



2010-06-06 UTC

"gmotw_atcsraped_002", based on "gmotw_atcsraped_001"
------------------------------------------------------------

Location names (see team chat).

I didn't like the megabrightness of the ATCS outside area
(which I hope is not just very bright on *my* machine,
could be related to a missing "skylight" picture referenced
in the shader), so I changed it a bit.

And this big diagonal nose in the middle of both bases
is now the reactor/overmind room. The door can only be opened
with a button, and that one is in the second room where om/rc
originally were. A 2nd button is in the new om/rc room itself.
The repeaters / glasswindows are gone now because they're not
needed any more. The solution is most elegant and utilizes
the double sized area perfectly.

Alien base now also has an extra room, in the same place where
humans already had theirs. But of course, it doesn't have a ladder.
Instead, a staircase leads up to the roof of the map. The staircase
also leads down to the main entrance hall. And the staircase itself
has an extra room which in turn has a corridor leading outside
to the "shoulder" of the map.

Both bases have now a 2nd tight spot at the corridor entrance
for better defending. Humans have extra ledges there for extra turrets
(which are also already built). The ceiling at human tight spots is lower
to prevent goons from just jumping over the defenses.

The corridor side of both bases has a small wall in the middle "room".
On alien side, there is an egg which is necessary for the outer defenses.
The inner acid tube row is fine, but if you decon the egg, the outer
row is gone. The small wall on human side is utilized for an extra
armory with medpad.

The bunker is changed: The two 2nd floors (or 1st floors or whatthefuck,
can't you humans come up with meaningful language) are now connected
with a walkway. And both can be reached, the human side with a stair,
the alien side with a little elevator.

And there's a secret room in the bunker. When inside on ground floor
on human side, shoot the walls in the stair/alienside direction.
The room is under the bunker stairs.

Speaking of bunker stairs: When you're outside there and shoot the floor,
a lift leads you down to a new area. A path leads straight to the corridor
which has a new secret door accordingly (shoot it). And in this new
area, there is a lift. If you push the button, you hear a BING and have
1 second to step on. The lift will carry you up, and just when you think
that it will smear you across the ceiling, a new door will open,
and you're on the other map "shoulder" (not the one where alien vent
leads, but you can walk there). This door cannot be opened from
the outside.

Well, and the corridor was really SO fucking long, that I added 4 little
rest spots for humans that cannot be reached by goons (except by sniping)
or anything larger. You have to crouch, so it's not for battle suits.

And if you've wasted some ammo and health on the way, worry not:
In the middle of the corridor and in the humanside bunker (ground floor),
there are now recharge stations. Just step on and receive health and ammo.

Simple rendering: LIGHT is FAST, gridsize is 1024 1024 1024 and
lightmapscale is 2. But I invested ???????? radiosity bounces
(that's all there was) with amplification factor 2 for friendly
brightness. And of course VIS is not fast.







2010-05-27 UTC

"gmotw_atcsraped_001", based on "map-atcs-1.1.0.pk3"
------------------------------------------------------------

When I learned about the decompile command, I tried it
on ATCS (like countless other people, too, I guess).
I did not do it with the NETradiant q3map2, so I had to
fix the texture orientations.

But I had to fix them anyway: I didn't just take the ATCS as
it was, I completely raped it. The width and length are doubled now,
the height is still the same. But I took the bunker separately and
doubled its height, too. It's now quite monumental. Also, it now
has two floors inside, not just the ground floor. Alas, I have not
yet gotten around to adding ladders or something, so it's goon paradise.

The corridor is goon paradise, too: It's such a long distance for
humans to travel, that it feels like you're on a mission.

Both bases have a big main door that is opened with a photo sensor.
Where OM and RC were, there are now two rooms (each) with
standard automatic doors, and there's a wall in front of those doors,
so it's an easily defendable tight spot.

Human base has an extra room with a ladder that leads to the
top of the map (behind the energy barrier).

The energy barrier is gone. You can lucijump onto the shoulders of the map.
The energy barrier emitters can be climbed.

Human and alien base corridor entrance has a tight spot for defenses.
The map is so big now that you need many buildings for effective defense,
so I put them in and set the buildpoints of both teams to 400. If you
don't have 400 buildpoints overall, then the server is fucking
with the map, not my problem.

Because of the size, humans have a few repeaters already placed on
the map, protected behind glass windows, unreachable. But don't have
the reactor offline for >=90 seconds, because then they'll explode.

Overall, it's just a raw modification, incomplete, originally released
as "alpha 01", but people callvoted for it on [W]onderland relatively
often and really played on it, I even saw a few good matches there.

So, as I thought a while ago already, I'll drop the whole alpha, beta
and final thinking, doesn't do reality justice. How often has it happened
to a map maker that they released the "final" of their map - only to
realize that there was still some z-fighting somewhere or a missing surface,
or they had a good modification idea - and then the stupid thought emerged:
"It's called 'final', I can't change it any more." Which leads other map makers
to releasing alphas, betas, but no finals. The last beta is the final, even
if it isn't changed in 2 years.

So, fuck it. I just give them numbers. This is released as a01, but it is 001.
The next versions will be named 002 etc.

regards

God, maker of the world

Find me on [W].












-------- ORIGINAL README OF "map-atcs-1.1.0.pk3" --------

   -[ general ]-----------------------------------------------------------------
          title : advanced tactical combat simulator
       filename : atcs.bsp
   release date : 05.08.11

   -[ credits ]-----------------------------------------------------------------
   construction : nicolas "jex" jansens | jex@orodu.net
       textures : yves "evil lair" allaire | evillair.net
                : simon "sock" o'callaghan | www.planetquake.com/simland
                : nicolas "jex" jansens | jex@orodu.net
         cheers : norfenstein, ravyn, timbo, who-[soup]
                
   -[ gameplay ]----------------------------------------------------------------
      game mode : tremulous | tremulous.net
        players : 4+

   -[ construction ]------------------------------------------------------------
     build time : four days
       textures : evillair's (yves allaire) updated quake 2 texture set 
       software : gtkradiant 1.2.13, packertools, q3map2

   -[ setting ]-----------------------------------------------------------------
          theme : a combat training simulator pitting mercenaries against
                  vicious aliens.

   -[ legal ]-------------------------------------------------------------------
   Please refer to the Tremulous license in the file COPYING.

   -[ other notices ]-----------------------------------------------------------
   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.
