PDA

View Full Version : DM-OldFactory [BETA] [PC] [PS3] [DOWNLOAD] [PICS] 28-09-2008



[TDC]Destroyer
07-04-2008, 08:37 AM
Name: DM-OldFactory
Version: 0.93 BETA
Compatibility: Version 1.3
Description: A pure DM map. The background is an old factory (What's in a name :D) of the 1930's.
Comments:This is my third map. Hope all you guys like it! Please leave me a message if you download it and let me know what you like/dislike.
http://img45.imageshack.us/img45/1492/oldfactory1wl7.jpg
http://img45.imageshack.us/img45/5139/oldfactory2rj5.jpg
http://img55.imageshack.us/img55/363/oldfactory3oe7.jpg
http://img55.imageshack.us/img55/4640/oldfactory4ig4.jpg

Credits: Me for the design, Stevelois for his extensive testing (and for sometimes driving me nuts :p), ZixXer for his beautiful smoke emitter and Epic for all the meshes and stuff
Homepage: http://www.thunderdomeclan.nl
Download (Both PC and PS3): http://hosted.filefront.com/peterm56/
[b]Download (PS3) NOT FILEFRONT: http://rapidshare.com/files/144727331/DM-OldFactory_PS3.rar.html

Changelog:

Version 0.55 (11-07-2008):
- Made the roof accessible.
- Did a lot of polishing.
- Redid some of the design.

Version 0.60 (20-07-2008):
- Redid the complete environment.
- Done some polishing.
- Redid some of the design.

Version 0.65 (26-07-2006):
- Tweaked the lighting, especially on the outside and on the roof.
- Did some polishing.
- Added a lot of sounds.

Version 0.70 (03-08-2008):
- Tweaked all the sounds.
- Did some polishing.
- Changed the roof and first floor (the roof has been collapsed in one corner...)
- Changed all the windows. (Wooden planks are gone now...)

Version 0.75 (13-08-2008):
- Added and changed a lot of details.
- Tweaked the botpaths a little.
- Added some light. Made some areas a little brighter.
- Added an inaccessable area. Just for cosmetic purposes.

Version 0.79 (17-08-2008):
- Changed some of the textures.
- Added windows to the small building outside.
- Did a lot of polishing. Some almost invisible.
- Tweaked the blocking volumes so that the top of the walls have become inaccesible.
- Tweaked the lighting a bit in some areas.

Version 0.80 (20-08-2008):
- Changed the size of the new windows in the small building outside.
- Did some minor polishing.

Version 0.81 (22-08-2008):
- Tweaked the lighting a bit.
- Tweaked the botpaths a bit.

Version 0.82 (23-08-2008):
- Relocated and added some pickups and weapons.

Version 0.83 (24-08-2008):
- Relocated and removed some weapons and pickups.
- Added another way out on the back of the building.

Version 0.84 (30-08-2008):
- Did some weapon relocation again.
- Did some polishing.

Version 0.85 (04-09-2008):
- Tweaked the botpaths.
- Did some polishing.
- Tweaked the lighting in the basement entrance.

Version 0.86 (07-09-2008):
- Tweaked the botpaths a little more.
- Did a lot of polishing in the basement.
- Relocated some of the weapons again.

Version 0.87 (08-09-2008):
- Tweaked the botpaths even more.
- Did some polishing in the basement.

Version 0.88 (13-09-2009):
- Did some polishing in the basement.

Version 0.89 (19-09-2009):
- Did some polishing in the basement.
- Tweaked the lighting in some areas.
- Added a jumppad on top of the fountain (Credits for that idea go to Genthly).
- Added some rubble so you now can go through the hole in the roof from inside the building.

Version 0.90 (21-09-2009):
- Did some polishing in the basement.
- Tweaked the lighting in some areas.
- Made the jumppad invisible.
- Did some polishing inside the building.
- Tweaked the botpaths a little.

Version 0.91 (23-09-2009):
- Did some polishing in the basement AGAIN.
- Tweaked the lighting in the basement.
- Added some blocking volumes.

Version 0.92 (27-09-2009):
- Did some polishing in the basement AGAIN.
- Tweaked the lighting in the basement.
- Tweaked the lighting outside the building.
- Tweaked the lighting on top of the building a bit.

Version 0.93 (28-09-2009):
- Tweaked the lighting in the basement.
- Tweaked the lighting on top of the building.

WishmasterNL
07-04-2008, 11:00 AM
Hey mate!

Cool! another map :) I'll test this map asap, got some problems with my computer at the moment :(
But its looks promising, like the first screenshot ! :)

Wish

stevelois
07-04-2008, 07:18 PM
Hey [TDC]Destroyer,

Check you're PM :)

[TDC]Destroyer
07-11-2008, 03:32 AM
Shameless bump after all the changes I made last week :D

stevelois
07-13-2008, 03:12 AM
Hey [TDC]Destroyer,

Check you're PM again... :D

nero25
07-13-2008, 05:01 AM
hoi gaaf map cool map looks goed

stevelois
07-19-2008, 02:03 PM
Hey Destroyer :)

I know you're a busy man but is there any updates on the map ?

Also, please add some pics in the thread and not only pics links ;)

THX

[TDC]Destroyer
07-20-2008, 08:55 AM
Yow Steve,

Done!

stevelois
07-20-2008, 05:30 PM
Hey Destroyer :)

Just try the last version.

Thanks for applying some of my suggestions.

To answer about the wood plank, there are some example of pretty one :

http://img87.imageshack.us/img87/8184/screenshot00001fp4.jpg

http://img504.imageshack.us/img504/1575/screenshot00002wk4.jpg

You can use these since it goes well with the theme (taking from dm-shrift) :

http://img516.imageshack.us/img516/712/screenshot00003th3.jpg

http://img147.imageshack.us/img147/3738/screenshot00004lh4.jpg

http://img292.imageshack.us/img292/9418/screenshot00005wc2.jpg

You manage to enhance the gameplay and in the all it look better. Still there are some things that could be address :

1- I found the link gun on every floor in the building. Kind of repetitive...
2- There are some place where you can disposed the helmet and tights pads.
3- Inside the building, the principal stair that to go to the second floor is made of bricks. IMO, it doesn't fit and using the same steel/iron stairs as the exterior would fit much better and you would enable to see behind.
4- I found that the inside building lacks seriously some interest. There is nothing really worth something on every floor except weapons that are already available on the exterior building. I mean, to go into the building, there must be some important features and it is not the case now.
5- The map is very dark and need a little bit more atmosphere like raining or something alike.
6- Try to add more sound effect, I mean there are a lot of mechanical devices but there individual sound need more attention.

Keep it up :D

[TDC]Destroyer
07-21-2008, 01:21 AM
Yow Steve,

I think you have some good points when it comes to gameplay inside the building.
I'll have a look at it ASAP!
I'll keep you updated!

[TDC]Destroyer
07-26-2008, 11:14 AM
Yow Steve,

Redid a lot of things.
Please re-test!!! :D

stevelois
07-26-2008, 02:22 PM
HeHe, thread updated with B0.65 :)

Down now :D

stevelois
07-26-2008, 03:25 PM
Hey TDC :)

Following my advices, disposing the tights pads + helmet and changing the stairs in the building make this version is a little bit better indeed.

The added ambient sounds is nice but need polishing in the radius area. It "cut" instead of fading out when your going far from the mechanics or "in your hears" drastically when your coming closer.

Beside these changes, I'll stay to my previous post in regards of the look of the wood plank in the windows, the celling, the repetitive link gun.

The map as so much opportunities of disposing debris on the ground (in the building), holes in the walls, broken windows and such, shame there isn't any :( All the mechanics could have some pipes arrangements linking them together inside & outside the building. More, nice smoke effects could be add after that. To replacing the wood plank in the windows why not use these ramps ?

http://img74.imageshack.us/img74/8101/screenshot00001xa1.jpg

Bots pathing could be tweaking a little bit more. I mean that the bots don't jump from the first/second floor on the ground below and always taking the doors.

