Announcement

Collapse
No announcement yet.

DM-Rocks and Shoals Moved to final!

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    OK, Hopefully the last beta.
    external package is gone.
    If there's any changes that need to be made speak them now.
    There are a number of little poishing things I want to do to some of the meshes but outside of that and the preview pic, it's pretty much done.
    So yall let me know if anything needs to be changed.
    DOWNLOAD BETA5

    Comment


      #47
      I just tested the latest version. Over all, it's looking very nice and plays just as well. I have some suggestions.

      1. The bush/tall grass that is near the little pond (closer to the cliff) needs to be lowered or tiltled a bit.

      2. Since you moved all of your custom content into the map file (nice job btw), the cool foot step sounds for the rocks and wood are gone. I miss them!

      3. If you are standing on the helmet pickup and look to your right, you will see 3 ammo (stinger, link, shock), when you walk up to them (towards the left side of the cliff) from the dead end, you usually get caught on something. Maybe add one more loose board?

      4. The only thing I don't like, almost "hate" is the general item placement as I mentioned before. I will say it once more and leave it at that.

      a. The rocket launcher and flak cannon shouldn't be so close together. In addition, you have 235 health points to be grabbed by these two weapons (1 keg, 4 health x 25, 7 x vials (5 each?).

      b. There are no pickus of any kind from the sniper rifle to the left (if you are looking towards the middle of the map).

      c. There are no pickups on lowest platform (right below the Udamage).

      d. You don't always have to have two health pickups next to each other.

      e. I like the idea that players always have to move around the map to stay well armed and defended (health.armor). Placing two matching ammos close to the weapon doesn't help with flow.

      As you should know, I really like the map over all. I just played a 100 frag round and my guess is that 80% of the time is spent near the rocket launcher side of the map.

      While they are only bots, I can see little reason why human players would do anything different. Having the map set up like this, makes it much smaller than it really is.

      I will download the final, but any map that is only worth playing in one half of the map, is a map that won't be played for long.

      Comment


        #48
        Looks like I completely forgot about the physics materials.

        I'll look into the item placement.
        Thanks for the suggestions, I really appriciate it.

        Comment


          #49
          OK, fixed the grass there and the material sounds.
          I moved the two flak ammo up to replace the two med health on the bridge.
          Also removed one of the med healths near the flak.
          Moved two ammo pickups from other places to upper half of the lower platform below the udamage, right by the bridge that leads to the stinger.
          moved a couple pickups on the path that leads to the sniper near the rocket launcher.

          Thoughts?

          Comment


            #50
            Originally posted by danjw_net View Post
            Thoughts?
            Sounds better (imo). I would move the Flak cannon to the other side of the map. Maybe, under the wooden ramp that leads to the stinger.

            Like I stated before, I think it's best to have 2 ammo near a weapon pickup. One that matches it and one that's completely different (flak and sniper ammo). I would also move a health (25) to that ledge that goes from the sniper to the rocket launcher (where you added the extra ammo).

            As for the bridge that leads to the Keg O Health, I think having the few vials on the incline is good, as it acts a "audio warning". Where the 2 health (25) were, you can always add different ammo (if you move the flak cannon) or just remove them altogether.

            Other than these thoughts, I give it a thumbs up.

            Comment


              #51
              BETA 6
              I moved the flak under the wooden ramp that leads to the stinger. This seems like a good change I'm not realy sure.
              move the flak ammo from the bridge down to the lower level under the udamage.

              Spent some time watching bot matches and I noticed that they never go for the vest. and rarely for the sniper. Not sure if that's just cause they're stupid or not.

              Also changed the description, tell what you think of it.

              Comment


                #52
                I really like the new position of the flak. It makes the 2 most powerful weapons on the opposite side of the map and gives players/bots a better reason to go over there. I actually spent an "equal" amount of time on both sides of the map this time.

                Having 3 flak ammos on the lower level (below the Udamage) is a bit much. I would replace one (where there are 2 right next to each other). Also, I saw a bot get stuck on the left wooden ramp (that leads to vest armor).

