Neolide
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Re: Neolide
Posted by Coconuts_are_gay on Wed Jan 12th at 11:25am 2005


Thats a bit poo



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Re: Neolide
Posted by Chaffing_Weasel on Wed Jan 12th at 11:33am 2005


i've just got a question to ask. once you finished compiling the level, (say your final version) how you get it to ppl? imean, i've never really finished a map so i don't know how or what to do except the finished thing is usually zipped up so a hosted site can let ppl download it....is there anything u do before you zip it up?



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Re: Neolide
Posted by Leperous on Thu Jan 13th at 4:40pm 2005


New beta version available for download:

http://www.snarkpit.com/pits/leperous/neolide_beta.zip

Obvious still much to be done (including sorting out the swapbuffers, which seem to have got worse in one room despite having done nothing to it.. hmm) and many bugs (e.g. lift), but this is more for people to look around than critique on- unfortunately I'm a weekend behind being able to submit it to the competition





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Re: Neolide
Posted by Static88 on Thu Jan 13th at 5:57pm 2005


When you finish yopur map, just place the .bsp file and a readme file too if you want into a zip file for people to upload it. I'd recommend the readme file be included. Just get some webspace and use this site to post your link.



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Re: Neolide
Posted by Myrk- on Thu Jan 13th at 7:41pm 2005


One thing I just thought of... why are there no chunks of loose rock? They would make good physics items to chuck around... [addsig]



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Re: Neolide
Posted by Gwil on Fri Jan 14th at 9:50pm 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Here we go!



I fell down here after surveying those shiny pipes. They look a little too bright against the dark walls. I screenshotted to illustrate the fact I got down here, and didn't die. I assume it will be fixed



This charger gave out suit power like it were going out of fashion, perhaps a little too much - I presume the room is this way to sacrifice safety for the charger. Just an opinion though. The amount of wires looks a little odd, perhaps have some conduit casing them in.



Texture flickering issues up here in this "thingy". Not noticeable too much, but I caught it out of the corner of my eye.



Yeah, it's combine architecture but I feel areas like this could do with a little snazzing up - mainly in the form of subtle lighting.



I think this door needs a frame - the established lines in the architecture look a little off to me. Either that or snazz up all these doors with lights/switches next to them. In the darker areas I flitted past them without noticing on occasion!



These screens are cool, but this one looks odd - the white noise doesn't move, and it looks strange. Note also the shiny pipes. They need a connection point, and their lighting issues addressed.



This is nice More subtle lighting like this in the rafters, and highlighting doorways is needed in other places.



Not as noticeable as I would have liked for this picture, but the water has some weird problems with flickering at the edges. Of all the maps i've seen so far, water is the stumbling block for most people.. so I dunno what to suggest.



These things are cool - non barrel/debris physics objects = good! BUT! When passing by, the default placement makes it difficult to navigate the corridor smoothly. Yes, I have grav gun but in the heat of battle trying to escape, it'd tick me off



Shower me in love, this area said to me. Well, maybe not. Yeah, it's combine like I said before - but a little bland?



Weird reflection/cubemap issues in a few places, but I think you mentioned this already so



I'm a collosal retard. yes. How do I get the rocket launcher? I turned round to go find a solution but ran into that thing made of those weird white ball things, and promptly died. Woops.



There seemed to be no other obvious way out of the water (this area looked extremely spinky BTW ), or rather quick way bar the ladder. Considering it's so large, i'd at least add a small set of steps somewhere. Unless I missed another way of course, in which case refer to my comment on the last shot





Urgh. Can you not get rid of this tex altogether? It seems to reflect a non existent sky, in a terrible colour. I don't think cubemapping fiddling will address the issue



Another place I shouldnt be able to get to?




[addsig]




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Re: Neolide
Posted by Leperous on Fri Jan 14th at 11:08pm 2005


Ah, merci for those. A lot are issues that have already been fixed (especially those great bit grey metal blocks sticking into one of the arenas?! Along with the weapon) Good suggestion with more lights around the doorway, but everything else is being spruced up slowly

The rocket launcher is actually a trap of sorts- if you've played the single player game, you'll recall you had to use the grav gun on the generators to disable some of the force fields! Same case here, but obviously there are ball respawners nearby so it's possible to get trapped outside (well, you can jump to the middle...)