When I'm in the building I feel "confined" like a rat in a cage when I'm on first and second floor. I understand the purpose of these rooms but they're without interest since the items is available somewhere else :

http://img413.imageshack.us/img413/7208/screenshot00000ri4.jpg

Hope to see some revamped textures, a better use of items in the rooms and more personality in the next release.

THX

UT3fan2008
07-28-2008, 11:30 AM
sweet map, good job.

stevelois
08-03-2008, 03:07 PM
Okay, I did some matches and I noticed a lot of added stuff, changes and it is for the better.

Seriously, it's getting better. At this stage, I like the map, therefore, it is not a keeper for me unless you push it much further than that.

Don't be offended, you know that my intentions are for the better and remember that I'm picky and I want mappers to push the map to her limits so you can be proud of and it is only at this point that the map will be unique and have "a must" status instead of "just another map in the crowd" or "this is the 325 on my 550 maps on my server". Maps that are in rotation and 5 mins matches.

I don't give all this time to all mappers, only mappers that open mind and willing to tried my suggestions. I've take a lot of time to test and write all this, so I hope you appreciate ! You better thank me accordingly in the readme because I'll go kick your ass lolll

A part of what I already mention is done and it is very satisfying. Now, these are to be add to my previous suggestions :

Grass

All the grass is looking good and have nice shadows except the front building going from the udamage to the big health. Can you please make it look like all the rest, I hate when you look at the grass and you can see it just put there in straight line :

http://img98.imageshack.us/img98/1402/screenshot00001so5.jpg

Bots get stuck

I don't know if it is the ramp that is to high or the celling to low, bots are getting stuck there. It's like they try to jump to get the bio ?

http://img512.imageshack.us/img512/705/screenshot00003th0.jpg

Here, the bots are getting stuck on the machine. The # 1 is for the brick texture used, you can find better than this. The square is to show the hole between the floor/celling, it is not obvious to distinguish the 2 celling. I know that you can use some nicer material.

http://img172.imageshack.us/img172/687/screenshot00004pv3.jpg

This pic is from "DM-1on1-Out-of-gas" by DGUnreal. I don't want you to clone is idea but just be inspired by that gorgeous celling. It fit very well with your theme.

http://img297.imageshack.us/img297/4061/screenshot00000do4.jpg

Stairs

Here, if you can add some support (green) at every 5-6 feet to support the stairs, it will look & feel much tangible. The stairs look good but it's just not realistic. In yellow, suggesting that you put a nice plateform instead of stairs.

http://img231.imageshack.us/img231/394/screenshot00005oe7.jpg

Items

I feel like every item are to closed to walls and such. Even if I dodge/jump to avoid some attack, I'm subject to get some damage because the projectile hit the wall beside me.

Remember when I was saying that when I was in the building, I felt like a rat in a cage ? You made some progress on that since the building is more open. Still, on this corner, it miss some escape route, it could be nice if you open it up with some glass debris on the ground. The second pic is to add some glass debris. Glass debris could be disposed almost all around the building in small quantity since all the windows on the building as been broken.

http://img144.imageshack.us/img144/5334/screenshot00006zp7.jpg

http://img391.imageshack.us/img391/1096/screenshot00010bf7.jpg

The items on the roof are just unnoticed. This is 1 of the idea I got to make the items stand out or at least been noticed. You can add some lamps (like the one you use on the ground) on the corners and light the center of the roof. The "?" is just to show that these are big device/structure that need to be noticed and they're not at all ?

http://img301.imageshack.us/img301/7035/screenshot00007rt6.jpg

stevelois
08-03-2008, 03:12 PM
Must post 2 times because of that d**n images limitation :mad:

Basement

These bricks are gorgeous (# 1) comparing to # 2. Since you want to use bricks, IMO, use the better looking one. The # 3 is to show that you hardly distinguish the stairs and the walls around since it is all the same material. I would replace the brick stairs with the steel stairs (the one that I suggest you to use on the first floor and on the exterior building). Add a light in the background with some leaves on the floor with make that room look so much better. You can add a little wind coming to the basement with some leaves coming from the trees outside the entrance.

http://img144.imageshack.us/img144/1883/screenshot00008wi9.jpg

Here, you don't notice the pipes and they are in the way when you're going there. It make this sector useless and without interest. Remove the pipes or rearrange the way the mechanics are connected so we can go there and pickup some interesting stuff (ammo, vials, whatever).

http://img402.imageshack.us/img402/8485/screenshot00009qw7.jpg

THX

[TDC]Destroyer
08-03-2008, 03:35 PM
Yow Steve,

Tnx for all your suggestions again!
Sure I'll mention you in the readme. I've done that before, so don't worry about it.

About the grass: That's just a standard mesh I'm using there. Check it out in other maps (Including my DM-Meditation) and you'll see the same thing.

All the other things: I'll gonna have a look at it again and I'm sure you're gonna find a lot of it in the next release! You got some very useful ideas again!

Tnx again.

Peter

Luv_Studd
08-04-2008, 07:22 PM
Yo stevelois - do you need to use such large pictures to get your point across? It's annoying!

Thanks.

stevelois
08-04-2008, 11:15 PM
Yo stevelois - do you need to use such large pictures to get your point across? It's annoying!

Thanks.

WTF... it's not a matter of getting my point across at all... 1680*1050 is my native resolution... :cool:

Taking pics, draw what I want to explain, convert them, uploading the files, translate and write all the text in english (you should notice by the way that I'm french, it's obvious) take me A LOT of my personal time.

So no, I won't take more time to resize them and/or change my rez everytime I want to shows something to someone until I decide to do it.

If you are comfortable to make yourself 100% understand just with writing great for you BUT it's not the case of everyone, SO RESPECT the others members who's, at least take some of there personal time to help others even if it's not PERFECT with your perspective :eek:

You should thank me instead of p**s me off with that st***d comment :mad: The pics are to big for your screen, so skip it !

[TDC]Destroyer
08-05-2008, 02:35 AM
@Luv_studd: In the User CP of this forum you can disable showing pics in forum threads. The pics will automatically be replaced by links. That way large screenshots won't annoy you anymore.
I do agree with Stevelois that he doesn't need to spend even more time by resizing his pics. And even more important: large pics make his points very clear to mappers like me.

But please don't make this thread a discussion about the size of pics :D.

Luv_Studd
08-05-2008, 05:53 AM
It takes very little time to resize a photo before uploading it - in fact, a lot less than marking them all up needlessly as well. But I suppose it's okay for the other 90% of the readers using a normal screen resolution who must scroll their window left & right to see what the hell he's talking about.

He's the only one who's doing it, so I see no need to change my settings to have all pictures show as links.

stevelois, you're not the only person giving feedback, nor the first much less the best, so go whine about how much work you do to someone who gives a crap. :rolleyes:

I'm done here.

Syphix
08-05-2008, 10:28 AM
WTF... it's not a matter of getting my point across at all... 1680*1050 is my native resolution... :cool:

Taking pics, draw what I want to explain, convert them, uploading the files, translate and write all the text in english (you should notice by the way that I'm french, it's obvious) take me A LOT of my personal time.

So no, I won't take more time to resize them and/or change my rez everytime I want to shows something to someone until I decide to do it.

If you are comfortable to make yourself 100% understand just with writing great for you BUT it's not the case of everyone, SO RESPECT the others members who's, at least take some of there personal time to help others even if it's not PERFECT with your perspective :eek:

You should thank me instead of p**s me off with that st***d comment :mad: The pics are to big for your screen, so skip it !


When putting your pics up put them in a [screenshot.] [/screenshot.] (without the .) tags. It automatically resizes them for the forum to keep them within forum limits and you can just click on the picture to link to the full size.


