View Full Version : [MAP:BR] Legacy [DONE(I hope :P)]
legacy-Radeon285
01-01-2003, 07:36 PM
Alright guys, here is the finished version. This map took a wee bit longer than I though it would. Mostly because I mis-judged the ammount of time that goes into making a map. Also, I noticed there is a bit of stuttering during gameplay, it seemed to dissapear alot after playing the map a few times, let me know how it goes for you.
Credits go to:
Starsky Partridge from Digital Extremes for the unreleased music track included "Level11" which im not gonna let anyone know how I got :P
Tweak Fragger for doing bug testing
And Lemon for the really cool map description
If anyone feels I left them out, tell me ;)
HERE (http://www.planetannihilation.com/dojo/warlord_285/br-legacy.zip) is the download, have fun ;)
legacy-Zimeon
01-01-2003, 07:38 PM
Downloading now :)
legacy-Desaparecido
01-01-2003, 07:45 PM
YEEEEEAAAAAAAAAAA!!!!!!! finnaly. ive been waiting such a long time for this. thank you.
legacy-DuSt0fF
01-01-2003, 07:51 PM
omfg :bulb:
:) :up:
ok some feedback . . . yeah, fps issues, and odd "pausing" like the guy below says . . . huge demands on RAM im guessing, leads to massive usage of the page file :\
Suprisingly playable though for the lod lol
consider adding more . .. atmosphere, depth, thought, to the thin hallways that line the bases . .. the rubble that lies on the ground in them looks forced and out of place . .. also sometimes the lifts fux0r up and when you are going up you get caught on a protruding brick . .thats a HUGE no no in maps :eek: :)
uh flow is of course VERY z oriented, very unique, interesting, and difficult to control :)
Good Job Radeon :up:
You got a very nice map here, consider a second release of it though :up:
legacy-PlickBadger
01-01-2003, 08:03 PM
The map looks great, it is really well done. Unfortunately the frequent pausing makes it unplayable. The fps were decent throughout the map too. Great Map, just fix the pausing and it will be one of the best.
legacy-Jigen
01-01-2003, 08:10 PM
I have waited long, now I will play.
Feedback soon.
legacy-TossMonkey
01-01-2003, 08:24 PM
Your bombing run map is missing the most important thing, the bomb.
legacy-0Xcel
01-01-2003, 08:28 PM
Yeah i couldnt find the bomb either *sniff* maybe im not looking hard enough, but i couldnt find it.
REALLY good level, maybe a ledge there or here towards the top of the cavern for snipers maybe? or to guard the hole?
Beautiful map,love the looks, i get a o.k fps on it, not the best, not the worst (30-40 fps on the map, never goes over 40 when im outside)
Good map ;)
legacy-Shocky
01-01-2003, 08:30 PM
Are you telling me he forgot the ball !!!OMG !!:D :D :D
legacy-PlickBadger
01-01-2003, 08:32 PM
Use your BR-Radar and you will find the bomb without any problem. The fps are very good, the game play is very good, but the frequent pausing is very annoying.
XP1800
512 PC133
TI 4200 128MB
legacy-Radeon285
01-01-2003, 08:34 PM
Nah you guys are just blind :P Maybe I should have put up some signs though, I thought that might be a problem.......
Also, there is nothing I can really doing about the pausing issue, but as I said, the more you play the map, the less it happens, I used to get tons of it in Face3, now it's pretty much gone, I rarely get any now.
legacy-0Xcel
01-01-2003, 08:35 PM
yeah i just found the ball, it is DAMN hard to find because it is tucked away (its next to one of the Flak Cannons)
Whats BR Radar?
and wouldnt it be wise to relocate the Bomb to a different place? somewhere easier for both teams to get to? Maybe the middle? Or to make it a little more challenging by putting it into a pit in the middle?
Oh and i get NO pauses what so ever, just a crappy FPS. ;)
EDIT: Sorry to nitpick, but the music doesnt seem to suit this map, well to me it doesnt, the music seems to suit a industrial tech styled map, not a beautiful cavern and what not. Sorry to nit pick =/ maybe you could use the Tokara Forest Music or something. Well its upto you, music isnt a BIG thing really. Nethertheless, nice map.
legacy-Jigen
01-01-2003, 08:37 PM
I'm not too keen on this map, space usuage seems pretty inefficent. Art looks nice enough though. It flows smooth but studders horribly on my well optimized good computer (highest details on many settings 512mb RAM).
