Author Topic: Mercy Beta 2  (Read 10290 times)

Draeke

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Mercy Beta 2
« on: June 15, 2010, 10:31:39 am »
Description:
Arena-style 1.1 map with a colour scheme inspired by Mirror's Edge.

Levelshot:


Screenshots:


Download:
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« Last Edit: August 19, 2010, 10:21:36 am by Draeke »

amz181

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Re: Mercy Beta 1
« Reply #1 on: June 15, 2010, 10:47:39 am »
havent played it yet, but amazing job on the brushwork! amazingly clean!

You really need a mirrors edge skybox though. Either make it yourself or ask someone to do it.

DraZiLoX

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Re: Mercy Beta 1
« Reply #2 on: June 15, 2010, 11:46:47 am »
Looks awesome, i love those textures!

A Spork

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Re: Mercy Beta 1
« Reply #3 on: June 15, 2010, 05:39:22 pm »
Puuuuurty....
* A Spork goes and tries it



EDIT:Ok, That looks like it's got some potential to be awesome, but there's a pretty significant FPS drop in the central area...Are the scaffolds and whatnot detail?
« Last Edit: June 15, 2010, 05:47:44 pm by A Spork »
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Knowitall66

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Re: Mercy Beta 1
« Reply #4 on: June 17, 2010, 01:12:24 am »
Looks fantastic :D, though I don't like that it's so in-closed.

- Brighter 'Arena'.
- Boxes on their side suffer from z-fight with floor.
- Perhaps add a ladder to central upper walkway.
- Odd gaps in the central upper walkways railing bars.
- Paint bucket is too low poly :(.
- 'Sheets' on scaffolding don't connect to it.
- Corridors are too empty, Mirrors Edge had plenty of piping etc.
- I think Human/Alien base sign font should be changed.
- Jettards?
- Oh and also maybe the bases would be better as warehouses.
« Last Edit: June 17, 2010, 01:39:00 am by Knowitall66 »

Meisseli

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Re: Mercy Beta 1
« Reply #5 on: June 22, 2010, 10:00:48 am »
Awesome looking map. The outside area seems too large in height and volume, though. Humans are not going to go to the middle area until S2, and I fear it will be jettarding then.

Otherwise a nice arena-style map, though I'd like to see something different than just maps like this having only corridors and corridors and corridors.

Great work, hope to see more good maps from you :)

Draeke

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Re: Mercy Beta 2
« Reply #6 on: August 19, 2010, 10:17:05 am »
Updated to Beta 2 and added some screenshots to the first post.

Changes:
- Partially optimised texture work (caulking)
- Added team spectator cameras
- Modified lights to vary lighting scheme
- Fixed z-fighting patches
- Modified top area to increase performance
- Fixed inconsistent ceiling texture
- Added various props (pipes, vents, boxes, etc.)
- Fixed a light fixture position
- Fixed inconsistent light entities
- Added light fixtures to various places
« Last Edit: August 19, 2010, 10:22:32 am by Draeke »

God, maker of the world

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Re: Mercy Beta 2
« Reply #7 on: August 19, 2010, 10:52:41 am »
Nice! Coincidentally, I started playing Mirror's Edge a few days ago for the first time. ME's graphics are truly awesome, and your map screenshots look very good. If only we had their engine! Also, if the humans could parkour around, Trem would be so much cooler!

If you need to get rid of a jetcamper problem, you could put a few trigger_hurt (slow, 1hp) in the air to make jettards fall. (Several triggers because they react only to one occupant at a time.)

Saturn

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Re: Mercy Beta 2
« Reply #8 on: August 19, 2010, 06:03:17 pm »
Yes, this really reminds me of Mirror's Edge. Like others said, amazing brush work! Can't wait to play it ;)

EDIT: BSP File? When I downloaded it it said mercy_b2.bsp o.o

EDIT: k fixed xD
« Last Edit: August 19, 2010, 08:30:52 pm by Saturn »

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Xedoh

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Re: Mercy Beta 2
« Reply #9 on: August 20, 2010, 10:17:39 am »
I've never played Mirror's Edge but I really like the map. It's simple but nevertheless looks great. I also like the details you added in b2. Maybe you could find a way to bring back the central area from b1 (or just a part of it).