Map looks interesting. I haven't played it yet but it is looking good, perhaps a little bland in places. I prefer the look of the outdoors to the indoors. If I were you I would work on trying to get many of those walls meshed, perhaps with pipes and machinery, just to provide a distraction from the BSP.

stevelois
08-05-2008, 11:45 AM
...stevelois, you're not the only person giving feedback, nor the first much less the best, so go whine about how much work you do to someone who gives a crap. :rolleyes:

I'm done here.

I know that I'm not the only one who give feedback... I'm not blind... and I don't have the pretention to say that my comments are the best either. Still, I entend to see some respect for others and constructive solution instead of teenager style comments ! If you want others to try some ways of making the reading more pleasing, provide adequate solution.


When putting your pics up put them in a [screenshot.] [/screenshot.] (without the .) tags. It automatically resizes them for the forum to keep them within forum limits and you can just click on the picture to link to the full size.

THX, that is a serious and constructive suggestion and you can be sure that I'll try it out later :D

EDIT : I was trying to find the screenshot fonction in the advanced editing mode but did not saw the button. Anyway, I just write the [/screenshot.] as you show me and now it shows well in the thread. I edited my posts on page 2 with this fonction and it's smaller now :) THX to you for the info ;) I did that on all my previous posts since yesterday in all the threads I've post. Learn every day :)

Luv_Studd
08-05-2008, 06:48 PM
I know that I'm not the only one who give feedback... I'm not blind... and I don't have the pretention to say that my comments are the best either. Still, I entend to see some respect for others and constructive solution instead of teenager style comments ! If you want others to try some ways of making the reading more pleasing, provide adequate solution.

You're welcome.

[TDC]Destroyer
08-13-2008, 03:09 PM
Yow Steve,

Uploaded a new version.
Curious what you think of it!

stevelois
08-13-2008, 05:51 PM
Hey Peter :)

A saw some improvements with this build, I noticed some things.

On the roof, look at ALL these tiles (don't know how to call it), it flash ?

http://img174.imageshack.us/img174/3154/screenshot00000lz8.jpg

Just put the same there, so it will look more polished.

http://img147.imageshack.us/img147/4039/screenshot00001we9.jpg

You made a good job so far with the plateform and support but please add something to 'joint" the different pieces.

http://img516.imageshack.us/img516/5687/screenshot00002tl2.jpg

IMO, it would be better if you can put a window on this side and the opposite side (I always forgot to mention it on previous posts). The ability to see what's going on on the ground before going outside would be a good thing and make this entrance look better from the outside. I hate to go out and be killed instantly by the other player that have been able to get the flak 1 second before me ! If I could see him before going out, I wouldn't go out at all ;)

http://img518.imageshack.us/img518/2157/screenshot00003rj1.jpg

I saw some a odd bots behaviour that wasn't there the build before, so I notice it. They stuck on the fence, the side where you have the stinger, they must jump from the roof because I don't know how they could end up there ?

http://img98.imageshack.us/img98/2918/screenshot00005il5.jpg

Every additions you made are great (roof lighting, good looking bricks, new rooms & rarranged pipes in basement, vents with smoke, some news exterior walls to name a fiew). I'm looking forward your next release. Hope to see some previous suggestions there tought.

Keep it up :D

PS: the FPS is much lower because than my previous posts. I've got a problem with my video card. Briefly, I play with my old PC, so don't be anxious with the low FPS.

[TDC]Destroyer
08-14-2008, 01:15 AM
Yow Steve,

Tnx for your comments again.
I'll have a look at it ASAP!

stevelois
08-14-2008, 01:27 AM
Glad to help Peter :D

[TDC]Destroyer
08-17-2008, 04:14 AM
Yow Steve,

I uploaded a new version again.
Got the feeling that it starts to look real good!

Let me know!

stevelois
08-17-2008, 02:57 PM
Hey Peter :)

What I noticed :

- The bots do not get stuck on the fence anymore.
- The roof tiles mentionned in my previous post as been fixed.
- Stairs joints as been add on the walls.

That is all good :D

About the windows in the entrance, TBH, there are not useful, there are to small and to high when you're in the stairs. More you can see the big concrete square around them. Sorry, I don't like them. I tought that you would put the same windows as the building with the broken glass ?

I would tend to use the same glass or put bigs holes (like the one you made in the building) instead of these small windows. Anyway, it's just my taste.

But it's better ;)

[TDC]Destroyer
08-20-2008, 02:29 PM
Steve,

I made some changes to those windows.
Please check them out!

stevelois
08-20-2008, 04:23 PM
Hey Peter :)

Indeed, the way you disposed the windows, it look better and with the flashing light inside it give a good effect :D

I noticed some odd bots behavior again.

At first I did not pay attention because I order the bots to protect me. So it is normal that they stay close to me but I notice that in this sector in particular, near the crates and the stairs, bots are acting weird, they jump on the stairs from the ground back and forth ? So I took my distance and they still doing that instead of following me ?

http://img153.imageshack.us/img153/5600/screenshot00001fp6.jpg http://img362.imageshack.us/img362/2986/screenshot00002og6.jpg

Check it out please.

Also I suggest that maybe just leave 1 crate there (the one with the udamage) instead of 2, I always felt "squeezed" when passing there. IMO, the crates in the building are looking better than these, I suggest that you use these instead.

Keep it up :)

[TDC]Destroyer
08-21-2008, 01:16 AM
LOL!
The crates in the building are exactly the same as the ones outside. Only the lighting differs :D.

I'll have a look at it ASAP.

stevelois
08-21-2008, 02:04 AM
OK young man... I meant these one :

http://img292.imageshack.us/img292/4154/screenshot00000dy0.jpg

IMO, they better suited the map :p

[TDC]Destroyer
08-21-2008, 06:49 AM
Ah! I thought you meant the ones on the first floor of the building...
I'll have a look at it and check it out...

Tnx!

[TDC]Destroyer
08-22-2008, 03:27 PM
Yow Steve,

Changed it again!
Please retest it.

stevelois
08-22-2008, 03:37 PM
Okay, dwn now :)

EDIT

Yup, this crate is a better choice after all, it look better, it is easier to get the udamage and I don't have the feeling of being squeezed anymore. Bots do not have the same behavior wich is great :D

I also notice that bots use very rarely the lifts inside the building. Most of the kills append outside around the building or on the first and second floor in the building (where bots are still getting stuck in the stairs to get the bio). Frankly, I don't know why the AI would bother to get the rl + machine gun in the 2 rooms inside the building since these weapons are already available outside the building. These rooms are not useful and I kill maybe, very generously 1 bot once in a while.

For what I know, the AI will try to get the most powerful weapons firstly. The fact that outside the building you have the flack and the rl, I think that this is not a good idea a after all. There is no interest for the AI to get to the basement since there is no powerful weapon, no big deal of health or any powerup. About, the basement, do you planning to make it more interesting by adding something because a part the small armor, there isn't really something interesting. Maybe change the link gun by the dual enforcer ? Or maybe put the flak there and put 4 vials instead of the flak ?

More, if you can make the lifts inside the building more noticeable, the better.

Have you already consider to replace the vest by the keg ? You will have more action on the roof. ATM, there isn't enough action on the roof.

[TDC]Destroyer
08-23-2008, 01:53 PM
Yow Steve,

Did some weapon and pickup replacement and I added a few pickups. I tested it and the bots use the building a lot better now to my opinion.

Hope that's your conclusion too :D

stevelois
08-23-2008, 03:46 PM
Hey Peter,

Did a quick run.

Well, you change a lot of things around and to be frankly, I like the previous configuration more. The only change that I found great is that the flak is below the stairs on the first floor. For the rest...

- Switching the vest with the big health was not necessary, I like the previous placement better. That is why I suggest to replace the vest by the keg, just to have a more powerfull armor on the roof to push the AI to go on the roof.

