Tremulous Classic community map pack

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illwieckz
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Tremulous Classic community map pack

Postby illwieckz » Mon Aug 17, 2015 2:22 am UTC

Last edited by illwieckz on Mon Aug 17, 2015 2:01 pm UTC, edited 1 time in total.
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Tom
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Re: Tremulous Classic community map pack

Postby Tom » Mon Aug 17, 2015 7:01 am UTC



And with a server... What to say... Great work! :wink: It's so bad that some authors of old maps did not gave the sources.
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Matth
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Re: Tremulous Classic community map pack

Postby Matth » Wed Aug 19, 2015 11:15 am UTC

I see the effort that run into this and thank you for that, you did a great job!

Even with the new enhancements they still look like shit.
I understand the nostalgica and the word 'classic' but for me personally they are an unvanquished downgrade
and i hate to see them in unvq, at least if you port them nearly 1:1. :bomb:
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illwieckz
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Re: Tremulous Classic community map pack

Postby illwieckz » Wed Aug 19, 2015 3:39 pm UTC

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Matth
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Re: Tremulous Classic community map pack

Postby Matth » Mon Aug 31, 2015 1:22 pm UTC

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illwieckz
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Re: Tremulous Classic community map pack

Postby illwieckz » Mon Aug 31, 2015 10:38 pm UTC

Last edited by illwieckz on Wed Sep 02, 2015 10:02 am UTC, edited 1 time in total.
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lamefun
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Re: Tremulous Classic community map pack

Postby lamefun » Tue Sep 01, 2015 2:56 pm UTC

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illwieckz
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Re: Tremulous Classic community map pack

Postby illwieckz » Tue Sep 01, 2015 7:27 pm UTC

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Re: Tremulous Classic community map pack

Postby illwieckz » Tue May 08, 2018 10:38 pm UTC

Here are some previews on enhancements I did on Arachnid2! :bsuit:

First, the vis was absolutely crazy:






So I fixed a lot of this! Basically, many details were not details…

I also caulked almost everything I could! Basically most structures (pillars etc.) were full of internal but rendered faces.




I also deleted some useless brushwork that was not visible and blended within other brushes (probably some traces of older iterations). There was also some useless brushes that were like copypasted on themselves…

Then I redid the lighting entirely, based on light emitting shaders instead of point lights!

Then I almost retextured everything ( is awesome!) trying to keep the looking of the original materials (more cement and strong rock than metal), hopefully the ex texture set is close to the e6 one that was partly used, for some textures I mashed up and recolored some textures from texture sets we have to create new ones (like the floor texture in large crate room), for some others (mainly dirty cement textures for walls) I upscaled existing ones in GIMP applying some expensive algorithm to get petter results than the very naive engine built-in rescale algorithm, then I produced some normal maps for these upscaled textures using the NormalMap GIMP plugin. For the dirt texture, I found an nice high res cc0 one on , tweaked the colors and generated a normal map too. I'll probably swap some remaining textures but it's already great!

I sometime took the freedom to make some slight minor changes like the amount of crates in large crate room, I just removed two of them to make them less bulky, we can suffer some more tris in 2018… :smile: The rule behind my changes I did is that if you don't notice them at first glance or without side-by-side comparison, they are good ones.

















So, the idea is to keep the original atmosphere, but with better texturing and lighting! :-)

The map repository is hosted there: , it still needs the res-legacy package.

People building the for-0.51.0 branch () can mapvote it on my development server (currently not up to date, I'll upload the one from which I produced the screenshots soon, because I just added some fixes and map compilation takes 1 hour and I have to got to bed :wink: )

:advgranger: :beer: :granger:
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Tom
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Re: Tremulous Classic community map pack

Postby Tom » Wed May 09, 2018 2:44 pm UTC

Nice work! God, I liked playing Marauder on Arachnid2.

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