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#1 |
Level Designer
![]() Join Date: May 2004
Posts: 123
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![]() I'm looking for some feedback.
I designed the flow with DM and Coop in mind. All the stairs are player clipped so you can bunnyhop up them and there is a secret mega health pickup available on the map. http://00johnboyd00.googlepages.com/home Thanks, MeatPuppet |
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#2 |
Experienced
Join Date: Apr 2006
Posts: 165
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![]() Saweet Map!!
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#3 |
Rookie
Join Date: May 2006
Posts: 21
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![]() I like this map!
I do a have a few things I want to suggest however. First and foremost, I found there were some spot around the map that were player clipped that, I personally don't think need to be player clipped. ![]() For instance: This stretch between these pillar things were clipped and I couldn't use it for a little bit of cover because of that. Although I did find that other spots between pillars down in that basement were not player clipped! ![]() Also, in the stairwell going from the basement to the surface, I didn't like having the corners clipped there either, I don't like the feeling that I'm forcefully being pushed/urged in a direction. I understand that you probably did it to "smooth" out movement and/or to help people from getting stuck, but I found it to be more of an annoyance and restriction than anything. ![]() Just an asthetic issue, but I would suggest closing that up or doing something nice with it other than to leave it open to the skybox, the casual player won't notice it but it's eye catching to FPS vets. And one more observation. In the outside crate area, I found that the majority of that was unused during actual combat gameplay... dead space so to speak. I usually went straight from the porch thing to the stairwell, the enemies seemed to like to do the same thing even if I hid in the crates area. The map played really well, the enemy placement is great in my opinion, it flows very smoothly, and it doesn't destroy my frames per second when the going gets tough! ![]() Ritual handing out beta's of their maps...! :O I like it. Last edited by Blitzy : 08-08-2006 at 12:24 PM. |
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#4 |
Level Designer
![]() Join Date: May 2004
Posts: 123
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![]() Yeah, I smoothed out most of the corners because when I play it I bunnyhop everywhere and hate getting stuck on geometry. I still need to learn that not everyone will play it like I do.
![]() Art for outside the fence and some more inside the building is still in the plan. I was mostly concerned with peoples' framerates, grunts spawning in front of people, and hopefully no one gets stuck somewhere or finds some cheesy exploit. Thanks for the feedback! Last edited by MeatPuppet : 08-08-2006 at 12:56 PM. |
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#5 |
Rookie
Join Date: May 2006
Posts: 21
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![]() I've played it a few times now and I havn't had any grunts spawn in front of me or anything.
And yeah, I tryed playing it by exclusively bunnyhoppin' everywhere, I can see how all that player clipping helps with that play style ![]() Oh I also found the secret mega health ![]() |
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#6 |
Experienced
Join Date: Apr 2006
Posts: 165
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![]() I didn't have to find it, the AI found it for me.
[edit]Dunno about you's, but a grenade off the walls especially in the stairway doesn't seem to bounce right.[/edit] Last edited by UTWarden : 08-08-2006 at 05:32 PM. |
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#7 | |
Level Designer
![]() Join Date: May 2004
Posts: 123
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#8 | |
Experienced
Join Date: Apr 2006
Posts: 165
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![]() Quote:
the AI didn't outright show it to me, but a grenade explosion from one did. ![]() |
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#9 |
Regular
Join Date: Jul 2006
Posts: 69
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![]() Awesome map. I liked how there where both narrow hallway areas and wide open areas. Gives you a bit of variety.
The open area inside the building was great. I like how it was set on all different levels. I was always jumping around and flying across the map while shooting people. Fun stuff!! |
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#10 |
Rookie
Join Date: Jun 2006
Location: The Red Base
Posts: 10
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![]() It looks interesting, but I can't download the map. The download gets to 4 megs and then stops. I tried it on both EI and Firefox. Can someone post an alternate download?
-------------------- "This ain't no cutscene! Press A!" |
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#11 |
Community Moderator
Join Date: Apr 2006
Posts: 360
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![]() At a guess, are you part of Ritual, MeatPuppet?
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#12 |
Level Designer
![]() Join Date: May 2004
Posts: 123
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![]() Much to their chagrin I'm sure, but yes.
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#13 |
Newbie
Join Date: Jul 2006
Posts: 4
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![]() Are you working on this map when you're at work?
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#14 | |
Level Designer
![]() Join Date: May 2004
Posts: 123
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![]() Quote:
![]() If your interested, I have spent maybe 10 to 12 days on that map. I spent one week or so roughing out and tweaking the geometry and tweaking spawn locations of the grunts. I spent the rest of the time adding the art and working on the lighting. Last edited by MeatPuppet : 08-09-2006 at 05:12 PM. |
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#15 | |
Regular
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![]() Quote:
![]() -------------------- ![]() |
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#16 |
Experienced
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![]() This map looks very cool, but every time I try to open the Zip I get this...
![]() I have also downloaded it 3 times now, is there any other mirrors or any thing? |
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#17 |
Level Designer
![]() Join Date: May 2004
Posts: 123
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![]() I don't think it is a problem with the .zip file. It works for other people just fine. Maybe try using WinZip? And what's up with Tomb Raider?
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#18 |
Experienced
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![]() WinZip didn't work either.
The Tome raider is where all my game related downloads go to, God knows why it’s called that :/ |
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#19 |
Regular
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![]() Didn't work when I redownloaded it.
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#20 |
Experienced
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![]() MeatPuppet, if you want I'll host the file for you in ZIP and RAR formats. (Including any revisions.)
http://www.sdknuts.com/fileup/ |
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#21 |
Experienced
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![]() I'm awesome I fixed it my self.
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#22 |
Experienced
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![]() U da man Sparda san.
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#23 | |
Experienced
Join Date: Apr 2006
Posts: 165
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#24 | |
Level Designer
![]() Join Date: May 2004
Posts: 123
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![]() Quote:
Wiscecode, I appreciate the offer but until the map is done I would feel better if it was just at one place. Yes, I'm a control freak. ![]() Last edited by MeatPuppet : 08-12-2006 at 11:05 AM. |
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#25 |
Experienced
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![]() In WinZip I press Alt+R (Repair Archive) and made a new Zip out of it then used that, In the repaired version it said that the cache file was corrupt, so I just didn't use the cache file.
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