- Adding another powerup like the bezerk for that map size is overkill. Even if you dispose the udamage and another powerup completely at the opposite, the map is to small for 2 powerups. It advantage the player to much when he can get these 2 powerups so the gameplay is greatly affected.

- You should know by now because I say that very often that when I see the same weapons disposed twice in a such small map I don't like that at all (no offense, it is just me). The sniper stand surprised me because the only place I would see it is on the roof. For the rest, it's almost there twice and that is again overkill for me since the max comfortable players I found is 6 in total. Having 10-12 weapons stand, 2 powerups for a such small map is to much. To much is as worst as not enough.

- Shame that the Enforcer is not there, I assume that you don't like it, I'll stop asking you to put that classic weapon there.

So in all, yes, the bots seems to move more but not that more. The way I see it :

Roof : 1 sniper + 1 rl + 1 big armor (vest OR keg) + vials (no health)
Second floor : 1 bio + armor (helmet or tights) + health (no vials)
First floor : 1 flak + health
Basement : 1 enforcer + armor (helmet or tights) + more dispersed vials
Outside : 1 stinger, 1 link gun + 1 shock + big health + vials + powerup

In that config, nothing is repetitive, all the sectors are cover.

- For the rooms in the building, you can remove the weapons and add some ammo instead.
- You can open up these rooms to go outside. It will add some light in these and add some flow.
- In the building again, IMO, there is to much crates, mots of the playable area are reduced and dodging is almost impossible.

Anyway, others will surely appreciate the last changes more than me.

Keep it up :)

[TDC]Destroyer
08-24-2008, 08:34 AM
Yow Steve,

Uploaded a new version again...
I removed some weapons and relocated some of the other pickups and weapons.
I think it's better balanced now. There are only 2 weapons twice in the map.
Please let me know.

stevelois
08-24-2008, 02:10 PM
Okay Peter :)

Down in progress.

[TDC]Destroyer
08-24-2008, 02:32 PM
<OFFTOPIC>
LOL! What time is it there?
Here it is 20:35!
</OFFTOPIC>

stevelois
08-24-2008, 03:03 PM
Destroyer;25498049']<OFFTOPIC>
LOL! What time is it there?
Here it is 20:35!
</OFFTOPIC>

ATM, it's 15:02

I've play the map, comments will follow :D

stevelois
08-24-2008, 04:00 PM
I must say that almost all the changes you made are welcomed. This version is the best one so far :D

Weapons & ammo

I love all the change you made in regard of weapons placement. The only 2 exceptions is that you have 2 link gun and 2 rl. My concern is that the rl and the flack are to close together. In the following pic, the distance between the shock, rl and the flak is almost the same. IMO, this is to much weapon in a such short distance. I would tend to get rid of the rl and put the shock instead and just replace the shock by ammo. Also, the rl in the small room in the building is even closer to the flak than the rl in the pic. My suggestion is to move the rl on the roof (beside the sr) instead of the link gun and again replace the rl in the room by ammo. Many many THX for adding the Enforcer, the only thing missing is the sound pickup ;) If you made these changes, IMHO, that will be a perfect balance. Don't worry about the distance between the shock rifle and the stinger, this distance is ok since you have the flak in the middle on the same level.

http://img402.imageshack.us/img402/6339/screenshot00001ig5.jpg

At last you open up that room :D I'm quite happy about it since I already ask you that on previous post. Still, the room feel a tinny bit empty since the only items there (ammo) are completely in the corner. I would tend to move them a little bit from the wall to make them more in the path :

http://img261.imageshack.us/img261/2387/screenshot00006ur2.jpg

If you can do the same (open up the wall) or make a big hole instead, that will provide shooting outside the building. Again, just move the weapon a little bit from the wall :

http://img58.imageshack.us/img58/4678/screenshot00007ix2.jpg

Basement

I think that this is the part of the map that need the most attention by adding small things that will help to navigate and cover all the area. I suggest to dispose 2 to 4 vials in a row and not more in the corridors where it's empty :

http://img148.imageshack.us/img148/8254/screenshot00002hw8.jpg http://img155.imageshack.us/img155/5488/screenshot00003mc2.jpg

Remember in a previous post, I have comment about the entrance stairs, replacing the bricks stair by steel stairs (like on first floor), it will definitely help here. You can't barely noticed that this is an entrance/exit :

http://img147.imageshack.us/img147/3029/screenshot00004vv3.jpg

I remember asking you to put some light to distinguish the lifts from a distance. On the first floor, you can easily see them but that isn't the case in the basement. I suggest adding arrows (like in CTF) that shows the player that it goes up. You can add a neon to and apply some soft yellow light around it. It should look good with the red bricks :

http://img368.imageshack.us/img368/9207/screenshot00008ig2.jpg

Cosmetics

First floor

That wall can have some little touches :

- The mechanic could have a sound effect (green arrow).
- The valve could be on the floor (like it was throw there by the pressure).
- Pressure steam can be added where the valve is ATM and in the vent.

http://img147.imageshack.us/img147/2210/screenshot00000ri8.jpg

I have some idea about shooting at stuff and it could throw a jet steam on the players inflicting damage but I don't think that you will add that since you did not added the same type of suggestion in DM-Meditation. But anyway, if you want to have more info, let me know.

If you can add a little more polishing touches on the building and such around the map, it will enhanced the visual. By example, in this pic, I just add some bright windows in the big building in front :

http://img261.imageshack.us/img261/1028/screenshot00005dl4.jpg

Keep it up :)

[TDC]Destroyer
08-24-2008, 04:11 PM
Hey dude,
Many tnx for that extensive comment!
I'll have a look at it ASAP.

1 question comes to mind: What the hell is a "Sound pickup"?

And one other thing: It's not that I don't want to make things react when you shoot at them, I just don't know how to create them :o

So be sure that I take all of your suggestions really seriously, but sometimes I'm just not good enough with the editor. (And sometimes I just disagree; like with the number of crates you mentioned in your previous post, hope you don't mind :D)

Well, I'll let you know when the next version is ready!

Tnx again!

stevelois
08-24-2008, 04:27 PM
Destroyer;25498147']Hey dude,
...1 question comes to mind: What the hell is a "Sound pickup"?

The sound effect when you pickup the weapon, some sort of click-click :) That is very useful because if you have a weapon more powerful in your hand passing by, you don't know if you have take the enforcer or not if there is no sound. You have to switch your weapon to the Enforcer to be sure that you have the dual Enforcer in your hands. With the sound, no switching to do and you're 100% sure that when you'll need it, you'll have it.


And one other thing: It's not that I don't want to make things react when you shoot at them, I just don't know how to create them :o

To quicky answer you on this, I know that these mappers used the kismet really well so just ask them (Bret Hart, Ignotium, Thrallala, Plutonic, ZixXer).


So be sure that I take all of your suggestions really seriously, but sometimes I'm just not good enough with the editor. (And sometimes I just disagree; like with the number of crates you mentioned in your previous post, hope you don't mind :D)

No, I don't mind. My comments are for helping you, enhance the map in regard of my visions. It is not my intentions to impose my ideas but suggesting them for the better ;)

So, I'm looking forward the next release :D

[TDC]Destroyer
08-31-2008, 02:11 PM
Yow Steve,

I made some changes again.
Didn't relocate the weapons EXACTLY as you mentioned, but I did some relocation again :D

Some of the other suggestions have also been done.

stevelois
08-31-2008, 04:39 PM
Good then, dwn now :D

stevelois
08-31-2008, 06:04 PM
Hey Peter :)

The last version is again better.

I'm quite happy about the fact that you open up the last room. Putting only ammo in these 2 rooms and disperse them a little is good. Most of the time, weapons are often in a room and the ammo at the exterior of the building but in this case, it's the opposite. Just want to say that I like it ;)

About the basement, the lift arrow and the rearranged vials are welcomed, still nothing as been done for the entrance stairs... I presume that you like the way it is so anyway, I'll stop talking about that.

