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Tremor 2016 - Game Level For Tremulous

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Overview: Unleashing the True Potential of a Classic Map

Tremor 2016 is a game level by Matthias "Masmblr" Peters for the open source game Tremulous.

Map Description:

For a long time, Tremor had held a special place as one of my favorite maps. However, there was always one aspect that never quite sat well with me—the rushed appearance. Determined to do justice to Tremor, I embarked on a mission to reshape it into something truly remarkable.

Introducing the Tremor Remake, named Tremor 2016, a homage to Gordon Miller's (Vedacon) original Tremulous map, Tremor. This recreation went beyond a mere facelift; it involved a complete redesign from the ground up while staying true to the layout that made Tremor beloved among players.

One notable addition to the map is the inclusion of a cargo elevator within the storage03 area. In this remake, the aliens find themselves lurking within the hangar, ready to pounce on unsuspecting prey, while the humans fortify their position in the control center. The battle for dominance unfolds within these two distinct areas, each offering its own tactical advantages and challenges.

To ensure optimal performance, hint brushes were employed, improving fps count. By meticulously carving out the space-theme, players are transported into a world where they truly feel immersed in the vast expanse of space.

The immersive experience is further enriched by an extensive sound atmosphere. From the echoing footsteps resonating through the metal corridors to the distant hum of machinery, every sound has been thoughtfully integrated to bring the map to life and amplify the spooky ambiance.

It's important to note that this is an UNOFFICIAL remake. It is a labor of love from a dedicated fan, aiming to pay tribute to the timeless legacy of Tremor. Although unofficial, the Tremor 2016 Remake aims to breathe new life into the map and provide players with an unforgettable gaming experience :).


Screenshots:

Comparison screenshots:

Textures

Some textures I have drawn for the map:

Version History:

Version: Date: Status:
1.0 08/05/2016 beta
1.1 10/05/2016 beta
1.2 15/05/2016 release

How-To

Binary:

  1. Download the release package.
  2. Save the *.pk3 file to the following directory: /%PATH%/Tremulous/base/.
  3. Start the Tremulous game and select "Create Server" with the desired map.

Source:

  1. Download the source release and the tremulous-common-files.
  2. Extract the files to the default installation directory. It should look like this:
DRIVE:/%PATH%/tremulous/
|   tremulous.exe
|   tremulous.x86
|   ...
+---base
|   |   autogen.cfg
|   |   data-1.1.0.pk3
|   |   map-atcs-1.1.0.pk3
|   |   ...
|   +---env
|   +---maps 
|   +---models 
|   +---scripts
|   +---sounds
|   \---textures
  1. Download NetRadiant Level Editor.
  2. Launch NetRadiant and select "Tremulous" as your game setting.
  3. Open the '.map' file located in the directory /%PATH%/tremulous/base/maps and, from the menu, choose 'Build -> 'Build with final settings.'
  4. Start the Tremulous game with -sv_pure 0 -devmap MAPNAME. Make sure to replace "MAPNAME" with the actual name of the map you compiled.

Development Tools:

Photoshop CS6
Audacity
NetRadiant
Q3Map2

Related Resources:

Official Tremulous website: https://tremulous.net
NET Radiant Level-Editor: https://netradiant.gitlab.io
Master-Server-List: http://dpmaster.deathmask.net/?game=tremulous
Unofficial successor "Unvanquished": https://unvanquished.net

Legal Information and Attribution

Some assets may be derivative works or subject to different licenses. Please refer for author and license details. Note that some files may have been modified. Below is a list of files and their legal statuses.


