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PlanetGloom Forum  |  Gloom  |  Development  |  Topic: [Map] SWars Gloom - Beta 2 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: [Map] SWars Gloom - Beta 2  (Read 2987 times)

DeeKae
GloomSE Contributor
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Posts: 72

[Map] SWars Gloom - Beta 2
« on: April 06, 2009, 09:03:42 pm »

[i]Update 2011-01-16:[/i]

I just added a working download link for players that would like to get the full package (including the high resolution textures and EGL map effects). It is still version beta 2 that you have been playing more than one and a half year.

[b][url=http://dl.dropbox.com/u/17752846/files/q2/gloom/maps/swg_beta2.zip]Download swg_beta2.zip (host: dropbox.com)[/url][/b]

[i]Update 2009-06-01:[/i]

I finished Beta2 of SWars Gloom. Download-Link and more information about the changes can be found below.

[b][s]Download swg_beta2.zip (Host: Sendspace.com)[/s][/b]

Changelog (changes since Beta1 version):

* fixed sliding in tubes near alien base and in hallways near human base,
* changed floor texture in alien base,
* changed ambient brightness of the map to a higher value,
* decreased clipped area in human base (you can jump and build on the inactive computer console now),
* decreased brightness of entrances to alien base by 20%,
* decreased height of main entrance to alien base,
* decreased fade distance of emitted light of the blue generators (fixed the fps drop in those rooms),
* EGL only: added more map effects,
* EGL only: added map loading preview picture.

The following screenshots show new and old EGL map effects.

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl03.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl04.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl05.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl06.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl07.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl08.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_beta2_egl09.jpg[/img]

There is a misaligned texture on the new brushes I have added to the backway. I will fix this in the next version. Please report any other bugs you may find. Thanks in advance.

[i]Original post:[/i]

This time I have prepared a remake of an oldie. The archive includes Hi-Res textures and Map effects file for EGL.

[b][s]Mirror 1: swg_beta1.zip (Filefront)[/s][/b]

[b][s]Mirror 2: swg_beta1.zip (Sendspace.com)[/s][/b]

May the force be with you Wink
« Last Edit: January 16, 2011, 01:25:00 pm by DeeKae » Logged

Ation
[Dice]
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Posts: 382

Re: [Map] SWars Gloom - Beta 1
« Reply #1 on: April 06, 2009, 09:07:14 pm »

pics or didn't happen
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[Dice]Ation
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Clan Dice never dies ;E

DeeKae
GloomSE Contributor
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Posts: 72

Re: [Map] SWars Gloom - Beta 1
« Reply #2 on: April 06, 2009, 09:50:30 pm »

It is quite interesting that if someone posts a map with "RAGE*" in its name it gets downloaded instantly ... no questions asked...

So here we go - get happy with these (partly) outdated and gamma enhanced screenshots:

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_wip02.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_wip03.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_wip04.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_wip06.jpg[/img]

[img]http://i169.photobucket.com/albums/u208/DeeKae78/Maps/Quake2/Gloom/swg/swg_wip11.jpg[/img]
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tachikoma
Server Operator
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Posts: 304

Re: [Map] SWars Gloom - Beta 1
« Reply #3 on: April 06, 2009, 10:01:30 pm »

Looks really nice
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decino
Kamikaze
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Posts: 166

Re: [Map] SWars Gloom - Beta 1
« Reply #4 on: April 06, 2009, 10:09:56 pm »

Another great map by DeeKea, good job!
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:>

Ation
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Posts: 382

Re: [Map] SWars Gloom - Beta 1
« Reply #5 on: April 07, 2009, 04:52:54 am »

I never download separate maps unless I'm personally asked to bugtest it. I've never tried NoBee's new map, and to be honest I don't like the idea of raping an already good map. Good looking screenshots can make a map look good at the first sight, so it's just my recommendation to post them.

Now I already have positive attitude towards your map Cool, but beware if it sucks Angry, lol.
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[Dice]Ation
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zorg
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Posts: 521

Re: [Map] SWars Gloom - Beta 1
« Reply #6 on: April 07, 2009, 05:31:10 am »

Just had an ingame look into it.

Excellent remake of the good old gloom.bsp Smile

Nice detail and such. Now we have to see how it's gameplay is.
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DeeKae
GloomSE Contributor
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Posts: 72

Re: [Map] SWars Gloom - Beta 1
« Reply #7 on: April 07, 2009, 05:55:04 am »

Ah, I understand. Usually I prepare Screenshots for my releases but this time I was in a hurry.

[quote author=Ation link=topic=5789.msg65743#msg65743 date=1239079974]
Now I already have positive attitude towards your map Cool, but beware if it sucks Angry, lol.
[/quote]

He he, it depends on how you like the original "Infested caverns". Layout is like 97.52% the same. Smile
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Jose
Global Moderator
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Posts: 1571

Re: [Map] SWars Gloom - Beta 1
« Reply #8 on: April 09, 2009, 06:30:02 pm »

Ive played this map once so far..
Joined humans and went frontway. Got so amazed by the human hall that I didnt get to see more of the map before it was already over Yay
Funny jumps there and beeeuuuuuuuuuutifuuuuuul! Hope to play it again sometime soon!
Great work, Deekae! U rule and rock at the same time. Keep it up! Yay
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[Dem] [url]http://dems.da.ru[/url] -Pitying fools since 2003®

decino
Kamikaze
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Posts: 166

Re: [Map] SWars Gloom - Beta 1
« Reply #9 on: April 09, 2009, 09:38:42 pm »

Just had a game (at Bobby's computer) and it lasted like 1.5 hours, pure awesomeness.
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:>

Grim
Server Operator
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Posts: 429

Re: [Map] SWars Gloom - Beta 1
« Reply #10 on: April 10, 2009, 03:05:04 am »

Mr. Deekae

Would you be interested in mapping for gloomse?