About the cosmetics, the new lighted windows in the front building, the pressure steam with the valve on the floor is good :D I don't know why the vent as been extended though ?

About the bots, you'll have to fix these issues because it is very annoying to see them stuck there, look like they're trying to jump over or to the floor below (always near the ramps) :

http://img205.imageshack.us/img205/713/screenshot00004fn5.jpg

About the ambient sounds, the radius need some more attention (that as already been mention).

The DE as no sound pickup. I know that Setheran manage to add sound pickup to the Enforcer in DM-Steam-temple (my suggestion he he he).

Brief, it's a good map, quite different than Meditation. I can't explain why but this version as more atmosphere to it.

Frankly, it's not far from final. I don't have any other suggestions for the moment so... this is what I expect/wish to find in the final :

1- Bots paths issues fix (a must).
2- Ambient sound radius tweaked (highly recommended).
3- A better looking entrance in the basement (personal pref).
4- Added pickup sound to DE (personal pref, please ask Setheran for the "how to do method").
5- A preview screen (a must).
6- Improved fence texture outside in the main entrance (personal pref like the bricks, it's like days and night http://forums.epicgames.com/showthread.php?t=612440&highlight=fence).

If you manage to address all this, this baby is a keeper for me :D Don't forget to include the habitual great text file (I know you'll provide one, just not forget the special credits :p)

I've done some research's to find a way to display some preview pics in a row. It can be done because I saw that in DOM-AKI. All my attempts have failed. So anyway, These are the best 3 pics I could took and I worked with. You can dwn the archive here : http://files.filefront.com/Old+Factory+preview+screesrar/;11663549;/fileinfo.html

THX

[TDC]Destroyer
09-01-2008, 01:30 AM
Yow Steve,

About the entrance to the basement: I like the stairs being made of bricks. I know the entrance is a bit dark. I might have a look at that.

About the sound radius: I already improved them some versions ago. The problem with these things is that the sound radius goes through walls. So if I make them larger, you can also hear sounds from the first floor in the basement and the other way round. Personally, I don't think I can get them any better then they're now.

About the bot paths: I already tweaked them 5 times at the points you mentioned and I can't seem to get them to work. Be sure though that I'll have a look at them again :D.

About the pickup sound for the enforcer: I added one in the latest version. Maybe it isn't loud enough. I'll have a look at it. I'll also check out Steam_Temple.

About the other points: I'll check them out!

Tnx again for the extensive comments!

eXeL
09-01-2008, 01:41 AM
i'm new here and i'm browsing around try to find some good stuff, but with these pic all over the place, i dunno where to start !

anyway, just saw you're map, after clicking the links and it look/sound very interesting.

i've download the map and will try it out.

eXeL
09-01-2008, 10:47 AM
i've tried the map, it plays very well and have a unique style.

i wanted to let you know some thoughts and i just saw that you respond to stevelois about them. speaking for me of course, i wanted to share some thoughts,

- i'm very happy that you put the dual enforcer. you said that it supposed to make a sound on pickup, strange, i did not ear it neither ? but sound is definitely a requirement.
- the basement entrance is very dark, should stand out more from the inside.
- bots are getting stuck on the ramps. they tried to jump over instead of going around the ramps, strange behavior ?

do you plan adding a music track later ?

a part these, you have a great map in you're hands !

by the way, i've tried dm-meditation, it is a lovely, inspirational map. boudha is you're brother ha ha ha !

[TDC]Destroyer
09-03-2008, 02:56 PM
@eXeL:
Sorry for the late reaction. Been busy :D

First let me say thanks for your reaction! I always appreciate people reacting!

About the music track: In case you didn't notice, it already has 'music'. It's very vague and almost sounds like background noise, but I think it suits the whole map theme.

If many people dislike it, I may change it. For the moment I like it though.

eXeL
09-03-2008, 03:14 PM
about the music. it's fine with me, i just thought that you'll maybe add something more apparent but the background sound is good. a music track is not essential but most of the map have one, that's why i ask.

[TDC]Destroyer
09-04-2008, 08:33 AM
Yow guys,

I reuploaded the map. Made some changes (See the first page of the thread).

@Steve: What's your opinion about the map's music?

stevelois
09-04-2008, 01:41 PM
Hey Peter :)

Dwn the last version ATM.

About the music. Mmm... let's see... I like the background sound, perhaps, it could be a little more louder.

Comments later.

EDIT

The bots issues are now fixed, great :D I can see that even the human can't jump from the second to the first floor and that's ok.

About the basement entrance, you added a light, so it's now brighter, good. You also add arrows. That's a good idea but, there aren't well disposed and 4 arrow in a such small place is to much. It look squeeze. They have to be inside the basement, not in the entrance. Coming from the outside, you don't need arrows to guide you, therefore when you're in the basement, it's so dark that you don't really know where to go, orient yourself. I suggest to dispose the arrows in that way instead :

http://img156.imageshack.us/img156/4240/screenshot00000oc4.jpg

I did not see any other changes regarding my previous post ? Or I'm blind ?

[TDC]Destroyer
09-04-2008, 02:25 PM
Steve,

The fence has been replaced and the pickupsound for the enforcer has been worked on. Those two actually took quite some time.

Hope you'll notice them when you have a second look :D

EDIT:
About the arrows: Good idea! Changed them right away!

stevelois
09-04-2008, 02:58 PM
Sorry not commenting about the fence and DE sound pickup.

I did see that the fence was not the same but I wasn't sure if it's the new one because I did not take some pic about them, I couldn't compare but I've had the feeling that they as being changed. Now you confirm it. They look good, better than the old one.

The DE sound pickup is working. The problem is that it make the sound only on first spawn, after I die, the sound is no longer there ??? I don't think that you can do something about it, maybe it's another engine bug ?

I was asking myself if it's possible to add dusk in the air in the basement ?

If it's possible to make the leaves going further in the basement ? You notice them only on the top of the basement entrance ? I already comment on that but the distance for the falling leaves can be longer. It could add a nice touch in the basement, you could see them enter in the basement. You could add some on the entrance floor to.

First pic (yellow line) is to show the limit of the falling leaves.
Second pic is what I have in mind, you could see the leaves falling (in green) and you can add some of them on the floor (yellow arrow).

http://img214.imageshack.us/img214/2746/screenshot00009nt3.jpg http://img299.imageshack.us/img299/3883/screenshot00000mf4.jpg

EDIT

eXel last comment inspire me to suggest others ideas to add even more atmosphere in the basement (THX eXel :D). It's not that I don't like the basement but it need a more damaged place feeling IMO. BTW, it's good that you put some moved tiles and debris on the floor, I forgot to mention that before. The dust I was referring to or fog as eXel mention could be the same as in this pic. That effect (white circle) could be visible (if doable) at you're hips/torso level :

http://img357.imageshack.us/img357/6761/copiedescreenshot00000sq0.jpg

Also, as you did on first floor with the pressure valve, you can apply the same effect here on some pipes. And the most interesting one could be on top on 1 of the 3 machines blowing to the ceiling and disperse the fog/dust or whatever we can call it all over the ceiling :

http://img512.imageshack.us/img512/6964/screenshot00000sq8.jpg

EDIT 2

There is a thing that I don't understand. I notice that after extensive matches (few matches with 50-70 kills) ;

When I play DM, the bots cover all the map but don't go in the basement at all ???
I've stayed a long time in the basement beside the vest without taking it and the vials. No bots as shows.

When I play TDM, I give the order to go freelance to my team, the bots cover all the map but don't go in the basement at all.
Like in DM, I've stayed a long time in the basement beside the vest without taking it and the vials. No bots as shows.

When I play TDM, I give the order to cover me to my team, the bots goes in the basement and followed me like you expect them to do so.

