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Author Topic: Abyss Release 4  (Read 5822 times)
Odin
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« on: May 26, 2008, 10:31:22 PM »

Abyss, by Odin
Release 4 is out!



Note: It is a little dark. I figured it didn't matter anyway since everyone plays with an above-normal gamma value anyway. if you use a gamma of 1.2 or more(like pretty much everyone who's serious about Tremulous) then you should have no problem seeing anything.

I'm including the .map source inside the pk3 for anyone who wants to take a look.

I didn't get to do as much as I wanted with Abyss_a4 due to the glitch building bug so I had to cut the release short. There *may* be some speed issues with some of the rooms(I'm working on it). I may not get much work done on Abyss until after the Tremcentral Mapping Contest. Anyway, here's the changelog.
Release 4 changelog:
Code:
1. Cleaned up some brushwork.
2. A little bit more aggressive VIS hinting.
3. Enabled specular lighting on all map surfaces(disable with r_detailtextures 0).
4. Removed lift and replaced it with stairs.
5. Fixed lighting issues in some rooms.
6. Fixed epic glitchbuilding issue.

Quote from: credits.txt
map by Odin
barrel models by Overflow
textures from maps uncreation and nexus6
lava sound is royalty-free
.map source is under the GPLv2

Get it here.

You can get older releases here, at the Mercenaries Guild map repository.
« Last Edit: June 25, 2008, 10:20:11 PM by Odin » Logged

TRaK


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« Reply #1 on: May 27, 2008, 12:23:08 AM »

Missing barrel texture: http://www.mercenariesguild.net/trak/img/shot0074.jpg

Took a look, I like it. Gameplay looks interesting, although hard to predict. The brushwork and detailing is quite nice and performance is definitely good enough. Main thing I would change visually is the large differences in lighting:

This:
http://www.mercenariesguild.net/trak/img/shot0075.jpg
vs this :
http://www.mercenariesguild.net/trak/img/shot0077.jpg

Aside from that, looking good. I look forward to testing in out ingame Smiley
« Last Edit: May 27, 2008, 12:40:58 AM by TRaK » Logged

Taiyo.uk

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« Reply #2 on: May 27, 2008, 02:16:57 AM »

Looks good overall but:

The rocky outside areas could do with being a little less regular
Ugly lighting in some areas - the elevator and the adjoining long corridor look like they're fullbright.
The texture-stretch-tastic patch tunnel is eww - a brushwork tunnel (like those of Ancient Remains or the engine room in Sokolov) would look better with less triangles.

Looking forward to testing the gameplay!
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Odin
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« Reply #3 on: May 27, 2008, 02:27:07 AM »

Fixed the barrel problem. Please re-download the map.

Quote
The rocky outside areas could do with being a little less regular
Ugly lighting in some areas - the elevator and the adjoining long corridor look like they're fullbright.
The texture-stretch-tastic patch tunnel is eww - a brushwork tunnel (like those of Ancient Remains or the engine room in Sokolov) would look better with less triangles
Most of the rooms were made a long time ago when I started mapping. I will put that on my todo list. I mostly touched up the existing rooms and finished moving the aliens somewhere else(aliens were far to close to the humans by default).
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Lakitu7
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« Reply #4 on: May 27, 2008, 04:09:43 AM »

This looks nice and playable. It runs efficiently and avoids the pitfals that tend to ruin lots of maps.

Minor comments:
Some spots are really dark
Perhaps add some more "glass" to the gratings that are really open where it looks like you could just jump out but hit an invisible wall
Lava near the human base means that idiots will jump into it all map. It's unfortunate, but true. Sad

But it looks like a good playable map. It's cool to see someone bringing back the Uncreation colorscheme without being Uncreation. It's got cool unique doors, too, which is a fun trend I'm seeing in maps lately.

Some of the ramp inclines are steep. It'll be interesting to see how those play out.
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Odin
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« Reply #5 on: May 29, 2008, 06:41:55 PM »




Happy now? Tongue
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Odin
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« Reply #6 on: June 06, 2008, 11:09:59 PM »

Release 3 is out.
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Odin
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« Reply #7 on: June 08, 2008, 05:30:26 PM »

Release 4 will have specular lighting for all surfaces. This is, of course, optional(r_detailtextures).




« Last Edit: June 08, 2008, 05:35:46 PM by Odin » Logged

TRaK


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« Reply #8 on: June 08, 2008, 10:45:29 PM »

Looks better now. Keep it up, I'm looking forward to the next release Smiley
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Odin
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« Reply #9 on: June 25, 2008, 08:52:09 PM »

Abyss Release 4 is out!
« Last Edit: June 25, 2008, 09:12:20 PM by Odin » Logged

TRaK


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« Reply #10 on: June 25, 2008, 09:28:11 PM »

There seem to be some missing textures in the pk3:

Code:
WARNING: R_FindImageFile could not find 'textures/uncreation/grate1a.jpg' in
shader 'textures/abyss/grate1a_trans'
Shader textures/abyss/grate1a_trans has a stage with no image
trying textures/uncreation/jp15a.JPG...
WARNING: R_FindImageFile could not find 'textures/uncreation/jp15a.jpg' in
shader 'textures/abyss/jp15a'
Shader textures/abyss/jp15a has a stage with no image
trying textures/uncreation/jp11b.JPG...
WARNING: R_FindImageFile could not find 'textures/uncreation/jp11b.jpg' in
shader 'textures/abyss/jp11b'
Shader textures/abyss/jp11b has a stage with no image
trying textures/uncreation/grate1a.JPG...
WARNING: R_FindImageFile could not find 'textures/uncreation/grate1a.jpg' in
shader 'textures/abyss/grate1a'
Shader textures/abyss/grate1a has a stage with no image
stitched 8 LoD cracks
...loaded 13520 faces, 532 meshes, 3 trisurfs, 0 flares


I get several missing textures in the map, but I couldn't be arsed to upload a screenie Tongue
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Odin
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« Reply #11 on: June 25, 2008, 10:30:00 PM »

I have re-uploaded a fixed version. Hopefully the issue is fixed(seems to be happening with non-sdl win32 clients).

EDIT: Yet another re-upload. Download it again.
« Last Edit: June 25, 2008, 11:38:47 PM by Odin » Logged

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