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Private Stan Sauer returns in a new map

by mitaman1 on 03/30/2008 18:47, 11 messages, last message: 04/01/2008 19:41, 3381 views, last view: 05/04/2024 22:50

Hello to the Sauerbraten community!

I have a new single player SAUERBRATEN map pack called "Private Stan Sauer: Run n'Gun". If you've played any early mpsp series maps, you'll know what to expect!

Get it here:

http://chronicfatiguemusic.com/mpsp9_final.zip

Or visit the website here and look around:

http://chronicfatiguemusic.com

This is a rather large download, approximately 25mb. The map pack contains the following:

1. (3) single player maps (mpsp9a, mpsp9b, mpsp9c)

2. 200+ new MitaMAN textures (including normal and spec maps) along with a few new

and reworked textures from the loopix, noctua, and g-pack texture collections.

3. Mask textures for several of the mitaman models included from the original "Army of One" (mpsp6) map pack.

4. New doors, fence, elevator and floor board mitaman models.

5. Several DCP models (light, grates, switch, etc...) that were not part of any CUBE or Sauerbraten release.

6. A texture/model config template (mpsp9_template.cfg) to make it easy to use the new textures / models in your own map.

This map will push your system hard in some areas. There are many explosions, items that move, outdoor water areas, and elevators. I used most of what the engine has to offer map builders.

Take care of what you shoot at! Sometimes you'll find stuff after an explosion - BOOM!

Extract the "mpsp9_final.zip" file into your Sauerbraten folder (not "packages"
folder). Some of the files from the original mpsp6 (Army Of One) map pack will be over-written. Don't worry, it's just improved model textures and md2 configs. YOUR SAUERBRATEN INSTALL WILL NOT GET MESSED UP!

ALL NEW TEXTURES ARE IN THE packages/mpsp9 FOLDER IN THEIR OWN SUB-DIRECTORY.

To play the map, open the console, type "sp mpsp9a" (without quotes) and press
enter. Then Run, Gun, and have fun!

Special thanks to all the content creators for the existing Sauerbraten assets I used in this map. And of course, extra special thanks to the developers of this outstanding game engine.

Any feedback on this map would be great.

MitaMAN (aka Mike Poeschl)

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#1: ..

by scasd on 03/31/2008 01:36

Good work ! The textures are looking very very sweet. I really want to use them in some of my maps too. It would be nice to see them in the next Sauerbraten release.

Only the monsters seem a bit displaced by the way.

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#2: ..

by MovingTarget on 03/31/2008 15:31

Wow dude, sweet work! I didn't get to play very far, but what I saw was freakin' awesome!!! The textures are quite nice, and perfectly suited to your map. May I ask what program you used for the normal maps?

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#3: Re: ..

by mitaman@dark_work_cave on 03/31/2008 15:43, refers to #2

I used the free nVidia plugin for photoshop.

Get it here:

http://developer.nvidia.com/object/photoshop_dds_plugins.html

The spec maps were made "by eye" using contrast / brightness filters.

Glad you like what you see!

MitaMAN

reply to this message

#4: ..

by Grogan on 03/31/2008 22:39

I see April came early, and it feels like Christmas! :-)

Great job on the map, it looks great and it's a lot of fun to play.

I haven't made it all the way through yet (I'm on part b), because unfortunately my Linux client is crashing a lot playing this map (I'll report that with debugging info elsewhere after more testing... I now see there's a patch and sources have changed)

I've not had any problems with the assassin edition of Sauerbraten before, but this is the first map I've played (except for the demo) that's made use of the movable objects and exploding barrels.

I might also have to report a prominent spot where I got my player stuck in the map, but I'll wait and see if I can reproduce that. I'll make a screenshot if so.

Thanks for the awesome SP map... you've done it again.

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#5: Re: ..

by mitaman1 on 03/31/2008 23:17, refers to #4

Hello Grogan!

Glad you like it so far. Sorry about the crashing. I played the map on 4 different computers (all windoz) without a single crash.

Sauer version was the patched assassin edition from sourceforge. I did not use any CVS stuff.

Let me know about the stuck player, perhaps I missed clipping a surface near some "curved corner" or something.

Thanks for playing - MiTaMAN

reply to this message

#6: ..

by Grogan on 04/01/2008 01:29

The crashing was solved by patching the sources and recompiling (I have to compile, because I have a pure 64 bit Linux system). I wish I'd have thought to check sourceforge for patches before spending time trying to get a stack trace and stuff lol.

I almost finished it through part c and got called away, but no crashing. It's safe to say that problem is solved, as I was not able to play it for very long. It was being triggered by exploding barrels when it happened.

However, yes, I can get stuck in that spot every time. It wasn't a fluke. I made a screenshot of where it happened, near the beginning of the game in one of those rooms you get to by elevator. You go down those steps to get the shotgun ammo pickup, and if you go between those pillars you're fatally stuck.

http://www.mikeserv.org/gallery/Mikes-Gallery/gameshots/stuckhere.png.html

After I get a bit of work done, I'm going to play through this map again from start to finish! It's fairly challenging, I get killed a few times.

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#7: Re: ..

by mitaman1 on 04/01/2008 01:36, refers to #6

Hello again Grogan!

Yes, I know the spot you get stuck, I got stuck when first building the map.

But I was sure I added clip (red material you'd see in edit mode) to prevent the player from getting stuck. I'll check into that.

Thanks

reply to this message

#8: ..

by Grogan on 04/01/2008 07:54

I played this map for a couple of hours uninterrupted tonight and I had a blast :-)

I went through it from start to finish twice and got killed a fair bit. I found myself getting surprised by those rhinos in places. Well done.

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#9: ..

by Julius on 04/01/2008 14:58

Played it through on my linux system with the CVS version.

Pretty nice, but you overdid it with the exploding barrels a bit, and ammunition was a bit scarce (I don't really like killing enemies with the melee weapon).

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#10: Re: ..

by mitaman@dark_work_cave on 04/01/2008 15:52, refers to #9

Hey Julius!

Yea, lots of exploding stuff is on purpose. Once you know the layout of the maps its easy to use exploding stuff to kill many bad guys without directly shooting at them.

Scarce ammo was also on purpose. I wanted the player to "think a bit", not just run into each room with all weapons fully loaded.

The cool thing about boxes moving around at explosions is that each time the maps are played, the location of moved boxes changes depending upon what you blow up in what order. Sometimes you get more cover to hide behind, or "push a box" in front of a door before opening it. The monsters struggle to get out, then you shoot them like fish in a barrel.

Regardless, hope you find it fun and re-playable.

MitaMAN

reply to this message

#11: ..

by Grogan on 04/01/2008 19:41

Yes, for me that is part of the fun of this map... the timing in exploding the barrels while enemies are in close enough proximity. If you wait too long, the enemies get in front of them and you can't get a clear shot at the barrels, or they advance towards you, out of range of the explosion damage. Sometimes you can still soften them up though such that a couple of pistol shots kill them.

I'm glad there is an abundance of the barrels.

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