So it seem that in DM + TDM the bots behavior don't use the basement until you order them to cover you in TDM.

PS : you did a great bots path job all around the map. I see them jumping from the roof and other places. Bravo ! The basement is the only place in the map that the bots don't travel unless you force them to do so.

eXeL
09-04-2008, 06:13 PM
i wanna report that it does the same thing for me regarding the dual enforcer sound ? i can't explain why, it's kind of bizarre that it work only the first round.

i like stevelois idea about the dropping leaves in the basement if it's not to much to ask fortunately. i'm not sure about the dusk, but it could give a nice effect. imo it would have to be just a little bit here and there or maybe some fog instead at some spots ?

[TDC]Destroyer
09-07-2008, 07:10 AM
Yow guys,

I spent quite a few hours again on polishing the map and tweaking the botpaths.
I'm curious what you think!

Let me know please!

stevelois
09-07-2008, 12:31 PM
Dwn in progress :)

As always, comments later ;)

stevelois
09-07-2008, 02:16 PM
Hey Peter,

It's better indeed. To describe a little more :

Bots

When they spawn in the basement, the action is frantic. When they spawn somewhere else they don't use the lift at all in the basement. I position myself at the same place (post # 44, pic # 7) looking at the lift. They do use the second lift at my right and the entrance stairs. I presume because I see them spawning and they don't use the lifts, so they must use the stairs to go out.

I thought that the players counts was to low with 5 bots, so I've replay with 7 bots in DM and 3 vs. 3 + 4 vs. 4 in TDM. The results are the same.

You made a good job and at this stage, I think you've done everything you can. So leave it like that. Most of the time, I play in TDM and I give the order to cover me, so it's not an real issue for me.

I just wanted to help you make the map the most perfect possible and in regard of bots pathing, you're at the max I think.

Weapons

Switching the Link and the RL is a good idea, now the RL is at the top & at the bottom. Much better ;) The bots use very well the link gun alternate fire mode in the open area, great !

Basement visuals

Nice touches the 2 big vents you add on the ground, the high pressure from the small pipe and the arrows are now visible side to side of the basement :D

The fog / smoke coming from the ground vents are a good idea but it could be improved. When I look at them, in pic 1, you can see the smoke (red lines) is going straight up, almost at the ceiling. It would be much better if it could be fog instead of smoke. The smoke doesn't look adequate for me, it would be better if you can make it look like a fog distortion effect instead of smoke. The effect I have in mind is the same as when you look at the heat coming from a high heat source. You can also see the fog edge (yellow lines), if it could be more smoother the better.

To help you out, in pic 2, I crouch and it provide the smooth fog effect I'm talking about. There isn't no visible edge (red line). You can also see that the fog could be spreading all around and stay on the floor instead of going straight up. If you're able to accomplish, man, I'll be impress. You can also add others of these vents, smaller one. When I say smaller is like the size of only 1 grill instead of 4 grills. 1 near the vest and another 1 near the entrance. I know that the mapper ZixXer is very skillful in fog effects.

http://img66.imageshack.us/img66/6820/screenshot00001ww3.jpg http://img142.imageshack.us/img142/2337/screenshot00002pp8.jpg

BTW, did you have the time to check the preview screens I provide you ???

In all, great job :D

Keep it up !

[TDC]Destroyer
09-07-2008, 03:14 PM
Oeh no! Totally forgot about the preview screens!

I'm sorry. I'll check it asap!

eXeL
09-07-2008, 04:17 PM
howdy : )

the changes are very cool. steve is an artist and perfectionist ha ha. he's hard with you but it would be great to see that. I was wondering what is the players counts you suggest ?? i've play against 13 bots in dm, what a carnage !!! i never run out of ammo coz you spread them really good, super ! i can suggest 7 to 14 players.

i did not try tdm sorry. i don't have the time to make some very detailed tests run. i just want to point out that, in all the fights, there was almost no fights there. in the room & in the basement between the lift and entrance. i don't know if it's the same in tdm thought ?

http://img139.imageshack.us/img139/7372/screenshot00000fj6.jpg

http://img296.imageshack.us/img296/9052/screenshot00001ru2.jpg

[TDC]Destroyer
09-08-2008, 02:36 PM
Yow guys,

I uploaded a new version again.
I only still have problems with the pickup sound for the enforcer. The same problem exists in Steam temple though. I'm still working on it.
Oh and Steve: I added the previewscreen :D

stevelois
09-08-2008, 09:48 PM
Dwn & played the last version.

- The bots are now using the lift more, great !
- The smoke from the grills is now better, great !
- The map have the preview screen now, great !

...

- The fog look less dense than before but there is something that catch my eyes (in a bad way). Maybe the fact that the smoke is like white and the fog is like green... could be better if the smoke was greener or the fog wither... atm, it look like 2 separates effects instead of blending all together. Maybe remove the fog, don't know ?

- The new yellow particles on top of the smoke coming from the grills, make the thing look odd, it don't fit imho.

Exel as point out that there isn't players counts. What do you suggest ?

I know you do what you can ;) Keep it up :)

EDIT

About the effects I was talking about, please, take a look at DM-TokaraFalls (in beta forum). It as exactly what I have in mind. Go in the cave, near the bezerk and you'll see the effect that could be added on the ground instead of the still fog (I tried to point it out in the pic) : You could give a greener effect so it would fit you're theme :D

http://img354.imageshack.us/img354/4703/screenshot00000tf3.jpg

THX

eXeL
09-09-2008, 01:09 PM
Destroyer;25516149']Yow guys,

I uploaded a new version again.
I only still have problems with the pickup sound for the enforcer. The same problem exists in Steam temple though. I'm still working on it.
Oh and Steve: I added the previewscreen :D

howdy,
i did play the last version and don't put to much effort on making the enforcer sound always available because i saw that behavior from others maps as well. it is not annoying or an issue at all, it is there at least the first time so it's okay with me.

i don't like the smalls yellow things (don't know how to call them ?) on top of the smoke. it look like fireflyes on top of smoke.

the bots pathing seems better and thanks for the preview screen !

[TDC]Destroyer
09-09-2008, 01:17 PM
Steve, eXeL,
Tnx for your comments again!
I'll have a look at it asap!

[TDC]Destroyer
09-13-2008, 01:53 PM
Yow guys,

A new version has been uploaded.
Plz check it out!

stevelois
09-13-2008, 01:55 PM
Good, dwn now :D

EDIT

Hey Peter, it's better now, I would make the floor fog a tiny bit less dense and a put much closer to the ground (like cuting 50% of the high). So if a crouch, I don't see the edge line. but at this stage it blend well ;) I send you a PM to :)

eXeL
09-13-2008, 10:31 PM
howdy,
glad that you remove the yellow things.
it improve with every version, absolutely great !
thanks

ShadeMistress
09-13-2008, 10:53 PM
Filefront link isn't coming up with the file, just sends me to the main FileFront.com page.

[TDC]Destroyer
09-14-2008, 09:52 AM
@ShadeMistress: You should see a list of downloadable maps.
I don't understand how this can happen. Here's the direct link: http://files.filefront.com/DM+Meditationrar/;11771057;/fileinfo.html

[TDC]Destroyer
09-19-2008, 12:02 PM
Yow guys,

Just uploaded a new version with a few additions and tweaks.
Please check it out!

stevelois
09-19-2008, 11:45 PM
Hey Peter :)

According the dev notes, you've made a lot of changes !

I was wondering why bots where trying to jump on the fountain in the previous release. Seeing that, I was about to propose you to may put an invisible jumpad there enable a quick access to the roof. Still, I don't know of it's a good idea since you can grab the flack/RL/keg very quickly...

Dwn & comments later :)

EDIT

All the latest additions are simply great, great, great ! ! ! I love it :D

I have others suggestions to make but at this stage, they aren't big and I think (hope) they can be done very quickly.

