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DM-DragonLord[BETA 3][PC][PS3][Pics][Download] Updated 18/10 - PS3 link added

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    DM-DragonLord[BETA 3][PC][PS3][Pics][Download] Updated 18/10 - PS3 link added

    Name: DM-DragonLord
    Version: Beta 3
    Compatibility: PC & PS3
    Description: A medium DeathMatch level for 4-8 players using the Shangri-La packages/ assets.
    Comments: I still need to optimize a bit, but other than that it should be close to final (some emitters still appear in low details, etc...) + maybe some tweaking of the lighting.
    Also the grass looks like ****, dunno what I am going to do about that
    Screenshot:






    Credits: Alex 'Lord_Hades' Vancomerbeck for the level
    Cory 'Spoondog' Spooner and Stevelois for feedback and playtest.
    Homepage:

    Download: http://www.mediafire.com/?5tnm4zmjbee (mediafire)
    Or fileplanet link: http://www.fileplanet.com/files/190000/193258.shtml

    PS3 version: http://www.mediafire.com/?myieazau4mw

    #2
    Looks pretty good on the pic... downloading now, I will let you know if I found something

    Comment


      #3
      looks really nice would love some custom meshes tho.

      Comment


        #4
        WOAH!! this map is looks amazing

        Comment


          #5
          Wow!
          Great map dude! Nice looks, perfect atmosphere and great gameplay.
          It needs a little polshing though.

          1) While in free modus (before the game has started) you can fly around. While doing that, you can get some HOM effect sometimes.
          2) See this pic: http://img297.imageshack.us/img297/2...problemuo7.jpg. You see the lightbeams, but you can also see that there's no light under them.
          3) Somewhere in the map you use a very large version of a freelight in one of those small temple building meshes. Personally I don't think it fits there. But that's just my opinion.

          Looking forward to the next beta!
          Keep up the good work.

          Comment


            #6
            Thanks for the comments guys

            [TDC]Destroyer ==>
            1) I know that you can see some HOM effect while in spectator, didnt thought it would be a problem though
            Easy enough to prevent that with blocking volumes...I ll modify that!
            2) Yeah, to be honest I dont like too much these lightbeams under the statues, I ll probably just remove them.
            3) Hm, not sure which one you mean?

            Thanks again!

            Comment


              #7
              B1 # 1/2

              Well, I must say that for this first beta, it is very impressive

              I did some matches and fooling around a bit before playing. My native resolution is 1680*1050, everything to max quality. Most of the screens I took for you are 50% reduce so the quality is left to be desired but at least you will understand more my explanations (I hope).

              To answer your questions :

              - About atmosphere, lighting, IMO, it is very good and don't need to be changed. ATM, it is very "sweet".

              - About items placement, in regard of the keg and the vest. There shouldn't never be so closed together ! The map is big enough to have all the armor powerup. ATM, the keg and tights pads are well disposed, you need to work on a more appropriate place for the vest and even add the helmet.

              If I "cut" the map in 2 parts. First part, the interior part of the map (temple) and the exterior part of the map (around the temple), the weapons disposal and pickups are not equal, since the map is square, ATM, it is not bad but you have plenty of space for the Dual Enforcer (shame that it's not there), there is 1 sniper only on 1 side, so you can add 1 on the opposite side, you have 2 bio, 2 flak, 2 link that are closed together but nothing to compensate on the others side. I saw only 1 RL, 1 machine gun ?

              - About performances, I got between 85 to 125 fps in all the map. Therefore, at some place without moving, just looking a wall and looking slightly somewhere else, I got 125 fps and dropping to 85 ! That is 40 fps lost and there is nothing special ?! There is an example :

              [screenshot]http://img237.imageshack.us/img237/9094/screenshot00000qy6.jpg[/screenshot]

              [screenshot]http://img301.imageshack.us/img301/1633/screenshot00001nx3.jpg[/screenshot]

              Here, you can see through the texture :

              [screenshot]http://img329.imageshack.us/img329/9509/screenshot00002oq4.jpg[/screenshot]

              - About others stuff, I feel that visually, it look good but could be even nicer and add more gameplay if you applied at least some of my suggestions. Like :

              The small stream is looking odd. It is obvious that it "cut" and in 2 "landing". If you build that stream in "stairs" it will look & feel much natural. More, add some small rocks in the stream.

              [screenshot]http://img244.imageshack.us/img244/3329/screenshot00004gw7.jpg[/screenshot]

              In this pic # I want to show that the 3 doors on the 1th floor could be opened and be link together with corridors (yellow). The corridors could be leading to the shore behind. So we could have a good view of the gorgeous river and mountains and you could add some ammo there. On the 2th floor, you can see through (green). The "S" on the second floor is to show you that you can add a sniper there. In pic # 2, withing the corridors, you can add a lift on the first floor to the second floor to go for the sniper.

