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Station 15 Final Release 1
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Topic: Station 15 Final Release 1 (Read 33062 times)
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Station 15 - Release Beta 1
«
Reply #30 on:
January 02, 2008, 02:18:08 AM »
DAAAAAAARN!!! i even uploaded it to our domain and my server and i was about to test it...
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{NoS}
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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
n.o.s.brain
Turrets: +1337/-24
Posts: 339
Svengali Extraordinare
Re: Station 15 - Release Beta 1
«
Reply #31 on:
January 02, 2008, 06:04:55 AM »
incase anyone couldnt get the pk3 to work, (leik meh, lol) i repacked it for ya so u wont hav ta reupload:
http://imn2rc.com/base/map-station15-beta1.pk3
it took meh 5 mins to upload it....
«
Last Edit: April 07, 2009, 04:05:53 PM by n.o.s.brain
»
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My Radiant Tutorials
Arts.
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Re: Station 15 - Release Beta 1
«
Reply #32 on:
January 02, 2008, 06:42:39 AM »
Good job, the iris doors are t3h pwn.
* Taiyo.uk bakes supertanker a cookie.
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TRaK
Turrets: +94/-21
Posts: 442
Re: Station 15 - Release Beta 1
«
Reply #33 on:
January 02, 2008, 03:59:17 PM »
Very nice. I want to know how to make some iris doors
Only significant bug I could find is that I get a sound not found error when the lift stops. Some hallways could use a little more detail and a couple texture cut-offs look a bit strage, but aside from that this map is really cool
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My maps/textures/other projects
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Station 15 - Release Beta 1
«
Reply #34 on:
January 03, 2008, 12:30:45 AM »
ya, elevator, and the florescent light ship... xD
but AWESOME map altogether! if its all fixed and detailed more, to me, i think it would be a good map for trem 1.2.
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{NoS}
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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
HamStar
Turrets: +128/-27
Posts: 457
Re: Station 15 - Release Beta 1
«
Reply #35 on:
January 03, 2008, 06:12:46 PM »
http://thorn.soliter.org/HamStar/shot0108.jpg
<- Bottom of the window
http://thorn.soliter.org/HamStar/shot0109.jpg
<- Top of the window
http://thorn.soliter.org/HamStar/shot0110.jpg
<- the area
Found it when I thought the windows looked a bit funny.
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Station 15 - Release Beta 1
«
Reply #36 on:
January 03, 2008, 07:02:20 PM »
oh, so it be the skybox like billsky!
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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
Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #37 on:
January 05, 2008, 08:38:28 PM »
Yeah, I noticed that after I released beta1. The problem is I caulked everything on the map and then retextured all the faces from the inside afterwards. I missed the windowframes in those two windows. That's going to be fixed for beta2
More screenshots! The central hallway ramp is dressed up a bit.
http://mercenariesguild.net/supertanker/station15/central_hall.jpg
And random scenery. These must be some TOUGH boxes.
http://mercenariesguild.net/supertanker/station15/blastdoor.jpg
I might make this door controlable...that would be a fun gameplay alternative, because I'm also adding a little warren of tunnels for small aliens and humans. (read: bigger than gamma_core's vents)
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Survivor
Turrets: +164/-159
Posts: 1661
Re: Station 15 - Release Beta 1
«
Reply #38 on:
January 05, 2008, 08:58:28 PM »
A bug was encountered where the alien team was able to 'lock' one of the iris doors with a buildable. I don't know the exacts since I was on the human team but you should ask lesbroot or someone else from [hun] about the details.
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I’m busy. I’ll ignore you later.
Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #39 on:
January 06, 2008, 12:47:18 AM »
Well, I guess this is what god made nobuild for-covering stubborn iris doors. I've locked a few doors myself...*whistles innocently*
It'll be another week or two before I finish the service tunnels and decide whether to toggle the blast door or not.
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Survivor
Turrets: +164/-159
Posts: 1661
Re: Station 15 - Release Beta 1
«
Reply #40 on:
January 06, 2008, 10:04:27 AM »
Think you'd need to have a look on how it affects the flow. The iris door are a right bugger to the aliens since they must close completely before opening and are hard for the tyrs and goons to get through. I kinda like it although this does mean there's 2 very good nondestroyable, passable, barriers for the humans defence.
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I’m busy. I’ll ignore you later.
Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Re: Station 15 - Release Beta 1
«
Reply #41 on:
January 06, 2008, 05:15:25 PM »
supertanker: The iris door does not actually consist of func_doors, right? If it does, try enabling crusher mode.
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ShadowNinjaDudeMan
Turrets: +86/-58
Posts: 1388
NOM!NOM!NOM!
Re: Station 15 - Release Beta 1
«
Reply #42 on:
January 06, 2008, 05:47:03 PM »
func revolving doors?
Either that or freakish trains.
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Quote from: Colynn' on August 13, 2009, 04:21:09 PM
My favorite player is Jesus, because everything is forgiven when he respawns.
