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    DM-Goose2k9_b2

    Name:
    DM-Goose2k9_b2

    Version:
    beta 2

    Compatibility:
    cooked with 2.1, but no titan content used.

    Description:
    Remake of the popular UT 2004 map DM-Goose2k4 by Philipp "Soma" Urlich

    Comments:
    for this release i messed around with post processing a bit to make it look nicer. i also added some meshes here and there.
    i fixed the colissions at the amp (which was a pain in the ***) and also hacked the bridge a bit so that you can walk up to the railings of it so that you can jump to the sniper/25 hp more easily.
    i also added blocking volumes throughout the map and increased the number of player spawns.
    finally i added a physics volume to the steeper broken floor segment to simulate slopedodging and also made walldodging up there a lot easier.
    water now has post processing and fog too.

    if you find any colission issues or other bugs/glitches please let me know.

    Screenshot:

    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00043.jpg[/screenshot]


    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00044.jpg[/screenshot]


    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00045.jpg[/screenshot]


    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00046.jpg[/screenshot]


    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00047.jpg[/screenshot]


    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00048.jpg[/screenshot]


    [screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b2/ScreenShot00049.jpg[/screenshot]



    Credits:
    Me
    Philipp "Soma" Urlich (Original author of 2k4 version)
    DrUnKenSTeiN for the request
    Cr4zyB4st4rd for some feedback
    3DBuzz for the videotutorials

    Homepage:
    www.armageddonclan.eu

    Download:

    DM-Goose2k9_b2.7z

    (i packed it 7z this time. if your packager program cant open that, get 7zip at www.7zip.org. )

    #2
    cool a new beta download now

    Comment


      #3
      Hi Bio!

      Good work on this - always loved this map. I have a few comments for you.

      1. The roof is very very dark at the top of the stinger lift (almost black on my computer with vivid settings).

      2. It's way too hard to get up the broken piece of wall at th flak cannon.

      3. The crates scattered about at the bottom of the map seem too small to provide any decent cover. Right now they are more like irritating obstructions that sometimes get in your way.

      4. The bell - it just keeps on going for what seems like forever! Maybe 3 tolls would be enough?

      Looking forward to this going final - cheers!

      Comment


        #4
        thanks for your feedback.

        1. ill have a look at that.

        2. i already made it a lot more easy. and to me it feels easy to get up. you have to doublejump and walldodge.
        i added blocking volumes to where the roof is broken to land on and walk up the rest, so you can get up more easily. im able to make it 90% of times.

        3. well, in 2k4 you could jump onto the crates and as in 2k4 you could jump way higher the boxes were bigger and therefore also provided cover. it would need addidional feedback to decide if the cover aspect or the jump higth aspect is more important. but generally i agree with you, they are pretty useless.

        4. yea, another betatester also mentioned it. ill change the interval to a higher ammount, lower the volume and move it to the ambient audio channel so that you can disable it.

        Comment


          #5
          The water sound is too loud and annoying. It seems out of place at times, being loud at the DD pickup.

          Yes, the collapsed floor ledge is still non-intuitive and too difficult to be of any use.

          The area directly in front of the sniper by the moat is still very difficult to jump up on.

          Looks a bit better, but I left b1 on the server as this version doesn't seem to warrant me asking everyone to wait for a new download.

          What are your plans for final?

          Thanks!

          Comment


            #6
            i take suggestions on how to make the ledge and the sniper more easy to jump to even tho they are both doable and not that hard (hint: walldodge on the brick tower to sniper, way easier than doublejump).

            sadly enough there is no way to make the roof block the water sounds (+ you hear the amp when its spawned thru the roof anyways)

            as for final, ill release the final version when you guys think all the bugs are fixed.

            Comment


              #7
              My suggestions would be:

              1. Remove water sound entirely. It is distracting/annoying. I haven't heard a bell, but I would suggest removing it as well if it's there. CBP3 maps Thor and Solar were removed from the TDM server due to the loud, overbearing sound effects.

              2. As mentioned in the b1 thread concerning the jump to the sniper from the moat; both the right and left side of the moat are too difficult to wall dodge up to the sniper. From the right you have to align yourself straight onto the wall dodge, and from the left you have to hit it just right or you miss it.

