Das Roboss
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Re: Das Roboss
Posted by Tylak on Sat Jan 29th at 3:28pm 2005


Das Roboss is ready for beta testers! w00t.

I tried to make this set very combat oriented. I felt like I didn't get to kill enough stuff per square foot in HL2. The combat is pretty dense and the levels are medium/large. I also tried something kinda risky for the ending.

But I don't want to go on and on. Just download it and give it a try.

Thanks!

Here are some small screens :




I hope you enjoy it.

[addsig]




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Re: Das Roboss
Posted by ReNo on Sat Jan 29th at 4:20pm 2005


Judging by the screenshots here and in your profile, this is looking like a really high quality effort and should prove quite successful seeing as its one of the first. I look forward to playing this sometime [addsig]



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Re: Das Roboss
Posted by satchmo on Sat Jan 29th at 6:08pm 2005


Looks very impressive indeed. I'll download it later on in the day and take it for a spin.
[addsig]




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Re: Das Roboss
Posted by Spartan on Sat Jan 29th at 6:17pm 2005


My only complaint is that you listed it as a HL1 map. I've seen people doing this a lot and it is getting annoying. Nice looking map by the way. [addsig]



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Re: Das Roboss
Posted by Tylak on Sat Jan 29th at 6:43pm 2005


? quote:
My only complaint is that you listed it as a HL1 map. I've seen people doing this a lot and it is getting annoying. Nice looking map by the way.


When I first posted it I accidentally marked it HL1. But its marked HL2 now right?? I have a hard time telling....

Maps ? Half-Life 2 ? Single player: "Das Roboss"
[addsig]




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Re: Das Roboss
Posted by martinloki on Sat Jan 29th at 8:40pm 2005


Thanks for a great series. I played through it on normal mode and found that it was a good challenge. My speed of play wasnt the fastest since I was exploring a lot, and I play conservitavely (read "like a scardy-cat"). I finished in about an hour and a half. I often had a glut of ammo, but almost no health (50% most of the way though), and suit power was almost non-existant. I like maps that way though. I have a AMD2500+, 1G ram, and a 9800pro. The only slowing that I noticed was during the final battle. Otherwise the levels looked and played beautifully.

To answer your questions:

- Was the experience fun? What would make it more
fun?
I really enjoyed the experience. I found that i spent a large portion of the time parinoid that something was gonna jump out at me, or that I didn't see a well placed enemy that was about to ambush me. I like that feeling, so it works for me. Only in the very last scene did I feel like the odds were impossibly stacked agianst me. If I didn't play like a coward I don't think I could have beat it. I really like the balance of the enemies and enjoy playing levels where I only average 50% health. As to what could make it more fun, I love antlion battles and wouldn't mind a few more of those. And maybe tone down the final scene. Not the battle, just the lead in. (but that may just be me. Other people may love it as is)

- Any non-progression issues (you are stuck and cannot
continue)?
I only found one area that you cannot get out of. At the bottom of the stairs which lead into the room with the power switches for the robot you can get caught between the stairs and the wall. This is true for the stairs on both sides of the doorway. I only found this because i was looking for more secret areas. You have to either reload or noclip out of there. If you need a better description I can get you a screenshot. Other than that I did not find any issues this time through.

- Game flow, were you often confused about what to do.
Did the solution also confuse you?
The vault sequence confused me, I hadn't come across the vault yet, so it was extremely confusing. But I think that was just because of the pressure I was under (which was pretty fun) in that area, but even when i was in a safe room it took me a while to figure out that I needed to backtrack.

Also the aux. power/buttons confused me. I though I would need to do three different tasks since there were three buttons. Once I got the Grav gun and cleaned out that area I was out of enemies and had to hunted around a while for a computer room (to allow a reboot) or someother way to fullfill the other requirements that the button messages gave. I went and did the power thing, but didn't test the buttons since I thought i was still missing something. (maybe a generic message for all three that power is needed and then switch over to the other messages once that has been fullfilled. Or just two lines, one with your current message, and one with the power message.)

- Lighting issues and overall aesthetics, textures &
props
With the exception of two areas I liked the textures and props throughout the series. Both of the exceptions are in the first level, in the first courtyard, (the one with the tower in it.)

First, the light on the floor beneath the tower stops your movement dead. This seemed really awkward to me. I might be biased since I was backing away from a fast zombie when I discovered this, but maybe a nodraw spike over it to allow the player to go over it, but keep the prop. (Admittedly I haven't tried that, but I think it should work)

Second, I was huunting for secrets and found that you can put a barrel in the corner next to the breakable grate, under the cargo container, and hop up to try to get up to the container platform. Once on top of the barrel you can see through the walls since you are looking at the top of the shapes which appear (or not) to be nodraws.

The lighting throughout felt right, at no point did I pause and go, "wtf?" I also like your use of (I'm assuming) displacements inside; the ground comming up through the floor at the base of the elevator is a good example.

