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DM-UltraLingy [Beta 1.05] [Pics] [UPDATE - 09.04.09]

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    DM-UltraLingy [Beta 1.05] [Pics] [UPDATE - 09.04.09]

    Name: Mike Patti
    Version: b1.05
    Compatibility: PC
    Description: Feudal Japan
    Comments: This is my first map and I'd like to get some crits and bugs. I'd also like your general opinion of the map and suggestions on how I can improve it. There are some materials I'm still working on, so there might be a few objects that look ugly. If you see those ugly things, I won't be offended if you remind me
    Credits:
    Level Design - Mike (Idiot) Patti
    Helpful Critics - Bl!tz~ , luau.design.df , Distant Land


    Download Beta 1.05:
    http://www.filefront.com/14464877/DM...eta%201.05.zip
    or
    http://www.2shared.com/file/7574994/..._Beta_105.html


    Changes Beta 1.05-
    *Tweaked over-all lighting of most lights in the map.
    *Added red lanterns to building closest to the keg of health.
    *Added lamps to area thats above and near the lifts.


    Download Beta 1.04:
    http://www.filefront.com/14306489/DM...eta%201.04.zip
    or
    http://www.2shared.com/file/7235459/..._Beta_104.html


    Changes Beta 1.04-
    *Replaced Flak Cannon that was on bridge area with Bio Rifle.
    *Replaced Flak Cannon ammo that was on bridge area with Bio Rifle ammo.
    *Fixed lamp positions near fire breathing dragon-statues so that players do not get stuck when wall jumping.
    *Lowered fire breathing dragon-statues so player can use the above stated lamps to wall jump over them.
    *Added health packs near water wheel and pond area to further spread playability.
    *Added thigh pads in area nearest to room with "hot tub".
    *Added two vials of health to the area just across the above said area.
    *Added helmet pick-up in front of the double stairway.


    Download Beta 1.03:
    http://www.filefront.com/14298321/DM...eta%201.03.zip
    or
    http://www.2shared.com/file/7217989/..._Beta_103.html


    Changes Beta 1.03-
    *Tweaked overall lighting.
    *Added light near flak bridge.
    *Added light near rocket launcher pick-up nearest to lifts.


    Download Beta 1.02:
    http://www.filefront.com/14261735/DM...eta%201.02.zip
    or
    http://www.2shared.com/file/7132200/..._Beta_102.html


    Changes Beta 1.02-
    *Changed color of lifts to make them more noticeable.
    *Added weapons where players spawned in areas that were normally far away from weapons (Should take anywhere between 3-4 seconds to reach any weapon from a spawn point).
    *Added Enforcer weapons to areas that lacked "interest".
    *Added Trees to area where it appeared empty.


    Download Beta 1.01:
    http://www.filefront.com/14221203/DM...eta%201.01.zip
    or
    http://www.2shared.com/file/7058140/..._Beta_101.html


    Changes in b1.01"
    *Added materials to models that did not have materials (Two vases and a small table in which they sat)
    *Made Bamboo spikes in pit easier to see so players know why they die in the pit.
    *Made area between the double stairs easier to jump out of.


    Download Beta 1.00:
    http://www.filefront.com/14193017/DM...Beta%201.0.rar
    or
    http://www.2shared.com/file/7011618/...y_Beta_10.html


    Pics:



    #2
    hey mate; it s in use to post some pictures of ur work on first post so peeps can be motivate to try & test; no pictures mean often no download

    my attention was catched by ur name haha and not by the pictures but ; i m here ....so i DL and will post some feedback later
    anyway thx for sharing yer work

    Comment


      #3
      Ah, ok, I shall get some pics up shortly then. Thanks for the advice

      Comment


        #4
        thx for the pictures mate

        nice place; very pleasant to play ; it was pure fun to jump on the top of the "houses"
        totally my kind of map: large open areas ...perfect for shock riffle battles

        i like the "japanese" style and all the little add like pictures on the walls and the black vases ....and all the rest haha^^

        in some places i wasnt comfortable though:

        -u can walk on the water in some places and visually it s not realist
        -under the little bridge (inside) u die while falling from 1 meter high in water !
        -i was stuck in the "big outside doubble staircases"( if u jump in the vegetation between the two staircases there u re stuck)
        -the health in the waterhole is nice idea

        the U damage is too high imho and it had be more eyecandy to place it on the roof of the little temple(in the center); actually if u face the temple it jump to eyes that the UD amp isnt centred and it hurt the nice look of the temple(the one with a plate )
        even if u place the Udamage on the roof u will need jumpboots to grab it :the gameplay will not be changed a lot
        where it is actually u can walk on some invisible support...weird feeling haha

        thx for ur work mate ;a very pleasant map with a lot of potential and unique athmosphere...a keeper for me

        Comment


          #5
          Nice map man, i'll try it when i get home then I feedback your gameplay.
          I'm also making my first map and I'll use the waterfall effect too, wanna see how you made it

          PS: take a look at mine too it's DM-Bloodlines.

