Haven't played it yet. but can you go on top of the buildings in the first shot?

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
map -1984 (b2)
« Reply #27 on: October 02, 2007, 12:08:26 AM »
Quote from: "Death On Ice"
Sorry, Haven't played it yet. but can you go on top of the buildings in the first shot?


No, you can only get onto the building that are lower than that. A lot of people have complained to me about the sky being too low for goons to pounce properly. However, I have doubts about how raising the sky will affect balance and jettarding in particular.

Lava Croft

  • Guest
map -1984 (b2)
« Reply #28 on: October 02, 2007, 11:01:30 AM »
Just make sure that Jettards can be pounced/sniped like on ATCS. It's not like jettards actually get anything done besides being a nuisance.

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
map -1984 (b2)
« Reply #29 on: October 02, 2007, 05:51:33 PM »
Quote from: "Taiyo.uk"
Quote from: "your face"
lol, its not THAT easy to make models...xD

lol, it's not THAT hard to find models and include them in a map...xD


lol, u gonna hire jex to do it or sumthin?  xD burnin tanks and wreckage would be quite a task to make and i dun think they're included in any map that i know of...
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
map -1984 (b2)
« Reply #30 on: October 02, 2007, 06:14:32 PM »
Honestly, the number of people who never think to type what they're looking for into a search engine amazes me. The first page of results for "md3 map models" has at least three  sites with .md3 s of vehicles, etc. If you want them to burn then find or make a fire/smoke particle system.

gareth

  • Posts: 710
  • Turrets: +38/-89
map -1984 (b2)
« Reply #31 on: October 04, 2007, 08:15:26 PM »
b2 on funzone.

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
map -1984 (b2)
« Reply #32 on: October 04, 2007, 09:10:26 PM »
Quote from: "Taiyo.uk"
Honestly, the number of people who never think to type what they're looking for into a search engine amazes me. The first page of results for "md3 map models" has at least three  sites with .md3 s of vehicles, etc. If you want them to burn then find or make a fire/smoke particle system.


RLY?  thats wicked!  but lol, whenever i try sumthin....it usually neva works...xD :eek:  :P  xD
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: map -1984 (b2)
« Reply #33 on: November 20, 2007, 12:56:54 AM »
This looks really nice. I love the change of pace from all the scifi-type maps. I'd leave the skybox alone or raise it a very tiny bit: maybe a goon's height at most. Goon pouncing takes a moment to get used to, but it takes 3 seconds to learn the height and know where you can/can't go.

One thing I'd wish you'd do is make the power lines traversable. It's not really important for gameplay, but it'd be just plain fun to sit up there and hop along, or wallwalk on them.

The regions could also use names for when you do say_team, but maybe you're already planning that and holding off until the layout's finalized.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: map -1984 (b2)
« Reply #34 on: February 20, 2008, 08:30:25 AM »
Is this map dead? :(

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (b2)
« Reply #35 on: February 20, 2008, 09:40:35 AM »
It isn't dead. I've just been busy with life, work, and other maps.

You can probably expect an update on it sometime in the next few months.

pharo212

  • Posts: 70
  • Turrets: +3/-18
Re: map -1984 (b2)
« Reply #36 on: February 21, 2008, 09:20:49 PM »
Nice. Looks like it could have a rich backstory, something about the aliens reaching earth and attacking cities.. or it could be 1984, whatever you want.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (beta 3)
« Reply #37 on: May 01, 2008, 01:48:04 AM »
Beta 3 released

Beta 3 Download: Mirror, Filefront

Thanks to Kory for mirror :)

- Raised the sky so that players can get onto the top of the buildings.
- Grated up most of the water in the sewers to facilitate player movement.
- Widened and clipped several halls and doorways to make map navigation less frustrating.
- A few layout changes, especially near human base.
- Several aesthetic changes, though I'm holding off on some of the detailing until I get word on how the important gameplay changes in this version work out.

Hopefully this version will fix a lot of the issues that made beta 2 a frustrating and definitely not-so-perfect map. Hopefully the next release will be final.

Screenshots:
The gamma was upped in these, they might look too bright to some. They look wildly different depending on which monitor I'm using.




Enjoy :)
« Last Edit: May 01, 2008, 05:42:39 PM by TRaK »

mooseberry

  • Community Moderators
  • *
  • Posts: 3944
  • Turrets: +666/-325
Re: map -1984 (beta 3)
« Reply #38 on: May 01, 2008, 01:57:37 AM »
yay

omg omg omg omg omg i am soooooooo excited lolowaolol yes yes yes really thanks you im just embaresed about how cool this is so im hiding it lolool yes~!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111 and not sarcasm btw
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: map -1984 (beta 3)
« Reply #39 on: May 01, 2008, 02:23:02 AM »
I love this. It's so darn different both in layout and in look from EVERY other map that I'm very excited about playing it.

