Map "Station T10"
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
Hey
I made a map called "Station T10" alias T-X (so you know who).
At first i was not really in the mood for mapping as i found the editor to be much alike the others which are all lacking of a lot of things. I will give some more details in another thread (time to sort/copy the notes). Then i found a theme and started doing a map with some goals in mind.
*1 Making a map easy to learn and navigate. "Go north" you hear. North you go to get there (North).
*2 Rooms with many configurations and size to provide some training facilities to beginners. Some rooms are ok for BH some others are obstacles on that matter, etc.
*3 A tool to provide teachers and new comers some playground. I mean it is big enough to allow several work-groups to practice on different areas.
*4 Keeping framerate above 100 (most of the time on my computer with total infestation) so ppl can have a good experience playing it.
*5 Try to make it good looking. I mean by that some kind of a logic in there. Yes Biodome and Eclipse are pretty illogic for me. Sorry.
You'll find it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=220998842
This map is ready for testing, I can't do that on my own although i respected some guidelines (distance wall-hive for sieges etc...) and i know it'll work. I wandered a lot in there.
The map facts :
-No this map isn't finished yet. i'd say 95% and the 5% are for testing purposes.
-No there are no default Grey texture in there (i'm the kind that finish what he starts).
-No the layout won't change but maybe one or two rooms layout may vary depending on testing results.
-Yes i'm thinking about to add more vents but again i'm waiting for test results.
-No i will not announce it in General discussion until proper testing has been executed.
-Yes there's a hidden room accessible from ready room.
-Yes 2 rooms have been mirrored (but are different now). It is logical for once and there is another purpose.
-Yes the version number stays on the file and in-game name for now (it'll be gone as soon as it is ready to be announced widely).
Layout :
9 RT / 5 TP / 2 random alien hives / 2 Random marine base / 1 neutral.
Notes:
The center hive (Neutral) is a pain in the ass to defend but this is made like that on purpose. The purpose is to teach commanders to leave it like that as long it's not a threat. Some ppl have trouble thinking like that... Also it provides a good "siege challenge". Coach and trainees will tell.
I published it on the workshop. It's my first time publishing with Launchpad so if anything goes wrong just tell me. Apparently i subscribed my own stuff and i can launch a server with that map.
What i ask as Report
-if you see bugs in the map
-if you want to give an evaluation on every room (too dark, too bright, more props etc...)
-if you want to give suggestions (I'm no god just a sovereign...).
Any help welcomed (Art suggestion for ex).
What i already know:
Things to do:
-Try to replace some textures that are equivalent (dark floors) by one and only one.
-More props and stuff as decorations everywhere.
-Enhance vent decoration (kind of 'all the same').
-Disable gestation here and there.
Known bugs:
Sound sound sound... Whut the...
It needs more COW BELL!!!
I don't know if it falls under the Squad 5 perimeter. I'm still willing to maintain the map as fixing problem won't suck all my time.
Devs will tell.
Hope you enjoy.
I made a map called "Station T10" alias T-X (so you know who).
At first i was not really in the mood for mapping as i found the editor to be much alike the others which are all lacking of a lot of things. I will give some more details in another thread (time to sort/copy the notes). Then i found a theme and started doing a map with some goals in mind.
*1 Making a map easy to learn and navigate. "Go north" you hear. North you go to get there (North).
*2 Rooms with many configurations and size to provide some training facilities to beginners. Some rooms are ok for BH some others are obstacles on that matter, etc.
*3 A tool to provide teachers and new comers some playground. I mean it is big enough to allow several work-groups to practice on different areas.
*4 Keeping framerate above 100 (most of the time on my computer with total infestation) so ppl can have a good experience playing it.
*5 Try to make it good looking. I mean by that some kind of a logic in there. Yes Biodome and Eclipse are pretty illogic for me. Sorry.
You'll find it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=220998842
This map is ready for testing, I can't do that on my own although i respected some guidelines (distance wall-hive for sieges etc...) and i know it'll work. I wandered a lot in there.
The map facts :
-No this map isn't finished yet. i'd say 95% and the 5% are for testing purposes.
-No there are no default Grey texture in there (i'm the kind that finish what he starts).
-No the layout won't change but maybe one or two rooms layout may vary depending on testing results.
-Yes i'm thinking about to add more vents but again i'm waiting for test results.
-No i will not announce it in General discussion until proper testing has been executed.
-Yes there's a hidden room accessible from ready room.
-Yes 2 rooms have been mirrored (but are different now). It is logical for once and there is another purpose.
-Yes the version number stays on the file and in-game name for now (it'll be gone as soon as it is ready to be announced widely).
Layout :
9 RT / 5 TP / 2 random alien hives / 2 Random marine base / 1 neutral.
Notes:
The center hive (Neutral) is a pain in the ass to defend but this is made like that on purpose. The purpose is to teach commanders to leave it like that as long it's not a threat. Some ppl have trouble thinking like that... Also it provides a good "siege challenge". Coach and trainees will tell.
I published it on the workshop. It's my first time publishing with Launchpad so if anything goes wrong just tell me. Apparently i subscribed my own stuff and i can launch a server with that map.
What i ask as Report
-if you see bugs in the map
-if you want to give an evaluation on every room (too dark, too bright, more props etc...)
-if you want to give suggestions (I'm no god just a sovereign...).
Any help welcomed (Art suggestion for ex).
What i already know:
Things to do:
-Try to replace some textures that are equivalent (dark floors) by one and only one.
-More props and stuff as decorations everywhere.
-Enhance vent decoration (kind of 'all the same').
-Disable gestation here and there.
Known bugs:
Sound sound sound... Whut the...
It needs more COW BELL!!!
