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[WIP]DM-AMDK-VillageBta

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    [WIP]DM-AMDK-VillageBta

    An older project I had and now almost as good as finished.
    Still to do:
    -Some detail meshes
    -Screenshots for menu
    -Readme.txt
    -Optimisation
    -Fix some WeatherFX-Issues

    Note For those with lower SystemSpecs; Let me know where the FPS-Issues are
    And I'll try to fix them ASAP.

    Contains The VDM-AI package From Ash (so all credits to him)
    -Music Is from Kirill Pokrowsky (Compositor of Ego Draconis music) Used With His Very Kind Permission (have to mention this in the Read-Me)

    Also, The Mall-Map Has been Paused Until This One Is Final.
    Have Fun, Cordially, MDK
    DOWNLOAD



    Uploaded with ImageShack.us

    #2
    My FPS were fine on this map. I don't think vehicles really work with this sort of layout. Raptors and hellbenders in particular are really hard to counter on foot, and on a small map like this (compared to the typical ONS or VCTF map) it's very easy to spawn kill players by spamming sky mines. Scorpions on the other hand are fairly well balanced against infantry, so if you keep vehicles, you should just stick to them.

    The music track is a bit too loud. As it is, the loud choir pads at the beginning of the track, they seem to block out the sounds that you need to hear while fighting, if that explanation makes sense. Otherwise here's a map with similar music that would work well as an alternative, if you can get permission to use it: http://www.mapraider.com/maps/?fileid=3137. SDG-ONS05 or 08 would also work equally as well.

    Comment


      #3
      Ok, Hellbender will be replaced by a scorpion (I placed the Hellbender in there for invasion)
      Raptor has lowered health and is very easy to take out (3-4 snipershots should do it)
      Also the musicvolume can be lowered in the settings, But I'll try to recompile it on a lower Volume...
      Cordially, MDK

      Comment


        #4
        Speaking of invasion, just FYI the embedded vdm-ai package is incompatible with druidsrpg (217+) and mods based on it, which are pretty popular on inv servers. It interferes with the spawning and healing of vehicles by the engineer class.

        Comment


          #5
          I like it. This could be just as good as OldHaven. (My favorite one so far)

          Suggestions: I think it would be better without the vehicles. This doesn't seem like the right kind of map for them. Will the jumppads be replaced with ladders? They don't really fit the realism of this map.

          Comment


            #6
            If the layout were mirrored, I could see it working as a vctf map. But yeah, it really seems suited to sniper-style gameplay. (BTW that church is very stunning!)

            Comment


              #7
              I'll remove the vehicles and leave the map to the foot-soldiers
              Also will redo some of the weapon/ammo-placement.
              Concerning the music, Kirill Pokrowsky gave me permission to use his music so I think that re-compiling the music would be almost abusive from my part, so the track stays as is...(sorry folks)
              Also I was wondering if I should do the interior of the church or would that be
              Too much?
              @TurboK, The Jumppads wil stay for it permits some quick escapes (and airial shots )
              @Jefe THX for the compliment and Indeed I had some sniper play in mind

              Cordially, MDK

              Comment


                #8
                I think the composer's main concerns would be that you present his music in an aesthetically pleasing way, and that people would be able to enjoy it without adjusting the in-game volume. Much as if you were granted permission to use textures or models from another game engine, you would need (and be expected) to convert them to forms usable in this game. You'd also compress your textures and optimize your meshes, again changing the materials used, but not in a way that altered the presented content. A volume change is a similar minor adjustment.

                Of course it could just be my ears and it really isn't too loud.

                Now if you added a cheesy guitar loop over his track, yeah that might be a problem.

                Comment


                  #9
                  Stupid me... In LevelProperties One can change the musicvolume... (or not?)
                  -Found a collision issue on the church...marked on my todo-list

                  Comment


                    #10
                    It's really not the best way to go about it, but it does work. Changing from the default of -1 to -5 or 6 should sound about right. One of the nice things about oggs is that you can always change a song to one of your preference, but if you switch it for one of the correct volume, the volume will then be too low on the replacement.

                    Comment


                      #11
                      MDK1311, my friend, admittedly I'm not a very good bug hunter, but nonetheless I couldn't find even ONE!!

                      Love the atmosphere you've created, and the church is stunning (too bad we can't go inside to snipe from the tower).....your mapping keeps amazing me....

                      Todd

                      oh, and no FPS probs on my antique PC.

                      Comment


                        #12
                        Sorry for the (almost) necro-bumping.
                        Here is Beta2a.
                        Please let me know if there are still bugs. Next version will probably be the final one. (and shouldn't take that much time neither)
                        Cordially, MDK

                        Comment


                          #13
                          I tried it and liked it, very clean layout, definitely good for sniper style gameplay. I could not help but feel that it could use "something" else as well to really polish it off (maybe a few more small details etc.), but it works well for now and is in my mind good enough to release. On my old machine (1 GHz, 512Mb PC133 Ram, 64MB GF4Mx vid card) it ran acceptably (20-25 FPS) but I think those multimaterial static meshes weren't to my machine's liking (many materials results in many rendering passes). I can't really think of much else to recommend except maybe a few more details like store signs, "crates and barrels" (yeah I feel stupid for even asking for that type of generic cover), old wagons, maybe some low stone walls and fences in front of some of the buildings near the wider corridors. As it is now that the vehicles have been removed, the streets seem almost too bare.

                          Comment


                            #14
                            THX Meowcat for the feedback, Maybe I put some kind of a "kiosk" where the Udamage is. Problem with adding Geometry in all StaticMesh based map would be the lightmaps (wich where done in Giles) so sorry, no fences or barrels... ... But a kiosk would do the trick maybe....
                            and also, I'm getting a bit tired of working on these map, that's why I want to wrap it up...(I know it's not a good example towards others...)
                            Anyway THX for testing

                            Comment


                              #15
                              great map!
                              didn't found any major bugs except some problems with collision
                              idk maybe it's as it should be but these things have no collision

                              this column have no collision on top

                              Why do i get stuck there?

                              Also, jumppad's idles look very strange.

                              UPD: sometimes something on top of ladders pushing me down
                              btw i didn't notice this bug in the first beta

                              PS it's soooo small xD

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