Adopting ATCSHD and Arachnid2 as stock maps? #2940
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After having done the tremulous legacy map pack, I did a huge revamp of Arachnid2:
About that light revamp, the first iteration wasn't that good (light intensities were a bit too-much different) but it greatly imptoved in latest version as I then re-tweaked again the light intensities of the light emitting shaders.
If I'm right,
map-arachnid2
still relies onres-tremulous
for a couple of textures, some may be replaced (like the orange grunge texture with holes), some may be imported in our stockres-ambient
like the monitor textures (like we already did with soda machine and blood textures used by various legacy and new maps).On ATCSHD side, this map itself was already a complete re-texturing planned for Tremulous 1.2. Though, this retexturing is not on par with Unvanquished requirements for stock maps: it brought higher resolution textures (good), but no normal/specular multitexturing (bad). But @RedSkyByte is working on a revamp of those textures, adding extra components like height maps.
If I'm right the ATCSHD map is fully standalone and doesn't depend on
res-tremulous
already.It means, at some point we may provide with the game:
map-arachnid2
map-atcshd
tex-atcshd
Actually the ATCSHD textures already are a revamp of the eQ2 textures by evillair, so if we do a tex packages for them, we may name it
tex-eq2hd
or something like that instead oftex-atcshd
.Arachnid2 is a greatly appreciated map, ATCSHD has a kind of love & hate relation with players, mainly because of overplaying it, not really from his intrinsic quality, and also because many map cloned its layout (which is not really its fault, except for the layout to be playable). ATCS being to Tremulous what de_dust is to Counter Strike, some may hate it from this being overplayed, but on the other hand it's something that is so deeply tied to the game it's like it should be there.
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