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Map: Freeport 21 [Alpha]
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Topic: Map: Freeport 21 [Alpha] (Read 4406 times)
pluto soldier
Turrets: +2/-0
Posts: 19
Map: Freeport 21 [Alpha]
«
on:
November 17, 2007, 05:51:40 PM »
This is a small and really simply contrived map. this release is a GAMEPLAY TEST release.
screenshots:
check it out and have fun
link:
http://uploaded.to/?id=s58u5m
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E-Mxp
Turrets: +27/-10
Posts: 722
Re: Map: Freeport 21 [Alpha]
«
Reply #1 on:
November 17, 2007, 06:19:03 PM »
Looks great! Just hoping that servers will play this
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le mi'a bende cu nitcu lo zbasu
[Hotfix Hud for GPP]
[Alternate Alien Crosshairs]
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Map: Freeport 21 [Alpha]
«
Reply #2 on:
November 17, 2007, 07:19:40 PM »
awesome! my server will!
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{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
epsy
Turrets: +8/-25
Posts: 205
Personal Text
Re: Map: Freeport 21 [Alpha]
«
Reply #3 on:
November 17, 2007, 09:24:19 PM »
From the screenshots, i can tell it's mostly good looking, haven't tested it yet
Quote from: pluto soldier on November 17, 2007, 05:51:40 PM
oh seriousely common! i think you could have made your own texture for this !!
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Warning:
All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
SigTemplate by Khasla.
Knowitall66
Turrets: +70/-52
Posts: 489
Oh well. If we fail, it's only death.
Re: Map: Freeport 21 [Alpha]
«
Reply #4 on:
November 17, 2007, 10:45:00 PM »
Over Use of the Atcs light texture as mentioned above. Fog in Alien base is like a block when seen on top of stairs. Also odd glitch if i stand here(Where im aiming above human base):
http://i124.photobucket.com/albums/p32/knowitall66/Weird.png
Then i can get shot by turrets. Lighting a little too bright in corridors and 'Control Room' is a bit Odd. Camera Postions need moving rather then all being in human base.
Other then that looking good. The Damaged Corridors are cool.
«
Last Edit: November 17, 2007, 10:46:34 PM by Knowitall66
»
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"Wh-what are you doing..? why are you locking the door? Who are you people?"
Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Re: Map: Freeport 21 [Alpha]
«
Reply #5 on:
November 18, 2007, 03:43:40 AM »
Screenshot 4: Oh fuck.
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TRaK
Turrets: +94/-21
Posts: 442
Re: Map: Freeport 21 [Alpha]
«
Reply #6 on:
November 20, 2007, 01:50:48 AM »
It's a good start. As mentioned, the lighting in the halls is way too bright in relation to the rest of the map. Also, there is an area in the ceiling of the human base that is noclipped.
As cool as it may be, I think it would be wise to block off the glass between human and alien base in order to get good vis seperation. The human base is usually laggy enough as it is without it looking into a foggy alien base. Your map would perform a lot better if you did that, at not too much of an aesthetic cost. I notice you're a chronic bad optimizer, too; Outpost p4 and The Two Towers are both interesting maps, but they both suffer from the fact that you can't seem to accept the limitations of the q3 engine.
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My maps/textures/other projects
kangounator
Turrets: +2/-1
Posts: 35
Re: Map: Freeport 21 [Alpha]
«
Reply #7 on:
November 20, 2007, 10:15:07 PM »
I looked a bit at the map and it is really one of the nicest maps I've seen, but I have a few criticism :
As TRaK said, putting a wall instead of glasses between A and H base will greatly improve FPS (without a single player I had 60, it would go down to 15-20 with camping humans).
Another Thing I found while jumping with the marauder is that the glass part of the doors we can see in the fourth screenshot are not solid, the marauder can jump through it without waiting for the door to be opened and so does other things.
There is also in the upper room some parts where the dreth cannot wallwalk (unless it is made on purpose).
(It seems that you used light entities, you could consider using light shaders instead)
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Quote from: CitRoN
Muuuuuuuuuh ]={:}
fleash eater
Turrets: +25/-33
Posts: 408
Re: Map: Freeport 21 [Alpha]
«
Reply #8 on:
November 21, 2007, 05:58:20 PM »
its ok for a start, need to have the map moree interactive with the player, that would make it better
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