NOM!NOM!NOM!
Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #43 on:
January 07, 2008, 12:30:29 AM »
Update!
Introducing the new, improved Blast Door!
Tm
It opens! It closes!
It makes a big
clunk
and sounds an alarm!
It squishes and squashes both humans and aliens alike!
YOU TOO can have this AMAZING Blast Door!
Tm
for only 128 easy payments of 4096 credits! And if you call in the next 23.7 milliseconds, we'll give you a second Blast Door!
Tm
FREE! If you don't like our Blast Door!
Tm
, just return it within 30 days with our FULL MONEY BACK GUARENTEE! And keep the second Blast Door!
Tm
FREE as our gift to you!
http://mercenariesguild.net/supertanker/station15/blast_door_open.jpg
http://mercenariesguild.net/supertanker/station15/blast_door_closing.jpg
http://mercenariesguild.net/supertanker/station15/blast_door_closed.jpg
Man, I have too much free time.
This is supposed to be a little advantage to the aliens, because it will force the humans to either come into their base from the 'furnace room' or to take the longer access tunnels (Which I'm still working on). And it just looks cool (Halo 1 Pillar of Autumn, anyone?)
It will be controlled from a central room in the access tunnels. It will probably have a short global alarm sound (That does NOT loop in case one of the triggers malfunctions, so players don't have to hear it the entire game) and a monitor to view it from the control area.
Oh hell, why don't I just call the map 'pulse 2' while I'm at it?
The only problem is I can't decide weather to make it toggleable (IE, once every 1 or 2 minutes either team can press a button to open/close it) or to have it be a timed event (A team presses the switch to make it close, it stays closed for 4 minutes and then opens, and cannot be toggled for another minute or two).
Would it be wise to put the door control room in the access tunnels because of the short, twisty nature of the tunnels? Or should I have two switches?
Survivor: Yes, I actually kind of had this in mind to make the base more 'rant-rush proof. I don't know exactly how it affects gameplay but I *can* speed them up a bit.
Odin: Crusher? What difference would it make? It just means that anything that gets in between them dies. And yes, they are func_door_rotatings.
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Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Re: Station 15 - Release Beta 1
«
Reply #44 on:
January 07, 2008, 07:15:00 AM »
Yea, it would destroy the structures inside the door.
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Station 15 - Release Beta 1
«
Reply #45 on:
January 07, 2008, 03:47:11 PM »
awesome! i just found out how fun it is to hovel glitch this map (thanks to X-20's help...)!! and when you're in space, you can see "SUPERTANKER" in huge, glowing letters. pretty nice! (ill post screenshots later)
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{NoS}
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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
Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #46 on:
January 09, 2008, 12:54:52 AM »
Yeah, I was signing my map just for fun...I signed it in 2 other locations too, although they're not in beta1
Yay, let's confuse the hell out of everyone by having two rooms with big vents in them!
Vent room 1 ("Vent room")
http://mercenariesguild.net/supertanker/station15/ventroom.jpg
Vent room 2 ("Fan room", fan is in big-ass vent to the very left).
http://mercenariesguild.net/supertanker/station15/fanroom.jpg
So, anyone else have any suggestions from Beta1?
I've decided to put the control room for the blast door in the middle of the map, which is actually a little closer to the aliens than humans. So we'll see how Beta2 works with gameplay.
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TRaK
Turrets: +94/-21
Posts: 442
Re: Station 15 - Release Beta 1
«
Reply #47 on:
January 09, 2008, 01:12:18 AM »
One other minor glitch I noticed is that when you walk on the red pipes, it makes the metalsteps sound, which kind of sounds out of place and illogical on a pipe. Aside from that, fix the Iris doors and I'm a happy camper
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My maps/textures/other projects
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Re: Station 15 - Release Beta 1
«
Reply #48 on:
January 09, 2008, 02:40:39 AM »
They're not metal pipes?
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Station 15 - Release Beta 1
«
Reply #49 on:
January 09, 2008, 06:38:39 AM »
WOODEN PIPES FTW! xD
btw, supertanker, dont "fix" the hovel glitch. it makes it more fun
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{NoS}
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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
X-20
Turrets: +62/-33
Posts: 268
Obey the way of the 1337.
Re: Station 15 - Release Beta 1
«
Reply #50 on:
January 09, 2008, 07:40:56 AM »
Quote from: your face on January 07, 2008, 03:47:11 PM
...how fun it is to HOVEL GLITCH HAX AIMHAX WALLHAX HAXHAX GRANGER HAX (thanks to X-20's help...)
lol your welcome :>
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Quote from: Stannum
I'm busy making muffins right now so I'll have to ban you later. >:|
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<joey`> mcdonalds fired me for trying to install irc on the teleprompter
tuple
Turrets: +97/-80
Posts: 834
Re: Station 15 - Release Beta 1
«
Reply #51 on:
January 09, 2008, 04:00:26 PM »
I realize you are making a lot of changes to the map, so take what I have to say with a grain of salt
In the released version, the alien base is pretty weak, and difficult to defend. Not such a bad thing, but I've found no good places to move the alien base to. Basically, if the humans cause a lot of damage, your chances at egg spamming or realistically rebuilding before they return is very small. Basically, combined with the iris doors and the hallways leading up to them, which leave no/little room for cover while the doors open, it makes assaults nearly impossible, while the humans can just get s2 and take out almost half the alien base from one side.