I have absolutely no idea how the balance is going to work out, because it IS do darn unique, but I really hope that it does and I can't wait until I get the opportunity to actually test it with folks.

I like how it's a pretty open map, but because there's routes for everything to get everywhere. Even a rant can get on any roof with ease (except those that're above the skybox). While there's a lot of room for jettarding, hopefully the ease of alien movement out there make them easily killed and not turn this into a map where the whole thing = the outside section of Karith.

Round up a gang and let's try it.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (beta 3)
« Reply #40 on: May 01, 2008, 06:50:09 AM »
I should mention that Lakitu's nagging was the impetus for me to get off my ass and start working on this map again  ;)

 :-*

Diluke

  • Posts: 75
  • Turrets: +1/-11
Re: map -1984 (beta 3)
« Reply #41 on: May 01, 2008, 07:48:13 AM »
beta 3 nice... :P
lakitu pushed you to do it ?? damn... lakitu do the same on me ^^ i got couple of maps still beta1 ^^

ghostisback

  • Posts: 139
  • Turrets: +8/-1
Re: map -1984 (beta 3)
« Reply #42 on: May 01, 2008, 11:14:26 AM »
Good Work Guy !!!

Map uploaded on Trem Spain !!!

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (beta 3)
« Reply #43 on: May 01, 2008, 04:28:59 PM »
I seems that I'm missing the flare textures, I'll have a beta 4 version ready sometime today with that fixed.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (beta 4)
« Reply #44 on: May 01, 2008, 05:42:01 PM »
Beta 4 now, missing texture should be there  :-X

Download:
http://files.filefront.com/map+1984b4pk3/;10114039;/fileinfo.html
Mirror
« Last Edit: May 01, 2008, 07:26:25 PM by TRaK »

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: map -1984 (beta 4)
« Reply #45 on: May 01, 2008, 08:23:37 PM »
 8)

mooseberry

  • Community Moderators
  • *
  • Posts: 3944
  • Turrets: +666/-325
Re: map -1984 (beta 4)
« Reply #46 on: May 02, 2008, 06:23:27 AM »
Thanks, but next time create a new topic for your 1 new texture beta.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

ghostisback

  • Posts: 139
  • Turrets: +8/-1
Re: map -1984 (beta 4)
« Reply #47 on: May 02, 2008, 08:43:58 AM »
Beta 4 Uploaded on Trem Spain .

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
Re: map -1984 (beta 4)
« Reply #48 on: May 03, 2008, 04:31:50 PM »
Awesomeness, TRaK!   8)

Are the tanks brushwork?

EDIT:  Yup.
« Last Edit: May 03, 2008, 04:34:01 PM by your face »
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (beta 4)
« Reply #49 on: May 03, 2008, 05:30:43 PM »
Actually, they're models covered in weaponclip.

Taken from here. That page is an excellent source of 20th-century mapmodels by one of the developers of UrT. Some of the more generic models would work well in conventional trem-style maps :)

On a side note, the higher sky seems to be a very polarizing addition; some people really hate it and some love it. I'm considering a few alternatives right now:

- Leave as is.
- Add a delayed damage trigger to the upper portions of the sky to discourage excessive jetcamping.
- Lower it back to beta2 height, maybe just a bit higher.
- Have 2 bsp's in the next version: 1984_lowsky and 1984_highsky or something like that so people can choose which one they want to play.

mooseberry

  • Community Moderators
  • *
  • Posts: 3944
  • Turrets: +666/-325
Re: map -1984 (beta 4)
« Reply #50 on: May 03, 2008, 06:41:50 PM »
Just keep the sky height as is, but make it so that you can get to most buildings through other building or underground, or you are covered by overhangs. That way they can camp but it wont be as annoying.
« Last Edit: May 03, 2008, 08:33:31 PM by mooseberry »
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
Re: map -1984 (beta 4)
« Reply #51 on: May 04, 2008, 04:20:04 PM »
Oh, I see...

Well, it's awesome none-the-less.
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
Re: map -1984 (beta 4)
« Reply #52 on: May 06, 2008, 12:30:15 AM »
It's bootiful, sir! One suggestion: update the pictures on your website. Also, you should make some 'trap' for jettards, which occurs every once in a while, forcing them down. For example, an artillery shot, causing an explosion or a bombing run. Of course, this is probably not very possible, but would be awesome.

Another idea is a lockdown of some doors.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Re: map -1984 (beta 4)
« Reply #53 on: May 06, 2008, 01:03:42 AM »
It's bootiful, sir! One suggestion: update the pictures on your website. Also, you should make some 'trap' for jettards, which occurs every once in a while, forcing them down. For example, an artillery shot, causing an explosion or a bombing run. Of course, this is probably not very possible, but would be awesome.

Another idea is a lockdown of some doors.

