[BETA 7] Aerial Faith Plate Quality Control

by Moth · Uploaded Oct 03, 2011

Screenshot 1

File Size: 15.60 MB

Downloads: 409

Rating: (3 votes)

Description

An upcoming map for the Team Citruz project. A short atmospheric and explorative map: Updated screenshots of the final mod-submitted version can be seen on the Team Citruz wiki at the following link: http://mothdesigns.co.uk/citruz/wiki/in ... _C01_bts01 ------------------------ BETA 7 Added music track Added Radio Music (just for lpfreaky90) BETA 6 Fixed: Intro Door Clipping Exploit Fixed: Visible pipe debris spawns BETA 5 Now with 100% more VMF file! Detail fixes, further optimisation of brushwork Tweaked Lightmap sizes for more beautiful shadows Tweaked Fog controller 'Suck tube' clipping issues (hopefully) resolved This map wouldn't have been possible without my fellow team members, Chickenmobile, iWork925 and Skotty

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Moth • Oct 03, 2011 • #47405
225 posts

An upcoming map for the Team Citruz project. A short atmospheric and explorative map:



Updated screenshots of the final mod-submitted version can be seen on the Team Citruz wiki at the following link:

http://mothdesigns.co.uk/citruz/wiki/in ... _C01_bts01

------------------------

BETA 7

Added music track
Added Radio Music (just for lpfreaky90)


BETA 6

Fixed: Intro Door Clipping Exploit
Fixed: Visible pipe debris spawns


BETA 5

Now with 100% more VMF file!
Detail fixes, further optimisation of brushwork
Tweaked Lightmap sizes for more beautiful shadows
Tweaked Fog controller
'Suck tube' clipping issues (hopefully) resolved


This map wouldn't have been possible without my fellow team members, Chickenmobile, iWork925 and Skotty

File Name: moth_bts01_291011.rar
File Size: 15.6?MiB
[BETA 7] Aerial Faith Plate Quality Control

tehkasl • Oct 03, 2011 • #47406
6 posts

Nice to see you doing another BTS map! The pipes were a nice addition; they make it look alive!
By the quality control area, you can clip through the middle of the white wall, shown here http://steamcommunity.com/profiles/7656 ... 685115357/?

Also, the crushers aren't lethal if I touch them.

Can't wait to see more of this!

andyb • Oct 03, 2011 • #47407
257 posts

Lethal?Lol they are not even solid.Should atleast make em solid for now so we can explore unless thats it

Moth • Oct 04, 2011 • #47408
225 posts

The pipes are gorgeous aren't they? Skotty taught me how to do them.

Thanks as always for the helpful comments. I'll be sorting those things today.
As usual, there's a lot more to see than an initial quick run-through will reveal :-p

thomars.dm • Oct 06, 2011 • #47409
101 posts

the point of this map is what
fn hell it looks awesome though

Moth • Oct 06, 2011 • #47410
225 posts

This is a BTS map that will be inbetween tests. It's part of the Citruz Project.

Beta 2 uploaded!

thomars.dm • Oct 06, 2011 • #47411
101 posts

k

Tyronis3 • Oct 10, 2011 • #47412
96 posts

Found a couple of bugs. I think the biggest thing you'll want to do is put clip brushes around your catwalks so people don't go jumping outside of the map. I'll upload a vid with all the bugs I find.

Tyronis3 • Oct 18, 2011 • #47413
96 posts
Moth • Oct 24, 2011 • #47414
225 posts

You're just too late, Tyronis. I just uploaded a new version, so your vid is old, but still contains many things which I will sort for next release. Thanks for the useful video, though it serves you right for getting yourself stuck in such ways on purpose :-p

Lpfreaky90 • Oct 24, 2011 • #47415
2,842 posts

Amazing map design! really really great!
I only walked and placed two portals is that intended?

can't wait to see the rest!

Moth • Oct 25, 2011 • #47416
225 posts

Yeah, two portals

Just updated to Beta 5. Please report back :-p

Lpfreaky90 • Oct 27, 2011 • #47417
2,842 posts

Report:
nice updates, you can't get stuck anymore at the beginning of the level.

HOWEVER:
The radio in the first room doesn't play it's song :-O
You can still get stuck in the door if it opens and you run back, maybe you can add a player_clip there, which is inactive but gets enabled when the door closes?
I more or less no-clipped through the suction tube at the end. Maybe add a trigger with a camera that lets you fly in. that way it will still look good and you won't have clipping issues?
The map is still ... looking pretty good.
23 minutes compile time?! Oo

Good luck with the rest of this and other maps
Looking forward to play the whole mod

~Lp

tehkasl • Oct 28, 2011 • #47418
6 posts

Love the improvements! The turret in the observation annex was a nice little touch!
The ending with the suction, is it supposed to take you back to the main menu, because I stayed stuck there in the darkness.
Loving the atmosphere of this!

Moth • Oct 28, 2011 • #47419
225 posts

You're stuck in the dark because you don't have moth_bts02.bsp because it's not released yet

I'm glad you found the easter egg

Keep the comments coming please.

Moth • Oct 29, 2011 • #47420
225 posts

PAGE TWO!!

