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DM-1on1-Derelict [Beta 1] [Pics] [Update-3]

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  • replied
    Screens as promised...

    Screens of the upcoming beta 2 as promised:

    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict27.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict28.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict29.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict30.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict31.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict32.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict33.jpg[/screenshot]
    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict34.jpg[/screenshot]

    Leave a comment:


  • replied
    Here's my feedback:
    • Should be scaled by about 1.1~1.25
    • Lighting is awesome
    • Item/weapon placement needs work
    • Lift should be slowed, and have a sound
    • More ambient sounds needed, but not very loud
    • I can get outside of the map in atleast two places - slowing the lift and redoing the rock walls, along with some blocking volumes, should help this

    Leave a comment:


  • replied
    comments galore!

    Originally posted by DimensionSeven
    Looking great. Gonna try it and post feedback in the weekend.
    Looking forward to that mate.

    Originally posted by NulEnvoid
    There's a prob with the trim on the curved stairway
    Yes I am aware of that. And it will be fixed. I am getting all the rest of the problems out of the way before I redo that whole area. I figured out a way to fix it and make it even better.

    Originally posted by NulEnvoid
    the air time on those lifts is cool too
    In beta two you will see the reason for the air time some nice Visual astetics are coming.


    Originally posted by Odds
    Map is too small even for 1v1
    Ok so how would you suggest I enlarge it? keep in mind that this map is ment to be a small and fast map.

    Originally posted by Odds
    Cliff meshes look unrealistically pieced together
    Am not sure how to use terrain so it was the best I could do. Will look in to a way of making it more realistic Thanks for the input.

    Originally posted by Odds
    Structural support meshes restrict gameplay
    They were put there to stop you from doing certain things You will notice that there are very few meshes in the level as it is. And in gameplay specific points there are no meshes blocking the way. However. I would love to know which you believe are blocking the gameplay. I could have over looked something.

    Originally posted by Odds
    Overall scale is too small
    Again this fits to the keeping it to a small map domain. I hate big huge open maps for 1on1s. I wanted to offer this map as a bigger than Albatross but smaller than Rankin map. The goal of this map is to keep the players fighting! That said suggestions are welcome.

    Well on to the bit you've been waiting for: BETA 2
    - Piping has been added to take advantage of the serious air-time you get from lift jumps. Bots will take advantage of this. (Well, it will support them if they choose to go up there)
    - Serious Texture working. Finally finished all the trimmage.
    - Lighting: New sunlight. Better higher detail on shadows.
    - Meshes: Apart from piping. Fixing rocks so they look better. Added some bits of eye candy.

    Screens tomorrow... and download if I can get some work done on it tonight. Thanks again for all the help folks!!

    Leave a comment:


  • replied
    Some nice ideas but feels cluttered.

    - 100 armor is to close to keg
    - Dont have keg in 1v1 map
    - Map is too small even for 1v1
    - Cliff meshes look unrealistically pieced together
    - Clipping error in BSP of curved staircase
    - Structural support meshes restrict gameplay
    - Overall scale is too small

    Leave a comment:


  • replied
    Fantastic lighting, the air time on those lifts is cool too

    There's a prob with the trim on the curved stairway, the one next to the RL on the inner curve. You can see sky through a hole in it.

    Not sure if the texture set's been over done, but looks nice despite my reservations there. Plays very well, need to play it some more but so far its looking like a keeper.

    Nice work :up:

    Leave a comment:


  • replied
    Looking great. Gonna try it and post feedback in the weekend. :up:

    Leave a comment:


  • replied
    Beta 1 released

    Beta 1 released. Please Download from the first post! All comments and feedback appreciated! Thanks!

    [screenshot]http://www.redbrick.dcu.ie/~barballs/images/DM_1on1_derelict/derelict26.jpg[/screenshot]

    Leave a comment:


  • replied
    Release 2.

    I was so happy last night with my work I decided to share it with you all a little earlier than expected. The beta release will be here in a while, once I get the last bit of geometry and the skybox done.

    Changes in Release 2:
    > The trim work has come a long way and is almost complete.
    > Static meshing is progressing nicely.
    > Lighting has been started too.
    > Bots and lifts have been fixed (lifts are silent at the mo)
    > Bots will lift jump (catching quite a bit of air time)


    Download: PreBeta (release 2)

    I would appreciate any feedback at all as usual. Thanks folks.

    Leave a comment:


  • replied
    Progress report.

    Work to release two is going well. Here is a list of things done last night:

    > Trimming is about 75% done.
    > Lighting started.
    > Preliminary static mesh work.

    > Location of 5 vials and adrenaline swapped.
    > One 25H removed on ground floor.

    Screenshots of progress thus far:



    UPDATE:
    Higher res screens with more work done:
    Screen 8
    Screen 9
    Screen 10
    Screen 11
    Screen 12

    The New version will be ready to Download as soon as all the changes in the post above have been completed. Any Comments or suggestions based on the screens would be a help too (I know its hard to judge, I'll get the map out soon)

    Leave a comment:


  • replied
    Update for Version 2

    Originally posted by Esque42
    The five vials at the top of the main lift I'd move down to the adrenaline beneath them, to replace the green armour from cpma.
    Not a bad idea that. Could just swap locations. So the adrenaline will still be in the map. Or i could just get rid of it. will have to see once the map grows.


