Author Topic: *New Release: Map FAIL beta 2  (Read 19389 times)

n.o.s.brain

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*New Release: Map FAIL beta 2
« on: March 18, 2008, 12:21:31 AM »
download beta 2: map-FAIL-b2.pk3 (remove old version from base)
screenshots:


« Last Edit: March 17, 2009, 06:18:14 AM by n.o.s.brain »

your face

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Re: *New Release: Map FAIL
« Reply #1 on: March 18, 2008, 12:22:14 AM »
« Last Edit: March 18, 2008, 09:10:01 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.'

X-20

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Re: *New Release: Map FAIL
« Reply #2 on: March 18, 2008, 12:29:01 AM »
I saw the map right before release on your server last night, All i have to say is, amazing work Brain and Face.  :granger: ;)
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

your face

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Re: *New Release: Map FAIL
« Reply #3 on: March 18, 2008, 12:39:49 AM »
Yeah, thanks 20 for helping with finding bugz  ;)

Quote

   -[[ general ]]-----------------------------------------------------------------
   title : F.A.I.L.
   filename : FAIL.bsp
   release date : 3:45 P.M. March 17th 2008
           

   -[[ credits ]]-----------------------------------------------------------------
   construction : "Brain" ({NoS}Brain A.K.A. n.o.s.brain) and "Face" ({NoS}Your Face A.K.A. {NoS}AppleFace)
        Www.SoundSnap.com for FREE sounds :D And www.findsounds.com for more.  Jaj for 'darkland' skybox.

   X-20 for helping test this pile o' crap!
 
   -[[ gameplay ]]----------------------------------------------------------------
   game mode : tremulous | tremulous.net
   players : 4+ fo' sho'

   -[[ construction ]]------------------------------------------------------------
   brushes: 6703
   entites: 302
   build time : A couple months 
   Compile time: 5 minutes.
   Build: -meta -vis -light -fast -filter -super2
   software : gtkradiant 1.5.0 GODFATHER, q3map2build, theGIMP2.0, PakScape, Photoshop CS2

   -[[ textures ]]-------------------------------------------------------------------
   A lot of the default maps, thanks to the Tremulous Devs. :D

   -[[ legal ]]-------------------------------------------------------------------
   (C) Brain&Face Inc. 2008


   -[[ Contacts ]]--------------------------------------------------------------------
   Your Face:     cocoapet@sbcglobal.net or http://cocoapet.googlepages.com
             MSN: yerfaes@hotmail.com
   
   Brain:         imn2rc@sbcglobal.net or http://imn2rc.einsteinbennyboy.com
             MSN: imn2rc@hotmail.com
   
   -[[ "Plot" ]]--------------------------------------------------------------------
                        Mission "F.A.I.L. "Epic Fail"

--You don't want to know, trust me...-- (The real excuse is, THERE'S BEEN ENOUGH LAME PLOTS IN THE PAST!)




--Enjoy if you can with all the lag!--
« Last Edit: March 18, 2008, 12:49:59 AM 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.'

Taiyo.uk

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Re: *New Release: Map FAIL
« Reply #4 on: March 18, 2008, 01:58:59 AM »
Great job Brain and Face, this is a substantial improvement on your previous maps. The only boog is that many of the shaders have missing textures - mainly the lights and the grate floors.

I'll comment on the gameplay once I've had a chance to play a few rounds.

Overall the .map is in good shape. My only real nit-pick is that the non-hinting sides of the hint brushes should be textured with the hintskip shader else unnecessary BSP splits will be formed on these faces too.

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #5 on: March 18, 2008, 02:15:30 AM »
ill have a better compile with more rant-friendly stairs, non-killer doors, and hint fix soon

your face

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Re: *New Release: Map FAIL
« Reply #6 on: March 18, 2008, 02:36:07 AM »
shaders have missing textures - mainly the lights and the grate floors.

Like notex?   :-X
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

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Re: *New Release: Map FAIL
« Reply #7 on: March 18, 2008, 02:49:08 AM »
Great work, Brain and Face. I'm glad to see you've learnt from your mistakes and you've finally delivered a truly polished and elegant map. Main thing I would recommend is to noclip/clip the halls leading out of the bottom of the alien base, those little arches look to me to be very obstrusive and potentially frustrating.