- How did you feel after beating it?
Mainly, I felt relieved. For the vast majority of the game I had felt tension and I think that if it had ended more traditionally I would have felt a fair level of satisfaction. However, with all the insanity at the end I found that my only option to get out alive was to press the button and be a coward. It wasnt until the very end that I came out and had to fight. And that took a few times before I knew what had to be done. Also, the look of the mech itself was a bit underwhelming and its look didnt seem to fully fit into the world you crafted. (I know you've had more experience with mapping and that poly count is an issuem but could you use models and get a bit more detail in?)

One last thing. I know that you said there are some known issues that will probably not be fixed in the final release, but I have to ask. What was up with the wierd dark blotches on the dirt in the first area with antlions? I spent quite a bit of time with them and could figure them out. Are they artifacts of the antlions?

Thanks, -martinloki
(Sorry for the long post)




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Re: Das Roboss
Posted by Tylak on Sat Jan 29th at 9:01pm 2005


Excellent beta report!

I was aware of a few errors that you mentioned and you suprised me with a few. I could tone down the ammo a bit, health and armor will probably remain as they are unless I get a lot of complaints. I would like to make some changes that clairify the vault door and generator "puzzles". I've also seen people get confused with the pipes in the large courtyard.

I know what you mean about the robot's appearance. I can honoestly say I feel least comfortable with the final battle over anything else in the set. I wanted to produce a very difficult and intense battle. Poly count is a big deal, I had to rip a lot of stuff to get that section to run. I'm not sure what to do.... I know it needs polish.

More antlions, I agree. And those dark blotches must have been decals created by combine grenades..

All of your suggestions will be carefully considered. I plan on implemented most if not all of them.

Thank you Martinloki.
[addsig]




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Re: Das Roboss
Posted by martinloki on Sun Jan 30th at 8:04am 2005


I just played through a second time. This time on easy to see the difference. (Big difference) I also decided to take my time with the final scene and I take back what I said about it being to hard. I found a technique that allowed me to clear the hall before moving on and I only lost 5hp. (No cheats were involved, just lots of rockets and barriers.)

I forgot that there are other lights on the floor like the one under the tower. There is at least another one out in that courtyard. The same problem exists with it.

I also found a few more areas where you can see through the top textures and areas where you can get to places you shouldn't be able to. I was also able to climb up onto the rim of that first courtyard and kill the two speed zombies in their pits. To get up there you can put a barrel next to the red lit tunnel and jump onto the tunnel.

The next place was in the next room. (The hall after the gate) Using the same technique you use to get to the turrets you can attempt to get to the other openings in the hall. But you cant get into them. It feels like you hit an invisible wall when trying to jump up there. That really takes you out of the game. Maybe a texture on there, or something to explain why your character cant make the jump.

The last place that I was able to do that is in the area at the top of the elevator in the second level. (The one immediately after the drop into the level.) I was looking for secrets and stacked a barrel on a crate, and then put another barrel down to hop up onto the crate. I was then able to see into the wall. This is the low section between the room where you get health and the stairs going down.

Those were the only issues I had this last time. I do have some general comments though and most were things I meant to bring up earlier.

The level portals are way to easy to back through acidentially, and thus causing yourself long pauses in the gameplay. How about moving them a little? The first one could occur before you fall, mayber before you go around the bend, but far enogh you wouldn't be scared back through it. The second one you could shift it a bit and have the door close them in.

As for the abundance of ammo issue, most of the ammo I got was from the enemies, I don't remember if you can cut down on that. The shotgun, AR2, magnum, and crossbow were almost all I ever used.

As for the decals on the dirt in the courtyard, I couldn't duplicate them with any of my weapons. (even when I used impulse 101 and went through all the possible weapons). They are very jagged and look like they could be the shadows of antlions. Odd either way.

A quick though on the robot. Since the player can't see his legs, do they have to come with him? could you just delete them for the final battle? that could save a lot for you. Also, my biggest speed hit was when I was using the... turret weapons up top. Is there anything you could do to make those less graphically intense? The white line over the middle of the display also makes them a bit less fun to use. I like seeing the carnage I'm causing.

Finally, I was wondering if you may want to add a sniper or two, either in the last scene, or the pipe courtyard. They would definently keep the player on their toes. (although the courtyard one may prove to be too hard to kill considering your loadout.)

I'm sorry I keep pointing out flaws, and not just the good stuff. The maps are realy great, and fun to play through, but you did ask for bugs and feedback. Thanks for a really fun series. -martinloki




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Re: Das Roboss
Posted by Finger on Sun Jan 30th at 9:34am 2005


Just downloaded this and played through the first map. Kudos!!

My hat goes off to anyone who seriously persues singleplayer mapping. Overall, I was very impressed with the quality and scope of this project (of course, I haven't finished it). From what I've seen, you are obviously putting alot of hard work into this, and the quality shows.