There isn't much flow at all, there is no logical path to follow to take you from the ball to the goals (I couldn't even find the blue goal, although I did explore a lot in the overworld).
If the level sprawled with tunnels and walkways it would be much more interesting too, but that is in adea for a future map... Also more transporters and passage ways to and from the underworld would be excellent.
One final note would be an original theme such as a lava pit, a forested tunnel, a mineshaft, or somesuch as the theme for the level, since all these underground levels look like 'UT2003 underground' levels (the grass, wall textures and such, but I see a bit of work was done to aid that).
legacy-PlickBadger
01-01-2003, 08:39 PM
BR-Radar is located at the top of your screen. Just keep the ball at high noon and you'll be heading for it. Radeon285, I will monkey with my settings and see if i can clear up the pausing. I will also try the 41.09 drivers. I'm using 41.04 maybe that'll help.
legacy-Jigen
01-01-2003, 08:41 PM
I'm using 42.01 drivers, DX9, P4-2aGHz, Geforce 4-4600, 512MB RAM,
anyways, I get 11100+ 3dmarks 2001SE330, and perform very well in UT2k3.
[edit : high framerate massive studdering.]
legacy-Radeon285
01-01-2003, 08:43 PM
Originally posted by Jigen
I'm not too keen on this map, space usuage seems pretty inefficent. Art looks nice enough though. It flows smooth but studders horribly on my well optimized good computer (highest details on many settings 512mb RAM).
There isn't much flow at all, there is no logical path to follow to take you from the ball to the goals (I couldn't even find the blue goal, although I did explore a lot in the overworld).
If the level sprawled with tunnels and walkways it would be much more interesting too, but that is in adea for a future map... Also more transporters and passage ways to and from the underworld would be excellent.
One final note would be an original theme such as a lava pit, a forested tunnel, a mineshaft, or somesuch as the theme for the level, since all these underground levels look like 'UT2003 underground' levels (the grass, wall textures and such, but I see a bit of work was done to aid that).
Very good suggestions but do you realize how long this stuff takes? I really wish I had the time to make all of that though.
legacy-Jigen
01-01-2003, 08:45 PM
yep, indeed I do, I will say for suggestions on this perticular map is 'go smaller, work on flow (especially with BR) (smaller is good for no studdering and low end machines) (environment levels are harder to make feel original in UT2k3)'
legacy-Shocky
01-01-2003, 08:51 PM
ok, you really should have released betas, the map is nice but its lacking the fine details that could have made it a great map. The area above ground feels so empty like somethings missing, trees? signs? arrows telling you where to go would be add a very nice touch. Interesting design though.
legacy-SkarpHedin
01-01-2003, 09:00 PM
I have not experienced any shuddering on my computer and it's really not have as good as the rest of yours.
1.4Ghz Athlon Tbird
512MB PC133 RAM
Geforce 3 Ti200
I'm enjoying the map; be careful not to put too much weight onto the opinions expressed by people an hour after the map's release. Sometimes it takes more than 2 botmatches before you get the flow of a map.
legacy-Radeon285
01-01-2003, 09:11 PM
Originally posted by Shocky
The area above ground feels so empty like somethings missing, trees?
In a rocky highland? are you mad? I didnt put them for a reason :P and if this feels empty, howabout BR-Bifrost? or BR-IceFields, they are quite empty, expecially Bifrost, though the hallways do need somthing, I dont know what though.....
And who said this is a final version? Im definitely gonna do a revision ;)
legacy-aerorip is back
01-01-2003, 09:54 PM
Radeon first off i'd like to say this is the BEST user created map i have played to date and i've played a lot! You said this is your first map or second map!?!?! Anyways here's some constructive criticism:
Pros
1) WAY cool drop into the water w/ the ball i really like that :)
2) the grass looks sweet i like that too, although i'm not really sure what to say about the above level but i REALLY like that idea! It just seems, well, bland in comparision with the rest of the level i dunno... maybe add a giant statue in the middle or something (but not one of those lame egytpian ones epic made, something REALLY unique right in the center..... or just have a tree with a bunch of white lights around it or something.... just to break up the view........