I'll take a look at the .map later and I'll let you know if I have any comments :)

Matt2k10

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Re: *New Release: Map FAIL
« Reply #8 on: March 18, 2008, 03:27:27 AM »
I have to say, this map is VERY well done. Lots of detail. I LOVE the skybox. The vents aren't a boring concrete-like texture, it even looks a little futuristic(like it should). Plus you aren't walking through some vent cover with noclip, or some random vent where we don't know what happened to the cover. Clever use of the ladder shader, also. Pipe climbing ftw. I think little things like that make a map, really(though gameplay is definitely the bigger part, which I can't really test by myself). The alarm and the dead guy who tried to steal the gold were nice touches. There needs to be more maps with custom sounds. Well done.

Although I found this in the human base:

« Last Edit: March 18, 2008, 03:32:25 AM by Matt2k10 »

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #9 on: March 18, 2008, 03:29:51 AM »
lol, face's endcap spam! :D

your face

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Re: *New Release: Map FAIL
« Reply #10 on: March 18, 2008, 03:31:54 AM »
fail!  xD

Anyways, taiyo, all those lights and grates were default shaders from nexus6 etc.   :-\

And BTW, the "Vent Blast" is pretty fun, you should try it out with multiple players ;D
« Last Edit: March 18, 2008, 03:34:27 AM 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.'

Taiyo.uk

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Re: *New Release: Map FAIL
« Reply #11 on: March 18, 2008, 03:54:36 AM »
Yes, I noticed something odd - no shaders work in any map when the fail pk3 is in tremulous/base. I don't know what causes this.

your face

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Re: *New Release: Map FAIL
« Reply #12 on: March 18, 2008, 04:37:40 AM »
That's exactly what happened to me once  :-[

I tried searching for the problem, but couldn't find anything.... :'(
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.'

Odin

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Re: *New Release: Map FAIL
« Reply #13 on: March 18, 2008, 06:32:19 AM »
Took me two seconds:

in(your modified version of my) base/scripts/subterranean.shader
Code: [Select]
}

models/mapobjects/deadhuman/h_head
{
surfaceparm alphashadow
surfaceparm trans
cull disable
{
map models/mapobjects/deadhuman/h_head.tga
    rgbGen vertex
depthWrite
alphaFunc GE128
}
}
That is the entire file. The problem is in that file. I'll let you figure it out.

By the way, thanks for not including me (and everyone else who wrote those hundreds of shaders included in your map) into your credits. We usually don't ask for it, but it is appreciated when you give credit where credit is due.

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #14 on: March 18, 2008, 06:56:06 AM »
ok:
1.) we had so many things that we lost track,
2.)forgot some credits in the txt
3.)are still noobs at shaders
EDIT: ignore this post  ;D
« Last Edit: March 18, 2008, 07:48:06 AM by n.o.s.brain »

TRaK

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Re: *New Release: Map FAIL
« Reply #15 on: March 18, 2008, 07:23:24 AM »
You need to get rid of the first bracket in that shader file Odin mentionned.

And yes, it would be a good idea to credit those who made the textures and shaders in your map, or at least attempt to instead of just throwing in an overly general thanks to "The tremulous devs". These people(who aren't all tremulous devs) put a lot of hard work into making mapping resources freely available to you. They deserve the credit, and if it takes you an extra half hour to track down the authors of the textures you use, so be it.

On a side note, I don't think it was very nice to plaster a NOS logo smack on top of overflow's gummibunni  :-\

That being said, I still think this is good work. You just need to make sure to give credit where credit is due, saying "we lost track" just doesn't cut it.

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #16 on: March 18, 2008, 07:42:02 AM »
ah yes, sorry all you people who we stole from, face & brain inc. is a little shady in the legal department... we will give proper credits in b2 8)

Knowitall66

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Re: *New Release: Map FAIL
« Reply #17 on: March 18, 2008, 08:02:40 AM »
Overall really great. Things that should be attended to; Sounds (Doors could have a different one and there were some silent fans) and some small things that seemed out of place/weren't quite right (including Barrels with stretched textures, crate with wrong texture on top).

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

Survivor

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Re: *New Release: Map FAIL
« Reply #18 on: March 18, 2008, 04:10:47 PM »
1) name it map-FAIL, to be consistent with the other dudes around here :)
2) Try not to make your pk3 15% of joke images.
3) playerclip, hintskip, fix shader-issue and readme, release
4) receive congratulations for the leaps of improvement
5) get mapping for the competition.
I知 busy. I値l ignore you later.

