[Trem 1.1] Pulse: Map Tour (bsp name: pulse_102)

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Published on ● Video Link: https://www.youtube.com/watch?v=pbtb6k-6OX0



Game:
Tremulous (2006)
Duration: 7:53
59 views
1


Just a little map walk around of the map design of the map called 'Pulse' in Tremulous to demonstrate its layout for the NS2 guys. It doesn't show all of the areas but it does show the main features. If you want to see some of the exploits, they are in other videos. The features of this map include:
-remote locking doors
-Humans' default isn't settled from the start. With custom map layouts you can make them start with a default base elsewhere though.
-The outside area is a no build zone with the heat effects. Default telenode spawns are protected with a heat shield. Heat effects are simulated using a client-side non-locational sound, a centreprint message and a trigger_hurt that deals damage depending on the location. A reminder that damages on the quake engine dealing 1 damage does not triggert grunt (hurt) sounds.
-Alternatives to ventilation routes (almost every route has a parallel vent-equivalent under-grating route, including the lifts/elevators. You can see through the grating but you cannot shoot through them. This is one of the few tremulous maps that uses extensive ventilation/sub-path networks at almost every location of the map.
-Alien base isn't protected in its open space by walls, but rather, the need for humans to buy jetpack to fly up or they will have to climb up the support pylons. The alien default base has two major routes, one main entrance with its parallel vent, and two lifts with their own sub vents as well.
-Because humans' jetpacks are disabled for half a second after receiving damage, humans jetpacking in the outside area is not an issue, however there is a spot you can get to where the damage and kill triggers are not present and that isn't intentional in the map design, the mapper probably just got lazy.

The design of this map actually very much is favourable for NS2 gameplay because it features complex enough segments and routes for Natural Selection typical room/resource control style gameplay. However the map is actually a towering several storeys high, and maps with rooms that stack ontop of each other doesn't work well for top-down views that commanders use in NS2.

Unlike the following similarly designed maps out there, Pulse is NOT a mission map. Some other mission style maps are Blackout (https://www.youtube.com/watch?v=TdORGVLR-Z0) but it requires advanced map package to allow humans to pick up weapons as the map involves a lot of triggers, and is mission-based. Another similar mission based map is Hard Landing (https://www.youtube.com/watch?v=CdPNMK2HphE).

The difference between mission maps like Blackout, Hard Landing, and Tremship (Defence) compared to semi-mission maps like Pulse, is that Pulse has little restrictions on where you can build and should be treated like a regular map aside from the start where humans start outside of the station. Mission maps generally encourage or restrict players to only build at certain checkpoints.
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Reference Website (Tremulous Resource Link Heaven etc.):
http://sites.google.com/site/zdrytchx/

Tremulous: http://tremulous.net
https://sites.google.com/site/zdrytchx/how-to/tremulous-install-for-newbies

- Discord:
AusTrem (Includes links to other discord servers): https://discord.gg/010fH1wvGbmQwabrU







Tags:
ZdrytchX
Video Games
Reference Channel
tremulous
pulse
tour
walkaround



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