Add red arrow on these walls, showing direction to the lifts. Pic 1 is taking from the entrance and pic 2 is taken from the vest :

http://img264.imageshack.us/img264/9122/screenshot00009wh2.jpg http://img232.imageshack.us/img232/8495/screenshot000sz3.jpg

The 3 pipes (in green) are a little in the way. I got kill a few times because I got blocked being to close to them. IMO, if you can just move the pipes arrangements (yellow) to the right the better. I mean that the lower pipes can be annoying when you have intensive carnage there.

http://img220.imageshack.us/img220/605/screenshot00002bp5.jpg

The brick arrangement on the ceiling here could be aligned in a better way. I suggest to put the bricks (Grey) in horizontal way instead of vertical. So it will be aligned like the one in the upper front of the entrance. The best thing should be in concrete like the roof but anyway, it's just to point out that it need a bit of attention :

http://img520.imageshack.us/img520/4006/screenshot00003tw9.jpg

The jumppad tech look don't fit with the fountain, please make it invisible like in dm-shrift :

http://img212.imageshack.us/img212/9033/screenshot00004uw7.jpg

When using the jumppad, I land sometime on the building roof, sometime on the lamp, sometime on the ramp. I suggest to make the player land on the keg roof instead. That way, you have to work a little bit to get the keg instead of walking 3 feet to get it after landing the right way. More it add a nice twist when you use the roofs beside. These next pics show you some cool bots path that can be added. I personally use this paths often :

http://img218.imageshack.us/img218/883/screenshot00005xr7.jpg http://img88.imageshack.us/img88/3047/screenshot00006wa0.jpg http://img223.imageshack.us/img223/4125/screenshot00007en1.jpg

A little ambient sound there could be cool :

http://img220.imageshack.us/img220/1663/screenshot00008nk8.jpg

I see some plants (like the one near the basement entrance) that if you can just shrink them a little bit, they will look better. You can clearly see some square (stretched) lines on the foliage.

BTW: I'm pleased to do extensive testing even if sometimes it driving you nuts lollll

The last thing, what about players counts lol

In all, greeeeeeaaaaaat job :D You put a lot of love on this map, I admire your determination ;) Keep it up :)

eXeL
09-20-2008, 12:18 PM
howdy,

this version is absolutely great ! i can share the enthusiasm of steve ha ha !
i was to comments about the jump pad and things but steve was faster than me.
i second stevie's comments. with all these, the map will be perfect without a doubt !

that map rock ! thanks !

[TDC]Destroyer
09-21-2008, 07:14 AM
Hey guys,

I uploaded a new version again!
Please check it out!

stevelois
09-21-2008, 01:55 PM
Just play it and...

I assume that the last suggestions I've made that you didn't applied are not fitting with your vision, so IMHO a completed readme and this baby is final :D

2 words : ABSOLUTELY GREAT !!!

THX :)

[TDC]Destroyer
09-21-2008, 02:46 PM
Yow Steve,

I did some more testing myself and I DO agree with your problem with the pipes.
The only thing is that it gave me some problems when I tried to move them. It's kinda hard to explain to someone that doesn't know the editor, but it started to look really bad.

Tnx again m8!

stevelois
09-21-2008, 04:08 PM
Hey Peter :)

If they are bothering you then you should fix them. If you can't move it properly, you can arrange the pipes in others way like these for example :

You can extend the pipes and plug them in the machineries, or simply extend the top pipe a little bit more.

http://img523.imageshack.us/img523/3200/screenshot00000eg7.jpg http://img519.imageshack.us/img519/7815/copiedescreenshot00000dd0.jpg

This is simply 2 examples but you have a ton of possibilities for pipes works. You can even add few neons below the pipes to lit the machineries instead of the rounded lights on the ceiling. Making these will required a bit of work but IMO, it could look good, different ? You can link some of the pipes in the damaged walls, etc etc etc.

EDIT

I forgot to comments that. Can you please check the stairs walking effect in the basement. I mean, when you taking the others stairs, the steel one, you don't have the weird effect that you walking on each steps. It's not an issue but the visual is a bit bothering and worst in 3rd person view. Just take the exterior stairs of the building walking back and forth and go take the one in the basement after, you'll see (hope) what I mean.

JD8
09-21-2008, 04:50 PM
I've been following this map for a long time but I just hadn't downloaded and tried it until today. It's looking very good so far, good job! I did find one thing though it is rather minor. I spawned outside the factory on the side with the U damage pickup but on the furthest corner from the U damage. As I was standing there the building above the window changed colors and got darker as if a shadow had decended on it. I went inside on the opposite side of the wall and saw that there is a lift there that goes down to the basement. I assume that the action of the lift is what somehow changed the color on the outside of the factory but I don't know. Figured I should tell you about it though it does seem minor.

eXeL
09-21-2008, 10:49 PM
howdy,

omg, great version and there is players counts ha ha !
the landing on the roof is better, in fact more than i expected !
i did not talk about the basement pipes before. personally, it is a bit in the way and since steve and you are mentioning that it bother you, well, i hope that you will arrange it one way or another.
it is really a great map !

thanks

stevelois
09-22-2008, 04:41 PM
...i did not talk about the basement pipes before. personally, it is a bit in the way and since steve and you are mentioning that it bother you, well, i hope that you will arrange it one way or another...

Hey eXel :)

I did some private testing with Peter and this as been fix :D And not just fix, it look even better ;)

Indeed, I always have something to say lol :p Keep it up Peter :)

eXeL
09-23-2008, 12:06 AM
howdy,

hey steve, you say it will be better, wow ! i can't wait ha ha !

Grogan
09-23-2008, 02:07 AM
I have had this map in my list for some time now. I meant to come back and comment sooner.

I really, really like it. It's grim, kind of like Gears of War. It seems fast moving, and always is a splatterfest for me (I play instagib). I used to work in an old factory, that had the second and third floors condemned. There was old machinery up there, and the wooden floors were rotting in places (very unsafe and nobody was supposed to go up there... as if that stopped me)

I actually forgot this was still beta. If I were to stick a fork in it, I'd think it was done :)

Great work, thanks for your effort.

[TDC]Destroyer
09-23-2008, 03:43 PM
Hey guys,
A new version has been uploaded!

stevelois
09-23-2008, 05:22 PM
Destroyer;25535173']Hey guys,
A new version has been uploaded!

Heu Peter... the version that as been uploaded is not the latest... I've dwn the map 2 times to be sure. The changes that I'm aware of are not there in this version :(

[TDC]Destroyer
09-24-2008, 01:28 AM
@Steve:
I'll have a look at it tonight. I'm sorry m8!

EDIT: Steve,
I had a look at it. It looks like I uploaded the right version.
I wonder if you expected me to remove the garbage can? What I did was just place a blocking volume around it, so you can walk around it a bit smoother.
Please let me know.

stevelois
09-24-2008, 11:55 PM
Peter :)

The last pics I saw had reworked pipes connexions on the 3 machines in the basement and the wall and others added handles...

For the garbage can, it was indeed to add some blocking volume on the one near the udamage and I ask you to check the others one also.

I have the feeling that you didn't save the changes between the first and the second cook... if this version is the last.

[TDC]Destroyer
09-25-2008, 01:27 AM
Yow Steve,

I'll recook my latest version tonight and re-upload it.
Hope that'll do the trick :D

EDIT: Yow Steve, I recooked it and am re-uploading the file right now!
Please re-download it.

stevelois
09-25-2008, 01:10 PM
Hey Peter :)

I will dwn the map later (I'm @ work now, dinner time :p). Hope that this is the good one ;)

stevelois
09-25-2008, 06:24 PM
Redownload the map again and... still the same basement. It is not what you showed me :(

http://img219.imageshack.us/img219/3706/screenshot00000nf0.jpg

Others stuff...

