Author Topic: Compact obstruct 2  (Read 19068 times)

Xedoh

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Re: Compact obstruct 2
« Reply #30 on: April 26, 2011, 08:51:48 am »
When I looked at the map I immediately noticed a design-error. Therefor, I went around the map for about 5 minutes and just screen'd everything I found. Those are just minor errors, but imo they kinda distrub a otherwise quite well done map.


Some part of another place in the map is visible.

That looks a bit strange.

Again we have the inside visible from the outside and a hall-of-mirrors-effect.

The fog-textrue is exactly on the same place as the wall-texture, creating a strange effect.

The door clips into the wall when completely opened (not really visible is a screenshot)




Just some leaks that should be fixed.


In this too screenies, there is no visible lightsource, light comes out of nowhere. I'd also recommend you to use light-shaders (Nexus6 has a lot of them in diffrent sizes and brightness)

I havn't really looked at the map from the gameplay-side yet, but I think it got better.

As for the compile time: I looked at the map-file (from b1, since b2 wasn't there) and you are still not using detail-brushes enough. If you look at the map-file of arachnid for example, you can see that, if you turn of detail, the map only consists of big, rectangular rooms.

To include sounds, use a target_speaker.
How to do orange fog: In the line "fogparms ( X Y Z ) A" X, Y and Z are the RGB values for the fog's color while A is the distance you can see throught the fog (the lower A, the thicker the fog). For Orange I think it would be "fogparms ( 255 128 0 ) A".

Your maps are quite well designed, but from the technical side, they seriously need improvement.
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c4

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Re: Compact obstruct 2
« Reply #31 on: April 26, 2011, 01:47:56 pm »
Yeah.  The brushwork is amazing, fix the bugs, and they'll be even better.  if it takes you so long to compile, send me the .map and the textures and I can compile it for you.
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Firstinaction

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Re: Compact obstruct 2
« Reply #32 on: April 26, 2011, 02:18:30 pm »
Ok thanks c4.  I will send you link of beta 3 tonight

And yea this release I see has a a lot of bugs.
It's not going on the official server due too the forgotten RC.

Since I have too go in a fix a bunch of stuff it will be more likely to call it beta 3. 

And ?  Is the base too close for the humans.  They can easily go upstairs and fight. 
But that makes it better for aliens too defend base or move.
I'm not really sure where too place default bases. But I like were a-base is.  Humans not so much.  Any suggestions?
« Last Edit: April 26, 2011, 02:30:49 pm by Firstinaction »

c4

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Re: Compact obstruct 2
« Reply #33 on: April 26, 2011, 03:43:55 pm »
When I look at the .map, I'll give you some suggestions.
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UniqPhoeniX

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Re: Compact obstruct 2
« Reply #34 on: April 26, 2011, 08:26:39 pm »
Even on a very old computer, this map should compile for up to 2 hours, not 9. Most of it is probably due to VIS, that is you need to make more brushes into details, and use as few and as simple structural brushes as you can while still keeping all rooms separated with structural walls.

Also improve brushwork while you are at it. There are tons of overlapping brushes, and I highly recommend you fix those.

In fog shader you have to use normalized colors, for example: fogparms ( 1 0.5 0 ) 1024

Firstinaction

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Re: Compact obstruct 2
« Reply #35 on: April 27, 2011, 11:40:05 am »
OK... I guess-   Beta2.2  ::)     http://dl.dropbox.com/u/20463238/map-compact-b2.pk3

Fixed some more bugs

Lakitu7

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Re: Compact obstruct 2
« Reply #36 on: April 27, 2011, 06:46:14 pm »

c4

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Re: Compact obstruct 2
« Reply #37 on: May 01, 2011, 02:41:08 pm »
I'd like to say that your mapping skills have improved dramatically.  Not only is your gameplay aspect more balanced, the brushwork is fucking amazing.  One thing is the alien base.  It's too close to the h default.  Maybe move  it  further away.
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ziplocpeople

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Re: Compact obstruct 2
« Reply #38 on: May 07, 2011, 05:04:51 pm »
I know you're currently working on another map, but if you have the time please do make a b3 of this map, currently B2 suffers from the fact that humans have very easy access to the alien base early in the game. That being said, if they put up a couple of forwards they can easily rush and take down the alien default with no trouble. B2 certainly is an improvement, but something to keep in mind is that humans have an advantage the closer they are to the aliens. The idea behind having the two bases close is very interesting, and I'd like to see it work, but simply put: Currently the default bases are either too close, or at the very least too accessible to one another, giving humans an early advantage (I was personally thinking that you could add another flight of stairs between the humans, and the aliens, with a couple rooms or something in-between, simply to add a little bit of distance.)

Also, one last issue I have with the map. It's nearly impossible to mara well, there's too many things on the walls getting in the way of wall jumping.

Other than that, good job. B2 was a step in the right dirrection. Here's some stats for the map http://stats.tremulous.net/tremstats/us1/map_details.php?map_id=692 just for easy-reference.

Oh right, one last, last issue, where one of the doors used to be in B1 (by the old human default) I got stuck as basi between what was seemingly invisible walls. Just thought I'd bring it to your attention (I can give you a screenie/demo if you don't know where I'm talking about, it's right above the big slope.)
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Firstinaction

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Re: Compact obstruct 2
« Reply #39 on: May 07, 2011, 09:28:04 pm »
ok thanks for the feedback. 
Now the thing with the bases was an idea that came to me...  I actually thought of nexuis 6 how close the bases are. You just go and and up and down the hall and there is the base.
But yea I see that the bases are to close that Humans can easily get the better of the Aliens.
My idea was that the Alien would have to defend there base untile they have to move.
But that idea was a failure. 

Beta 3 changes/Ideas
. outside area from fog hall
. No more jetcamping in dropzone(Top will have heat no Oxygen levels meaning you have to come down back into the dropzone)
. A new area for Humans and Aliens to fight
. New Human default location of base
. New obsticles for better gameplay
. New rooms to get to
. more vents
. And ofcource fix overlapping brushes for better performance
I could also use a hand with particles, sounds,


A

ziplocpeople

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Re: Compact obstruct 2
« Reply #40 on: May 08, 2011, 04:29:28 am »
. New obsticles for better gameplay
Please don't forget to make the map mara-accessible =p <3 sounds good though.
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
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/dev/humancontroller

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Re: Compact obstruct 2
« Reply #41 on: June 25, 2011, 02:31:01 am »
let me guess, u removed the complexly composed doors (doors with multiple asymmetric movers) from the b1 version of the map, because they were buggy in-game? well that's the problem u people: u should ask developers to fix the bugs in Tremulous instead of adding workarounds in the map. i have a patch which fixes the complexly composed doors (the fix should be included in some later version of Tremulous), though i haven't fixed the issue with the "diagonal" doord yet.