levelshots\tremor_2016.jpg 1
maps\prefabricated_elements.map 1
maps\tremor_2016.map 1
maps\tremor_2016\lm_0000.tga 1
maps\tremor_2016\lm_0001.tga 1
maps\tremor_2016\lm_0002.tga 1
maps\tremor_2016\lm_0003.tga 1
maps\tremor_2016\lm_0004.tga 1
maps\tremor_2016\lm_0005.tga 1
maps\tremor_2016\lm_0006.tga 1
maps\tremor_2016\lm_0007.tga 1
maps\tremor_2016\lm_0008.tga 1
maps\tremor_2016\lm_0009.tga 1
maps\tremor_2016\lm_0010.tga 1
maps\tremor_2016\lm_0011.tga 1
maps\tremor_2016\lm_0012.tga 1
maps\tremor_2016\lm_0013.tga 1
maps\tremor_2016\lm_0014.tga 1
models\mapobjects\tremor_2016\box.ase 1
models\mapobjects\tremor_2016\box2.ase 1
models\mapobjects\tremor_2016\comp_01.ase 1
models\mapobjects\tremor_2016\comp_02.ase 1
models\mapobjects\tremor_2016\plant\dirt.tga 3
models\mapobjects\tremor_2016\plant\leaf1.tga 3
models\mapobjects\tremor_2016\plant\leaf2.tga 3
models\mapobjects\tremor_2016\plant\plant1.ase 3
models\mapobjects\tremor_2016\plant\plant2.ase 3
models\mapobjects\tremor_2016\plant\pot.jpg 3
models\mapobjects\tremor_2016\plant\pot_glow.jpg 3
models\mapobjects\tremor_2016\plant\root.tga 3
models\mapobjects\tremor_2016\plant\trunk.tga 3
scripts\shaderlist.txt 1
scripts\tremor_2016.arena 1
scripts\tremor_2016.particle 1
scripts\tremor_2016.shader 1
textures\tremor_2016\black.tga 1
textures\tremor_2016\tremor_2016_env.jpg 1
textures\tremor_2016\tremor_2016_glass_01.jpg 1
textures\tremor_2016\tremor_2016_glass_02.tga 1
textures\tremor_2016\tremor_2016_red_shade.jpg 1
textures\tremor_2016\tremor_2016_sfx_sprite_01.jpg 1
textures\tremor_2016\tremor_2016_sfx_sprite_02.jpg 1
textures\tremor_2016\tremor_2016_smoke.tga 1
textures\tremor_2016\tremor_2016_sparks.jpg 1
textures\tremor_2016\tremor_2016_sparksb.jpg 1
textures\tremor_2016\tremor_2016_tex_1.jpg 2
textures\tremor_2016\tremor_2016_tex_10.jpg 2
textures\tremor_2016\tremor_2016_tex_11.jpg 3
textures\tremor_2016\tremor_2016_tex_11_glow.jpg 3
textures\tremor_2016\tremor_2016_tex_12.jpg 3
textures\tremor_2016\tremor_2016_tex_12_glow.jpg 3
textures\tremor_2016\tremor_2016_tex_13.jpg 3
textures\tremor_2016\tremor_2016_tex_13_glow.jpg 3
textures\tremor_2016\tremor_2016_tex_14.jpg 1
textures\tremor_2016\tremor_2016_tex_15.jpg 1
textures\tremor_2016\tremor_2016_tex_16.tga 1
textures\tremor_2016\tremor_2016_tex_16b.tga 1
textures\tremor_2016\tremor_2016_tex_17.jpg 1
textures\tremor_2016\tremor_2016_tex_2.jpg 1
textures\tremor_2016\tremor_2016_tex_20.tga 1
textures\tremor_2016\tremor_2016_tex_20_glow.jpg 1
textures\tremor_2016\tremor_2016_tex_21.jpg 1
textures\tremor_2016\tremor_2016_tex_2b.jpg 1,2
textures\tremor_2016\tremor_2016_tex_3.jpg 1,3
textures\tremor_2016\tremor_2016_tex_30.jpg 1,3
textures\tremor_2016\tremor_2016_tex_31b.jpg 1
textures\tremor_2016\tremor_2016_tex_3_glow.jpg 3
textures\tremor_2016\tremor_2016_tex_3b.jpg 3
textures\tremor_2016\tremor_2016_tex_3b_glow.jpg 3
textures\tremor_2016\tremor_2016_tex_4.jpg 3
textures\tremor_2016\tremor_2016_tex_5.jpg 3
textures\tremor_2016\tremor_2016_tex_6.jpg 3
textures\tremor_2016\tremor_2016_tex_7.jpg 3
textures\tremor_2016\tremor_2016_tex_8.jpg 3
textures\tremor_2016\tremor_2016_tex_9.jpg 3
textures\tremor_2016\tremor_2016_turbine.tga 1


Credit-1

Matthias "Masmblr" Peters
Content: Map, Textures, Shaders
License: Attribution-NonCommercial-ShareAlike 4.0 International
(See "LICENSE" file for more Informations.)

Credit-2

Philip “Blazeeer” Klevestav
Content: PK Textures
License: Attribution License

Credit-3

Stijn “Ingar” Buys
Content: Plant Model
License: Attribution License

For all other content, their respective licensing rules and other legal provisions apply.

Special Thanks:

  • id Software for Quake3
  • Dark Legion Development for Tremulous
  • Team Xonotic for NetRadiant

map-tremor_2016_src's People

Contributors

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Watchers

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map-tremor_2016_src's Issues

possible Geometry leak

When running the map with daemonEngine, after a quick novis compilation with Netradiant (1.5.0), it is possible to go outside of the map's geometry from where I am in this screenshot:

2023-10-29

I could not see anything in NetRadiant that would explain this, but then, I am not a mapper myself. It might be because of a bug in DaemonEngine/Unvanquished, I do not know.

2023-10-29_000

The leak seems to happen where the "hint" and the pipe collide, but I tried removing the hint (just in case, despite I think they're only used to optimise computations of visibility) and obviously this didn't solved the problem.

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