I am gonna tie this into another part but, i thin k the ball is still too hidden... it should be in the middle of the top part i think is where you can get it best IMO... also make it more dramtic... like have a real pretty tree or surface feauture and lighting to distinguish the area where the ball is so it kind of fits into the whole scheme of the map
Also another thing that would be SWEET in the cave or those little "lightning bugs" like i think it was tokarra forest had! Those would be sweet in the cave since it kind of fits in with the whole "dark, damp theme"
also IMO i think the tree REALLY stands out as a major part of the cave but add some soft green lighting or something to the entrance instead of normal white light... i REALLY like the atomosphere in this map though
Just some suggestions :) Excellent map radeon
legacy-Iceburgs
01-01-2003, 10:39 PM
About time you got this map done! I am DL'ing now. And I hope I can find tha ball.... :)
legacy-aerorip is back
01-01-2003, 11:59 PM
I'd just close this new thread Radeon and update the title of ur 5 star one and just post our suggestons there
legacy-Mythril - B2F
01-02-2003, 12:00 AM
Download as I type. Thanks a lot for all the time and effort you have put into this map. If only other maps could make you go "God I wanna play that now !!"
Regards
Mythril - B2F
Update: Just played this map and loved it but there is defo a problem with "stuttering". My system is a P4 2.2 and a GF4 4600 + 512 DDR so it's not my system at fault.
Great map though
Plumb_Drumb
01-02-2003, 12:14 AM
Oh great; another great map brought down by annoying "skipping" problems.
Ok, Radeon, search for CreepingDeath's DM-AbandonedCrypt thread and see why these stuttering problems might be happening.... it should be fixable if you care enough about this map you've been working on for 3 months or so.
I have tried two other excellent maps (AbandonedCrypt and CTF-Painbender, the re-rellease) and they were perfectly fine in the looks and performance department, but the constant skipping and pausing really makes them unplayable.
Therefore I won't be downloading until I hear you have fixed the problem. :)
legacy-aerorip is back
01-02-2003, 12:35 AM
Two all beef patties
Special sauce
Lettuce, Cheese
Pickles, Onions
On a sesame seed bun!
Do the hustle by guttermouth???
:p
legacy-Radeon285
01-02-2003, 12:55 AM
well I checked the Abandoned Crypt thread and as I knew already, it's the terrains, im not sure if you guys are aware but the file size of my map is almost 50megs, and it's due to all the terrains in my map, I think there is about 9 or so of them. I made sure I did a good job of cleaning up all the invisible polys, im sure that helped somewhat, but probably not enough. I'll see what I can do, but for now try to enjoy the map guys.
legacy-DraZtiK
01-02-2003, 01:11 AM
Excellent work but... fps are ok for me but the skipping makes it totally unplayable.
you really should use some staticmeshes instead of all those terrains.(It will reduce the weight "44 megs:eek:" increase fps and hopefully remove the skipping.)
Plumb_Drumb
01-02-2003, 01:13 AM
Originally posted by Radeon285
well I checked the Abandoned Crypt thread and as I knew already, it's the terrains, im not sure if you guys are aware but the file size of my map is almost 50megs, and it's due to all the terrains in my map, I think there is about 9 or so of them. I made sure I did a good job of cleaning up all the invisible polys, im sure that helped somewhat, but probably not enough. I'll see what I can do, but for now try to enjoy the map guys.
Did you read how CreepingDeath was fixing the problem?
He said he used different height maps for his terrain.
You might want to look into it.
legacy-Radeon285
01-02-2003, 01:36 AM
Originally posted by DraZtiK
Excellent work but... fps are ok for me but the skipping makes it totally unplayable.
you really should use some staticmeshes instead of all those terrains.(It will reduce the weight "44 megs:eek:" increase fps and hopefully remove the skipping.)
Yes, good point, Static Meshs would really solve the problem, but making the materials for them is ludicrous, I still cant figure out how they did them in CTF-Magma, I wouldent dare trying.....
And I used different hightmaps also, the thing is the actuall SIZE of them, I think I could cut down the size of a few of them to 128x128 or even 64x64, then i'll let you know how it runs.
Also is there a final version of his map? I wanna see if his method works
Plumb_Drumb
01-02-2003, 02:40 AM
no he is still in the process of redoing it, but he already said it fixed the problem.
We'll see for sure when he releases it again...
(that reminds me, I have to get the word to Osiris and Swartz so they can see if it works for CTF-Painbender)
legacy-Stranger_NL.
01-02-2003, 03:12 AM
http://www.ina-community.com/forums/showthread.php?s=&postid=2692116
I read about the inability to find the ball in this map.. well it is very simple.