29th October - just updated to Beta 6. Placed some rectangular trigger_push brushes inside the intro heavy doors to prevent the nasty 'Tyronis3 bug' :-p

These gently push the player through the door with a low force of 50, and it's one way only, determined by the push direction. Full changes steam-rolled into the VMF

Lpfreaky90 • Oct 29, 2011 • #47421
2,842 posts

no radio sounds yet?

Moth • Oct 29, 2011 • #47422
225 posts

Fine, lpfreaky90 - Just jumped to Beta 7 - with radio music just for you, buddy

Lpfreaky90 • Oct 30, 2011 • #47423
2,842 posts

WOOT best update evar!!!!!

DannySwish • Nov 12, 2011 • #47424
41 posts

This map is beautiful. I've never seen such a detailed one. Loved that turret sitting in that chair haha. So far I've found two bugs with the latest beta. I'm no good at explaining through text so I made a short vid with the bugs. Link: http://youtu.be/GaYAWHrOemQ

From a certain point on the catwalk you can shoot a portal through that...thingy and have it pop up way over to the other wall. Also that chamber off to the left has an overlap issue with the light. Hope that helps! Excellent work. Oh, and I forgot about this in the video, but the suction tube where the cubes are flying into is not solid. You probably knew that but there ya go. Oh (Ugh I keep finding things after I made the vid haha) when you get on the conveyor belt with the Aerial Faith Plates being tested, you don't move with the belt.

Moth • Nov 13, 2011 • #47425
225 posts

Thank you for your kind comments

ALL of the issue in your video have been addressed, but you'll have to download the upcoming 'Episode One' from team Citruz before you get to play the revised map

Our website is sparse at the moment, but keep checking it - there WILL be news.

DannySwish • Nov 13, 2011 • #47426
41 posts

Cool! Oh but another thing: Could you (If you haven't already) make it so that when you jump off the railing to your death give it that sort of fading effect in the real game instead of that landing-on-the-floor-and-taking-damage thing? Also remember that...thing I was talking about that you can (or used to be able to) shoot through? In the real game that surface is portalable. Just a thought.

DannySwish • Nov 13, 2011 • #47427
41 posts

I just found something else that you may or may not have fixed. If you emancipate the radio, the music continues.

Moth • Nov 14, 2011 • #47428
225 posts

DannySwish wrote:
If you emancipate the radio, the music continues. LOL

.. only for a very short time :-p

DannySwish • Nov 14, 2011 • #47429
41 posts

Still :p
Also there is still a tube with visible cube spawns. It's the one to the right furthest down i think when you walk in. I also think it would be a good idea to make the tubes busier, with more flyin through. Also if this is set in early aperture like the 70's or something then shouldn't the cubes be the old style? Up to you I guess

Moth • Nov 15, 2011 • #47430
225 posts

The tubes used to be busier, but increasing them past the current setting causes noticeable massive lag, because I'm pretty much pushing the limit right now for visible models on-screen. The framerate really suffers if I'm not careful to stay within the budget, and that's the reason why the final in-mod BSP with HDR and cubemaps is 88MB :-p

But you'll love it, I promise.


Re: Gedomes - in the single player campaign, Geodomes were used extensively from 1940 to the 1970s, and then stopped being used so much towards the late 70s/early 80s, with most things after this carved out of rock or made of very primitive modern cube chambers.
Play chapter 5 'the fall' again, and especially right at the end when you ascend from the pump station, there's some of the very first modern chambers, supported by giant shock absorbers.

Incidentally, I loved the hugeness of those spring models so much, I think I did a pretty good job of fitting them into this map.

DannySwish • Nov 17, 2011 • #47431
41 posts

Can't wait. When is the mod planned to be released? Oh and PLEASE tell me it is compatible with Mac.

Moth • Nov 18, 2011 • #47432
225 posts

The 'when it's done' approach has always pissed me off, but now I'm actually on a small team of amazing people who dedicate ridiculous hours of their free time, I really can see why definite dates just don't get committed to.
We've decided to release episodic content, so we can get it to you faster, and break our workload up into manageable chunks, whilst also being able to thoroughly play-test and bug-stomp.

The quality of some of the stuff that has come from our team so far is truly astounding. We're not releasing it all, of course - but all I can say at this point is this;

You've seen past work from all of the team members here on TPW - you know it's going to be nothing short of completely awesome.

Mac compatibility is an ABSOLUTE cert, as is Linux on Wine
I own several Macs, and IF there are problems at release, I'll personally work to push a Mac release.

Keep checking our website and forums for news.

Lpfreaky90 • Nov 18, 2011 • #47433
2,842 posts

"episodic content, so we can get it to you faster" wonder where I heard that before...
anyways: I'm really looking forward to the project

DannySwish • Nov 18, 2011 • #47434
41 posts

I'm so excited! Keep up the good work!

PCdoc • Dec 29, 2011 • #47435
245 posts

6 months since anyone posted.
Was this ever completed and posted to the regulae Downloads section ?

Moth • Jan 10, 2012 • #47436
225 posts

A final version of this map hasn't been released to the public yet. It will be featured in our upcoming mod. Read about that by clicking on my sig.

if there is enough vocal interest, I may consider releasing a custom modified standalone version in the 'Single Player' release section.

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