As for the jetcamping thing: There is a way to disable jetpacks i found in another thread: http://tremulous.net/forum/index.php?topic=9964.0
I am however not sure if that works, never tried it.

You could also set a 'message' key in the worldspawn to display the mapname while loading.

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jez

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Re: Mercy Beta 2
« Reply #10 on: August 20, 2010, 10:39:21 am »
Really like it. Its a bit atcs like in layout, but thats really not a bad thing. Small maps are easier for people to get into, and there aren't enough of them. The aesthetics are wonderfully clean, and the corridors while simply constructed are interestingly enough put together that gameplay looks like it should work well.

I really don't think jetcamping is a problem for maps like this, certainly not to the point of needing to use the ugly kludge of outright disabling them rather than lowering the ceiling. There is a route (or at s3 2 routes) under the map which avoids the open area, and they are still within goon pounce range. Also, being jetcamped really doesn't hurt the alien team as much as it does the human defence.

[edit] One more thing after some more exploring: getting on top of the crates in the open area as a human feels far too fiddly (certainly to fiddly to try while there are actual aliens around, actually trying to kill me and drink my eyeball fluid). Could you make this a bit more straightforward please?
« Last Edit: August 20, 2010, 10:58:27 am by jez »

Xedoh

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Re: Mercy Beta 2
« Reply #11 on: August 20, 2010, 05:38:45 pm »
Quote from: jez
I really don't think jetcamping is a problem for maps like this, certainly not to the point of needing to use the ugly kludge of outright disabling them rather than lowering the ceiling. There is a route (or at s3 2 routes) under the map which avoids the open area, and they are still within goon pounce range. Also, being jetcamped really doesn't hurt the alien team as much as it does the human defence.

Yeah, I looked it again and have to admit that jez is probably right. Let the humans camp while aliens are tearing apart their base :).
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UniqPhoeniX

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Re: Mercy Beta 2
« Reply #12 on: August 20, 2010, 07:12:19 pm »
The map looks amazing, you've certainly put your props to good use, and have done some really good texturing and lighting. But it could use some alternate base locations, especially for aliens. Also, the stage doors disappear into walls.

Saturn

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Re: Mercy Beta 2
« Reply #13 on: August 21, 2010, 07:24:39 pm »
Yeah, we should get another room, so you know, the map could be bigger  :-\

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Draeke

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Re: Mercy Beta 2
« Reply #14 on: August 22, 2010, 11:58:06 am »
Good to know people like the changes.

You could also set a 'message' key in the worldspawn to display the mapname while loading.
Thanks I might do that.

[edit] One more thing after some more exploring: getting on top of the crates in the open area as a human feels far too fiddly (certainly to fiddly to try while there are actual aliens around, actually trying to kill me and drink my eyeball fluid). Could you make this a bit more straightforward please?
The top area is designed to be alien bias because every other path is just corridors (somewhat human bias). This is why humans must sacrifice two jumps worth of stamina (or some other method) to get on top of the shipping containers to get higher ground. I'm happy to make the process more straightforward but I'll keep the necessity of two jumps.

But it could use some alternate base locations, especially for aliens. Also, the stage doors disappear into walls.
I agree aliens don't have nearly as many alternate base locations compared to humans. However I never intended either team to move too far from their default bases because alternate base locations are almost always inferior. Forward bases are quite possible for both teams though. I think this situation is comparable to ATCS and UTCS (final).

Good catch on the stage doors, I'll fix those.

Yeah, we should get another room, so you know, the map could be bigger  :-\
Maybe someday.

Nux

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Re: Mercy Beta 2
« Reply #15 on: September 09, 2010, 10:50:34 pm »
Just thought I'd show my appreciation here for such a great looking map.

Cheers!