Use the M and N keys (those are the defaults...) to put out the flag/ball tracer. If the ball isn't captured yet it points to the location of the ballbase. If you HAVE the ball it points to the goal.
oh, and notice the radar in the top of your HUD (the circle). It also points in the general direction of the ball/flag.
Have fun! :up:
legacy-masterblaster72
01-02-2003, 05:36 AM
All of this waiting and I was expecting a Deathmatch map. I guess this was noted somewhere is the endless posts.
Any chance for a Deathmatch version??:o
legacy-Verizondude
01-02-2003, 06:31 AM
Where can I download DM-AbandonedCrypt. I can't find it anywhere.
legacy-Verizondude
01-02-2003, 06:58 AM
I found it finally.
http://www.mapraider.com
legacy-wolferey
01-02-2003, 07:02 AM
Wohaa! One of the best maps I have played in my life (And trust me, I have played lot's of maps for both quake, cs and ut ^_^)
I didn't pause or anything.. FPS was OK.. And I am yet to find out how beautiful it is with all details and bots! :P
I also found a texture bug in your cave.. nothing big (It's not like the texture bug covers the whole cave :P)
On the right side of the cave (If you stand at the tree and look at the goal).. search a bit there.. It's a little spot there that is missing the cave texture, and has standard, ugly texture on it ;)
Otherwise it was great!
PS: For those who couldn't find the ball, stick to DM og CTF.. I found the ball before I even found the goal :P
PSS: Who said that a BR map had to be symertic? ;o)
legacy-Devastation 8
01-02-2003, 07:22 AM
DLing now...:bulb:
I'll start plating it in a sec >;P
legacy-Loosecontroll5
01-02-2003, 07:25 AM
I Like This map.
It's not at all slow or pausing and i only have a p3 550 and gf2mx.
Lighting could be improved alot. It's very bright underground in the tunnels.
Also.....HOW DO I GET INTO THE BLUE BASE!........
:p
legacy-Hacku
01-02-2003, 08:48 AM
Music is very good :up: I will use it on party's :D
legacy-§uper-]V[oose
01-02-2003, 09:01 AM
WooooHooooo downloading now. :):up:
legacy-Max
01-02-2003, 10:27 AM
Originally posted by Loosecontroll5
Also.....HOW DO I GET INTO THE BLUE BASE!........
There are 2 holes to get into each base...
The design is interesting, but I got bad FPS :\ and the sound stops sometimes, dunno if that's your "pausing" thing..(it only happens in this map and another user map, CTF-Unearthed)
legacy-Radeon285
01-02-2003, 01:19 PM
Originally posted by |SigH|Max
There are 2 holes to get into each base...
The design is interesting, but I got bad FPS :\ and the sound stops sometimes, dunno if that's your "pausing" thing..(it only happens in this map and another user map, CTF-Unearthed)
It happens in Unearthed for you? very weird because I got no pausing issues in that map at all. Nice map tho, my second fav 3rd party CTF map (Apophis being 1st)
legacy-PlickBadger
01-02-2003, 02:30 PM
CTF-Unearthed is the only other user map I've played that pauses also. CTF-Unearthed doesn't do it as frequently as BR-Legacy. I've tried 41.09 and 30.82 detonators and a bunch of different settings with no luck. I also had some of friends with different configurations try it. They also experienced the studdering effect.
legacy-Radeon285
01-02-2003, 02:40 PM
Well im gonna get onto fixing the problem, oh and im gonna re-do alot of the meshs, cause as you guys said, they look out of f***ing place, i'll make everything fit in properly, and add somthing in the valley..........
legacy-Loosecontroll5
01-02-2003, 03:53 PM
Hey Radeon.
Also if it's possible....could u make the underground hallways and area darker as it's very bright and everything seems the same contrast for an undergroud cave. Maybe coloured lighting.
It's a cool map though.
legacy-§uper-]V[oose
01-02-2003, 03:57 PM
Tis a great map Radeon, plays great. All I need now is a new graphics card to make it playable.:(
legacy-DeRailer
01-03-2003, 12:16 AM
I didn't encounter any pausing/sudden jerkiness with this map but I got a lot from unearthed.
Anyway, I think it's a good job, after playing for a while(a few hours actually), this map doesn't seems like it'll be suitable for any form of competitive play; too much waters, can't avoid them, some cavern static meshes ruin the flow. A lot of areas don't feel smooth enough, especially near the spawn points.