                The bots may not go for the vest because it could be considered a "dead end" and having to jump down may be too risky. I have a vest in my new map that's in a similar position and it doesn't get used much by the bots.

                I like how you put more items along the "sniper's ridge". If you want bots to use it, put a link gun over there. I bet they will go for that as they are link whores.

                Over all, I really like the map and think it's in very good shape.

                Comment


                  #53
                  Also, I saw a bot get stuck on the left wooden ramp (that leads to vest armor).
                  Dang, I was hoping I had fixed that.
                  That's one I can't figure out, I don't know why they want to follow that path and I can't figure out how to force them to turn that corner rather than try to clip the edge.

                  Comment


                    #54
                    Ok, I swapped out one of the lower flak ammos for a stinger ammo so now the path between the udamage and stinger has 2 flak, 2 stinger, one shock and one bio ammo.

                    I may have fixed the issue with the bots getting stuck. I watched a game and they still came over that spot but this time jumped it and continued on rather than getting stuck.
                    I'm going to watch a few more rounds to make sure.

                    I'm going to check over the map to make sure I'm not forgetting anything and hopefully have a final release tonight or tomorrow.

                    Comment


                      #55
                      Originally posted by danjw_net View Post
                      Ok, I swapped out one of the lower flak ammos for a stinger ammo so now the path between the udamage and stinger has 2 flak, 2 stinger, one shock and one bio ammo.

                      I may have fixed the issue with the bots getting stuck. I watched a game and they still came over that spot but this time jumped it and continued on rather than getting stuck.
                      I'm going to watch a few more rounds to make sure.

                      I'm going to check over the map to make sure I'm not forgetting anything and hopefully have a final release tonight or tomorrow.
                      Sounds good. Bots have a wider path in which they will travel. They tend to move side to side more. I bet they are just getting hung up ont the sharp direction change.

                      Looking forward to the final.

                      Comment


                        #56
                        I have make a round on the B6 version, really good improvements on it
                        This map is really fun to play, the flack place is gore as I like !
                        And the ambience feeling on it is very creepy, I like it.

                        I wait the final, good work

                        Comment


                          #57
                          Just played B6 & I can see that you improve the map a lot

                          I like almost everything in it.

                          First thing that I don't like is that you put the 2 sniper ammo just beside the sniper. That encourage the player to stay there instead of moving. Also, you have a lot of health just beside the sniper (already point that out in my previous post). So, if I'm very skillful with that weapon, I just camp there & move a tiny bit to get some health if I got damage. I suggest that you move the ammo from there. The weapon spot is IMO a great one but the ammo aren't at there place & you have plenty of spot to put them.

                          Second, the background noise is very suitable but not the music IMO. I hear that track to many time & TBH, it doesn't fit very well with the theme. I would only leave the actual noise & remove the music or replace it with another low noise.

                          Lastly, the bloom is a bit to high, I already comment about that but anyway, it'S only a question of taste

                          Except these, this map is great

                          Comment


                            #58
                            If there's a different music that would work better please suggest it. I play with the music turned off so I never even hear it myself. I don't know how (or if it's possible) to lower the volume of the music.

                            Comment


                              #59
                              Originally posted by danjw_net View Post
                              If there's a different music that would work better please suggest it. I play with the music turned off so I never even hear it myself. I don't know how (or if it's possible) to lower the volume of the music.
                              Well, you already have a background noise. I suggest simply to use that or add another one so the 2 mixed together will provide a better experience.

                              For the volume control, you can set it in your sound cue in your "volume multiplier" option.

                              But, if your playing without music & the backgroug noise is enough satisfying for you, you should set it that way, don't forget that your the map must reflect your taste & not our...

                              As for me, I like plenty of music style. For my first map, you can expect trance/techo music since my theme is futuristic & I 100% won't change it. But, if you like ambient sounds, I put plenty of them

                              Comment


                                #60
                                Well, personaly I don't like any of the music avalible. I put in music because people asked for it and since I play with the music off, it doesn't affect me to put it in there.
                                meh.

                                Comment

                                Working...
                                X