Staredit Network > Forums > SC1 Map Production > Topic: Tremulous-inspired map
Tremulous-inspired map
Sep 30 2008, 7:10 am
By: Infinitron  

Sep 30 2008, 7:10 am Infinitron Post #1



INTRO: (or, what the ħ€łł is Tremulous?)
So, has anyone played the Open Source FPS Tremulous? It is a first-person shooter like Counter Strike and consists of two sides. Humans and Aliens. Humans are able to buy weapons to get stronger and Aliens evolve into tougher beings. Both sides are able to construct buildings for defense and enhancing your troops. It is somewhat Starcraft-inspired as things like the Alien side has buildings like "Overmind" and "Creep".

It is a great FPS. Perhaps so great that it should be brought to the world of Starcraft. It got the idea this morning and am just writing this from the top of my head.
Instead of writing a great list of features I want in the map, here is a list of features not yet implemented:

TODO:
» Map layout
» Implement Human weapons (Full list and graphics here: http://tremulous.net/manual/#x1-70002.2)
» Implement Alien classes (Full list an graphics here: http://tremulous.net/manual/#x1-30002)
» Random node/egg respawn (nodes/eggs are placeable by Engineers)
» Human weapon purchase (can only be done at Armory)
» Alien evolution (can be done anywhere)
» Human grenades
» Human Medkits
» Balancing
» Frag messages á la: The purple Machinegunner was clawed by the red Dretch (funky, eh?)
...and probably a lot more

FOR LATER IMPLEMENTATION:
» Construction of buildings (quite a challenge since I will have to deal with eggs/turrets)
» Figure out a way for some aliens to walk on walls. (suggesions welcome!)
» Rest of game mechanics.

LEGAL STUFF:
Since Tremulous is open source and all game files licensed under a permitting license I might be able to use some of the sounds for the Tremulous map. I will however contact the devs to check if it is alright with them. Wouldn't want to step on anyone's toes. Also, I'll most likely release the Tremulous map under a free license, so people can poke around and make derivates.

WHAT NOW?
I'm planning to have this done before the end of the year, if something really challenging shows up and makes me unable to complete the map.
As soon as I've got anything graphical done I'll post it here. What is best to start with btw, triggers or terrain?

Post has been edited 5 time(s), last time on Sep 30 2008, 8:16 am by Infinitron.



None.

Sep 30 2008, 10:56 am Ultraviolet Post #2



I am of the opinion that having an arena to work with makes creating the triggers that much easier, but both end up getting heavily modified, so you should probably just start with whatever you feel like doing. I like the idea of the map, but I don't know if I'm envisioning the same thing that you are ;o




Sep 30 2008, 11:50 am Infinitron Post #3



Quote from name:NerdyTerdy
I am of the opinion that having an arena to work with makes creating the triggers that much easier, but both end up getting heavily modified, so you should probably just start with whatever you feel like doing. I like the idea of the map, but I don't know if I'm envisioning the same thing that you are ;o

You should watch http://www.youtube.com/watch?v=aQKKrrNB_8I to get an idea of what I am trying to accomplish.
Tremulous is extremely action-filled. I hope to get the same kind of action in the map. Therefore there will be a lot of open spaces where you are vulnerable to attack.

Also, in the game, Aliens are able to sense where humans are on a radar (and humans are too, with help of a helmet purchased from the armory). I could try implement this by sharing the vision of nearby enemies, but the best thing would actually be to show positions, but not the units themselves. Kind of like SC2 does. Ideas? :)



None.

Sep 30 2008, 5:36 pm Biophysicist Post #4



Quote
» Figure out a way for some aliens to walk on walls. (suggesions welcome!)

Isn't there a kind of null which is walkable, but you can't walk from normal terrain onto it? (eg. the only way to get onto it is with Recall, a transport, or a trigger, but once you are on it, you can walk onto other null squares or back to normal terrain) You could make your walls out of that and place sprites to make it look like a "wall". (Only problem is then it would be hard to see the alien because the sprite gets in the way... Maybe Photon Cannon sprites?) I think that for some reason you can walk onto unwalkabe terrain from the Null I'm thinking of, which might be a good thing or a bad thing, depending on the specifics of your map.

Quote
I could try implement this by sharing the vision of nearby enemies, but the best thing would actually be to show positions, but not the units themselves. Kind of like SC2 does. Ideas? :)

Assuming you mean on the map (as in, not on the minimap), you could mark them with Spider Mines or burrowed Zerg.



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