DM_BocaBurgers
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Re: DM_BocaBurgers
Posted by im.thatoneguy on Sat Jul 16th at 9:02pm 2005


I think some of the best advice I have ever heard on map making game from a web design book called "Don't make me think." I highly advise reading it. It's less about web design per say as about human interface, and that's all a game really is.

In his chapter about usability testing he made it very clear to take what your users say with a grain of salt. "One person will want it orange, another will hate orange and want blue." His sudgestion was to "Grade on a curve". To take what they're saying and extract the core issues if they're a new user and ampligy those, leaving the rest of the chaff behind.

He did have good points. You can read my reply on that same forum, the teleporter issue, I seriously never expected somebody to actually discover this glitch inherent in the system. I use it for bug testing so that I know if I inch towards it I can set off specific triggers without setting off others.

But yeah, definetely a user, not a creator. Most of his complaints were intentional. The 'fastest' way I always made the most difficult, if it was an optional route. If you're on the floor there are two non jump necessary routes to the red teleport, and there's the blue teleport. The sniper rifle is difficult to get to, it shouldn't be a breeze.

I must say the most helpful thing in making this map is how much I Played it before I ever started making it. I've been able to fine tune things such as weapon placement, becaues I know exactly what I'm doing and what I'm wanting when I'm in a specific area. It's all about that "Don't make me think." Great book I highly recommend. It's also a fun book, not just a textbook.

P.S. On the drawer comment he was referring to the ladder, which was in version 1.0 mostly broken.

[Edit] Added new "known glitches".

NOTE: I have a dedicated server running on my Cable internet connection. Go ahead and give it a try:
67.160.22.157:27015





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Re: DM_BocaBurgers
Posted by Forceflow on Sun Jul 17th at 9:41am 2005


This map looks really sharp, I'll have a quick run in it tuesday.



:: Forceflow.be :: Nuclear Dawn developer



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Re: DM_BocaBurgers
Posted by habboi on Sun Jul 17th at 11:29am 2005


Looks good! How does everyone enlarge the models like that?
Let me guess, they open the model in model viewer and enlarge it, save it as a new model and voila...

Or is it something simple like properties :O

Please do tell!





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Re: DM_BocaBurgers
Posted by Myrk- on Sun Jul 17th at 11:35am 2005


ARG NOOOOoooooo! WASTED!

I was so looking forward to this map, but I hate to be the bad guy and say I was deeply dissapointed :-/ I'll list the problems I remeber-

  • Layout was poor, I found for a rats map that I couldn't get around very well. Look at other rats maps to see how you get around in them.
  • You couldn't get above the lights, or at least I couldn't find a way.
  • The chargers are poorly placed.
  • You shouldn't need teleporters to get around.
  • The M&M's are too big.
  • Theres no PC, just a keyboard and monitor (which don't have cables) and a mouse (which does).
  • The brick texture is scaled too small. They should be at least double the size.
  • The sofa and table are almost useless. You said about how there wasn't enough room- move the sofa back to the wall, then make another hole in the wall (a mouse hole) to give more routes to the sofa.
  • Theres no clutter on the table, or a packet for the M&M's.
  • The glasses aren't solid for weapons...
  • Theres poor circulation on the bookshelves.
  • No interactivity... You should be able to do something in a rats map.

Thats all I can remember now. If you want I can roam around the level with you and show you problems. Also one thing I'm intruiged with- how did you make all the models so big? Are they included in the BSP?




-[Better to be Honest than Kind]-



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Re: DM_BocaBurgers
Posted by ReNo on Sun Jul 17th at 12:20pm 2005


You could place the models in a 3D skybox, and set the skybox scale to however much larger you want the models to be scaled.






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Re: DM_BocaBurgers
Posted by Orpheus on Sun Jul 17th at 1:12pm 2005


Most you could shoot right through Myrk.. I do not think they were real models.

and:

image

If you couldn't see this, perhaps you imagined the rest as well. <img src=" SRC="images/smiles/icon_wink.gif">





The best things in life, aren't things.



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Re: DM_BocaBurgers
Posted by Myrk- on Sun Jul 17th at 2:42pm 2005


Oh yer! There was a PC, but no wires coming from it, that was probably what I was thinking. I didn't really remember every problem. But my points should make the level much better if they are all fixed.


-[Better to be Honest than Kind]-



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Re: DM_BocaBurgers
Posted by Orpheus on Sun Jul 17th at 2:51pm 2005


? quoting Myrk-
Oh yer! There was a PC, but no wires coming from it, that was probably what I was thinking. I didn't really remember every problem. But my points should make the level much better if they are all fixed.

*whispers*

Its his 1st map Myrk.. Remember yours? I remember mine.

Look at it this way, at least he is receptive. I have some asshole in the PM's being evil about his because I told him his was awful and needed worked on. So far he has told me almost verbatim what Doc Rock used to say.. Its almost as if they went to the same classes.

When will these guys learn, PLAYERS MAKE POOR MAPPERS!

Fun,fun,fun.. I am so damned sick of that word.

/ ranting.





The best things in life, aren't things.



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Re: DM_BocaBurgers
Posted by Myrk- on Sun Jul 17th at 3:04pm 2005


Well with some help this 1st map will be an amazing map. I don't believe much in the ranting on "Good job! Amazing 1st map! Horay!" kinda stuff. This map shows potential, so why waste it with cynical advice? Best to show him his errors so he makes it better!