And no-one seems to have noticed the dropship yet. I'll have to do something with that...





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Re: Neolide
Posted by Orpheus on Mon Apr 25th at 2:06pm 2005


Any word on this map? You need a second critique?

/me wants to see it finished.

[edit] /me edits my critique, the image links pointed to the old site.

[addsig]




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Re: Neolide
Posted by diablobasher on Sat Dec 4th at 11:59pm 2004


The initial screen looks quite nice. <br>Yeh, i have noticed the lack of combine textures, prolly because the combine are to busy wrecking other people textures with thre gian walking citadels to make their own smiley



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Re: Neolide
Posted by KungFuSquirrel on Sun Dec 5th at 12:42am 2004


Looks cool. Gives me a sort of Haloish feeling in a way, but a good way at that. smiley



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Re: Neolide
Posted by ReNo on Sun Dec 5th at 1:07am 2004


Was thinking the same thing actually - probably down to the use of general purpose textures and sort of emptiness of it. I think those spotlights should have more defined light coming out of them, as there doesn't appear to be much of effect from them on the ground despite their obvious power. Nice start though, will be interesting to see how it develops smiley



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Re: Neolide
Posted by diablobasher on Sun Dec 5th at 1:18am 2004


DOOD!!!!! <br> <br>I LOVE THE TRIANGLE DOOR MAN!!!!!!! <br> <br>does it have triangle slidy doors to go with the doorway?



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Re: Neolide
Posted by Yak_Fighter on Sun Dec 5th at 2:08am 2004


It looks pretty cool already, but I'm rather curious about what physics objects you'll have in there to throw around. It didn't seem to me that there was much Combine stuff you could toss without the super grav gun... unless you have some sort of fiendish/foolish plan to not allow use of the gravity gun at all...



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Re: Neolide
Posted by Raeth on Sun Dec 5th at 5:23am 2004


You would throw the yellow glowy things of course! They have the added bonus of requiring some skill to hit someone with.



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Re: Neolide
Posted by diablobasher on Sun Dec 5th at 9:46am 2004


Lol, or you could opt for the funnnier way, and throw the people.



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Re: Neolide
Posted by Yak_Fighter on Fri Jan 28th at 3:53pm 2005


Those are both terrible ideas.



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Re: Neolide
Posted by beer hunter on Sun Dec 5th at 9:48am 2004


Looks pretty, rock ceiling is a bit HL1-ish tho', maybe stick in a few stalactites(?), section of rock dropped out of the ceiling etc. to make it more interesting. Its almost tempted me to start mapping for HL2 smiley



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Re: Neolide
Posted by Orpheus on Sun Dec 5th at 9:53am 2004


No one likes being forced to stay in the center of a doorway, in a DM frag it could get you killed bumping into a door facing. redesign the triangle doors so they are not so narrow. <br> <br>otherwise, i love the atmosphere, it fairly drips off the monitor.



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Re: Neolide
Posted by Leperous on Sun Dec 5th at 11:48am 2004


They have cunning clipping going on to stop people getting stuck, don't worry. And in the screens the rock does look a bit crap, I will sort that out, but in game you can see the dismaps better smiley <br> <br>And yeah, there is a problem with throwable physics objects, but I've got around that by using some Combine robotic enemies (e.g. scanners, roller mines and land mines). I'm not sure how much damage the energy balls would cause in DM, and if you can manipulate them with a normal grav gun, but I'll also look into that one if I can figure it out...



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Re: Neolide
Posted by Myrk- on Sun Dec 5th at 7:54pm 2004


The rocks look plain and boring. Displacorize them! And yer if you could use those energy balls that appear all the time in the generators that would be cool- like Men In Black with that little ball thing! <br>You should do something with spinkee cameras all over the place, maybe even a typical &quot;death room&quot;. The kinda room that has a spinkee weapon in it, but make it so that in a control room you can lock the doors and activate loads of gun turrets in the room smiley




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