              [screenshot]http://img237.imageshack.us/img237/5782/screenshot00005jy6.jpg[/screenshot]
              [screenshot]http://img329.imageshack.us/img329/7319/screenshot00006dk0.jpg[/screenshot]

              Branch is passing through the celling :

              [screenshot]http://img201.imageshack.us/img201/108/screenshot00007mo2.jpg[/screenshot]


              EDIT : CHANGING "IMG" TAG BY "SCREENSHOT" TAG.

              Comment


                #8
                B1 # 2/2

                Must post 2 times because of images quantity restriction

                I found that the items are disposed always to closed to walls/structure. That is not good for the flow and you get some damage when somebody shoot on the structure beside you. That is frustrating when you tried to avoid the enemy projectile and getting damage anyway because the structure is to close. Tried to put items in the center of the path. Tried putting the lantern on the pillar, so it's less in the way and will look good anyway. The water reflect is odd, I mean, it look good but when you look at it, it seem to be a still image instead of reflecting the environment ?

                [screenshot]http://img523.imageshack.us/img523/5231/screenshot00008bu8.jpg[/screenshot]

                It need some support instead of "just fill the space".

                [screenshot]http://img227.imageshack.us/img227/6366/screenshot00009wi9.jpg[/screenshot]

                HOM effect (yellow) :

                [screenshot]http://img237.imageshack.us/img237/650/screenshot00011hq8.jpg[/screenshot]

                Health to closed to the wall. The rest of the area is without interest, try to add some vials like 3-4 in a row ?

                [screenshot]http://img301.imageshack.us/img301/4186/screenshot00013uo0.jpg[/screenshot]

                Can be a good place to put a kong ?

                [screenshot]http://img329.imageshack.us/img329/1230/screenshot00014cq4.jpg[/screenshot]

                That waterfall need attention :

                [screenshot]http://img244.imageshack.us/img244/1315/screenshot00016nh9.jpg[/screenshot]

                The material edge need attention :

                [screenshot]http://img237.imageshack.us/img237/8518/screenshot00017sd5.jpg[/screenshot]

                And indeed, you can get rid of the lights on statues. It doesn't look good.

                THX and continu your good work


                EDIT : CHANGING "IMG" TAG BY "SCREENSHOT" TAG.

                Comment


                  #9
                  @Lord_Hades:
                  1) I don't think you should remove the lightbeams. I think they look really good! Just add a light.
                  2) I'll try to post another screenshot to show the freelight I mean.

                  I see that Stevelois is also reviewing your map. He's also done a lot of work for my maps and he's really good at these things! He might seem a bit picky from time to time, but he's always working to perfectionize beta maps! There are not a lot of people doing that unfortunately.

                  Good luck dude!

                  Comment


                    #10
                    Originally posted by [TDC]Destroyer View Post
                    ...I see that Stevelois is also reviewing your map. He's also done a lot of work for my maps and he's really good at these things! He might seem a bit picky from time to time, but he's always working to perfectionize beta maps! There are not a lot of people doing that unfortunately.

                    Good luck dude!
                    He he, THX Peter

                    Comment


                      #11
                      I see other threads where Stevelois is commenting.
                      Kudos to you for making such detailed map-tests! Impressive how you screenshot and comment all problems you find. I respect that! I've done it in the past and it is a lot of work everytime - but worth it when a map turns out to be flawless because of your work!

                      Thanks

                      Comment


                        #12
                        Nice looking map!

                        Regarding item placement, I agree that the shield and vest are definitely too close together, and both are not far away from both a rocket launcher and shock rifle pickup—that is going to concentrate nearly all the action around that one place, and leave far too much of your map unplayed.

                        I would suggest putting the shield belt up under the bell where you have the vest, putting a weapon pickup down below where you used to have the shield belt, and moving the vest out here:

                        [shot]http://img404.imageshack.us/img404/5288/ss0808041106gr1.jpg[/shot]

                        which is a part of the map that would otherwise see very little traffic. Alternatively it might also be good to move the shield belt out there and leave the armor underneath the bell, though I'm inclined to think that the center building is still the best place for the shield belt.


                        Again, very nice work so far.

                        Comment


                          #13
                          Originally posted by Stranger_NL View Post
                          I see other threads where Stevelois is commenting.
                          Kudos to you for making such detailed map-tests! Impressive how you screenshot and comment all problems you find. I respect that! I've done it in the past and it is a lot of work everytime - but worth it when a map turns out to be flawless because of your work!

                          Thanks
                          Thanks for noticing and for your kind words I appreciate

                          Comment


                            #14
                            Originally posted by [TDC]Destroyer View Post
                            I see that Stevelois is also reviewing your map. He's also done a lot of work for my maps and he's really good at these things! He might seem a bit picky from time to time, but he's always working to perfectionize beta maps! There are not a lot of people doing that unfortunately.
                            Seconded - he did wonders for my map as well. He has a very good eye for stylistic touches, you should seriously consider his suggestions.

                            Comment


                              #15
                              Originally posted by Vectorspace View Post
                              Seconded - he did wonders for my map as well. He has a very good eye for stylistic touches, you should seriously consider his suggestions.
                              Hey Don't know what else to say except THX

                              Comment

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