-[Better to be Honest than Kind]-



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Re: DM_BocaBurgers
Posted by Orpheus on Sun Jul 17th at 3:09pm 2005


? quoting Myrk-
Best to show him his errors so he makes it better!

And, whom did you learn that from? Hmm?

Nevermind, you know full well what I meant. I was just pokin fun.





The best things in life, aren't things.



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Re: DM_BocaBurgers
Posted by Myrk- on Sun Jul 17th at 3:10pm 2005


Yer :P I just think this map could be so much more, he obviously has the skills to do stuff, he just needs to correct a lot, and find some precidents to work from.

/me pets Orph




-[Better to be Honest than Kind]-



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Re: DM_BocaBurgers
Posted by Orpheus on Sun Jul 17th at 3:24pm 2005


? quoting Myrk-
Yer I just think this map could be so much more, he obviously has the skills to do stuff, he just needs to correct a lot, and find some precidents to work from.

/me pets Orph

Then I suggest that you put your money where your mouth is then. Read my critique, and enhance it to suit your wants and desires. I could frag this as is, I could frag it more if it were as you said. Make it so I want to frag it more.

[edit] Link to Critique





The best things in life, aren't things.



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Re: DM_BocaBurgers
Posted by Imbrifer on Sun Jul 17th at 4:19pm 2005


Wow, this map looks spactacular.

First impression suggestion:
On the shot http://vaporware.w3dzine.net/turkeyburgers/bocaburgers15--01.jpg make the 'cushion' on the chair into a displacement map. It won't suck up much at all on graphics, and it'll add some 3d dimension to the part that's supposed to be the cushion.

I'll download it and snoop around...




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Re: DM_BocaBurgers
Posted by im.thatoneguy on Sun Jul 17th at 7:10pm 2005


[Myrk:]

Don't get me wrong, I'm not blindly rejecting what you're saying, there just is usually more than meets the eye.

I did work to improve layout a bit, but I am trying to stick as close to the original as possible. Remember this is a remake, I don't want to create something completely unrelated. Also once you know what you're doing, I can get to any point in the map in under 30 seconds. I have a "Lap" where I make a full loop around the roop in about 25 seconds.

Everyone asks to get above the lights. I did some play testing. It just generated stagnant camp fests in which the people on the lights didn't move and the people below tried to stay out view to avoid being shots. The one thing I have to fight on a map of my style is stagnation. The lights just created a race to see who could get there first.

I keep my eyes open for new charger station locations. Any thoughts on where you would like to see some?

Sorry again, it is turkey burgers, and actually I hate ladders so I would argue you shouldn't need ladders to navigate, but people have to move vertically somehow. Teleporters also do two things for the map, they mix up the action keeping it from from clumping in one place on the map and they speed things up considerably, again it goes back to being able to get just about anywhere in 30 seconds.

They *should be* exactly 12x scale like everything else. I tried to measure as much stuff as I could to be consistant. I'll double check.

Mouse was almost wireless I added the cord 20 seconds before compiling, it was a test to figure out a good wire system, fear not cables for everything else are on the way.

I'm really fighting texture resolution on this front. I'm trying not to stretch the textures as much as humanly possible while maintaining realism. The bricks are different sizes on every compile You'll probably see them a new size next time.

I already have a packet of M&Ms scanned in. It'll be in the next beta, I just didn't have time prior to this one to fully test it. As is junk on both tables.

I'm not entirely sure what you mean by "The table and sofa are useless". Could you be more specific.

All models are still quite buggy, I'm having trouble getting the Vphysics models to line up with the normal models, hence why none of them except for the M&Ms move. The glass especially is giving me lots of trouble. All of this is in the known bugs section I believe.

Circulation is something I should address. I'm open to sudgestions.

? quoting Myrk-
Best to show him his errors so he makes it better!

"And, whom did you learn that from? Hmm? "

Actually I believe that was in my first post verbatim

I have always believed that people are only willing to expend energy trying to help make things with potential better. At least in my experience, the longer my posts the more I usually care about the topic. Every critique is a learning experience. Besides it's up to me to decide what is and isn't relevant, not the player, so what's the harm in listening to them.

And finally, give me a list of Rats maps you think I should go do research on, I might have most of them and I'll go find the rest.

[Imbrifer:] The chair and couch were actually only intended to be temporary but then like alot of things they just grew on me. It is actually one of the valve models scaled (recompiled to scale for those curious). While I first intended to do brushwork for all largescale objects such as the couch and chair, I quickly discovered that Hammer's UVW editor is barely worthy of such a name. Texture alignment is far too difficult so models are the only option in my view for high poly systems. However that being said I would like to load up the couch and increase it's poly count, and give it a real collision model (It's just invisible brushes right now). Keep your eyes open during Beta 2.

[critique]

I would also like to point out, that almost all of the small things on the first ciritque are fixed. Also please check the "Known bugs" before posting a critique for the sake of efficiency. Now critique away.





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Re: DM_BocaBurgers
Posted by im.thatoneguy on Sat Oct 1st at 2:24am 2005


Due to the fact that I actually got a job doing 3d Visualization and am still taking a full load of classes, I am down to literally 1 - 2 hours of free time per week.

If anyone is interested in adopting and help raise a little Boca_Burger email me at im.thatoneguy@[REMOVE]gmail.com . I would like to return to it and keep working on it but I just don't have time in the near future.






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