That said, there are some areas that could possibly use a little tightening up, focus wise; mainly the 'puzzle' spots. This, however, is one of the pinnacles of great level design, and something that takes ALOT of experience to master - pushing the player through the experience without allowing them to see the 'hand of god'...i.e. "button B doesn't work, because you haven't activated button A" kind of messages. These are the things that really impressed me with HL2 level design; the fact that I would end up doing exactly what the designer wanted me to do, without it feeling like a cow in a cattle chute.

One of my favorite puzzles was in Blue Shift. There was a door, with some dynamite charges wired to it. The wire that connected the trigger and the explosive was severed. To solve the puzzle, you had to push a metal barrel between the two ends of wire, making a connection, and blowing the door. The reason I liked that simple puzzle so much, was that it was

A. Simple.

B. All in one spot (no back tracking 5 rooms to find the switch),

C. Dramatic (got to see somethin a blooow'd up!)

Anyway, I look forward to finishing this and seeing what else you may be working on. Great job sofar!!





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Re: Das Roboss
Posted by Orpheus on Sun Jan 30th at 9:43am 2005


? quoting Finger
Just downloaded this and played through the first map. Kudos!!

forget the maps, my congratulations go to martinloki. his critique rivals some of the better critiques to come out of here by the old timers. i am not gonna give him the big head by saying it was best, but definitely refreshing from so new a member.

/me humbly bows.

*whispers*

damn, almost as good as mine.

[addsig]




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Re: Das Roboss
Posted by martinloki on Sun Jan 30th at 10:22am 2005


*blushes* thank you




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Re: Das Roboss
Posted by Orpheus on Sun Jan 30th at 10:31am 2005


? quoting martinloki
*blushes* thank you

i will be keeping an eye on you

welcome to the snarkpit.

[addsig]




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Re: Das Roboss
Posted by Myrk- on Sun Jan 30th at 12:24pm 2005


OMAI! YOU'VE BEEN ORPHORIZED TO CRITIQUE MAPS!

[addsig]



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Re: Das Roboss
Posted by Orpheus on Sun Jan 30th at 3:31pm 2005


? quoting Myrk-
OMAI! YOU'VE BEEN ORPHORIZED TO CRITIQUE MAPS!

i know you are making a good natured joke, but praise works wonders sometimes. with the influx of so many new members, some of us old timers have slipped in our duties of welcoming new members.

you gotta admit, a rather large percentage of the new roster, has not been very good.

i think its past due for some of us to start welcoming new members again. if we put as much energy into the quality members, as we do to the offensive ones, perhaps we could draw more quality ones. :/

[addsig]



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Re: Das Roboss
Posted by habboi on Sun Jan 30th at 5:18pm 2005


A fine example of a map that has had hard work put into it!

Well done and i liked the architecture, i find architecture is what make maps good but thats my opinion!

[addsig]




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Re: Das Roboss
Posted by Cassius on Sun Jan 30th at 5:58pm 2005


This thread brings a tear of joy to my eye. Huge props to Martinloki and Tylak. I'll be looking at this map in a bit.



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Re: Das Roboss
Posted by Blinn on Sun Jan 30th at 6:07pm 2005


Well, I must begin by saying this is a truly fantastic map, and very aptly recreates the atmosphere that I would expect it to have. Every inch of it is done to perfection and there are almost no problems.

When I say almost, I must elaborate; upon playing this map I found two SMALL texture problems that could actually be a problem with my graphics card / settings, but I decided that I'd post them anyway.


This one is right at the start of the map.
As you can see, the texture has taken on an odd blue hue, or at least on my part it has.


This is further on, in the section with all the combine soldiers.
Again, just a small texture problem.

I have noticed no others to the point of which I've played (The section where you pick up the gravity gun after the second antlion) but I will fill out the small section similar to the one Martinloki did when I've completed it.

Overall, fantastic job.




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Re: Das Roboss
Posted by Cassius on Sun Jan 30th at 7:25pm 2005


The first complete singleplayer mission warrants my first in-depth photocritique, no?

Tell me what you think.

Das Roboss Critique and Review Part I, by Lord Cassius: http://www.snarkpit.com/pits/cassius/drobrev/drobrev.html

(spoilers inside)

[addsig]



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Re: Das Roboss
Posted by Tylak on Sun Jan 30th at 7:26pm 2005


Thanks guys, great response so far and I really appreciate all the time you've spent digging through the map. Martinloki, I think I know what those blotches are but I haven't tested it yet. I believe those are shadows created by antlions who've not been spawned properly (under displacement). I usually play with simple shadows (I have a weak gfx card) and I never saw them. This will be worked about before release.

Thanks again guys, keep going at it. I'm going to make up a list and do a big cleanup pass on monday.
[addsig]




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Re: Das Roboss
Posted by Orpheus on Sun Jan 30th at 7:48pm 2005


? quoting Cassius

Tell me what you think.

why the HTML location and not the traditional in here kind?

otherwise... tis the greatness that we come to expect from a master such as thyself.

[addsig]





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