






2010-06-04 UTC

"niveus_gmotwmod02", based on "niveus_gmotwmod01"
------------------------------------------------------------

Well. What a glorious fail the first version was. Humans really
got raped all over. But not this time!

Human base now has a 2nd button-backdoor, like the first one.
This one seals off the corridor that would lead to the big hall,
so no more rant traffic jam coming from that side. With dingdong, as usual.

The ladder opening is now big enough that even rants can jump down.

And I felt that another entrance was necessary, so I actually turned
one of the barrel pallets in garden room into a door/lift combination.
When hit, it sinks into the floor so far that you ride down to human base.
Or ride up to garden. Hey, it's a free country!

I also turned one of the barrel pallets in great hall into such a thing.
It leads down to a new corridor which leads to alien base. The corridor
ends in a shaft. To get up there, you need jetpack, so a few tubes
will keep you down. It's the alien equivalent to an escape route.

But alien base has yet another opening now: There is a little vent room
in alien base, also in great hall, and there is a vent connecting them.
The alien base vent room also leads straight to the box room.

And then I went rogue on the box room ceiling and turned it into
a base room that can even hold RC/OM. Door opens when shot. And
to get up there, jump onto the new barrel and then onto
the adjacent box. Look up. Shoot door, then immediately look
down and shoot the box you're standing on. It's a bit tricky,
and you can get easily squished. If the standard Trem would allow
more complex programming, I'd add an easter egg to my maps
showing a big tank with a gauge like window, so you could
see the fleshy masses of all those squished corpes rise
during the match.

Cheap rendering exactly like last time.

PS: Damn, forgot to set the pallets, the ceiling door and the boxlift
into crushers. They kill you anyway, but I forgot the crusher flag.
Will be in mod03. Don't wanna render this again now.










2010-05-31 UTC

"niveus_gmotwmod01", based on "map-niveus-1.1.0.pk3"
------------------------------------------------------------

You know that room with the fake door in the floor where you
can see into a smaller room below that you cannot enter? It's
also called the "crackfloor" room.

That's now the location of the human base. A ladder leads
down there. Humans often have base in the crackfloor room,
and I thought that it didn't have enough escape routes - once
aliens attack from both sides, all you can do is camp. And lose.
(As with treecannon_b4_gmotwmod, I am speaking from my experiences
on [W]onderland.)

Now there is an escape hatch which takes you directly to
the big staircase. The door is translucent to the human base side,
so you can see who's behind the door when you push the button.
You cannot look in from the outside, and there's no button
on the outside. Just like in treecannon_b4_gmotwmod.

The window room was also too locked-up for my taste, so now there's
a secret door (that you have to hit to open) that leads into
a new corridor which ends at an escape hatch, just like humans have one.

You know that 4-way room which has the two little rooms on its sides,
one with a soda machine? The window-room secret passage ends in the
other little room.

You hear a DINGDONG if someone's waiting on the outside of one of
the two doors.

The two Tremulous soda machines on the map have been put to good use:
If you stand close at their front, they heal you 1 point fast, like
on the medpad. And you hear the sound of someone drinking a soda can.
This works for humans and aliens alike.

And if you need ammo, go to the funny looking crates and receive
ammo at the speed of medpad. I mean the crates to the left of
the upper soda machine and the ones in the little room opposite
to the lower soda machine room. You'll hear some weaponsy sound
while loading up. These obviously only work for humans.

And there's now a new room behind the big hall where human default base
usually was. The door to it is in that little sub-room that's
directly opposite to the big corridor that leads to that place
that you have been when the tumbleweed. You can't miss it cause
that's where death comes from - it's now the new default alien base.

The stupid lowres Trem standard flares have been replaced
with something more appropriate (and more annoying).

Buildpoints for both teams set to 300.

And the map now has location names! (see team chat)

If you have ideas, pray them towards the east or something.
Or send me a personal message on the [W]onderland forum.

The rendering is cheap because I wanna squeeze this one out
quickly, so LIGHT is FAST, gridsize is 1024 1024 1024 and
lightmapscale is 2. But I invested 7 radiosity bounces
(that's all there was) with amplification factor 2,
and of course VIS is not fast, as it should be for a release.

There are probably wrong or maybe even missing textures in some places
because MAN did I have to fix much stuff after decompiling.

regards

God, maker of the world

Find me on [W].










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


   -[ general ]-----------------------------------------------------------------
          title : niveus: outpost 652
       filename : niveus.bsp/map-niveus-1.0.0.pk3
   release date : 05.08.11

   -[ credits ]-----------------------------------------------------------------
   construction : nicolas "jex" jansens | jex@orodu.net
       textures : randy "ydnar" reddig | ydnar@shaderlab.com | www.shaderlab.com
                : yves "evil lair" allaire | evillair.net
                : mike "vedacon" mcinnerney
                : the nice chap who released his "ds-old-tex" set to the public
                : "amethyst7" | amethyst7.gotdoofed.com
         cheers : timbo, vedacon, all the tremulous beta-testers
                : ydnar for q3map2
               
   -[ gameplay ]----------------------------------------------------------------
      game mode : tremulous | tremulous.net
        players : 6+

   -[ construction ]------------------------------------------------------------
     build time : ask timbo..
       textures : mostly majestic (randy reddig) with a mixture of other sci-fi tex
       software : gtkradiant 1.2.13, packertools, q3map2

   -[ setting ]-----------------------------------------------------------------
          theme : a snowy base on a distant planet. popular vacation spot for 
                : dangerous 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.