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #19 on: March 18, 2008, 05:30:25 PM »
Took me two seconds:
lol, it must be a common mistake  ;D


@survivor: could both me and face could do a map together for the competition? we probably wouldn't get done if we did two separate maps...

« Last Edit: March 18, 2008, 05:38:48 PM by n.o.s.brain »

Survivor

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Re: *New Release: Map FAIL
« Reply #20 on: March 18, 2008, 05:58:56 PM »
don't see anything against it. When you win you should decide which of you gets the icon though, won't be handing out dual icons for one map. At least you're heading in the direction where I can see a possibility of winning something :o.
I知 busy. I値l ignore you later.

Ingar

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Re: *New Release: Map FAIL
« Reply #21 on: March 18, 2008, 06:11:57 PM »
1) name it map-FAIL, to be consistent with the other dudes around here :)

map-fail in lowercase.
Some people actually have case-sensitive filesystems.


Survivor

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Re: *New Release: Map FAIL
« Reply #22 on: March 18, 2008, 06:23:32 PM »
sensitive systems for sensitive people. ;)
I知 busy. I値l ignore you later.

your face

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Re: *New Release: Map FAIL
« Reply #23 on: March 18, 2008, 06:36:29 PM »
lol, like the interwebz! xD

Quote from: Taiyo.uk
Great job Brain and Face, this is a substantial improvement on your previous maps. The only boog is that many of the shaders have missing textures - mainly the lights and the grate floors.

Woo, thx.  And I think we fixed that problem.  (As long as everyone who downloaded beta 1 deletes it from base and puts beta 2 in instead)

Quote from: Taiyo.uk
My only real nit-pick is that the non-hinting sides of the hint brushes should be textured with the hintskip shader else unnecessary BSP splits will be formed on these faces too.

Dun! :]

Quote from: TRaK
Great work, Brain and Face. I'm glad to see you've learnt from your mistakes and you've finally delivered a truly polished and elegant map. Main thing I would recommend is to noclip/clip the halls leading out of the bottom of the alien base, those little arches look to me to be very obstrusive and potentially frustrating.

Brain dun it.  :)

Quote from: Matt2k10
I have to say, this map is VERY well done. Lots of detail. I LOVE the skybox. The vents aren't a boring concrete-like texture, it even looks a little futuristic(like it should). Plus you aren't walking through some vent cover with noclip, or some random vent where we don't know what happened to the cover. Clever use of the ladder shader, also. Pipe climbing ftw. I think little things like that make a map, really(though gameplay is definitely the bigger part, which I can't really test by myself). The alarm and the dead guy who tried to steal the gold were nice touches. There needs to be more maps with custom sounds. Well done.

Although I found this in the human base:

Thanks, Done!

Quote from: Odin
thanks for not including me (and everyone else who wrote those hundreds of shaders included in your map) into your credits

No problem, xD ;D

Quote from: TRaK
You need to get rid of the first bracket in that shader file Odin mentionned.

And yes, it would be a good idea to credit those who made the textures and shaders in your map, or at least attempt to instead of just throwing in an overly general thanks to "The tremulous devs". These people(who aren't all tremulous devs) put a lot of hard work into making mapping resources freely available to you. They deserve the credit, and if it takes you an extra half hour to track down the authors of the textures you use, so be it.

On a side note, I don't think it was very nice to plaster a NOS logo smack on top of overflow's gummibunni  Undecided

That being said, I still think this is good work. You just need to make sure to give credit where credit is due, saying "we lost track" just doesn't cut it.

Complete... :)

Quote from: Survivor
1) name it map-FAIL, to be consistent with the other dudes around here Smiley
2) Try not to make your pk3 15% of joke images.
3) playerclip, hintskip, fix shader-issue and readme, release
4) receive congratulations for the leaps of improvement
5) get mapping for the competition.

1) Dun
2) Uh oh...
3) Dun
4) Thank yew! Thank yew!
5) mebe...

Quote from: Knowitall66
crate with wrong texture on top

Uh ohz, where might that bugz be?

Quote from: Survivor
When you win you should decide which of you gets the icon

Brain fo' sho'... it's his fault why I'm into Trem anyways ;)
« Last Edit: March 18, 2008, 08:20:52 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.'

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #24 on: March 18, 2008, 07:02:40 PM »


Quote from: Survivor
2) Try not to make your pk3 15% of joke images.