Cut me some slack, the website's only been up for a couple hours :P

As for the other idea, sounds interesting. I might be able to muck together an explosion particle system linked to a damage trigger that would explode in mid air to kill annoying jettards off  :laugh:

Her3tic

  • Posts: 172
  • Turrets: +6/-14
Re: map -1984 (beta 4)
« Reply #54 on: May 06, 2008, 05:46:35 PM »
It would be great, cause now that the sky is open(Not like in other Beta released i played), jettard are going crazy!

I love the idea of Blood
Quote
make them get injured when they go up to high or for to long. reason thin air!

Like Pollution ; too much CO2 in the air!
You could decrease the visibility of people who are in altitude too!

Aaaah i would like to be good at mapping, but i cant try my own map T.T
...After all, we're all just here because we love Tremulous...
Every revolutionary ends up either by becoming an oppressor or a Heretic.
Albert Camus

ghostisback

  • Posts: 139
  • Turrets: +8/-1
Re: map -1984 (beta 4)
« Reply #55 on: May 06, 2008, 06:32:55 PM »

Like Pollution ; too much CO2 in the air!
You could decrease the visibility of people who are in altitude too!

Make a FOG area in the sky... with hurts so jet cannot fly everywhere xD

Rocinante

  • Posts: 640
  • Turrets: +252/-667
    • My Homepage
Re: map -1984 (beta 4)
« Reply #56 on: May 06, 2008, 06:46:30 PM »
}MG{Mercenaries Guild
"On my ship, the Rocinante, wheeling through the galaxies, headed for the heart of Cygnus, headlong into mystery." -- Rush, "Cygnus X-1"

Hugoagogo

  • Posts: 96
  • Turrets: +2/-9
Re: map -1984 (beta 4)
« Reply #57 on: June 07, 2008, 05:43:03 AM »
whoaa
nice map
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Le Compilateur

  • Posts: 315
  • Turrets: +14/-19
Re: map -1984 (beta 4)
« Reply #58 on: June 08, 2008, 05:25:12 AM »
I like the low ceiling, it prevents jettarding. Good work!
« Last Edit: June 08, 2008, 05:28:30 AM by Le Compilateur »
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
Re: map -1984 (beta 4)
« Reply #59 on: June 08, 2008, 06:35:43 AM »
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: map -1984 (beta 4)
« Reply #60 on: June 08, 2008, 07:59:58 AM »
Bumping a post from 1 day ago is a necro? And in a very slow-moving forum at that? Okay, man...

Le Compilateur

  • Posts: 315
  • Turrets: +14/-19
Re: map -1984 (beta 4)
« Reply #61 on: June 08, 2008, 03:10:43 PM »
[sarcasm]Wow, a one-day necro. How amazingly terrible.[/sarcasm]
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
Re: map -1984 (beta 4)
« Reply #62 on: June 08, 2008, 04:15:24 PM »
He was quoting Hugoago's one month necro.

Le Compilateur

  • Posts: 315
  • Turrets: +14/-19
Re: map -1984 (beta 4)
« Reply #63 on: June 08, 2008, 10:01:00 PM »
Oh. Wow, I can't believe I did that again.
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: map -1984 (beta 4)
« Reply #64 on: June 08, 2008, 10:03:34 PM »
It'd be funnier if it said "Summon Moron" instead, like all old-style cards used to.

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
Re: map -1984 (beta 4)
« Reply #65 on: June 09, 2008, 01:47:46 PM »
I dunno... I kinda like that one.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
Re: map -1984 (beta 4)
« Reply #66 on: June 09, 2008, 04:58:35 PM »
Ye, thread necromancer FTW.  I really liked Player1's Thread Necromancer also.  :D

But really, some people take thread necro'ing to seriously... a one month necro?  Bah, nothing like my year necro...
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'

Hugoagogo

  • Posts: 96
  • Turrets: +2/-9
Re: map -1984 (beta 4)
« Reply #67 on: June 11, 2008, 12:00:10 PM »
mabey i should read the dates on posts
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
Re: map -1984 (beta 4)
« Reply #68 on: June 12, 2008, 08:35:37 AM »
I want to create an account call "The Necromancer", find the oldest post on the forums, and necro it with one of those card pictures.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

your face

  • Community Moderators
  • *
  • Posts: 3739
  • Turrets: +114/-419
    • Cocoapet.Googlepages.com
Re: map -1984 (beta 4)
« Reply #69 on: June 13, 2008, 03:25:34 AM »
ROFL!  I thought of that too!  But now I can't, cuz you ruined it...xD

:0
spam spam spam, waste waste waste!
Are they cool names like WarriorSlug, ScoutSlug, SlugSlug, etc.?  I think the names of the slugs are important and should convey 'Hey I'm a Slug that does X function and none of the other slugs do that, so please don't do my job because I'm X slug.'