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DM-Aly (NOW FINAL)

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  • replied
    Dang, I barely recognize the map from alpha 1 and 3. The meshing made a HUGE difference.

    (on a separate note) I'm currently working on a map inspired by the map WaveRider from NEXON's game Combat Arms. Although I am only in the process of building the foundation with BSP, I can already see the resemblance. I'm very nit picky and want to get as close to the original design as possible. (with a few exceptions)
    I am doing the right thing by starting with the BSP? right? I hope.... Ah well I would like to know what you think of the layout when I release an alpha within the next two weeks. Lets hope this turns out better than DM-Pacific

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  • replied
    Haaaa, what a clever trick, I'll check that out

    THX mate

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  • replied
    Originally posted by stevelois View Post
    I thought it was in the stock particle since I saw that in several maps.

    Can someone tell me how to do those nice 'night flies' or luciole in French :

    [screenshot]http://img44.imageshack.us/img44/3467/sanstitrews.jpg[/screenshot]
    I use something similiar in ctf-eternity, what I did was to duplicate a flame emitter from a EnvyLevelEffects package and then I removed the smoke+fire effecs and modified the color and speed of those shiny things, feel free to open my map in editor to see exactly how I did it.

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  • replied
    I thought it was in the stock particle since I saw that in several maps.

    Can someone tell me how to do those nice 'night flies' or luciole in French :

    [screenshot]http://img44.imageshack.us/img44/3467/sanstitrews.jpg[/screenshot]

    Leave a comment:


  • replied
    Originally posted by stevelois View Post
    I'm sorry to ear that Still, your the only one so far
    Me too lol
    don't know why, it's happen with few maps on my rig sometime...

    Leave a comment:


  • replied
    Originally posted by Odedge View Post
    Instead of "change", you could have typed "improved".
    I know your teasing me mate, still, it's not because I change something that is indeed an "improvement". A lot of suggestions are subjective so I may change something since many others like it more from there taste, it doesn't mean that it is according to my taste From my POV, it's juste changing something to please someone or a bunch of peoples.

    Changing something for the masses doesn't mean it is improving, it always depend...

    BTW, around 60% of what you mention as been fixed.

    I decide I will release RC1 instead of the final. Still, there won't be any other version than RC1 & final. I want to work on a night version after. This day version as already take to much of my time TBH & I'm already bored of working on it since most of things are purely cosmetics...

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  • replied
    Originally posted by stevelois View Post
    I have others things already planned so the list will surely be twice as big. This is caused by my fellow mappers that want me to change this or that
    Instead of "change", you could have typed "improved".

    About the PS3 version, absolutely "0" comments. ****, PS3 players where are you Now that I have something that work, you don't comment. As manny mappers, don't be surprise if I don't make a PS3 version when it reach final for this map & any other future maps
    I hear you. That's why I will just cook a PS3 version, have one person test it, then be done with it.

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  • replied
    A resume of what as been done since B1 :

    - Fix player beign stuck on the rock below the helmet.
    - Fix player beign blocked if your moving along the wall near the Bio base & going forward the tights pad.
    - Fix player beign blocked if your moving along the big wall beside the Bio.
    - Fix a flickering mesh in the building in front of the Sniper.
    - Adjust collisions on a lot of assets (light fixtures, trees, etc) & make blocking volume if necessary.
    - Redone all the lighting.
    - Add light fixtures, trims & others small stuff all around the map.
    - Add 2 reverbvolume, 1 in the udamage pool & 1 in the waterfall near the Bio to add a nice subtle underwater touch.
    - Player can fall in the waterfall near the Bio but you will get damaged & die after few secs in the waterfall bottom. The waterfall spot is also better looking.
    - Add a damaged windows on the upper level between the Link & Sniper.
    - The grass as been changed for a more yellowish color & is less bright.