2) Uh oh...
Face is getting sentimental about his joke pictures...  ;D

CreatureofHell

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Re: *New Release: Map FAIL
« Reply #25 on: March 18, 2008, 08:35:19 PM »
The jokes win! I don't know why everyone calls maps like this improvement. They're all good in their own way. Go facey!  ;D
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

n.o.s.brain

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Re: *New Release: Map FAIL
« Reply #26 on: March 18, 2008, 09:06:24 PM »
fail beta 2 released, get rid of the old version  ;D
« Last Edit: April 17, 2009, 01:03:00 AM by n.o.s.brain »

thirdstreettito

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Re: *New Release: Map FAIL 2
« Reply #27 on: March 19, 2008, 01:35:41 AM »
TURN UP YOUR BRIGHTNESS!

n.o.s.brain

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Re: *New Release: Map FAIL 2
« Reply #28 on: March 19, 2008, 03:41:43 AM »
you mean in the map or in the screenshots?

your face

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Re: *New Release: Map FAIL 2
« Reply #29 on: March 19, 2008, 04:37:52 AM »
Both? :P

Anyways, here's the new and updated .txt:

Quote
   -[[ general ]]-----------------------------------------------------------------
   title : F.A.I.L.
   filename : FAIL-2.bsp
   release date : 3:45 P.M. March 17th 2008
           

   -[[ credits for textures, shaders, models, sounds, and testing ]]-----------------------
   construction : "Brain" ({NoS}Brain A.K.A. n.o.s.brain) and "Face" ({NoS}Your Face A.K.A. {NoS}AppleFace)
        Www.SoundSnap.com for FREE sounds :D And www.findsounds.com for more.  Jaj for 'darkland' skybox.

   X-20 for helping test this pile o' crap!
   Odin, for The dead human shader.
   vcxzet, for the dead human model.
   Overflow, for dropship model, and shaders.
   nicolas "jex" jansens | jex@orodu.net, for all the shaders and textures.
   Stannum, for blood shaders.
   Vedacon, for his "ds-old-tex" texture set.
   Yves 'evillair' Allaire http://evillair.net/ for shaders and textures.
   Randy 'ydnar' Reddig  http://www.shaderlab.com for shaders and textures.
   mike 'Veda' mcinnerney http://www.cybercowboys.com/~mike/ for shaders and textures.
   Godmil for shaders from karith.
   Amethyst7 http://amethyst7.gotdoofed.com/ shaders and textures.
    
   -[[ gameplay ]]----------------------------------------------------------------
   game mode : tremulous | tremulous.net
   players : 4+ fo' sho'

   -[[ construction ]]------------------------------------------------------------
   brushes: 6738
   entites: 305
   build time : A couple months 
   Compile time: 2 hours.
   Build: -meta -v -custinfoparms -vis -saveprt -light -fast  -patchshadows -shade -filter -v -bounce 2 -super 2 -samplesize 16 -samples 3
   software : gtkradiant 1.5.0 GODFATHER, q3map2build, theGIMP2.0, PakScape, Photoshop CS2, FilterForge.

   -[[ legal ]]-------------------------------------------------------------------
   (C) Brain&Face Inc. 2008

   textures by yves allaire fall under this license:
   http://creativecommons.org/licenses/by-nd-nc/1.0/

   textures from shaderlab are subject to the terms of this notice: Usage and
   redistribution policy: Textures may be freely downloaded, modified, and used
   in free maps, mods or total conversions provided this copyright notice is
   left intact and a link to Shaderlab is provided in the credits or read-me
   file.  Other non-commercial applications are considered on a case-by-case
   basis via e-mail. All other usage requires written permission.  Bulk
   redistribution or archival of the textures in any medium, digital or
   otherwise (except mapping packages for mods) is prohibited.


   -[[ Contacts ]]--------------------------------------------------------------------
   Your Face:     cocoapet@sbcglobal.net or http://cocoapet.googlepages.com
             MSN: yerfaes@hotmail.com
   
   Brain:         imn2rc@sbcglobal.net or http://imn2rc.einsteinbennyboy.com
             MSN: imn2rc@hotmail.com
   
   -[[ "Plot" ]]--------------------------------------------------------------------
                        Mission "F.A.I.L. "Epic Fail"

--You don't want to know, trust me...-- (The real excuse is, THERE'S BEEN ENOUGH LAME PLOTS IN THE PAST!)




--Enjoy if you can with all the lag!--
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.'