I noticed that the leaves are covering a wide portion of the terrain. Looking at the entrance, you can see that the leaves are passing trough the walls ? Not an issue but look like it miss something on the walls so the leaves won't pass trough them :

http://img502.imageshack.us/img502/9489/screenshot00001co1.jpg

I forgot to ask you that the last time. Can you add a light there on the floor. That part of the structure is very dark and not obvious to see your opponent when is there firing at you. I thought about adding a light on the floor with some lit on the surrounding material could be cool (white light is aiming vertically to the structure and yellow horizontally to the machine in the back) :

http://img509.imageshack.us/img509/4161/screenshot00002jk3.jpg

Going to bed now. Have a nice day :)

[TDC]Destroyer
09-26-2008, 12:02 PM
Yow Steve,

I downloaded the rar file myself, and it looks to me like the right file is in it.
When I play the map, it looks right.

Could you please download it again and verify that you're unpacking it to the right location, overwriting the old one? Also please verify that you unpack the right file and not an old one (Maybe you download the new one to a different location then usual by accident?).

When you open the rar file, you should see that the date-time of the files is set to september 26. (Or for the yesterday file september 25). Please also verify that.

Please don't consider this as me treating you like a child. I'm just trying to figure out why you don't see the latest changes.

About the leaves going through walls: This is just something that happens with emitters. Nothing I can change here unfortunately...

About the light: I'll have a look at it asap!

stevelois
09-26-2008, 02:12 PM
Hey Peter :)

When we chat, based on my suggestions, you reworked the pipes in the basement (from post # 80). You show me 2 pics of a much better different pipes works with some handles and the pipe was connected to the other pipe in the damaged wall. Compare your pic with mine, it should be obvious !

Also, I deleted the content of my log folder to be sure and there is no error in the new log file. The ini, ut3 & upk files are dated to september 26.

I always overwrite the old version by the last version. So you confirm what I think from the start, the changes you show me are not there :(

[TDC]Destroyer
09-26-2008, 03:25 PM
Yow Steve,

ZixXer also tested it for me.
At his PC it runs fine. He sees the new version.
You sure you don't accidentally unrar it in the Unpublished folder instead of the published one?

Else, I wouldn't know what the problem could be... :(

stevelois
09-26-2008, 03:37 PM
Peter, can you please post a pic of the basement so I can see the diff between your version and the one everyone dwn ? Putting them side by side will be useful.

[TDC]Destroyer
09-26-2008, 03:49 PM
Steve,
Here you go: http://img217.imageshack.us/my.php?image=33665885zv3.jpg

Hope it'll help you!

stevelois
09-26-2008, 04:19 PM
I don't understand why I should have any prob all in a sudden since I rewrite the old files by the new files ? But indeed, your pic is what I was expecting to see on my pc the last time dwn the map.

Also, there is no chance that I could accidentally unrar it in the Unpublished folder instead of the published one since it doesn't even exist since I remove it a while ago and I rewrite the files with each update.

The last time I even remove the existing files and copy the newer one after. I'll keep you inform.

[TDC]Destroyer
09-26-2008, 04:27 PM
Yow Steve,

I just uploaded a new version (AGAIN). This one has the light in it you mentioned in post 92 (last pic). I also removed the smoke from the big pipes outside the playable area. ZixXer reminded me that it looked ****ty :D

stevelois
09-26-2008, 07:25 PM
At last, I've fix my issues and be able to play this version :D

I can see some good enhancements here and there and I must say that it feel very plausible and closed to any old factories. I can see that ZixXer as help you out a lot. THX to him for his help ;)

I can see that you add a lot of contrast. It is very convenient in most of the area. It's not a bad thing at all but at some spot, it is to much and look like the pieces are not linked together. I notice the stuff that should be address because it look odd to me :

Basement

Black spots on pipes (look more than just an absence of lighting effects) :

http://img243.imageshack.us/img243/8145/screenshot00002dw5.jpg

Stairs lighting effects depending on the angle :

http://img20.imageshack.us/img20/7955/screenshot00003nd1.jpg

Exterior

The walls are very dark, to much imo (arrows). If you can add something to the surrounding bricks walls or change the black walls color tone to make them closer to the bricks walls the better. ATM, they look like 2 separates pieces like a clean one and 1 millimeter beside dirty / burned out. Simply said, it "cut" instead ob blending. The tree (green) is passing through the wall. Pic 2 demonstrate the contrast between the corner and the black walls.

http://img229.imageshack.us/img229/5206/screenshot00004qz3.jpg http://img261.imageshack.us/img261/902/screenshot00007dw2.jpg

In a previous comment, I've say that it could be cool if you add some leaks on the pipes in the basement. This is the kind of effects I was trying to explain (very well done BTW :)) :

http://img72.imageshack.us/img72/7315/screenshot00006in7.jpg

Good thing that you add the light. Still, the goal of my request was to add lit to the structure and/or the machinery behind with nice shadows effect but there isn't :

http://img402.imageshack.us/img402/9953/screenshot00005zg0.jpg

Hey Peter, this is a heck of a map so I hope your not deceive !

THX

[TDC]Destroyer
09-27-2008, 09:38 AM
Yow Steve,

Tnx for all the comments.
I've been working on some of them :D
Could you please explain me though what you mean with "add lit to the structure and/or the machinery behind with nice shadows"?
I can't exactly figure out what you mean.

stevelois
09-27-2008, 12:38 PM
Hey Peter :)

This is the kind of shadows I was trying to explain (below the stairs) :

http://img186.imageshack.us/img186/3923/screenshot00000te5.jpg

Later ;)

eXeL
09-27-2008, 12:53 PM
howdy guy's,

wow, you impress me very much on each release ! yo stevie, let go the poor guy breath a little bit, your to hard on him ha ha ha ! but i must say pure caaaaaaarrnaaaaage !!! it look & feel fantastic ! btw, are you going to participate in msuc phase 2 ?

thanks again.

[TDC]Destroyer
09-27-2008, 01:33 PM
Yow eXel!

This one is going to be my submission for the competition!
Tnx for your positive critics man!

[TDC]Destroyer
09-27-2008, 02:14 PM
Yow guys,

I've uploaded a new version again!

@Steve: I couldn't get the lighting on top of the roof any better then it is now. The light of the snipergun-pickup screws the shadows.

stevelois
09-27-2008, 02:23 PM
Great Peter, I'll check that out :D And THX for at least check out my suggestions ;)

BTW, my MSN is open :)

EDIT

Kudos for the walls, the contrast is much better :D Here a little pic, I have nothing to add :)

http://img530.imageshack.us/img530/2343/screenshot00000gr1.jpg

In the basement, I see another added leak, good. Regarding the ceiling lighting, it doesn't make sense to me. How come pieces nearest the light source (green ?) are not lit and others more far way (arrow) are lit ? I see like 5 spots like that and only in the new sections. If you have a lighting issue, you can add some green stuff on them and at others spots ?

http://img88.imageshack.us/img88/5538/screenshot00001zs2.jpg

About the light on the roof, can you try to play with it like moving it on top of the machine or in whatever way that could possibly provide some light between the structure and the machine ?

http://img504.imageshack.us/img504/356/screenshot00002fw5.jpg

I can hardly find anything else to comments. Boy, the MSUC phase 2 judges gonna have a hard time choosing the winners, they will be so much great maps submitted :D

THX

[TDC]Destroyer
09-28-2008, 08:24 AM
Yow Steve,

I changed the lighting issues you mentioned.
I couldn't get the shadowing on the rooftop any better then it is now.
Hope you'll agree with me that it's fine. :D

stevelois
09-28-2008, 01:38 PM
Hey Peter :)

It's fine, great job :D

I'm waiting for the final version he he he ;)

eXeL
09-28-2008, 03:28 PM
howdy,

i must say, fantastic map ! i looooooooooooove it !