          Comment


            #6
            Thank you for the comments!!!

            -u can walk on the water in some places and visually it s not realist
            hmm, if you mean like by the waterwheel, I suppose I could make the player sink in it a little or perhaps change the texture so that it looks like the water is very shallow.

            under the little bridge (inside) u die while falling from 1 meter high in water !
            There's actually bamboo spikes in the pit. I'll work on making them a bit more visible so it becomes an obvious danger zone.

            i was stuck in the "big outside doubble staircases"( if u jump in the vegetation between the two staircases there u re stuck)
            I'll check that out, i could have sworn I filled all the gaps.

            the double damage is too high imho and it had be more eyecandy to place it on the roof of the little temple(in the center); actually if u face the temple it jump to eyes that the dd amp isnt centred and it hurt the nice look of the temple(the one with a plate )
            Double Damage? Do you mean the Beserk powerup? Double damage is located in the building with the orange spheres as lights, it's in the opposite hall with the pit of bamboo spikes.

            even on the roof u need jumpboots to grab it and where it is actually u can walk on some invisible support...weird feeling haha
            I'll check that out, that's new to me. Also is the beserk powerup again?


            I really appreciate all the comments, thanks!

            Comment


              #7
              Originally posted by luau.design.df View Post
              Nice map man, i'll try it when i get home then I feedback your gameplay.
              I'm also making my first map and I'll use the waterfall effect too, wanna see how you made it

              PS: take a look at mine too it's DM-Bloodlines.
              I'll take a look as soooooon as i fix the above problems

              Comment


                #8
                yes srry i have old eyes and i sometimes confuse the red and the violet haha^^

                Comment


                  #9
                  That's actually invulnerability. If you use the jump boots to get on the roof thats above the lion head there and then jump from there to the supports, you should be able to access it just fine.

                  Also, the area between the double stairs, if you actually back up, you can actually jump out easily. Although, that area, I shouldn't make the user do anything like that, problem is, if i put a collision there, they'll be able to jump on top of it from the roof above and it will look like the player is walking on air. The alternative is to put a gate around it or something. ****, I don't know.

                  Comment


                    #10
                    Maybe i'll put bamboo spikes in there to prevent players from going in the flower area.

                    Comment


                      #11
                      OMG invulnerability?...oioioi....it s red too haha....so.....was invulnerabity and no Udamage or bersek...no escape ...not my eyes ...my memory probably....ooops

                      nope mate mate; here i m totally stuck and even with a good hammer impact it was pain to free me




                      eit: u see for the bamboos but i bet that a simple blocking volume had do the job

                      Comment


                        #12
                        I'd put a blocking volume there, but the problem is the fact that players would be able to job on top of it, making it look like the player is walking on top of flowers. So what I might do is put some bamboo spikes in there (which i made more visible btw) and have the player just die on touch.

                        Comment


                          #13
                          Originally posted by Idiot View Post
                          I'd put a blocking volume there, but the problem is the fact that players would be able to job on top of it, making it look like the player is walking on top of flowers. So what I might do is put some bamboo spikes in there (which i made more visible btw) and have the player just die on touch.
                          You can just make the players walk through the flowers.

                          Comment


                            #14
                            Originally posted by luau.design.df View Post
                            You can just make the players walk through the flowers.
                            That's what happens now; it will look weird if I add a blocking volume though.

                            -I can make it very large to block the player from going in between, but the player could get on top of it and walk on air by getting to it from the roof.

                            -I can make a small one so it would just allow the player to be a bit higher and jump out, but the feet would appear to be walking above the ground.

                            -I can make it so that it covers the flowers completely, but that would make the player appear to walk on top of the flowers.

                            Only option is death. :S

                            Comment


                              #15
                              Originally posted by Idiot View Post
                              That's what happens now; it will look weird if I add a blocking volume though.

                              -I can make it very large to block the player from going in between, but the player could get on top of it and walk on air by getting to it from the roof.

                              -I can make a small one so it would just allow the player to be a bit higher and jump out, but the feet would appear to be walking above the ground.

                              -I can make it so that it covers the flowers completely, but that would make the player appear to walk on top of the flowers.

                              Only option is death. :S
                              make some meshes to not black player and re-make the walk way with volumes, if it's a rare place to go and quick to stay, then won't be a weird looking. I'm going home now, I'll download and test it.

                              Comment

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