The map is pretty, there's some stretch textures I notice near the lifts to the two corridors. The upper level of the base feels kinda flat and uninteresting. The tight corridor made it worst imho.
The "chokepoint" where the ball is... it's a great job to the visual. But if you get up to where the ltg is, it doesn't feels right. Around the map looks bare from there, some tall hills and vegetation around the border will make it look more natural.
I'm not really fond of this map's gameplay. I like linear bombing run maps, but the map have players teleport to predictable spots. Plus, through hole where player drops into the base's pool, is a bad idea imo; Gave defender with hitscan weapons too much advantage unless they totally don't know how a gun works.
The concept is interesting, but I don't find myself to like the final product. But at least some parts are pretty original i guess.
legacy-Jeff P
01-03-2003, 12:36 AM
I get the jerkiness too. I have noticed this on a few other maps... really not sure what causes it. I have seen a ton of talk on other baords about what causes it, but no one seems to know for sure. Other than that, this is an incredible map that is quite challenging! Thanks for the great work - it was worth the wait.
Plumb_Drumb
01-03-2003, 01:44 PM
Okay Radeon I downloaded your map. Just for the record, I get the big skips as well (really big ones every 6 seconds or so).
Also, the lighting inside the cave is pretty bad, way overdone in some areas, underdone in others and boring overall. No offense though, I've seen worse, but this is pretty bad ;)
The layout of the caves is equally questionable. :(
Anyway I want to say that the outside area is probably the best looking terrain for a map in any game in history. Really good job on that man :up:
I have a request however... would you consider scrapping the inside cave area, taking the outside only and really fixing it up (adding details and adjusting the layout) and turning it into a CTF or DDOM map? I guess BR would bo okay too.
It's just that the outside is so incredible looking and that is really the only part of the map I like and would like to see a map made out of it. You really outdid yourself on that part. (imo)
Please consider it :)
oh btw, it looks like CreepingDeath fixed his AbandonedCrypt map finally, heres a link to the new thread:
http://www.ina-community.com/forums/showthread.php?s=&threadid=248551
For some reason he put the wrong link up though, so we will have to wait for him to edit his post...
legacy-aerorip is back
01-03-2003, 03:21 PM
Okay Radeon I downloaded your map. Just for the record, I get the big skips as well (really big ones every 6 seconds or so).
Also, the lighting inside the cave is pretty bad, way overdone in some areas, underdone in others and boring overall. No offense though, I've seen worse, but this is pretty bad
The layout of the caves is equally questionable.
Anyway I want to say that the outside area is probably the best looking terrain for a map in any game in history. Really good job on that man
I have a request however... would you consider scrapping the inside cave area, taking the outside only and really fixing it up (adding details and adjusting the layout) and turning it into a CTF or DDOM map? I guess BR would bo okay too.
It's just that the outside is so incredible looking and that is really the only part of the map I like and would like to see a map made out of it. You really outdid yourself on that part. (imo)
Please consider it
oh btw, it looks like CreepingDeath fixed his AbandonedCrypt map finally, heres a link to the new thread:
http://www.ina-community.com/forums...threadid=248551
For some reason he put the wrong link up though, so we will have to wait for him to edit his post...
I think the cave area is okay just needs work on the lighting inside because right now it really doesn't look like a "cave".... you kind of want that dark,underground,damp, echoey feeling to it...... right now its bathed in light and doesn't look quite right
i think the cave should overall be darked a little bit but add a LOT more ambience to it...... like just soft hues here and there......
maybe since this cave has been "rennovated" for the tournament you can add some big spotlights on the walls to make up for the brightness of the cave... or if not just add some built in some small vetical ones into the rock (like have you ever been on a tour inside a real cave where they have stuff like that?, the kind of light fixtures you have when you get to the top of the elevator i think is what they look like) also is it possible to make the water a lot greener\bluish? I've been in caves before and the water is pure bluish green because it is so pure.. although underwater is about this color its still pretty murky on the top
as the tree is one of the main feautures underground i'd add some more ambient green hueish lighting... the inside white lights are good i think just need something to add more distinction on the entrance
last but not least there shold be another ramp or two leading from the water, because right now its hard to play with other people because you get lost so easy, which also makes it really hard to defend your goal
of course it is your map, your vision...... i suppose if i wanted it my way you should "make your own god damn map and then you can have what YOU want in it" hehe oh well
oh yea add fireflys! heh heh heh those are so cool
legacy-§uper-]V[oose
01-03-2003, 03:28 PM
Originally posted by aerorip is back
blah blah
Nice ideas there. :):up:
legacy-aerorip is back
01-03-2003, 03:58 PM
Originally posted by aerorip is back
blah blah
Nice ideas there.
