PDA

View Full Version : MP_Bridge (Alpha 1 - 15th Feb 2008)



ChainsawFilms
02-15-2008, 03:25 PM
MP_bridges_alpha_1

http://www.chainsawfilms.com/games/gears/maps/bridges_alpha_1_01.jpg

http://www.chainsawfilms.com/games/gears/maps/bridges_alpha_1_02.jpg

http://www.chainsawfilms.com/games/gears/maps/bridges_alpha_1_03.jpg


After many, many hours, here's an Alpha version. Please give it a try, the screenshots make it look crap but hopefully it's not that bad!!

Why Alpha and not Beta? Because it's not close to being finished yet. There's still a lot of tidying up to do, and the collapsed bridge needs to be finshed. The wind particles need some work, and the cover nodes are my first pass at them, so they're not all going to be functioning right. Most importantly, a key gameplay element, the rising water, isn't yet implemented. There's almost no ambient sound either.

I'm putting Alpha 1 out today because I said I'd get something online end of the week. I think I'm looking at another 2-3 weeks before it'll be ready for a proper Beta test.

What I'd like is some feedback - how does the map feel, weapon placement, flow, etc. Please consider that in the final version you won't be able to grab the Boomshot for the first minute or so of the game, it will start submerged by water, so the break-out and initial action will take place on levels 2 and 3.

I'm particularly interested in opinions on the lighting and the DOF blur, which may be too much. And finally, how is the performance? It's running absolutely fine for me, but I'm on a 8800 so everything bar Crysis runs fine :)

Thanks!

DOWNLOAD
http://www.chainsawfilms.com/games/gears/maps/mp_bridge_alpha_1.rar

ChainsawFilms
02-16-2008, 08:55 PM
A little feedback, positive or negative, would prove really helpful....

far
02-16-2008, 09:55 PM
Looks good, i will give it a try for sure.

Taffer
02-16-2008, 11:14 PM
I'm particularly interested in opinions on the lighting and the DOF blur, which may be too much.

Yea from the screenshots the DOF is too high. I like the use of it in the last screenshot to blur out the background, but in the second screenshot something that close (the overhead beams) should not blur up that much.

ChainsawFilms
02-17-2008, 07:41 AM
Yeah I agree on the DOF, I want it to start blurring early but not as much. I don't think those near beams in pic 2 are blurred, they don't look it while playing, that's the bloom I think.

Thanks for the feedback.

PsYcHo MaGiK
02-17-2008, 03:24 PM
looks good im gunna try it but u might wnt to put more scenery in it

ChainsawFilms
02-17-2008, 04:29 PM
I plan on putting a few more islands in the distance, but it's meant to be part of a bridge across a huge ocean. Given the open nature of the map, I'm not sure how much more I can add without having performance issues. If it's running ok on lower spec systems than mine I can drop a load more background detail in :)

SportingSCP
02-18-2008, 08:36 AM
it looks neat,im building a map also with/on a bridge, but mine will have the ACT5 feeling to it :D

ChainsawFilms
02-18-2008, 12:11 PM
Cool.

So has anyone actually played it yet??

Core2TOM
06-23-2008, 01:15 AM
any updates on that map?

ChainsawFilms
06-23-2008, 02:09 PM
LOL. I didn't think anyone was bothered! Getting zero feedback, I moved to UT3 for mapping.

I may finish this - it needs lots of custom meshes, but I may simply fix a few bugs and let it out as is. It's not the map I hoped to make but it would take too much time to complete it properly.

We'll see :)