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    #16
    Originally posted by Luv_Studd
    You should put down weapons and pickups for an alpha, imo.

    Too early to tell on the basic layout - it seems ok, aside from there being the big holes in the floor and some steps that are too high.
    I'ii drop some weapons in, i actually haven't gave them any thought yet. The high steps i've sorted, and the big holes i really should have covered with an glass sheet.

    Richyb

    I scaled it up via 1.25, as it was too small. Any particular areas which feel big? Most of the space will hopefully get swallowed up by meshs.

    MsM

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      #17
      bump for new alpha layout heres link, which is also in first post http://files.filefront.com/DM_1on1_P.../fileinfo.html i have added weapons, they properly will ned moving so suggestions on those please, added temp lighting, aligned the textures & made all changes since last alpha.

      MsM

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        #18
        Can you get another mirror? Filefront doesn't work for me.

        Comment


          #19
          Originally posted by musilowski
          Can you get another mirror? Filefront doesn't work for me.

          errr....only if i've got a willing host, anybody??? if not mate i could e-mail it to you, PM me your e-mail for old time sake

          MsM

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            #20
            I scaled it up via 1.25, as it was too small. Any particular areas which feel big? Most of the space will hopefully get swallowed up by meshs.
            I just feel I have so much head room compared to other maps out there. Any way as you said when you fill it up hopefully it will make it feel smaller. It is also apparent that every where I double jump the roof feels miles away, you need some cramped enclosed places. They make excellent flake cannon combat.

            Lol and my new map has miles of head room, I am a hypocrite.

            Comment


              #21
              Originally posted by Richyb
              I just feel I have so much head room compared to other maps out there. Any way as you said when you fill it up hopefully it will make it feel smaller. It is also apparent that every where I double jump the roof feels miles away, you need some cramped enclosed places. They make excellent flake cannon combat.

              Lol and my new map has miles of head room, I am a hypocrite.

              Hopefully mate the meshs i'm using will take up a lot of room, after all the meshs from crash theme are quite large. I actually didn't realise how big the map was myself, i think i scaled it up a bit too much. I've got some ideas to enclose it, so i'ii give that an crack and then get on with the job at hand.

              thanks

              MsM

              Comment


                #22
                I hope you change the name of your map at some point before you release it. I already have a map called DM-1on1-Phoenix and an SE version of the same map. Both of these maps were created by Lord Dace and I like them so I wouldn't get rid of them. I also like most of Yournan's maps but if this one keeps the exact same name as the existing Phoenix then I will have to pass on this one. There is no DM-Phoenix however, so maybe you could call it that.

                Comment


                  #23
                  Originally posted by alienlaw1
                  I hope you change the name of your map at some point before you release it. I already have a map called DM-1on1-Phoenix and an SE version of the same map. Both of these maps were created by Lord Dace and I like them so I wouldn't get rid of them. I also like most of Yournan's maps but if this one keeps the exact same name as the existing Phoenix then I will have to pass on this one. There is no DM-Phoenix however, so maybe you could call it that.
                  Well if there is a map called the same name then I doubt MSM will have a problem changing it. Any way if he keeps the name why do you have to pass? Why not change the name your self.

                  Comment


                    #24
                    Originally posted by alienlaw1
                    I hope you change the name of your map at some point before you release it. I already have a map called DM-1on1-Phoenix and an SE version of the same map. Both of these maps were created by Lord Dace and I like them so I wouldn't get rid of them. I also like most of Yournan's maps but if this one keeps the exact same name as the existing Phoenix then I will have to pass on this one. There is no DM-Phoenix however, so maybe you could call it that.
                    Ahh, if an map with already the same identical name i will change the name of my map. I like the name phoenix as i've got a good story for it, so i'ii use DM-Phoenix, after all not all 1on1 maps have to 1on1 in front of them.

                    Richyb

                    I'ii change the name to dm-phoenix instead, as i said i like the name and have a good story to go with it.

                    thanks

                    MsM

                    Comment


                      #25
                      I'ii change the name to dm-phoenix instead, as i said i like the name and have a good story to go with it.
                      Great, any updates?

                      Comment


                        #26
                        Alright, tested teh second version. It was good.

                        Only "complaints" are some BSP fixing (in example there was a hole in the doorway when going from LG to Link) and maybe get RL and SR a bit farther from each other. Two powerful weapons near each other are (too) lethal.

                        And one more thing; the ramp leading from shock to the room above flak.
                        Maybe make the start of the ramp better so you don't have to jump if coming from and 90 degree angle? (I know this is a small thing, but it bugged me if I had to jump from the side to get on it )



                        Well, everything else seem alright.

                        Comment


                          #27
                          Originally posted by Richyb
                          Great, any updates?
                          I'm gonna get to work on it now matey, thats about it really.