Originally posted by Super-Moose
I'm a big stupid head
man super i know you just can't come up with the ideas like me but you gotta stop being so hard on yourself :D
legacy-§uper-]V[oose
01-03-2003, 04:00 PM
http://www.silverball.dsl.pipex.com/files/smilies/elkswivel.gif
legacy-Radeon285
01-03-2003, 04:22 PM
Originally posted by Plumb_Drumb
Okay Radeon I downloaded your map. Just for the record, I get the big skips as well (really big ones every 6 seconds or so).
Also, the lighting inside the cave is pretty bad, way overdone in some areas, underdone in others and boring overall. No offense though, I've seen worse, but this is pretty bad ;)
The layout of the caves is equally questionable. :(
Anyway I want to say that the outside area is probably the best looking terrain for a map in any game in history. Really good job on that man :up:
I have a request however... would you consider scrapping the inside cave area, taking the outside only and really fixing it up (adding details and adjusting the layout) and turning it into a CTF or DDOM map? I guess BR would bo okay too.
It's just that the outside is so incredible looking and that is really the only part of the map I like and would like to see a map made out of it. You really outdid yourself on that part. (imo)
Please consider it :)
oh btw, it looks like CreepingDeath fixed his AbandonedCrypt map finally, heres a link to the new thread:
http://www.ina-community.com/forums/showthread.php?s=&threadid=248551
For some reason he put the wrong link up though, so we will have to wait for him to edit his post...
I agree, it does need better lighting.... but could you enlighten (no pun intended) me on exactly what I could do to fix it? and no, im not getting rid of the caves, they are a big part of the map. Im also gonna make it easier for the ballcarrier, i'v noticed that you basically turn into an easy case of target practice once you fall in, so im gonna fix that. Im also gonna do alot of re-working as far the static-meshs, as I said, they look out of place, and im gonna re-do them to fit the theme.
As for a progress update, Im re-doing the terrains with smaller hightmaps, it's already reduced the file size, so thats good.
legacy-brianhearn
01-03-2003, 06:36 PM
I've just been playing a couple of bots on adept, and one of the stupid things on my team couldn't figure out how to get out of the water. She was trying to get out to the right of the tree entrance where the ground is raised slightly attacking the blue base.
Sticking with bots, they can't seem to get the double damage. They know it's there, but haven't mastered the art of getting their translocator up there and just keep trying whils the battles raging around them. Again, this was on adept.
Another thing I've managed to do is get stuck under the roots of the tree next to the link gun. You can translocate out, but I imagine it would be a bummer if you play with out it on.
Reading the first few posts in this thread about not being able to find the ball, I followed the radar staright off and it led me to the ion painter! I thought it was a bit odd being able to find a super weapon so easy, but I suppose as you can't use it inside the cave that's not a bad thing.
i'v noticed that you basically turn into an easy case of target practice once you fall in, so im gonna fix that
I noticed that too. Not good for instagib players!
Is the only health those test tube things at the base of the tree and at the sniper points? I find that I'm way down on health by the time I drop in to the water and I'm just finished off before I've reached the land. Maybe put some health before the drop in to the cave?
Cool map btw :up:
Plumb_Drumb
01-04-2003, 04:38 AM
Originally posted by Radeon285
I agree, it does need better lighting.... but could you enlighten (no pun intended) me on exactly what I could do to fix it? and no, im not getting rid of the caves, they are a big part of the map. Im also gonna make it easier for the ballcarrier, i'v noticed that you basically turn into an easy case of target practice once you fall in, so im gonna fix that. Im also gonna do alot of re-working as far the static-meshs, as I said, they look out of place, and im gonna re-do them to fit the theme.
As for a progress update, Im re-doing the terrains with smaller hightmaps, it's already reduced the file size, so thats good.
That's great you are reworking all that stuff :up:
However, I just want to make myself clear here... i wasn't talking about scrapping the cave for Legacy, I was talking about taking the outside area and making a new map out of it by adding structures and detail, and tweaking it's layout for a CTF or DDOm maybe.... It was just a thought.
