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DM-Malevolence [v0.9][pics][Beta 4]

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  • #46
    Originally posted by Bl!tz~ View Post
    my only complaint is the collision with thoses vertical "trims" it slow and break the gameflow
    really? will add a blocking volume around them

    Originally posted by Bl!tz~ View Post
    as mentionned before the briks seem low textured if u paste ur noze on walls
    Are you referring to the green walls? it is the original texture from Malevolence itself.

    Originally posted by Bl!tz~ View Post
    thx for that top notch map...will install on our server as soon as final
    Thanks for that :P


    Originally posted by Bl!tz~ View Post
    I assume that is the green wall texture you refer to it.

    Here's the new version of the flak room. What do you guys think? New Higher detailed wall.
    [screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_26.jpg[/screenshot]

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    • #47
      yeah i was refering to the green wall texture but if it s imported from the old version it s not a surprise...i had same problems while trying to import ut99 textures...sad because quite all ut99 textures are nice.....from far

      ur last pict looks good but as we cant get close to the wall we cant really tell...lol...the green wall was superb....but from far only

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      • #48
        Am trying to decide which light is the best. Any that particularly jumps out?
        [screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_26.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_31.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_34.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_33.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_32.jpg[/screenshot]

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        • #49
          pic 4 is good
          but pic 2 is good too

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          • #50
            Pic 4 is the way the map is currently. It's the closest resemblance to the original too however I want the lighting to feel "real"

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            • #51
              I didn't had the time to play beta 0.5 but from the last posted pics since I see 2 lines (3 pics on the first line & 2 on the other one), what I like so far :

              First line = third pic
              Second line = second pic

              On those pics, the mesh stand out more & there is more contrast. My screen is in 1680*1050 so it may be pics # 3 & 5 if all of them are on the same line.

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              • #52
                Hey BB, we had fun playing this on the server tonight. Interesting that the ships flying over don't work online. I've had this problem many times and have found that if for certain animated events, if they are not driven by a matinee, it won't work online. I didn't check out your Kismet. I had to redo months of work on the Hangar because of that. Map played great tho!

                In terms of getting hung up on the wall behind the rocket launcher, just slide along the wall on the right side (facing the windows) and right before the wall curves, there must a tiny bit of an BSP edge there.

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                • #53
                  Originally posted by M^vL View Post
                  Interesting that the ships flying over don't work online. I've had this problem many times and have found that if for certain animated events, if they are not driven by a matinee, it won't work online. I didn't check out your Kismet. I had to redo months of work on the Hangar because of that. Map played great tho!
                  The reason the ships don't play online is because it is configured not to run when running off a dedicated server. It is configured that way so the server can focus on things that matter EG: gameplay.

                  That was done intentionally If you want it to happen online it is an easy change.

                  Originally posted by M^vL View Post
                  In terms of getting hung up on the wall behind the rocket launcher, just slide along the wall on the right side (facing the windows) and right before the wall curves, there must a tiny bit of an BSP edge there.
                  Yeah thats what I thought. The right side didn't have the blocking volume on it in beta2. It does now though

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                  • #54
                    Originally posted by Barballs View Post
                    The reason the ships don't play online is because it is configured not to run when running off a dedicated server. It is configured that way so the server can focus on things that matter EG: gameplay.

                    That was done intentionally If you want it to happen online it is an easy change.
                    Okay, you're way ahead of me!

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                    • #55
                      I finally played beta 2 (0.5 version)

                      Things I notice against 5 bots :

                      - It seem to be to much action near the bio / stinger. Bots do cover all the map but this sector is where 80% the action take place. I found there is to much stuff on that sector. I didn't look at the map in the editor but maybe there is more playerstart in that part of the map ? It just that the map seem to be crowded there & it affect the gameplay badly.

                      - The material on the rocket launcher ceiling don't fit imo. Those tiles are seen on floors on every maps so the fact that I see them above my head is rather odd...

                      - The spaceship sequence is cool but they pass to often & they make to much noise. It's cool the first time but it get repetitive after a while.

                      - As other point out, the brick wall material is very low detailed. It doesn't make the map justice.

                      So, there is nothing really new about my comments. Hope it help.

                      Keep up the good work

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                      • #56
                        Originally posted by stevelois View Post
                        I finally played beta 2 (0.5 version)

                        Things I notice against 5 bots :

                        - It seem to be to much action near the bio / stinger. Bots do cover all the map but this sector is where 80% the action take place. I found there is to much stuff on that sector. I didn't look at the map in the editor but maybe there is more playerstart in that part of the map ? It just that the map seem to be crowded there & it affect the gameplay badly.
                        heh I just got done playtesting it myself and noticed the same problem. I'll have to make the other items on the map feel more juicy to the bots so that they go elsewhere. I have noticed that the bots seem to ignore the elevator even though it works fine. I don't get it. Will have to look into the pathing.


                        Originally posted by stevelois View Post
                        - The material on the rocket launcher ceiling don't fit imo. Those tiles are seen on floors on every maps so the fact that I see them above my head is rather odd...
                        That is a mesh that is in the ceiling above is an actual ceiling mesh! :P Personally I haven't seen it in any other maps on the floors. But then again I've not played them all I chose that mesh because it is the closest mesh/material I could find that matched what was in the original.
                        [screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_25.jpg[/screenshot]

                        Originally posted by stevelois View Post
                        - The spaceship sequence is cool but they pass to often & they make to much noise. It's cool the first time but it get repetitive after a while.

                        - As other point out, the brick wall material is very low detailed. It doesn't make the map justice.
                        Wall has been fixed. and spaceships will come every minute or so.


                        The plan

                        Upload Release Candidate 1/Beta 3 Tomorrow for Christmas to catch any last issues and make final after that.

                        Hope thats alright with everyone

                        Changes made thus far:
                        • New higher res green wall texture
                        • The preview picture included
                        • fixed floor material below shieldbelt
                        • Elevator lighting fixed
                        • Elevator pathing fixed
                        • New Supports for wood platforms
                        • Blocking volumes on curved walls by Rocket Launcher

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                        • #57
                          Originally posted by Barballs View Post
                          ...That is a mesh that is in the ceiling above is an actual ceiling mesh! :P Personally I haven't seen it in any other maps on the floors. But then again I've not played them all I chose that mesh because it is the closest mesh/material I could find that matched what was in the original...
                          Just to mention that I was referring to the material on the ceiling, not the mesh Specifically those square tiles, not the beam.

                          The plan list look good dude

                          I don't think I'll have the time to play the last release before Christmas but I'll try.

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                          • #58
                            Darn I will be away from my puter the next couple of days. It's lookin good though so I'm not too worried.

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                            • #59
                              Originally posted by stevelois View Post
                              Just to mention that I was referring to the material on the ceiling, not the mesh Specifically those square tiles, not the beam.
                              hehe I know.

                              Those square tiles are meshes. and they are meant as ceiling tiles. (S_HU_Building_SM_TypeC_bottomrow_Ceilingtile)

                              Comment


                              • #60
                                There must be something wrong because if I compare the ceiling with your last pic in your first post it's not the same & I'm sure to had downloaded b2 & overwrite the old files.

                                I'll redownload just to be sure, it may be just that.

                                BTW, your readme is all messed up. Look like you made a html file & save it in TXT format ???

                                EDIT

                                Yep, I don't know how I've done that but it was B1 & not B2.

                                Great improvements. So you can forget the tiles on the ceiling comments. Still, the rest of my comments didn't change.

                                Keep up the great work dude

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