FORUM
MANUAL
GET TREMULOUS
Tremulous forum
May 22, 2013, 03:15:24 PM
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News
: Come Chat with us live! Learn how
HERE!
Home
Help
Search
Login
Register
T R E M U L O U S
>
Media
>
Map Releases
>
Maps in the next version
Pages: [
1
]
2
3
4
5
6
Go Down
Print
Author
Topic: Maps in the next version (Read 51706 times)
Timbo
Administrator
Turrets: +155/-161
Posts: 444
Maps in the next version
«
on:
May 26, 2006, 07:11:44 PM »
There (especially pleasingly) seem to be a number of people making add on maps for Trem. Rather than have them knocking about individually, causing a nightmare for server admins and users, it would be better to have them included in the next official version.
So, if any of you mappers want this to happen with your map, say so here. Note this entails that your map and textures/sound/etc it uses must be licensed with the creative commons license used by Tremulous
http://creativecommons.org/licenses/by-sa/2.5/
.
Logged
@tim_angus
soubok
Turrets: +6/-0
Posts: 81
Maps in the next version
«
Reply #1 on:
May 27, 2006, 12:28:21 AM »
Hi,
I am interested, but how many time do I have to finish
my map
? ( my first beta version will be released tomorrow )
Logged
soubok
-
Timbo
Administrator
Turrets: +155/-161
Posts: 444
Maps in the next version
«
Reply #2 on:
May 28, 2006, 10:54:36 AM »
Plenty of time. We're in no particular hurry right now.
Logged
@tim_angus
[db@]Megabite
Turrets: +3/-0
Posts: 613
Maps in the next version
«
Reply #3 on:
May 28, 2006, 06:51:51 PM »
It would be a honor to have my humble work named "Beyond Derelict" included in the next major release...
I have yet to read the license but having released a php-project under an open source license (GPL) before I see no difficulties there.
I guess it will be final sometime in july...
Danny
Logged
url=http://www.tremulous.info]
[/url]
KorJax
Turrets: +0/-0
Posts: 119
Maps in the next version
«
Reply #4 on:
May 28, 2006, 08:50:10 PM »
I second that motion. Derilict is a very good map, and i LOVE the lighting in it.
Also, M.E.E.P. is a personal favorite too
Logged
Lava Croft
Guest
Maps in the next version
«
Reply #5 on:
May 31, 2006, 09:15:31 AM »
While MEEP is a true Tremulous map, I think Derelict lacks the quality, still. But, as Timbo said, there is more than enough time for MegaBite to make it better.
Logged
[db@]Megabite
Turrets: +3/-0
Posts: 613
Maps in the next version
«
Reply #6 on:
May 31, 2006, 07:51:11 PM »
Working on it...
Though I am still missing your comments on beta2 here:
http://www.tremulous.net/phpBB2/viewtopic.php?t=645
Danny
Logged
url=http://www.tremulous.info]
[/url]
chompers
Turrets: +4/-0
Posts: 224
Maps in the next version
«
Reply #7 on:
July 25, 2006, 12:14:29 AM »
FWIW, I'd like my map UTCS to be included in the next official trem release.
Logged
DIGI_Byte
Turrets: +5/-1
Posts: 508
Maps in the next version
«
Reply #8 on:
July 31, 2006, 05:24:38 AM »
some maps are great like atcs is going to be a classic level im making an atcs 2 but i don't have proper name for it if its finised i would like someone to change it a bit like in the centre the top of the tower should change
how many maps in trem 2 r there goin 2 be!??
id think about 10-20 maps and 2 mods
one realy good mod has been suggested
Logged
http://pc.gamemod.net/system/sig.swf
Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Maps in the next version
«
Reply #9 on:
August 11, 2006, 04:50:48 AM »
Once I'm done with Battlezone, I'd like to submit it! It's beta 2 right now, and should be final at the next version.
Logged
DASPRiD
Administrator
Turrets: +21/-2
Posts: 549
Maps in the next version
«
Reply #10 on:
September 12, 2006, 08:10:52 AM »
I would like to see my port of hamunaptra in the next version, if the peeps like it. In addition, if I can finish Delta Labs soon, they would be very kewl, too.
Logged
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0¤cy_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8]
[/url]
deadlyliger
Turrets: +0/-0
Posts: 1
Maps in the next version
«
Reply #11 on:
October 15, 2006, 07:39:35 AM »
they should really make a forest level, i mean cmon they are all the same with weps and upgrades just look different
:evil:
Logged
DASPRiD
Administrator
Turrets: +21/-2
Posts: 549
Maps in the next version
«
Reply #12 on:
October 15, 2006, 05:03:34 PM »
Quote from: "deadlyliger"
they should really make a forest level, i mean cmon they are all the same with weps and upgrades just look different
:evil:
It's not a forest, but its outdoor: Look at the "No words, just..." thread.