I know you probably hate the idea :D
legacy-Loosecontroll5
01-04-2003, 05:04 AM
Lighting problems = 2 Bright In The caves (especially in the corridors and stuff)
Maybe also use coloured lighting!.
Plumb_Drumb
01-04-2003, 05:19 AM
Yeah, if you look at the lighting right in front of the Red goal (for instance) you can see how overdone it was. See how the textures are almost blurred out of view because the lighting is so bright there?
There seems to be very little lighting contrast in the cave as well.
The lighting in the tree corridors look very flat and boring. Ditch the purple flares too (purple aint cuttin it here)
Everything is just too white or yellowish... uninteresting.
I also think you should add more physical detail in the cave area and maybe the outside as well (there have already been plenty of suggestions for this in your two threads). And this is a little subjective, but I am not partial to teleporters, especially in BR.
Anyway...
legacy-{B4M}Andy
01-04-2003, 06:33 AM
Maybe I am missing something, but is there anyway to get out of the cave besides translocation up through the hole(s)?
Plumb_Drumb
01-04-2003, 06:41 AM
There is a teleporter behind the tree...
legacy-Radeon285
01-04-2003, 11:37 AM
oh man, maybe I should make a ****ing map for this level, no one can figure out where the hell to go, lol.
And beleive me, i'll be adding more detail.....
legacy-[King_Snorkie]
01-04-2003, 12:32 PM
It's not that hard to learn the map layout :)
Oh, GJ on the map dude, it's great :up:
Mr. Brownstone
01-04-2003, 02:44 PM
On the whole, a great achievement!
I have a few suggestions:
I think there needs to be more outside “decoration” in the way of rocks and trees. I remember in the other thread that the reason for this was that the map was supposed to be at high-altitude, but in its current incarnation I think that the map doesn’t feel “imposing” enough when you are outside, and there are precious few “natural markers” to let you know at a glance your location on the terrain.
Just a personal preference, but I would love to see a mountainous sky-box rather than just the clouds. I really like the idea of playing at the foot of some huge mountain, and it would give the outside area more character I think.
Concerning the caves themselves, I think that there need to be more “exits” rather than just the teleporter and a deft ability to use the translocator to get out through the holes. Considering their depth, perhaps jump-pads might form part of the solution? Also, getting into the teleporter is a bit of a tight-squeeze, and better lighting near the bridges leading up to the jump-pad in each cave would be wonderful.
That’s all, and keep up the great work! :up:
legacy-aerorip is back
01-04-2003, 06:25 PM
Just a personal preference, but I would love to see a mountainous sky-box rather than just the clouds. I really like the idea of playing at the foot of some huge mountain, and it would give the outside area more character I think.
I would have to agree totally... and maybe make those rocks and stuff a WHOLE LOT BIGGER.. really make it feel intimidating when ur outside, make it really feel like a valley in the mountains and your just a speck in the perverbial scheme of things
just like moose's wee wee.... he didn't like my wonderful ideas
:p
legacy-§uper-]V[oose
01-05-2003, 06:40 AM
:down::bulb::up:
That wasn't sarcasm. :sour:
legacy-Kev_Boy
01-05-2003, 09:38 AM
Intro : Some cave, yes...some cave :p
Size: Medium
Size for the game-type: Good
Unzipped essential file(s) size: 45Mb's (Very Huge)
Worth the size: Quite...
Pro's
-Stunning graphics
-Great shortcuts
-Nice design&good idea.
-Bots generally perform good and weapon placement is very decent.
Con's
-Frames are awefull.
-Bots not fully believable.
-Size (in Mb's) are huge!
---(5+Ok,6+Nice,7+ Good,8+ Very good,9+ No Way!,10+ NO!)---
Graphics : 8.5/10: Mindbogling, superb...etc, all words to describe these graphics, although it does lag even outside...if Antalus can do it i'm sure this map can 2...
Gameplay : 9/10 : Great conscept, good use of shortcuts and "backalleys", greatly done, maybe a bit "to" hard but easy to learn to the maps layout.
Detail : 9/10: You can see little bits of water near the tree's roots, just 1 of the many little details in there...even after 20 minutes I constantly found new stuff, either graphical or gameplay effective.
Weapon placement and A.I : 8.5/10 : Very solid but when you are on the tree and they fall down from the cave they don't pass, that could be a killer tactic, sadly un-usable with bots...they do though interact wonderfully with the water.
