Subliminalz

Subliminalz

Re: Subliminalz Posted by ZenKilliZen on Fri Feb 13th 2004 at 9:21pm
ZenKilliZen
20 posts
Posted 2004-02-13 9:21pm
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
Hola, I have been pwnzing on this map and feel im allmost complete except for the allmighty r_speeds weilding a relenting sword to my fragile state of mind lolz. I have tried to keep the art and detail down to a minimum and I dont think I went over the top in that fashion though I could be wrong. I have for the last 3 days have read many tuts and haxed away on changing variations to ajust the r_speeds and jst getting nowhere fast, I would value all opinions on what could be done to lower this to an acceptable level of comfort.

So with that said I give it as an offering to the snarkees to bless or scorn with insight.

Reverse CTF TFC

http://www.desertss.com/subliminalz/subliminal_z1-9.zip

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Re: Subliminalz Posted by wacokid on Fri Feb 13th 2004 at 9:21pm
wacokid
53 posts
Posted 2004-02-13 9:21pm
wacokid
member
53 posts 5 snarkmarks Registered: Jun 28th 2003
hah nice :biggrin:
Re: Subliminalz Posted by Forceflow on Fri Feb 13th 2004 at 9:29pm
Forceflow
2420 posts
Posted 2004-02-13 9:29pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looks feckin' awesome ! Always glad to see another map for my favorite mod !
Re: Subliminalz Posted by Forceflow on Fri Feb 13th 2004 at 9:29pm
Forceflow
2420 posts
Posted 2004-02-13 9:29pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
A good map for my favorite mod ... I have never wanted more. :biggrin:

Send your map to some major leagues, would be great to see it in action in wars !
Re: Subliminalz Posted by Kage_Prototype on Sat Feb 14th 2004 at 12:33am
Kage_Prototype
1248 posts
Posted 2004-02-14 12:33am
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
Is it me, or does it look like he used a thesaurus for that first post? :biggrin: I'm only joking, of course. It just seems a bit too...intelligent for the general internet populace. :smile:
Re: Subliminalz Posted by 7dk2h4md720ih on Sat Feb 14th 2004 at 12:36am
7dk2h4md720ih
1976 posts
Posted 2004-02-14 12:36am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
You obviously haven't seen Gollum in full swing then Kage. :smile:
Re: Subliminalz Posted by Dr Brasso on Sat Feb 14th 2004 at 2:49am
Dr Brasso
1878 posts
Posted 2004-02-14 2:49am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
ok.....i did a serious runthru on this puppy, and i like the feel, however, imho, there are some issues that need to be addressed....i took a bunch of screenies, and ill post some of them shortly

Doc Brass... :dodgy:
Re: Subliminalz Posted by ZenKilliZen on Sat Feb 14th 2004 at 2:57am
ZenKilliZen
20 posts
Posted 2004-02-14 2:57am
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
Ty brasso most appreciated.

:ladysman:
Re: Subliminalz Posted by Dr Brasso on Sat Feb 14th 2004 at 3:40am
Dr Brasso
1878 posts
Posted 2004-02-14 3:40am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
Your message:

ok...here we go....let me start by saying i love tfc, tis my favorite, and i say the following only to try and help you improve your map, and your mapping skillz, so do not be offended....

pretty obvious what needs to be done here eh?....the general attention to little details like this is a bit....lacking

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190000.jpg[/simg]

r speeds.....you knew that, but this is excessive...and with the general layout of yer map, it willbe hard to fix...they pushed 1600 in a few places

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190001.jpg[/simg]

try a func_door instead of a func_platform, or set this into the deck so you can at least get on it before it takes off....

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190002.jpg[/simg]

r speeds again....not good my friend.....

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190003.jpg[/simg]

this area i liked, with the exception of the overusage of the same texture....there are plenty of castle type ones out there, so dont be shy

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190004.jpg[/simg]

armour bag?....cant use it....so whats it for?

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190005.jpg[/simg]

got stuck here, dont know if its an invisible brush or a shard or what, but check it out please

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190006.jpg[/simg]

i like it, but its quite boxy, even with the pillars and such...r's are good thru here....well done

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190007.jpg [/simg]

again, attention to texture details.....

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190008.jpg[/simg]

same.....

[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190009.jpg [/simg]

as i said, i love tfc...give it some more attention, fix the probs, and youll have, imho, a very playable map...lots of swingin' room....w00t!

Doc Brass,,,:dodgy:

EDIT>>>>>goddammit lep, fix the f**king time out problem please sir...i had a damn thoughtful post here, and it kicked me for inactivity, while i was typing it............grrrrr.....dammit dammit dammit!!!!!!!`
Re: Subliminalz Posted by Dr Brasso on Sat Feb 14th 2004 at 6:56am
Dr Brasso
1878 posts
Posted 2004-02-14 6:56am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
my apologies Zenkilizen...the part of my post which acknowledges the good stuff in here got deleted by the "time out bug", and i needed a break after that.... :smile:

anyway, some cool stuff in here....the teleporters, even tho im not sure of their use yet, seemed i kept coming back to the same area....must be a random thing....one thing tho i'd suggest, maybe making the surrounding color different from blue or red. or at least make them the same as the teams side yer on...

i dig the skybox....sexeh!!!....woo hoo....makes me wanna grab my bride and ....well anyway, very nice addition

access to all places, i like being on top of the world... :lol:

the water areas make for some very precision concing, as you have to get past that outer edge and go damn near straight up to be effective.......dont know if that was yer intention, but worked out well just the same....gj

as i said, i like the feel, the rustic castle setting has always been a favorite of mine, and i see few in TFC that actually achieve it well...gj the only problem with it is it kind of clashes with the ramps setups leading to the flag, and the cap points...maybe, a different texture there?....tis up to you, i like it either way... :smile:

all in all, a very good start....as i said. fix the rs somehow (itll be tough without redoing alot of the layout) and the rest of the little things, and i think youll have a very fun, highly charged battle environment...gj .