    I have others things already planned so the list will surely be twice as big. This is caused by my fellow mappers that want me to change this or that

    About the PS3 version, absolutely "0" comments. ****, PS3 players where are you Now that I have something that work, you don't comment. As manny mappers, don't be surprise if I don't make a PS3 version when it reach final for this map & any other future maps

    Leave a comment:


  • replied
    Originally posted by stevelois View Post
    LOL

    Yeah, I'm gonna start to learn Blender & make a nice sofa mesh just for you with your name on it so you can sit & relax once in a while when playing

    ....ohhh...i understand now.....and this time dont forget to retire the foliage and fruits mesh before to sit on the sofa.......héhéhéhéhéhéhé

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  • replied
    Originally posted by Odedge View Post
    Now that's what I am talking about. Custom assets with my name on it!
    LOL

    Yeah, I forgot to mention that a glass of orange juice with a news paper would be also very nice

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  • replied
    Originally posted by stevelois View Post
    Yeah, I'm gonna start to learn Blender & make a nice sofa mesh just for you with your name on it so you can sit & relax once in a while when playing
    Now that's what I am talking about. Custom assets with my name on it!

    Leave a comment:


  • replied
    Originally posted by Odedge View Post
    I realized it can also be used as a place to drop down from the floor above, so the room had a mixed purpose. So if you have only the ammo in there, I can understand not adding anything more.

    You should make it so no one can be hurt in there, like a safe room.
    LOL

    Yeah, I'm gonna start to learn Blender & make a nice sofa mesh just for you with your name on it so you can sit & relax once in a while when playing

    Leave a comment:


  • replied
    Originally posted by stevelois View Post
    - When your on the floor above, I wanted another escape route, that is why you have a hole in the first floor so it add some more interesting gameplay. You can see the player under the windows floor going in the room below & take him by surprise by jumping down the hole
    I realized it can also be used as a place to drop down from the floor above, so the room had a mixed purpose. So if you have only the ammo in there, I can understand not adding anything more.

    You should make it so no one can be hurt in there, like a safe room.

    Leave a comment:


  • replied
    Originally posted by Bl!tz~ View Post
    the color is more according to the rest of the map but the grass still too lighty imho
    the part close to us is nice but the grass in background have something like a lighty green blur in it.....

    il y a comme un espece de reflet lumineux vert dans les touffes d'herbe en arriere plan ; au premier plan c est super ce reflet n est pas la et la couleur est plus douce ;en tout cas c est deja beaucoup mieux.
    ahhh!! that was easier
    I understand now mate. The way I see it, the "lighty green" your referring to is because the more your going far away from the grass, the more it become dense so the growing density of the grass make it look more "lighty". I did play with all settings & it's the best I can obtain. But I like it that way so I already made a compromise for you all because I like the greener more & you like it more like it is so in all, it's fine & will stay like that because I have more important thing to do in this map then playing with non-****** grass lol

    Originally posted by Odedge View Post
    That's nicer.

    Edit: Just played a round with 6 bots and it had a very nice balance of chaos vs stealth. In case I haven't said it before, it's a fun map to play. Nice variation to the layout with nice routes.
    THX mate

    About your feedback, which is great BTW, just to explain why I put the ammos in this lower room :

    - The ammos are balanced with there weapons. I intentionally place 1 ammo near the weapon base & 1 ammo at the opposite. So a weapon base that is located at the highest floor will have is second ammo at the lowest floor.

    - I always like a small room with some goodies, like a "Alibaba" place. In Nano, it's at the opposite to the sniper, here, after several testings, another powerup isn't appropriate & the only remaining armor (the belt) will unbalance the flow. I already thought of adding the KEG there but again it will be to much unbalanced.

    - When your on the floor above, I wanted another escape route, that is why you have a hole in the first floor so it add some more interesting gameplay. You can see the player under the windows floor going in the room below & take him by surprise by jumping down the hole

    - I already put the Enforcer there but I have the problem of placing the ammos elsewhere to keep the balance.

    In all, the building don't have a real purpose, it's only to bring some nice gameplay but don't include any strategic pickups except ammos. I already move the RL base in the building but it's to unfair so I move it a bit higher for balance reasons.

    Botpath is very important so they will give you some good fights. It's always in my top priority & against 5 bots, it's **** fun as you see

    Originally posted by SEBASTIEN-NOVA View Post
    **** !! the map crash on my computer when I try to launch it...

    but just by looking to this :
    [screenshot]http://img5.imageshack.us/img5/6373/screenshot00003c.jpg[/screenshot]

    It's looks better for me now
    I'm sorry to ear that Still, your the only one so far

    Leave a comment:


  • replied
    **** !! the map crash on my computer when I try to launch it...

    but just by looking to this :
    [screenshot]http://img5.imageshack.us/img5/6373/screenshot00003c.jpg[/screenshot]

    It's looks better for me now

    Leave a comment:

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