Logged
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0¤cy_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8]
[/url]
Supertanker
Turrets: +73/-45
Posts: 324
Maps in the next version
«
Reply #13 on:
November 13, 2006, 02:11:54 AM »
If possible, I would like my Gamma Core level to be included when I finish my volumetric lighting and the other stuff im working on...
Logged
jal
Turrets: +8/-7
Posts: 249
Maps in the next version
«
Reply #14 on:
November 14, 2006, 02:45:17 PM »
Quote from: "DASPRiD"
Quote from: "deadlyliger"
they should really make a forest level, i mean cmon they are all the same with weps and upgrades just look different
:evil:
It's not a forest, but its outdoor: Look at the "No words, just..." thread.
Actually, it's very hard to make an outdoor map which works on trem because of the jetpack advantage it gives to humans. A forest one might actually be a solution
Logged
DASPRiD
Administrator
Turrets: +21/-2
Posts: 549
Maps in the next version
«
Reply #15 on:
November 14, 2006, 05:46:28 PM »
Well, I did it
http://dev.dasprids.de/maps/ancient_remains/
Logged
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0¤cy_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8]
[/url]
jal
Turrets: +8/-7
Posts: 249
Maps in the next version
«
Reply #16 on:
November 15, 2006, 11:15:26 AM »
Quote from: "DASPRiD"
Well, I did it
Yep, and it's beautiful. Unfortunately it looks (by the shots) like a good example of what I said: Jetpack-guaranteed human victory. You should add as many obstacles as you could so humans can't fly all the time.
P.S: Sorry for going off-topic. I cut here.
Logged
DASPRiD
Administrator
Turrets: +21/-2
Posts: 549
Maps in the next version
«
Reply #17 on:
November 15, 2006, 03:47:16 PM »
haha, believe me, isn't that easy for humans, really not
Logged
url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=mail%40dasprids%2ede&item_name=DASPRiD%27s&no_shipping=0&no_note=1&tax=0¤cy_code=EUR&lc=DE&bn=PP%2dDonationsBF&charset=UTF%2d8]
[/url]
Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Maps in the next version
«
Reply #18 on:
November 16, 2006, 06:52:07 AM »
And moreso, when's it ready?
Logged
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...
kaziorvb
Turrets: +19/-43
Posts: 227
Nothing here is required.
Maps in the next version
«
Reply #19 on:
December 10, 2006, 12:06:38 PM »
hi,
im makin Watah - the water map. its still not so brilliant, but i would like (like i think every mapper) in next trem ver.
but treat this still as an experiment:
http://www.tremulous.net/phpBB2/viewtopic.php?p=36588
please tell me what should i correct in it to make it more.. hmm.. playable?
ill be correctin it until it wont be good
Logged
Signatures are displayed at the bottom of each post or personal message. BBC code and smileys may be used in your signature.
Ryanw4390
Turrets: +164/-20
Posts: 518
Maps in the next version
«
Reply #20 on:
January 16, 2007, 06:15:08 PM »
It'd be nice to see UTCS in the next version along with procyon and although I haven't played a game at it yet, I did walk around on the ancient remains map and was very impressed
Logged
Quote from: Fluxflashor on January 01, 2007, 01:14:38 AM
Clan {Jo|So} were clan {No|Shows} at todays war between them..
The Magma Warriors are pissed off you wasted our time, and I have decided I will DOS attack your server, I have a program for that. Unless you want to get your asses on, and do a 3 on 3 or 4 on 4.
Survivor
Turrets: +164/-159
Posts: 1661
Maps in the next version
«
Reply #21 on:
January 16, 2007, 09:32:20 PM »
Quote from: "DASPRiD"
I would like to see my port of hamunaptra in the next version, if the peeps like it. In addition, if I can finish Delta Labs soon, they would be very kewl, too.
Wouldn't really include Hamunaptra. Ancient remains 100% but hamunaptra doesn't feel done for trem. Maybe if you beef the detail out a little more and bring in some obstacles in the high/large rooms.
Logged
I’m busy. I’ll ignore you later.
Greudin
Turrets: +1/-1
Posts: 131
8R33k020ph7^^
Maps in the next version
«
Reply #22 on:
January 16, 2007, 09:39:34 PM »
UTCS and Ancient remains for sure !