Again, I'm nitpicking more than anything in that you seem to have made lots of changes.
Like the map though, its fun
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Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #52 on:
January 10, 2008, 01:01:25 AM »
Yeah, I realized that after I released the beta
Knowing me, I'll probably re-design the alien base from scratch.
There's going to be lots of service tunnels, small rooms, niches, etc like the fan room and vent room. Lots of nice little areas for the aliens to build. Also, there's that (closeable) blast door that can be toggled every 4 minutes that forces humans to take the tunnels.
Speaking of the vent room, I finished the lower area of it (down below that pipe):
http://mercenariesguild.net/supertanker/station15/lower_nexus.jpg
And the 'fan room' actually has a fan, now:
http://mercenariesguild.net/supertanker/station15/fanroom2.jpg
Hmm...the upper vent room and the lower vent nexus are linked by a hole that large pipe goes through. Should I make the hole smaller (dretch sized) or maybe even seal it off to make a viable alien base location?
I might add a little trigger_push just for effect at the fan room.
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Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #53 on:
January 14, 2008, 02:20:18 AM »
Might as well re-do the human base while I'm at it.
Hmmm, I just learned that the textures I used for the map are only compatible with the non-commercial CC license. This would prevent the map from being redistributed easilly with Tremulous 1.2 or a map pack.
Should I re-texture my entire map (again) or should I just release under the NC license when I'm done and work on something else?
Also, what are good CC compatible texture packs for high-tech/sci-fi maps?
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Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #54 on:
January 19, 2008, 04:10:29 AM »
This is truely the Voodoo Map
So I'm working on my map, happily detailing away. I cntrl-m all my detail brushes, compile, go to run trem....and it dies. WTF??!! I start it again, with the console this time, and I get a safe_malloc error.
Okay, fine, I thought. So I up the gridsize 1.5x, I set the lightgrid texture, I make sure I've detailed as much as I can. Then I save my map, and while it's saving I get: "Assertion failure: FaceTexDef_exportTokens: bad texDef"
Hmm, I've encountered that error before on a silly level I was working on and it seemed harmless. Okay, I'll just keep working on my map then.
I compile my map after adding lots of fun juicy detail. I notice in the BSP stage it says, "WARNING: Over 90 percent structural map detected. Compile time may be adversely affected."
WTF??
and then, in vis:
"MAX_MAP_VISIBILITY reached"
EVERY SINGLE FREAKING ONE OF MY BRUSHES HAS BEEN TURNED TO STRUCTURAL!
I don't even want to think about how I managed all that.
tl;dr
My map is fux0red and needs a month or two extra of work.
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TRaK
Turrets: +94/-21
Posts: 442
Re: Station 15 - Release Beta 1
«
Reply #55 on:
January 19, 2008, 05:52:30 AM »
Did you try looking at your .bak/autosave maps to see if you can retrieve your work? That saved me a couple times when I was working on Eden.
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My maps/textures/other projects
Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #56 on:
January 20, 2008, 12:43:23 AM »
First thing I checked
I just went around my map and did a preliminary detailing...and guess what? It didn't save the changes to two of the rooms! WTF is going on?
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Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #57 on:
January 20, 2008, 03:35:51 AM »
http://mercenariesguild.net/supertanker/station15/owch.jpg
My map should get the "Most messed up map in Tremulous" award.
Need I say more? This is NOT supposed to happen. Usually only a few rooms should be visible at a time.
But, I did manage to get a semi-decent screenshot of my favorite decoration.
http://mercenariesguild.net/supertanker/station15/dockingbay1.jpg
The view from those three tall windows near the human base. Used to just be a big area of space. I'll have screenshots of my crappy fighter later.
«
Last Edit: January 20, 2008, 03:38:13 AM by supertanker
»
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Supertanker
Turrets: +73/-45
Posts: 324
Re: Station 15 - Release Beta 1
«
Reply #58 on:
January 20, 2008, 10:05:22 PM »
Well, got the map back to near where it's supposed to be.
I'm going to start making a new alien base. Any suggestions? I have a room with doors roughly in the center at two ends, although I could move the room so that the doors are off-center. One is slightly more to the left than the other.
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E-Mxp
Turrets: +27/-10
Posts: 722
Re: Station 15 - Release Beta 1
«
Reply #59 on:
January 20, 2008, 10:17:18 PM »
Quote from: supertanker on January 20, 2008, 03:35:51 AM
http://mercenariesguild.net/supertanker/station15/dockingbay1.jpg
WOW!! Looks awesome!!!
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le mi'a bende cu nitcu lo zbasu
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