Doc Brass... :dodgy:
Re: Subliminalz Posted by ZenKilliZen on Sat Feb 14th 2004 at 6:58pm
ZenKilliZen
20 posts
Posted 2004-02-14 6:58pm
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
Ty Brasso 

Most of the texture's for this and that do need to be justified agreed I stopped editing at the point when I hit the Rspeeds switch an low an behold eek. 

I Like your idea about the func_door on that one crazy ele for the life of me have no clue why that one jst takes right off and in a hurry, thought about maybe changing them to airshoots maybe. The part nxt to both cap points that stop you dead in your tracks I swear I have prob crawled through that spot for prob a combined hour since finding that prior, prob gonna have to remake it.

As for Rspeeds the Flag room is the one that scares me in that I have no idea in that all the common tricks I have read about and does not seem to fit this scenario in the way it was built, Im gonna try a Technique I have been reading about for mainly the yard and main and upper spawns kinda donut the doors off so the line of site is lessened, nvr know worth a TRY.

The spawns there are two for each team main lower in fr is mainly the D spawn so they can scurry to there pos the upper by main door exit to yard is where the O want to run out so they don't have to run through the frags on the way to the almighty flag, so basically I jst added the teleports so everyone can get in pos ASAP both spawns are built diff but agree prob should put also a visual marker like a sign saying you are here lolz.

Concing I felt is the key to this map and really what I was aiming at honestly, You can ramp slide or hh from lower entrance or hh across from upper to flag and offcourse you can hh from the water on up. Basically a map that will make the O cream there concs and the D screaming out the mm2's or else.

One of my concerns on a playability issue is the defense lets face it someone's gonna have to swat all them flying scouts :o so I lowered the glass jst below the flag so when a demo pipes the flag they stay in the area rather than have them bounce of and fly to there watery grave also which you did notice is that ammo pac in the lower area on each side of the bridge pack is intended to replenish the hw ie full ammo and 50 armour every 60 secs mainly so he doesn't have to go outa pos or scavenge for bags gonna have a door on it offcourse. Another thought I have been sincerely thinking on is making the water in fr only knee deep and making it poisonous taking 1-5 hp per second your wading in it and even more so thinking about if the flag hits marsh it resets back to its flag holder.

At this point I need to put leash on the Rspeeds before I continue loving and nurturing it, And whew that fr scares me no clue what I can do in there to lessen it.

BTW You will not ever hear me say Brasso isn't 'very' thorough.

Regards ~Zen
Re: Subliminalz Posted by Dietz on Sat Feb 14th 2004 at 8:03pm
Dietz
101 posts
Posted 2004-02-14 8:03pm
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
You can lower the r_speeds to nearly half what they are in the flagroom if you change the water from func_water back to a worldbrush (assuming it is an entity, currently)
Re: Subliminalz Posted by Cassius on Sun Feb 15th 2004 at 12:01am
Cassius
1989 posts
Posted 2004-02-15 12:01am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Yes, the map is lacking on technical skill, but he's clearly better with style already than many others.
Re: Subliminalz Posted by Dr Brasso on Sun Feb 15th 2004 at 12:50am
Dr Brasso
1878 posts
Posted 2004-02-15 12:50am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
yeah, well, i tried to be fair, and honest, as noted by the disclaimer...but i think hes done pretty damn well....i really like the feel of this....and im looking forward to its completion... :wink: lemme know if i can help, or at least when its done....i'd love to test it with other folks around to scourge... :heee:

Doc Brass... :dodgy:
Re: Subliminalz Posted by Dr Brasso on Sun Feb 15th 2004 at 2:58am
Dr Brasso
1878 posts
Posted 2004-02-15 2:58am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
reguarding that func_platform....it takes off when the bounding box of the player model breaks the plane of the platform, and since the bounding box is a bit larger than the model itself, well, the resultant is you standing there watching it go off into the sunset... :lol: ....a good fix, since you have no r's problem in this area, would be to set it into the deck so that the player model is already on the platform before the plane is broken...granted, youll have a few more solids when yer done, but it wouldnt be a problem in this area.....works like a champ.... :wink:

Doc Brass... :dodgy:
Re: Subliminalz Posted by Skeletor on Sun Jul 25th 2004 at 5:05pm
Skeletor
312 posts
Posted 2004-07-25 5:05pm
Skeletor
member
312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
Wellz it lookz sorta drab. For instance, in the area between the fortz there is basically nothing. Also, in the third screen, the texture on the ceiling is bigger than all the other instancez of that texture.