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DM-Phobos [Final][Picts][D/L]

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  • replied
    Originally posted by MamiyaOtaru View Post
    just one complaint

    on top of the sniper tower, the narrow spire where the button is mounted that calls the elevator - in your remake it is not solid. it is girders, that can be seen through. That, IMHO takes away one fun element of the original, at least as I play it with my friends.

    In the original when you heard the elevator coming you could hide behind that spire and not be seen by someone who came up the elevator. Obviously people learned to check there, but it's one more thing people had to be aware of when coming up to the tower. With that bit see through, that small but fun element is lost.

    I like the girders.. maybe set them on a solid base or something? Would just need to be high enough to hide a player, also from someone elevator jumping.
    good point i ll fix that & good synchro ; i m just working on that place

    thx for the input m8

    last progress:

    -like in original the "lift one activated" announcement is now synchronized with the "command/trigger" activation and no more with the lift moove

    -several visual changes

    edit:
    MOOVED TO FINAL SECTION

    Leave a comment:


  • replied
    just one complaint

    on top of the sniper tower, the narrow spire where the button is mounted that calls the elevator - in your remake it is not solid. it is girders, that can be seen through. That, IMHO takes away one fun element of the original, at least as I play it with my friends.

    In the original when you heard the elevator coming you could hide behind that spire and not be seen by someone who came up the elevator. Obviously people learned to check there, but it's one more thing people had to be aware of when coming up to the tower. With that bit see through, that small but fun element is lost.

    I like the girders.. maybe set them on a solid base or something? Would just need to be high enough to hide a player, also from someone elevator jumping.

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  • replied
    fair to me ...some other will probably tell that the mutator will put low-gravity on all the map instead of adding it to the outside parts only...but we ll see
    thx for taking time to answer mate

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  • replied
    Well, considering the mutator, it's probably a better idea to use the stock gravity and keep the map as close to the original as possible, gameplay-wise. Also, if you have stock gravity, that should satisfy the other people who wanted stock gravity; for the people who wanted low gravity, there's that mutator that they can use.

    Should work out for everyone, right?

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  • replied
    ok i am now facing a dilemn; original phobos have no low grav ;100% sure now but quite all thoses who tryed the map told it could be more fun to have low grav in the external areas; i have add it but it change the gameplay in a deep way:

    no low grav:

    -u need jumpboots or to take the top lift to collect the sniper
    -u need to walk the "ramps" on the outside of the map
    -u need to use the lift command & the lift to leave the top sniper spot...or to jump and be healthhurt
    -u can lift jump from toplift without been propulsed in the space
    -it s the original gameplay with fast dodging on all the map

    with low grav:
    -u can collect the sniper on the two sniper spots (with jumpboots to the top one and just a lowgraved jump to the other)
    -u can jump from the top spot on the external middle floor without damage; no need to re-use the lift to spare health points
    - the superitem collect on the external "peaks" is less difficult and kill a lot of the athmo imo + u dont need to use the three external obliques ramps
    -all the assigned footstepsounds are gone for default stock one :/


    the result is that the commanded/triggered lift and the jumpboots dont make sence anymore on the map: no need to use the triggered lift to escape the top spot without damage and the liftjumping with jumpboots from the top lift just send ya way far too high to be abble to re-land on the station...but u can....not credible though

    isnt the best way to use same gravity as in original as its a remake? it s not such a big deal to use the stock low grav mutator

    my vote at 100% for the stock grav on all the map but i had like to collect some opinions
    thx in advance

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  • replied
    Originally posted by coolcat22 View Post
    lol some how i dont beleaf that
    must be me xd
    lol

    i ll be very thxfull if someone can try his phobos on ut99; i have it on 4 differents computers : in game and under the ed i cant see anykind of low grav on that map...it seem that it have stock gravity

    i m probably gonna add gravity in the outside areas but just to confirm i had like to know if the original phobos have no low grav only here ...on my computer

    thx in advance

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  • replied
    lol some how i dont beleaf that
    must be me xd

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  • replied
    Originally posted by SEBASTIEN-NOVA View Post
    unstoppable Bl!tz !!!!!!
    haha...i promise!...it s the last one

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  • replied
    unstoppable Bl!tz !!!!!!

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  • replied
    lol...limite quiche...haha

    thx for ur time & comments bro; i will have to do something for that low grav...i still not sure that the original have low grav (it dont jump to eyes)
    for the deco i ll try my best but i want it as "simple" as original

    Leave a comment:


  • replied
    Ahah, I nearly got sick tripping on the upper plateform (limite quiche),
    mais t'inquiète c'est normal, j'enchaine d'une nuit blanche !

    As usual I don't know the original...
    Looks just a little big and empty IMO, but that's just a beta, right !
    I don't know if the high gravity is part of the original gameplay, but I think it'd be more confortable with a lower one.
    Anyway, it plays well with high G and I guess the map has been made arround the concept. Like jump from tower to slope, to avoid a drop injury -
    little trap on the external pole (the one with a light bulb on top), which requires a dangerous jump on its twin (pole) to be abble to escape.
    Do you see where ? Maybe a nice place to put a powerup !
    Some textures are used inside as well as outside, bit awkward. But there's no door to the outside, so maybe there's no inside
    From outside I feel it a little too massive and repetitive for a satellite, but that's just my opinion.

    Bon boulot ! A plus.

    Leave a comment:


  • replied
    thx for ur comments bro; agree on scaling but. no rules though because sometimes sizing from 1 to 1 isnt possible...i had such problems on one map and i was hurting the ceiling (stuck!) in small passages
    anyway ure right the best way is to test

    here i have keep the converter original 1 to 1.25 scaling from ut99 to ut3...as i habitually prefer to use 1 to 1 i have post a prebeta to grab opinions

    for the bv sure they are oua friends ...héhé...unreal old friends

    i will not publish a lot of betas as forums are quite deads;still more mappers than users now and lot of them never beta test their mates maps;so ...this is the last before rc1

    Leave a comment:


  • replied
    Feels like you've got the scale right. (If you went 1 to 1 from 99 that'd be fine IMO, people get screwed when they take something either upscaled or originally scaled for UT2004 and bring it over 1 to 1 for UT3 with it's heavier gravity & tighter or more sluggish feel and movement, it just makes you feel like a very small guy in a huge world *at least from a fast moving competitive players viewpoint* - this has been my personal experience and as you know Bl!tz we play with real players on our LAN, usually 5 of 6 of us and we usually match against inhuman AI so it gets fairly competitive)


    As far as the collision issues, blocking volumes are our friends (they can be a pain in the neck) but they'll take care of it generally if its not a steep terrain issue, also polygon to brush and flip the brush or mirror it will sometimes miraculously remove the sharp edges that hang players, that's always worth a try at least.

    Count me in on the latest

    BBL with some more comments hopefully.

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  • replied
    Cool, will try B2 shortly

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  • replied
    beta2 is up...first post updated

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