2010-06-03 UTC

"treecannon_b4_gmotwmod06", based on "treecannon_b4_gmotwmod05"
---------------------------------------------------------------

(I worked with GTKradiant on everything till now. Switching to
NETradiant. So far, no problem. But OMFG is that software still
shitty, unbelievable. Do the radiant-devs work with it? I don't think so.)

The map now has location names (see team chat).

The outer ring around the tree cannon is now cushioned, so your
human stunt-jumps should work out nicely now. I jumped 3 times
with naked human and had 86 HP left. I got sued, though.

And there's some railing now at tree cannon entrance.

Rants can get out of the bottom of corner elevator now.

That elevator's rails end slightly higher now. And you can't get
squished any more under the middle thingy because there's a player clip.
And there's a nobuildzone, so no dying under turret-squish any more.
But you can still build directly next to the elevator.

Starting the lifts' cycles from bottom is now slightly more
comfortable because the trigger zones are now slightly
extended towards the lift platform.

The stone at top of old lift that I intended normal goons
to jump on (and it initially worked, goddamned!) was now
magically too high. No idea why. Different testing environment?
Whatever. I changed it. It's now considerably lower. And slightly more stoney.

Humans will like the two dedicated reactor places at the top ledge.
At each of them, you can build 5 turrets to protect against
reactor-jumpers. The armory fits nicely under these mini-ledges.

The tight spot in human default corridor for reactor has now
also a thingy on the top, so no more jumping over the reactor >:]

The glass of escape hatch, buttons and in tree cannon corridor
is now the more noble tremor darkglass3 (identical with karith
darkglass2 afaik).

Some detail/structural assignment fixes.

Some texture adjustments.

Some decorations.

Some new room. With a teleporter. Which takes you to 10 or so
different targets (random). One of them: The inside of
upper human base. Upper alien base is on the list, too.

Entrance to that room is in old lift shaft, so I had to make
the lift 20% slower, otherwise rants would get squished
when trying to exit there.

Simple rendering: 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 for friendly
brightness. And of course VIS is not fast, as it should be for a release.












2010-05-28 UTC

"treecannon_b4_gmotwmod05", based on "treecannon_b4_gmotwmod04"
---------------------------------------------------------------

The human base escape hatch is a bit bigger now so normal goons
can fit. Now it makes sense to make an alien base there.

There's a DINGDONG sound now every 10 seconds if someone is
waiting behind one of the two buttondoors.

There's a DING sound now when one of the lifts cycles is started.

And the glass ceiling of the map is now a NoBuildZone. I didn't
like the egg spam up there.










2010-05-28 UTC

"treecannon_b4_gmotwmod04", based on "treecannon_b4_gmotwmod03"
---------------------------------------------------------------

Yeah. Sorry about the high ledge fail. Now, tyrants can easily
get there. Because I added another cannon. Advanced goons can
easily jump there from lift top. And standard goons have to
take an extra step and might fall or get killed. This should fix it.

I also fixed the door and lift timings. This should result in
considerably less casualties-by-squishing.

Rendering is a bit cheap this time. 6 radiosity bounces, but
the light pass is on "FAST", and you can see that. Well, not
worse than the original "_b4".

I need an extra computer for stuff like this. A fast one.
Mine is 2GHz single core, 1GB RAM. :/














2010-05-27 UTC

"treecannon_b4_gmotwmod03", based on "treecannon_b4_gmotwmod02"
---------------------------------------------------------------

OMFG, I just can't stop messing with the map.

The upper area in alien base is now much bigger. In fact,
it's a corridor connecting to the tree cannon house, ending
in a door that can only be seen through from the alien
side and that can only be opened from alien side by pushing
a button. So, same as human side.

I made the human upper base area a tiny bit larger, the
corridor is also broader. But there is one part where it's
still tight, and that's where I placed the RC in the standard layout.
And I added a ledge so that you can get over the reactor from
inside the base.

And you can even get into human base from the outside now - given
that someone on the inside sees you through the one-sided door (that
I had added in mod02) and pushes the button to let you in. To get up
there in the first place, just use the brand new ladder.

The long vertical vent is lit now. Also, it's slightly bigger,
but the entrances are still as small as they were.

And there's now a big ledge at the upper opening of that vent.
It leads all the way to the upper end of the lift. You can climb
up there from lift with ladder. It's too high for advanced goons
to jump, but they can't fit into the vent anyway.

You can call the lift up now by going close enough to the opening.

And I shapeshifted the corner building a bit so that you have
an extra room now where the high ledge inside is/was.

Both teams now have 200 buildpoints (defined by map).









2010-05-27 UTC

"treecannon_b4_gmotwmod02", based on "map-treecannon_b4.pk3"
------------------------------------------------------------

Hi! Often have I seen people trying to make the reactor
in human base in the 1st floor area. At the time when they
realized that there is not enough space (And that's even intentional
as I have just read below omfg!), the base was already mostly overrun
and they had been called "deconner".

Also, the 1st floor base is kinda useless because once humans
have completely retreated there, they are imprisoned. As if we didn't
have a human camping problem in general anyway. Boring. Fun killer.

These observations were made on [W]onderland where you have freefunds
and instantbuild, so it might be less severe on normal servers.

So, I decided to decompile the map and change these things - only to
realize that the map maker even included the .map file. Which I have done now, too.

- Reactor does fit upstairs now.

- And you can't get imprisoned upstairs: Just push the button
  and jump out the door. Not an elegant solution, but better than nothing.
  Let the rants come. Abandon ship. Start over.

- DraZiLoX suggested to add a ladder in the corner building at the high ledge. Done.

- And then I thankfully remembered that the damn lift sound was missing.
  Everyone in the whole map always could read that it was moving.
  That is fixed now. I had to add a door there to keep the experience of a wall
  where the lift is - because I had to reduce the huge lift body to a platform.
  Otherwise, the sound would play at the volumetric center - very far away from
  the listeners. Not audible at all. The door and lift sensor is even timed
  so that you can get off the lift nicely without it moving up again.
  It's quite comfortable now. By the way: There is no default sound
  for lift platforms, afaik. I didn't want to spend much time with it,
  so I did what I always do when I have a mapping problem in Trem:
  I use a door. I made the programmable soundtracker and a little piano
  in Trem using doors ("gmotw_pianolessons"). I used doors to show a busy-lamp
  inside a button. And the lift is a door now, too :)

regards

God, maker of the world

Find me on [W].

The only map release by me so far: Skybox ("gmotw_skybox_b03" on [W]onderland)
All my original maps have the "gmotw_" prefix, so there's no confusion.













-------- ORIGINAL README OF "map-treecannon_b4.pk3" --------

This is an altered Push Cannon B3 by RDizzle

Rezyn additions:

treecannon_b1 December 22, 2008
  Add middle 'tree'

treecannon_b2 December 23, 2008
  Convert to mostly stock trem texture + snow
  Add ice lake
  Add corner bunker

treecannon_b3 January 7, 2009
  Add human base balcony
  Add alien base ceiling ledge
  Add top platform with lift/hall from tree
  Make corner bunker more defendable as a base

treecannon_b4 Januart 10, 2009
  Fix 'floor pouncing' in human balcony, tree, bunker
  Lower ceiling in human base balcony so that RC will not fit
  Reduce size of bunker doorways a bit
  Add cushion to top platform