If so contact me through irc and we can set you up with access to the engine and development info.
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Nunca
Guardian
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Posts: 984

Re: [Map] SWars Gloom - Beta 1
« Reply #11 on: April 10, 2009, 02:09:44 pm »

Awesome job man Shocked
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[AK-47]

Jose
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Posts: 1571

Re: [Map] SWars Gloom - Beta 1
« Reply #12 on: April 10, 2009, 03:40:28 pm »

So many jumps    Shocked
Simply fantastic.
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[Dem] [url]http://dems.da.ru[/url] -Pitying fools since 2003®

Edo
Server Operator
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Posts: 741

Re: [Map] SWars Gloom - Beta 1
« Reply #13 on: April 10, 2009, 07:14:34 pm »

You really outdone urself m8. It looks awsome. It was like I was playing q3 with q2 movements

Keep up the goodies Smile
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pallokallo
Kamikaze
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Posts: 153

Re: [Map] SWars Gloom - Beta 1
« Reply #14 on: April 10, 2009, 07:42:29 pm »

WTF is this for q2 gloom. :O
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DeeKae
GloomSE Contributor
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Posts: 72

Re: [Map] SWars Gloom - Beta 1
« Reply #15 on: April 13, 2009, 11:36:38 am »

Thank you all for the feedback. I am really glad you like it.

@EDO: Some days ago you mentioned some places in my map where you can get stuck. Can you tell me those places?
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Devil
Stinger
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Posts: 317

Re: [Map] SWars Gloom - Beta 1
« Reply #16 on: April 15, 2009, 12:19:46 pm »

Played this map last night, WOW I love it! This really is a great looking map!!

How long did it take DK?
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In love with Gloom since 2001.

Jose
Global Moderator
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Posts: 1571

Re: [Map] SWars Gloom - Beta 1
« Reply #17 on: April 16, 2009, 02:26:33 am »

Deekae: I'm wondering how many of the maps jumps you made on purpouse..
Someday meisa gotta show the ones I found so far, so we can find out.. Mmkay?
Can we get a yard-line type of texture to alien base floor please? I will explain why if u dont figure it out instantly..  Cool
Gotta love the fact that SWG is still even a beta Yay
[b]You got me hooked on Gloom again! [/b]
Good thing Gloom is FREE unlike games some crazy big money geeks pay for.
I admit that I'm on the server jumping alone in the map at 5:27AM and work starts at 10am haha  Head Smack
This is my definate ALL TIME favorite Gloom map and I havent even played over 10games on it yet, but one can tell when a map is ELITE, especialy when the layout is proven to be helluva functional from the beginning of Gloom.


Now that we have A top notch map and a working basic DLL balance.. All we need IMO is more top notch maps, gloomSE (not .bsp) and upgrades mostly thrown to the TRASHCAN.

Good games to all of yousas! ..Yes, also even to you K-9.
-Jumpaholic

added later: oh yeah..
LOCATION files are difinately needed for the final version of this map. In the map .zip that is.
I can make em if you just name the rooms on a sketch or whatever when the map reaches final stage..
Cant wait to play a really good teamplay game on SWG!
« Last Edit: April 16, 2009, 09:44:23 am by Jose » Logged

[Dem] [url]http://dems.da.ru[/url] -Pitying fools since 2003®

Ation
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Posts: 382

Re: [Map] SWars Gloom - Beta 1
« Reply #18 on: April 17, 2009, 07:30:51 am »

I think that the map is really much skill dependant. Strafejump + mousewaving skillz play a huge role since you can jump the whole orig-to-orig path quite non-stop (not in bw though ;o). I think that the alien upper eggs are a lot less secure than in gloom.bsp against xt, but anything else won't be much of a threat to the upper ledges (if defended a bit).

I don't like the idea of starting with prebuilt upper spawns. It used to be a good "teamplay starter" to get people to boost breeder. Also engineers had the choice in gloom.bsp to #1 Build turrets in base // #2 Move poor teles // #3 Help with push or move base. Atm, there's not even need to engi at the beginning Very Happy. gtg -->
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Jose
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Posts: 1571

Re: [Map] SWars Gloom - Beta 1
« Reply #19 on: April 17, 2009, 07:53:10 am »

U talking about public games or clanwars, Ation?
Many times the teamplay on public is not good enuff  for proper lifting/building and team loses a good map in a rush because of that. Tho, in other hand it servs them right and they SHOULD learn from it.
My oppinion on the orig spawns is totaly split.. but just a tiny bit more to the current beta1 spawn position side.
If overall Gloom public teamplay would be better I'd like the spawns the way they originaly are in gloom.bsp
That's hardcore haha  Very Happy
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[Dem] [url]http://dems.da.ru[/url] -Pitying fools since 2003®
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