Author Topic: Tremulous  (Read 3872 times)

Smokey

  • Autococker
  • Posts: 1172
Re: Tremulous
« Reply #20 on: September 13, 2006, 07:24:39 PM »
I checked it out.  It's not really my thing.  Everybody just stayed in their base and it took forever for the game to end.  The item system is also rather cumbersome.  It's difficult to use what you need when you need it.  There's no setup menu until you actually connect to or create a server.  It kind of seems like a cross of natural selection and AVP.  The aliens suffer the same problem the ones in AVP did, too.  You walk on some detail on the ceiling, like a pipe or something, and you start spinning around in freaking circles and have no idea what direction you're facing.  I was able to kill quite a few people with the basic alien guy, though.  It was always the turrets that ended up killing me.

I also hate having to buy things.  After I'd build up enough stamina to jump over all the turrets and other crap in the base and squeeze through the cluster of people surrounding the health station and equipment thing, I'd go through the slow menu system, start getting what I needed, then we'd get raided and I'd die lose everything.
play on a decent server.

TinMan

  • Autococker
  • Posts: 1347
Re: Tremulous
« Reply #21 on: September 13, 2006, 07:32:15 PM »
Whenever I need to adjust settings I just load up a map from the console, hopefully the next build will have a better menu. You played on a bad server or a bad map, I encourage you to play on a large map with around 20 players. The weapon system for humans annoys me too, its like Counter-Strike, which is why you bind keys to purchase items. Learning to wallwalk takes some time. Turrets are very slow, as a dretch you can hit one from the side, and then run in circles around it touching it until it gets fully damaged and explodes. The worst part of the game is when there's bad builders, or deconners. Its common sense to not build turrets that block humans into an area where they won't be able to retreat when stamina is gone.

It takes some time to get good at it.  :P

Cobo

  • Autococker
  • Posts: 1362
Re: Tremulous
« Reply #22 on: September 13, 2006, 09:39:44 PM »
You don't have to load a map to adjust setting, just bring down the console and type "\menu ingame_options" I read somewhere that on the next release there will be a button for the options on the main menu.
And yeah, it takes some time to get used to all that stuff.

Excalibur

  • 68 Carbine
  • Posts: 492
Re: Tremulous
« Reply #23 on: September 14, 2006, 02:24:56 AM »
lol you are stupid if you think trem came out before gloom. gloom was released 1/30/99 trem was released Thursday 31th of March 2006. as you can see gloom came out 7 years before trem did.

TinMan

  • Autococker
  • Posts: 1347
Re: Tremulous
« Reply #24 on: September 14, 2006, 02:41:08 PM »
Trem was in development for a very long time before its release, if you dig back in the site's "news" you will see screenshots from as far back as 2001 of it running on the Quake 3 engine, however, it has been inspired by Gloom.

Quote
Q: OMG YUO STOLED NS!!!1!

A: No. Development on Tremulous began long before NS was in the public domain. If Tremulous is inspired by anything, it is inspired by Gloom for Quake 2. NS has a similar ancestry (please see Game Developer Magazine February 2001 issue); this is probably where the confusion arises. This answer is not intended to be a sleight against NS in any way, shape, or form, only this "observation" comes up a lot, and it becomes frustrating to answer the same thing over and over again.

I forgot to mention, be sure to go over the manual briefly before playing. This is very important, otherwise you'll just get your dummy face owned instantly.
http://tremulous.net/manual/

Excalibur

  • 68 Carbine
  • Posts: 492
Re: Tremulous
« Reply #25 on: September 15, 2006, 01:45:33 AM »
thank you Tim for helping me prove Smokey wrong.