                          musilowski

                          Yeah thought there would be some bsp holes after i noticed some bsp was off the grid after scaling. I will fix this as i progress. The shock i will move, i'ii properly put the lightning gun there instead and swap others about. The ramp thing i will sort out mate, though i'm not exactly sure what & where you mean :bulb:

                          thanks

                          MsM

                          Comment


                            #28
                            Marry Xmas :-)

                            Beware - I'm back again :-) OK, 2nd Alpha is definitely better. Ramps and platforms in shock room are much better and cleaner now. Whole layout is smoother, it's nice. It's still much open - I hope meshes will help with this. Now another set of suggestions:



                            I was jumping around for a while and: LG->shock less then 3 sec, flak to RL the same.
                            - Consider LG under where link was
                            - Put rocket, where RL mark is - it is empty space now.
                            - Maybe you wanted some shield there, but try a100 where link was (above new LG) - it is risky place, worth a100 spot.
                            - I moved link to corner near old rocket (x with link, down of course)
                            - When it comes to a50, I put it as far from a100 as possible
                            - Because LG moved, I put bio on its place
                            - I tried to think of DD for small 2on2 games in the bio room down... but I can't figure it where exactly.
                            - Now - sorry for suggesting pillars ;-) but looking from place (1) to shock room, it is really open. Try pillars near a50 and "hide" shock behind one of it, or try those pillars with ? and you can put shock even on this ? mark (but it is too close to RL, I think).
                            - Another pillars could be near RL - a100 can be "defended" from there, but no pillars on the a100 side - shield taker has some disadvantage in this way.
                            - I see two nice spots for healts (++) just make the places a little bit deeper (in horizontal way of course ;-)).
                            - Two green lines - you could make a narrow ledges there - some people really likes that. ;-)
                            - Green arrow... slope dodge? I can't see much places for slope dodges on this map, but this one could be handy.
                            - BTW: Lift is going too high.

                            Well, sorry for SO much changes - I just moved LG and RL and than it was pouring out of me one by one. ;-) Yeah! And there is a hole when you come from your LG to your link on the doorway's left side. Sorry I forgot mark it exactly on pic, but you will find it. ;-)

                            Maybe it is whooole bad. Maybe there shoud be a100 on ? mark and a50 godknows where... ? mark could be good even for DD, it is open enough. Just please, place both shields to make it potentially good 1on1 map. I don't like those funny maps with only one shield. Nice work so far, second version really made a difference. I hope third one will be also less dark in some scarry places. :-)))

                            Comment


                              #29
                              Originally posted by virgo47
                              Beware - I'm back again :-) OK, 2nd Alpha is definitely better. Ramps and platforms in shock room are much better and cleaner now. Whole layout is smoother, it's nice. It's still much open - I hope meshes will help with this. Now another set of suggestions:



                              I was jumping around for a while and: LG->shock less then 3 sec, flak to RL the same.
                              - Consider LG under where link was
                              - Put rocket, where RL mark is - it is empty space now.
                              - Maybe you wanted some shield there, but try a100 where link was (above new LG) - it is risky place, worth a100 spot.
                              - I moved link to corner near old rocket (x with link, down of course)
                              - When it comes to a50, I put it as far from a100 as possible
                              - Because LG moved, I put bio on its place
                              - I tried to think of DD for small 2on2 games in the bio room down... but I can't figure it where exactly.
                              - Now - sorry for suggesting pillars ;-) but looking from place (1) to shock room, it is really open. Try pillars near a50 and "hide" shock behind one of it, or try those pillars with ? and you can put shock even on this ? mark (but it is too close to RL, I think).
                              - Another pillars could be near RL - a100 can be "defended" from there, but no pillars on the a100 side - shield taker has some disadvantage in this way.
                              - I see two nice spots for healts (++) just make the places a little bit deeper (in horizontal way of course ;-)).
                              - Two green lines - you could make a narrow ledges there - some people really likes that. ;-)
                              - Green arrow... slope dodge? I can't see much places for slope dodges on this map, but this one could be handy.
                              - BTW: Lift is going too high.

                              Well, sorry for SO much changes - I just moved LG and RL and than it was pouring out of me one by one. ;-) Yeah! And there is a hole when you come from your LG to your link on the doorway's left side. Sorry I forgot mark it exactly on pic, but you will find it. ;-)

                              Maybe it is whooole bad. Maybe there shoud be a100 on ? mark and a50 godknows where... ? mark could be good even for DD, it is open enough. Just please, place both shields to make it potentially good 1on1 map. I don't like those funny maps with only one shield. Nice work so far, second version really made a difference. I hope third one will be also less dark in some scarry places. :-)))

                              cheers for the indepth feedback mate:up: . Thanks for help wiht the weapon layout, to be hones ti didn't give much thought on them, however i'm def gonna use some of your suggestions on weapon placement. As for the pillars i'ii see how the meshs turn out, i might use some of those metal support beams like in crash.

                              thanks again mate, you've been a big help

                              MsM

                              Comment


                                #30
                                **EDIT**

                                New screens of the progress so far, need to do pathing & optmizing also need to tie up loose ends before another beta.













                                thoughts, feedback & suggestions apperciated

                                MsM

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