              3. The collapsed floor ledge should just require a double jump like your first iteration.

              It's almost like you intended to make the above jumps difficult, which is very bad. I would recommend keeping simplicity in mind. Things that should be simple, but are very difficult/complicated, are a huge turn-off. When over used, complexity slows down gameplay and increases the level of frustration. The stairs in the moat for example: They aren't pretty to look at, don't add anything fun to gameplay, and increase the level of frustration because of the way you can get caught up on them. I have no idea why Soma put them there.

              4. The crates do seem a lot smaller than the original?

              Comment


                #8
                Originally posted by Taffy View Post
                My suggestions would be:

                1. Remove water sound entirely. It is distracting/annoying. I haven't heard a bell, but I would suggest removing it as well if it's there. CBP3 maps Thor and Solar were removed from the TDM server due to the loud, overbearing sound effects.

                2. As mentioned in the b1 thread concerning the jump to the sniper from the moat; both the right and left side of the moat are too difficult to wall dodge up to the sniper. From the right you have to align yourself straight onto the wall dodge, and from the left you have to hit it just right or you miss it.

                3. The collapsed floor ledge should just require a double jump like your first iteration.

                It's almost like you intended to make the above jumps difficult, which is very bad. I would recommend keeping simplicity in mind. Things that should be simple, but are very difficult/complicated, are a huge turn-off. When over used, complexity slows down gameplay and increases the level of frustration. The stairs in the moat for example: They aren't pretty to look at, don't add anything fun to gameplay, and increase the level of frustration because of the way you can get caught up on them. I have no idea why Soma put them there.

                4. The crates do seem a lot smaller than the original?
                WATER - I don't thing you should remove the water sound entirely. Water is pouring down, and it wouldn't be right for it to be silent. However, I agree its WAY too loud. Bring it in a few notches! I also find that it goes from on to off way to quickly. There should be a more gradual radius in which the sound gets quieter/louder.

                BOXES - Playing it again last night just re-inforced my opinion that the boxes are just wrong. They need to be bigger! I wouldnt worry too much about not being able to jump on top from the ground - you should still be able to do it from the ledge with the lift. I also think the 25 health placed on top of the box just looks wrong with the 'base'. Is there any way of removing the base? (As an example, look at the Spacenoxx map in this beta thread - it has removed the base for the U-Damage somehow...)

                LIGHTING - Im a fan of the yellow lighting you have - mostly. From what I can remember however, it doesnt change much when you go outside! I think this map may benefit from having a 'nighttime' setting outside, with a suitable change in the lighting. Right now, its just all yellow, and there is not much variety.

                JUMP TO SNIPER FROM THE BRIDGE - I think it's OK, you do just have to wall-dodge from the brick wall.

                COLLAPSED FLOOR JUMP - I still cant do this - it should be easier, and more intuative.

                Comment


                  #9
                  well, i would fade the sound in, but appearantly that feature is broken. cr4zy told me i can rip his kismet sequence for fading it in tho, and i will probably do that for the next release.

                  lighting outside will be adjusted to contrast from the indoor areas more.

                  boxes: ok, ill make them bigger then so that you can hide behind them. for the one with the health on, if its bigger the base should fit on it and if not i will most likely place it next to the box (or maybe inside), becuase you wont be able to jump onto it.

                  the jump to sniper: i created a fake stair so that you can walk up to the ledge of the bridge without jumping. if you doublejump and time it right its no problem to jump to the sniper. but as many guys seem to have problems, ill move it even closer.

                  the broken roof: i really dont know what you guys have, i dont find it hard at all. but ill have another look if there is a way to make it easier.

                  thanks for the feedback, btw.

                  Comment


                    #10
                    For what it's worth, i also think the broken roof jump is pretty easy to do and can make it 9 times out of 10.
                    The bridge-to-sniper jump is a little harder though and i probably only make it around 25% of the time. Moving the bridge slightly closer or just making the bridge a bit wider should do the trick though.

                    I really like the new look of the map btw

                    Comment


                      #11
                      thanks arfa. yea, i will move the ledge or the bridge to make the jump easier.

                      Comment


                        #12
                        ok, bridge is wider and boxes are bigger now. you can still get onto them with a walldodge if you need to, but they are bigger than you are so you can use them for cover. i kept the 25 health ontop of the box, but its not hard to walldodge and grap it midair.

                        Comment


                          #13
                          Good beta! Keep up the good work!

                          Comment


                            #14
                            ill be on holidays for 2 weeks so dont be mad when i dont answer to suggestions.

                            Comment


                              #15
                              ok im back. just letting you guys know.

                              Comment

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