Logged
url=http://tremulous.bricosoft.com]
[/url]
kozak6
Turrets: +20/-26
Posts: 1089
Maps in the next version
«
Reply #23 on:
January 16, 2007, 10:41:33 PM »
Hamunaptra is a sick and twisted massacre of those poor little bugs :evil: .
It needs to be seriously reworked for Tremulous style gameplay. With 600 meter long straight hallways, bugs tend to have severe problems.
Quote from: "Temple"
I play Aliens and I hate this map. Its a shooting gallery. There is absolutely no disadvantage for humans and pure disadvantage for aliens. The halls are huge with no hiding spots, it take far too long to retreat, humans have seconds to shoot at an alien before they get any where near to harming them, the only real choke points are near the human base, jetpacks can naviagate the entire place with no difficulty. Its not good for Tremulous gameplay.
Logged
Maltagearion
Turrets: +1/-0
Posts: 86
Maps in the next version
«
Reply #24 on:
January 19, 2007, 05:01:22 PM »
I'd like my map, Thermal, to be included. If that's at all possible.
Thread with download:
http://tremulous.net/phpBB2/viewtopic.php?t=3292
Logged
Ksempac
Turrets: +1/-1
Posts: 261
Maps in the next version
«
Reply #25 on:
January 21, 2007, 12:53:17 AM »
Quote from: "Survivor"
Quote from: "DASPRiD"
I would like to see my port of hamunaptra in the next version, if the peeps like it. In addition, if I can finish Delta Labs soon, they would be very kewl, too.
Wouldn't really include Hamunaptra. Ancient remains 100% but hamunaptra doesn't feel done for trem. Maybe if you beef the detail out a little more and bring in some obstacles in the high/large rooms.
You re commenting on a 4 months-old post...Notice that DASPRiD spoke about Delta Labs but not Anciens remains.
At that time AR didnt exist and Hamunaptra had just been released so DASPRiD didnt know it would soon be removed from most servers.
Logged
url=http://tremulous.net]
[/url]
TRaK
Turrets: +94/-21
Posts: 442
Maps in the next version
«
Reply #26 on:
February 13, 2007, 02:34:31 AM »
How much time do we have before 1.2.0 ? I'd really love to see my map in the next version of trem, but it needs a lot of work before it can even be considered anywhere near final, if it even ends up being playable at all.
I'd really hate to have gone through all this work only to see my map getting played once every couple of months on some nearly empty beta-server.
Basically, do I have at least 3-4 months before 1.2.0 ? Please say yes :wink:
Logged
My maps/textures/other projects
Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Maps in the next version
«
Reply #27 on:
March 03, 2007, 11:59:25 PM »
Can we see vcxzet's port of Temple in the next version?
I've tried to play it onling, but it's always either full, or unavle to auto-download.
And a VOIP would be good, built in to Trem.
Logged
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...
Dieselfame3
Turrets: +0/-0
Posts: 12
Maps in the next version
«
Reply #28 on:
March 25, 2007, 08:31:05 PM »
i cant figgure out where i should be asking this question but..... will there be a mac port of the next version of tremulous? and if so will it be released at the same time or at a later date?
Logged
img]http://img443.imageshack.us/img443/6818/hicks1ue1.jpg[/img]
Caveman
Turrets: +93/-192
Posts: 2286
Maps in the next version
«
Reply #29 on:
March 25, 2007, 08:37:22 PM »
Since the Tremulous ist OpenSource, I don't get your question.
Why should there be any delay if you could just compile it as soon as a milestone is reached?
Come to think of it, there is such a thing as SVN where you could check out anytime you crave a new version.
Oh ya... Please cut down on your signature, it's plain rude to post 130KB of crappy pic if all you have to say is expressed in less than 50bytes.
Logged
Aliens' | Humans' | Wrath Public-CW
All other *wrath-server are copycats and not affiliated with us.
News/Status/Forum/Patches:
http://wraths.dyndns.org
Pages: [
1
]
2
3
4
5
6
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
General
-----------------------------
=> Announcements
=> General Discussion
=> Troubleshooting
=> Feedback
=> Official Servers
-----------------------------
Community
-----------------------------
=> Servers
===> Server Admin Contacts
=> Clans
===> Individual Clan Threads
=> Strategies and Tactics
=> Mod Ideas and Desires
=> Off Topic
-----------------------------
Media
-----------------------------
=> Mapping Center
=> Map Releases
=> Modeling Center
=> Other Tremulous Media
-----------------------------
Mods
-----------------------------
=> Modding Center
=> Mod Releases
===> HUDs
===> Gameplay Changing
===> Non-Gameplay Changing
===> Tools and Utilities
Loading...