I don't know if it falls under the Squad 5 perimeter. I'm still willing to maintain the map as fixing problem won't suck all my time.
Devs will tell.
Hope you enjoy.
Comments
==============================
2014 01 19:
Fix:
Updated overview images for in-game minimap.
Line of sight that allow shooting RTs, Hive/base or PN from a distance
LOS Control-Departure : moved the PN
LOS Storage-Exchange : Solved with crate props in Storage
LOS Supplies-Cafeteria : Solved with props in cafeteria
LOS X-To conference : Solved with doorway and doors in Conference
LOS Decontamination-Cafeteria-SecurityB : Solved with crate prop in security
All rooms
Added collision mesh to avoid ninja marine to get on top of the hallway
Cargo:
PG could allow th pass through force field : Solved with Nobuild
Security A/B
Bars could let a skulk or marines pass through. Added collision geometry
Generator
RT moved a little and crate props to avoid snipping
Added grating around engine to ensure safe passage for marines
Landing pad
Entities don't kill anymore. Damage are still inflicted.
Added collision mesh added under connecting stairs
Study lab
Added collision geometry to ensure player can't be stuck anywhere near it and maybe save some CPU as it simplify thing big time.
Replaced glass props with clean model (instead of shower).
Workshop
Added ladder to provide a way to get back in game if player got there accidentally.
Added prop to forbid any player to go under the connecting stairs between Workshop and Conference.
Removed robotic arm that was levitating here for no purpose...
Reception
Added props on desk that provide hiding place for skulks.
Moved some vendor machine to avoid marine ninja ambush and surprise buttsex.
Departure
Monitors in the top structure have now collision disabled.
Specimen
Added props around hive to avoid snipping from a distance.
Conference
Added many crates to break long line of sight.
Energy flow
Fixed the build problem : you could close the red room with 2 armories.
Entities under the energy thing doesn't kill anymore. Only damage.
Enhancements:
All TP have now a hole in the ground to fit the TP mesh
Storage
Added props on wall for decorating the room.
Exchange
Added props on wall for decorating the room.
Changed the room configuration with pillars and props.
Energy flow
Added props on wall for decorating the room.
To do:
Add more props here and there
Still have sound problems. Is there any logical way to debug it? Any help welcomed.
Animated props in vent are scaled at 1 in game while in editor all are under 1 and fit vent.
Study lab: Find a way to avoid gorge gestation on the scaffoldings.
Connect Control TP with the sleeping room: Will take a day to modify all needed geometry and props. Enhance the sleeping room.
Supplies:
Lower PN to get it closer to ground.
Generator
CommanderInvisible for some faces
==============================
Many thanks do those who help tasting and finding the mouse holes:
-Crazy
-Name
Apparently Steam workshop isn't really in the mood for updating...
Uploaded when it is... Stupid error code 16
Many improvements
Nope steam is a b|t[|-|.
Sorry for all those who subscribed it before. You'll have to click again.
http://steamcommunity.com/sharedfiles/filedetails/?id=220998842
Change log
==============================
==============================
2014 01 24:
Things that enter CommanderInvisible group
Workshop : 2 Lights
Cargo : Beams close to Hive
Control : Upper faces of Geometry 2 + round bars + Light props
Storage : Catwalk
Ajusted Occlusion geometry on all vents due to bigger fans.
==============================
2014 01 22:
Fix:
Connect Control TP with the sleeping room: Will take a day to modify all needed geometry and props.
Control : Rails not scaled properly near CC
Storage : Re arrange props & geometry to ensure no skulk can get out the map near the red crane structures.
Control : Added more props in next to TP rooms. Better lights in sleeping room
Genrator : CommanderInvinsible for energy props
Storage : Moved some crates and or stuff to allow pathing to provide a new way to navigate in the room (MAC, drifters)
Workshop : Debugging sound
==============================
2014 01 21:
Fix:
Control : Connect Control TP with the sleeping room: Will take a day to modify all needed geometry and props. +90%
Control : Stairs aren't gonna do it for a onos entering the base. Enlarge it.
Control : Enhance the sleeping room.
==============================
2014 01 20:
Fix:
Animated props in vent are scaled at 1 in game while in editor all are under 1 and fit vent. Restored to 1 in editor and modified the vent geometry to make all things fit together.
Supplies: Lowered PN to get it closer to ground.
Generator : CommanderInvisible for some faces.
Control : Connect Control TP with the sleeping room : Will take a day to modify all needed geometry and props. 50%
2014 02 02: vrs043
Exchange : Improving the lights and re-shape room to try to debug the commander view issue (can't drop elements at certain area of the room).
Notes : Occlusion work in a strange manner. Even if faces or props are supposed to be occluded they get to be rendered anyways. Another disappointment...
==============================
2014 01 31: vrs042
Easter Egg 2...
2014 01 28: vrs041
Occlusion test: Moving occlusion ceiling really high as floor really low.
It makes faces on wall taller. I'll see if it improve the FPS. It may help.
Exchange : Improving the lights and some geometry
==============================
2014 01 28: vrs040
Supplies : Try to make it less of an hallway more of a storage
Cafeteria : Adding props and more details in the room.
Fix
Landing pad : Props showing in minimap render
==============================
2014 01 27: vrs039
Sound debugging all other the map. It works better.
Cafeteria debug sound reverb. Strange effect in nearby vent too.
Workshop : Many props to lower ceiling for half the room. Lerk would be too powerful in there.
==============================
2014 01 26: vrs038
Cafeteria : Added Drums, synth, and big speakers on the stage
Cafeteria : Refined bar props and lights. Looks a little more psychedelic.
All vents: better look & feel with lights and grate.