Music/Sounds : 8/10 : Sounds are somewhat disapointing, you don't hear birds singing outside and the tree (as seen in several cartoons) "breath"...doesn't "feel", the music is good and very solid though.
Overall : 43/50 : 8.5/10 (Very-Good/No Way!) : A keeper (and unquestionably OWNAGE!) if not for these 4 thing ->
1-Increase the FPS.(By using those green things, forgot they're name :/)
2-Add more sound FX.
3-Add slighty more bot intelligence.
4-Skip some stuff to decrease file size.
legacy--Loric-
01-05-2003, 10:22 AM
The Layout is good, but i have a few suggestions.
1/ Add more exits to the underground cave. with only 1 teleporter in each base, you have only 1 route to the ball. A couple of capable players would be able to block the oposite team without any problem. (waiting for them outside). When there is only 1 escape route, you have a spam map.
Add another teleporter and maybe a jumpad to go in the upper clearing. Having a jumpad would make it fun too, because you would have quite a long flight.
2/ The sniper gun should be placed on a high spot. So you can use it right away. Maybe switch the Shock Rifle and the Sniper would work.
3/ Place the ball spawnpoint in the middle of the outside area. Not because you can't find it as it is now, but because it makes more sense.
4/ The Ion Painter should be placed outside (In a secret spot). (you can't use it in the caves!) Place a Redeemer instead in the caves.
legacy-Radeon285
01-05-2003, 02:25 PM
No kiddin you cant use it the caves :P That way people cant abuse the superweapons on the map, they are cheap peices of hardware from what im concerned.....
legacy-D00mhamm3r
01-05-2003, 04:31 PM
Hmm yust played that map....
But why dont i like it :haha:
Well nice ideas in design etc :up: but i dont like to play it...
legacy-Zimeon
01-05-2003, 05:04 PM
Been playing a few times this map now, it looks great but doesent play well like a BR map should. Everything about the graphics and design has been said so no need to repeat =)
legacy-pillz
01-05-2003, 08:28 PM
map plays smooth for me, no studdering. idea and atmosphere are awesome and original. only thing i would change if it was my map would be to make the outside alittle bigger with more places to go, more paths tunnels etc... long straight cavern hallways do need alittle work and mabey a couple more ways out of the cavern then the 1 teleport... good job though
legacy-Radeon285
01-06-2003, 04:40 PM
Ok here is what I decided. What im gonna do is completely re-do the map. Yes, I know... im insane/ludicrous/whatever, but im just not happy with the map, and I feel I could have made it alot better one if I had all the knowledge I have about the editor I do now. It's gonna take awhile, and im not gonna start any new threads untill I feel the map is somewhat near completion, but im gonna promise it's gonna run alot better on your machines (alot of people complained about pausing issues, I found the source) and im gonna promise it's gonna look ****ing incredible. Im also gonna fix alot of issues that made the gameplay pretty crappy (like the fact that your basically a limbless floating duck waiting to be pumped full of bullets once you fall into the water with the ball)
Anyways, thats all.
legacy-§uper-]V[oose
01-06-2003, 05:01 PM
Good look to ya.
Mr. Brownstone
01-06-2003, 07:22 PM
More power to ya!
legacy-DevizioN
01-06-2003, 10:31 PM
Everytime I play the map i luv it more and more and i found something new hehe :P
legacy-Desaparecido
01-07-2003, 01:25 AM
must...have...CTF version...i dont care much for BR.
legacy-samsamsam
01-08-2003, 11:08 PM
LOL!
WOWOW!
YEEAAAHHHHH!!!
We will have a good time!
THANKS!!!!!
~\@U@/~
legacy-Teddie
01-08-2003, 11:16 PM
mappers are insane.
legacy-Radeon285
01-09-2003, 04:32 PM
nah, im just a partially paranoid, lazy, unmotivated, shy artist :bulb:
Plumb_Drumb
01-09-2003, 04:36 PM
Will you be motivated if I wave around this 2x4 with a nail in it??
:cool:
Emmet Otter
01-26-2003, 09:33 PM
I wonder if your still working on remaking this map. Cause its tooo amazing not to fix (I mean the frequent pausings)
legacy-Radeon285
01-26-2003, 10:58 PM
I am
Emmet Otter
01-27-2003, 12:22 AM
How near is it to be put out?
legacy-Radeon285
01-27-2003, 12:37 AM
Well, not anytime soon at all, it's gonna be awhile, im putting alot more effort and time into this version.
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