DM_BocaBurgers by im.thatoneguy

Map Rating

  • 0
  • unrated

Map Download

Map Info

Map Description

OK here it is: DM_BocaBurgers Beta 1.5
A Turkeyburgers Remake.

Download It!
Mirror 1

Major Problems:
  • Need 3d Skybox Outside of Window
  • Finish Unpopular Science Magazine
  • Need to make more book covers
Roadmap:
Finish Beta 1 series: Fix major bugs and gameplay
Release Beta 2 series: Finished content, Optimization and polishing.
Release Final (Early August)

Known Glitches:
Jumping into Red Teleport from the top of Bookcase results in self telefrag.
SLAMs are easy to abuse at teleport points, need to be removed.
Lighting could use some attention.
Hole in ceiling above computer.
Shadows "leak" through some shelves.
Some models are rocket but not bullet proof (COUCH!).
It is possible to trigger teleport effect, without actually teleporting.

What I would like:
Critiques, go ahead be vicious, the more you find the more I can fix.
System Specs and performance impressions.
Online testing to check for abnormally high lag.
Testing Telefrag (Kind of hard to do by myself).
Ideas.
Impressions.
Solutions.

Screenshots:
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
Screenshot 6

Thank you for your time, and PLEASE critique the hell out of it.

Discussion

Posted by Orpheus on Sat Jul 16th 2005 at 4:22am

im.thatoneguy said:
Do you mean Interlopers?
The one mentioned in the profile.
As to the teleporters, search the editing forums and/or post a question. Do not use this thread to solve your riddles.
Posted by fishy on Sat Jul 16th 2005 at 4:17am

<DIV class=quote>
<DIV class=quotetitle>? quoting im.thatoneguy</DIV>
<DIV class=quotetext>I'm still just amazed how poorly Half Life's Teleportation system is implemented... it's really quite pathetic, almost like they didn't actually intend anyone to use it.</DIV></DIV>

i heard that valve had actually managed to code wormholes into the physics engine, but it worked so well that most of the source code for the game disappeared down one of them and ended up on some poor guys comp. valve covered up their incompetance by creating a conspiracy to blame him for everything they could. the teleporters that shipped with the game were only thrown together from old bits of tf2 code that didn't work very well.

[/derailment]
Posted by im.thatoneguy on Sat Jul 16th 2005 at 3:43am
[Author]

Do you mean Interlopers? Or are you saying there is another forum on Snark I should post this on.

Either way, no more critiques until this new build finishes uploading. Lol I wouldn't mind puting that one behind me and moving on. I'm still just amazed how poorly Half Life's Teleportation system is implemented... it's really quite pathetic, almost like they didn't actually intend anyone to use it.
Posted by Orpheus on Sat Jul 16th 2005 at 3:18am

<DIV class=quote>
<DIV class=quotetitle>? quoting im.thatoneguy</DIV>
<DIV class=quotetext>Wow, Thank you, that was reallly helpful.

.

</DIV></DIV>

Not one of my best. I do not feel to well today and I am a bit off my stride. My hopes are that some of our better critique writers will take up my slack. We have many members far better than I.

My appologies...

[edit] you should point that other forum back to this thread, or post the link to any critiques you receive at least. Perhaps you can get them to do one for you as well, if they know exactly what you want "from" them.
Posted by im.thatoneguy on Fri Jul 15th 2005 at 11:29pm
[Author]

Wow, Thank you, that was reallly helpful.

Yeah 3d Skybox and More books are "In the mail" I should have those done next week, but they weren't really important to gameplay.

Only thing you got wrong was, it was a shotgun under the couch that you have to crawl to, not a grenade. From my experience, sometimes you can be pretty desperate on the ground and need something to get back in the fight, it is essentially the closest safest weapon. Do you still feel I should put something of greater worth there?

I added a s**t load of clips, I might have gone overboard... I tend to do that, but it's as smooth as a newborn's ass, so at least that shouldn't be a problem anymore.

My internal thought process was to make the lights bright enough to give cover to people trying to take out snipers, that's why you do user testing. I'm compiling the culmination of all of these fixes here in half an hour.