    I'd keep the big jump pad in the middle of the map instead of making it a lift as the fun with a jump pad is how much more open and dangerous they are to use.
    I went with the lift because lift jumping is a more UT-ish habit. Plus i feel it made the level more interesting. I'll fix the lifts and pretty the level up then decide if the lift should be kept or not.


    I'd ditch the lightning gun and put the minigun there instead. Plus does such a small level need a sniper rifle? :-)
    But I like the lightening gun! Its great fun pegging mid air headshots from lift jumpers. But you are right the Rail was not in the original. I know it is a sniper rifle but it doesnt feel like one to me. Besides with the Keg, 100A, and 50A all in the level I feel the map needs a weapon to counter them.


    As for the teleporters. I'd say that the teleporter to escape the Red armour pit could be replaced by a dodging ramp and not be a problem, but the other teleporters send you such a long way and allow you to move so quickly around that I think they need to stay. There isn't anything you could replace them with, and being able to move quickly like that is important for a small arena. Shame UT's teleporters don't work as smoothly as Quake 3's.
    You have a point about the teleporters. I'll make 2 versions of the map. One with and one without. Personally I think the map will play just fine without them. Could make play more interesting, but we'll see.


    Originally posted by Homeslice
    Maybe a skybox would help too unless you want this to be strictly indoors.
    There will be an outdoor section I am just working on how i want it to look.


    I don't know if you pathed the bots yet but I found a bit of a problem with one of 'em.
    There was a very hastely put down bot path and it is nowhere near complete. The bots don't even know any of the jumps or use lifts yet! That will all be fixed.

    Change list for upcoming next version:

    > Trim completed
    > Initial lighting
    > Fixed Lifts
    > Upgrade bot pathing
    > if time allows
    >>> Initial terrain
    >>> mesh work
    >>> Optomization (APs, Zoning, and all that)
    >>> Funky lighting (shadows everywhere)
    >>> Detail Meshing

    Thanks for all the input thus far folks. keep the feedback coming!

    Leave a comment:


  • replied
    k here is what I personally would do having looked a little closer (I was talking a little bull about too many weapons).

    Off we go
    > The five vials at the top of the main lift I'd move down to the adrenaline beneath them, to replace the green armour from cpma.
    > I'd keep the big jump pad in the middle of the map instead of making it a lift as the fun with a jump pad is how much more open and dangerous they are to use.
    > I'd ditch the lightning gun and put the minigun there instead. The original didn't have the rail anyhow, and you'd have no weapons on the top level, which makes it less of a dominating position. Plus does such a small level need a sniper rifle? :-)
    > The Linkgun I'd replace with the flak. The flak I'd replace with a bio or so.
    > The Shock is okay, and the Rocket Launcher.
    > Keg, 100A and 50A are fine.
    > I'd try to not have lots and lots of ammo. Just a pack for each weapon, positioned some way away from the weapon itself, so people can stock up. Make sure most (if not all) of the ammo is on the mid or lower levels. Again making the top weaker. UT levels generally have an over stocking of ammunition in my opinion.
    > One of the health packs over from the shock could be removed. They are (will be? ) close to the vials after all.

    Good to see you are following the geometry shape of the original, which was a very cool design in my opinion.

    As for the teleporters. I'd say that the teleporter to escape the Red armour pit could be replaced by a dodging ramp and not be a problem, but the other teleporters send you such a long way and allow you to move so quickly around that I think they need to stay. There isn't anything you could replace them with, and being able to move quickly like that is important for a small arena. Shame UT's teleporters don't work as smoothly as Quake 3's.

    My thoughts for yer. I hope it helps.

    Leave a comment:


  • replied
    Well, I just tested it, so I guess I'll give the first of the feedback. Well, you have a very promising layout and it'll be good for a 1on1 map. Ok, so you said you need lighting first, right? Maybe a skybox would help too unless you want this to be strictly indoors. I don't know if you pathed the bots yet but I found a bit of a problem with one of 'em. Here's the pic. But I feel this will be a good map once the beta is released, and more so when the final is released.

    Leave a comment:


  • replied
    Thanks for the input!

    I had thought I using UT's wall sliding instead of teleporting by the red armour. What do you think?

    The ridge will be definately be going in. I just hadn't gotten that far.

    with regards to weapons what loadout would your recommend using?

    Thanks again

    Leave a comment:


  • replied
    hmm the original creator was Lunaran if you weren't aware :-)

    http://www.lunaran.com

    I would make the map closer to the original. Put the teleporters in (the map kinda needs them), put the ridge at the side by the 100A in. Decrease the amount of ammunition.

    Something really up with the lifts, they don't seem to work properly. Kept standing on them and nothing happens. Also move a little to slow to jump off easily.
    I think you could also afford to remove the link gun and place the minigun there or something...it's a small map and putting so many weapons in feels a bit over the top.

    Good map to remake really. Nearly all of CPMA's maps are. Although the remake of cpm1a (kadath I think) in the community bonus pack was done badly due to some bad changes to the map (eg the teleporter was removed, the shock rifle placed too high, the higher armour point was just an open, highly spammable corridor with no cover or room to move).

    Maybe just me but I always think it best to retain the original title of a map when it is remade, so people get the deal with it :-)

    Leave a comment:


  • replied
    in that case- we call it an "ALPHA".

    in a beta map, you nitpick at anything you can, because it's being polished for the finished product.

    Leave a comment:

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