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MozI
03-05-2008, 02:02 AM
Here are some screens of my latest GoW map entitled Pipeline.

http://mozidesign.com/temp/MP_Pipeline1.jpg

http://mozidesign.com/temp/MP_Pipeline2.jpg

http://mozidesign.com/temp/MP_Pipeline3.jpg

The basic premise of the level is that it takes place outside an old mining factory out in the middle of the sea.

Tried to go for a Tyro Station look. Still need to add some more varied lights to add contrast in some corners.

Everything is done except cover points. I'll be working on that this week hopefully having this ready for testing/release by this weekend. On a side note it is smaller than my last level...but not too small.

Cheers,

NEVERISM
03-05-2008, 02:16 AM
Nice, looking forward to this- I just recently downloaded
your map, Asylum and enjoyed it but had the same opinion as
others in that the size was a little big. Not that I mind that!

I like the structure of the level so far and look forward to playing
the beta when you release it.

theinterlock
03-05-2008, 09:01 AM
God map, keep on it

The_Big_TickeTT
03-06-2008, 04:58 PM
Simply amazing. I am jealous of the UE you guys get to use.

theron
03-07-2008, 07:28 PM
Looks very promising :D I like your postprocess effect. :D

far
03-07-2008, 09:32 PM
looks nice ;)

MozI
03-08-2008, 08:02 PM
Thanks for the comments.

Well as promised here is the beta.
http://mozidesign.com/temp/MP_Pipeline_Beta.zip

Everything is done! Now go to town with the map and see if you can break it! I have tested it a lot my self and things look good, but then again someone can find what I missed.

There are three weapons in the map, Grenades at the top level, Torque Bow at the far end in the center, and Boomshot in the center of the lower levels.

So have fun and I'll be online hosting the level around 9 pm EST tonight (March 8th), if you would like to play a few rounds against me and give some feedback in the process. Gamer tag is m0zi

Oh and before I forget, I cooked the map and added the two required files the map, of course, and the INI. If you load this level and it crashes let me know... thanks

Enjoy

NEVERISM
03-11-2008, 01:19 AM
Didn't find anything specifically broken in terms of cover or blocking volumes yet.
When we played I felt that I was running for a long time from cover to cover
(in some areas) and enjoyed/disliked the long view distance/line-of-sight in certain
areas (mainly the center level where the spawn points are located). Maybe a mesh
can be placed in the center to break it up just a tad.

A good example of what I mean is when you go down the ramp from the middle level
towards the boomshot area, you cannot look across and see the enemy until you are
all the way down. It created a great sense of tension while playing because I could
not see your actions until you were already in my face!

I like the overall structure that you have in place but would enjoy even more secondary
cover being placed throughout the paths to open up more opportunities to "jungle
swing" into battle (sandbags, smaller crates placed non-uniformly, etc.)

Look forward to playing again and hopefully my microphone will work then!

MozI
03-11-2008, 11:25 AM
Thanks NEVERISM. I'll add some more cover for those long distance runs.

Also how the scale of level, feel alright?

I'll probably work on it a little more this weekend polish it up with some debris and junk and release it out into the open.

I fixed the player start bug I was talking about, I had normal player starts instead of team player starts.

Again thanks for the input. Hopefully others will give some gameplay feedback as well.

NEVERISM
03-11-2008, 08:06 PM
Sounds good MozI, look forward to your updates! I thought the scale was
fine but my opinion might change when I battle it up against more than just
one person.

It will look great with the addition of debris and junk to give it
some added character and history. Cheers!

NewPCGamer
03-11-2008, 09:43 PM
did you make your own post processing or did you take one from like tyro station?

MozI
03-12-2008, 12:01 AM
I looked at the values from Tyro, played around the numbers for a less red looking feel. Added a couple of different red directional lights and yellow spot lights.

MozI
03-13-2008, 01:57 AM
Bump...

beta link is now down...final version uploading will post that in Final Releases thread in a bit.

Havkar
03-20-2008, 08:27 AM
How to host server with this map?
;)