Book covers are a part of the Fair Use act... right? dials lawyer:)

[Edit] Well it took me 3 hours but I got telefragging MOSTLY implemented. If you jump into the red teleporter from the top of the bookshelf... You also get telefragged.
Posted by Orpheus on Fri Jul 15th 2005 at 8:31pm

Do not over compress the screens, no one will bitch much if they are 80-150K.. You are losing clarity.

I will get on a critique soon.

<DIV class=abouttext>[Edit]</B></DIV>

My machine specs include:

AMD 3500+ @ 2.2 ghz
Radeon 9800 pro 256 meg.
512m pc3200 ram

BocaBurgers Critique
Posted by im.thatoneguy on Fri Jul 15th 2005 at 7:57pm
[Author]

#*$&#(# Teleporters, those things have caused me absolutely no end of pain.

I fixed another overlapping brush, apperantly in the process of making the mouse, I duplicated the table surface instead of a rope entity. Just the act of fixing problems creates new problems :smile: I can see where valve was coming from when they said "Looking at the number of bugs we find and fix every day..." You definitely can't just create a static list.

I'm open to sudgestions on how to make the teleporters telefrag, It would seem that Valve just made an arbitrary decision in Half Life 2 to completely ignore all Teleporter development, their implementation is pathetic at best.

Keep it coming, I'll compress the big pics.

[Edit] I have never released a map before, I thought people might be afraid of virii, I take it that's not the case.

[Edit #2] All images are now compressed.

[Edit #3] Thanks for the clipping tip, I can see where that would be really useful, I'm going through and clipping like crazy, never even crossed my mind to do that before. If there is a highly offensive spot that really needs a clip brush let me know.
Posted by Orpheus on Fri Jul 15th 2005 at 7:46pm

I didn't realize this was unfinished. So many assholes show up with completed works that I failed to look. My apologies.

Teleporter glitch= My son and I fragged this map. At least one of the teleporters sticks in the "ON" position. With that I mean, we both ported in, no telefrag occurred but the effect stayed on. The glowy dusty thing you have set up on teleport. It remained solid and was impassable from any direction. Also, my son (who fragged me cause I was stuck atop him) was also frozen in place and had to frag himself.

Clips,= hangs,catches that snag onto your player as you walk/run about. Some are unavoidable, some can be fixed with the clip brush.

I can do a full critique upon request.

[edit] I however will not do so until the screenshots are optimized.

[edit#2] remove download link #1 and #3.

#1 shows a serious lack of courtesy for anyone by offering an unzipped file.
#3 being your private FTP.. Well its your bandwidth, but people will use it just to be evil. Especially if you suggest them NOT to.
Posted by ReNo on Fri Jul 15th 2005 at 7:42pm

"Clipping" is basically what people mean by collision detection. When
you run around the level you sometimes get snagged on things or don't
move as smoothly as could be desired. By using clip brushes - brushes
that are invisible and allow bullets to pass through, but block player
movement - its possible to make the players move around the level
smoother. Good uses of them are placing them on little details that
might catch the player as they run past, so if you build a smooth clip
brush around it they will simply slide on past. On the other hand, bad
use of them can make the player feel restricted, as there isn't
anything there for them to see, yet they are blocked. I don't know what
Orph is referring to by saying "clips", but something related to player
movement around the level no doubt.
Posted by im.thatoneguy on Fri Jul 15th 2005 at 7:38pm
[Author]

When you say teleporter glitches I assume you mean the way it bumps you around? This is a problem I still can't find a GOOD solution to, maybe you'll have a fresh perspective. Half Life 2 carries your momentum through the teleporter... so if you were running at 10units per second 'west' when you exit the teleporter you continue to move 10 unites per second west. The only way I could figure out to fix it was to put up an invisible wall on spawn for you to bounce off of that is turned off when your feet hit the floor. Is there anyway to Negate that momentum?

I'm not sure what you mean by clips, could you elaborate?

Specific glitches would be really appreciated so I can fix them.