Author Topic: Metal Monk - W.i.P  (Read 5898 times)

p0m

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Metal Monk - W.i.P
« on: September 02, 2007, 02:38:27 am »
The satgnu guys and a lot of the Australian Trem players know I've been working on this map on and off for the last eight months or so.

So, to see how the upper levels of the map work with playtesting, I've decided to release a gameplay alpha (As in, not all the shiny features are enabled or in this version.).

Comments about the gameplay are welcomed, as are comments on architexture.

Oh, and since this is a gameplay test and not really requiring any screenshots.. here's one screenshot to appease the "Screenshots" ++1PC crowd.



Metal Monk Playtest Alpha: Available Here

Constructive commenting is welcome, nonconstructive or twerpism will be ignored.
img]http://img236.imageshack.us/img236/9799/userbar475207qy4.gif[/img]

Kaleo

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Metal Monk - W.i.P
« Reply #1 on: September 02, 2007, 02:42:32 am »
GOOOOOO P0MALISK!!!!!!!!

This is gonna get put on GA, I know it... You are GameOP after all...
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
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Odin

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Metal Monk - W.i.P
« Reply #2 on: September 02, 2007, 02:50:55 am »
Wouldn't this be better suited for Quake 3?

Taiyo.uk

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Metal Monk - W.i.P
« Reply #3 on: September 02, 2007, 03:24:06 am »
It's a good looking map with nice architecture, but I can't help thinking that the long, wide corridors make this a human-biased hitscan heaven.

The only boog I found is that the models have missing textures:
Code: [Select]
trying models/mapobjects/flame/pulse.JPG...
^3WARNING: R_FindImageFile could not find 'models/mapobjects/flame/pulse.jpg' in shader 'models/mapobjects/flame/lord'
^3Shader models/mapobjects/flame/lord has a stage with no image
trying models/mapobjects/flame/pulse.JPG...
^3WARNING: R_FindImageFile could not find 'models/mapobjects/flame/pulse.jpg' in shader 'models/mapobjects/flame/flame'
^3Shader models/mapobjects/flame/flame has a stage with no image
trying models/mapobjects/judge/judge2.TGA...
trying models/mapobjects/judge/judge4.TGA...
trying models/mapobjects/judge/judge3.TGA...
trying models/mapobjects/judge/judge5.TGA...
trying models/mapobjects/judge/judge6.TGA...
trying models/mapobjects/judge/judge1.TGA...

Kaleo

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Metal Monk - W.i.P
« Reply #4 on: September 02, 2007, 03:25:40 am »
Umm, yeah, so, how do I fix this?
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

doomagent13

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Metal Monk - W.i.P
« Reply #5 on: September 02, 2007, 03:50:08 am »
Quote from: "Kaleo"
Umm, yeah, so, how do I fix this?
You use a powerpc chipset/motherboard/whatever and probably use Mac OS X.

There is no fix. (As far as I know)  If you up com_hunkMegs far enough to get around that, it will most likely suffer an uterly fatal (to the program) crash that apparently has its source in the renderer, "ParseTriSurf" to be specific.  It is not just this map -- watah-b5 has the same problem, and quite likely some others.

Kaleo

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Metal Monk - W.i.P
« Reply #6 on: September 02, 2007, 04:32:47 am »
I'm guessing I wouldn't have this problem on Intel Macs
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

doomagent13

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Metal Monk - W.i.P
« Reply #7 on: September 02, 2007, 04:51:29 am »
No, you wouldnt. (personal-ish experience)

p0m

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Metal Monk - W.i.P
« Reply #8 on: September 02, 2007, 04:57:54 am »
Quote from: "Taiyo.uk"
It's a good looking map with nice architecture, but I can't help thinking that the long, wide corridors make this a human-biased hitscan heaven.

The only boog I found is that the models have missing textures:
Code: [Select]
trying models/mapobjects/flame/pulse.JPG...
^3WARNING: R_FindImageFile could not find 'models/mapobjects/flame/pulse.jpg' in shader 'models/mapobjects/flame/lord'
^3Shader models/mapobjects/flame/lord has a stage with no image
trying models/mapobjects/flame/pulse.JPG...
^3WARNING: R_FindImageFile could not find 'models/mapobjects/flame/pulse.jpg' in shader 'models/mapobjects/flame/flame'
^3Shader models/mapobjects/flame/flame has a stage with no image
trying models/mapobjects/judge/judge2.TGA...
trying models/mapobjects/judge/judge4.TGA...
trying models/mapobjects/judge/judge3.TGA...
trying models/mapobjects/judge/judge5.TGA...
trying models/mapobjects/judge/judge6.TGA...
trying models/mapobjects/judge/judge1.TGA...


Hrm, thought I'd fixed that bug with the models. I'm re-uploading a fix, give it about five minutes :)

As for the corridoors, I agree. That's why the lower levels of the map and some of the corridoors in the upper level are smaller and have tight turns. There's also several vents upstairs which aren't in this version. Add to that several good hiding places and this map will end up with dretches and basilisks stalking every hideyhole.
img]http://img236.imageshack.us/img236/9799/userbar475207qy4.gif[/img]

E-Mxp

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Metal Monk - W.i.P
« Reply #9 on: September 02, 2007, 12:41:44 pm »

 You can see the sky through the gap.

The map looks sweet, but it's to dark if you ask me. Also the statues have no textures. All Hail The Textureless King!!! :D

Keep up the good work!