The Playtest

The Playtest

Re: The Playtest Posted by Forceflow on Wed Jun 9th 2004 at 2:39pm
Forceflow
2420 posts
Posted 2004-06-09 2:39pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Like the third screenshot ... weally good !
Re: The Playtest Posted by Captain P on Thu Jun 10th 2004 at 7:39am
Captain P
1370 posts
Posted 2004-06-10 7:39am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
A while ago now TWHL held a competition called 'Talking Scientists'. The original contest rules can be found here: http://cariad.co.za/twhl/compoinfo.php?id=9


This is my entry for their contest. Since I had exams while I made it and a very thight deadline for it, it's not really polished on all aspects, so I overused some textures (no time to create more custom ones) and the voice-acting ain't of the quality I had wanted, but overall it's gameplay and experience are good. At least that's what I heard from my betatesters. As you will see, I added quite a twist to the original contest rules by integrating the chatter into a bit of action... :biggrin:

I'd like to get some reactions on this one. Feel free to play... :smile:
Re: The Playtest Posted by 7dk2h4md720ih on Thu Jun 10th 2004 at 11:09am
7dk2h4md720ih
1976 posts
Posted 2004-06-10 11:09am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Looks pretty cool, although the lighting is fairly bland. I'll play it
when I get a chance, probably be a couple of days though. :smile:
Re: The Playtest Posted by Hornpipe2 on Fri Jun 11th 2004 at 4:27am
Hornpipe2
636 posts
Posted 2004-06-11 4:27am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Yeah, I think even a generic air vent texture would look a lot better than that weird concrete texture over that curving air duct brushwork. Looks okay though.
Re: The Playtest Posted by Cassius on Fri Jun 11th 2004 at 5:28pm
Cassius
1989 posts
Posted 2004-06-11 5:28pm
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Everything in this map is a square, from the textures to the brushwork to the shadows.
Re: The Playtest Posted by Captain P on Fri Jun 11th 2004 at 6:03pm
Captain P
1370 posts
Posted 2004-06-11 6:03pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
It's right, architecture isn't really outstanding. I focussed more on gameplay and gameflow. If I had some more time I would've done it different but well, 2 weeks during exams ain't really that much time. But about that, anyone liked to play the map?

Oh, and any suggestions on how to keep the squariness low? Might be handy for future maps... :smile:
Re: The Playtest Posted by Cassius on Sat Jun 12th 2004 at 12:03am
Cassius
1989 posts
Posted 2004-06-12 12:03am
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Run -extra.
Re: The Playtest Posted by $loth on Sat Jun 12th 2004 at 6:31am
$loth
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Posted 2004-06-12 6:31am
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Cassius said:
Run -extra.
Yea, on the light exe run -extra at the end, you probably already know this but[ i don't doubt your intelligence] -full on the vis is helpful aswell.
Re: The Playtest Posted by Captain P on Sat Jun 12th 2004 at 7:03am
Captain P
1370 posts
Posted 2004-06-12 7:03am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I know the -full command on VIS, wich I always use, but the -extra command on RAD is something I haven't really investigated yet. I might have tried it out a long while ago but well have forgotten it. Thanks. I really should investigate those compile commands some more...
Re: The Playtest Posted by m0p on Sat Jun 19th 2004 at 3:16am
m0p
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Posted 2004-06-19 3:16am
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Like the map Cap'n. Although, that first voice bit was a little wierd:
"now its your turn walter no more secrets this time. only one". It kinda sounded like one sentence.
Re: The Playtest Posted by m0p on Sat Jun 26th 2004 at 2:02am
m0p
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Posted 2004-06-26 2:02am
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I always run -extra on RAD. And another 1000 options.
Re: The Playtest Posted by scary_jeff on Sat Jun 26th 2004 at 2:11am
scary_jeff
1614 posts
Posted 2004-06-26 2:11am
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I found that full vis gave me loads of lighting errors, and worse r_speeds. I think you just have to experiment and see what works best for your map.
Re: The Playtest Posted by m0p on Sat Jun 26th 2004 at 2:18am
m0p
55 posts
Posted 2004-06-26 2:18am
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That isn't right. Full VIS should technically make the r_speeds lower because running with no VIS makes em terrible.
Re: The Playtest Posted by Rumple on Sat Jun 26th 2004 at 7:58am
Rumple
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Posted 2004-06-26 7:58am
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what SJ said actually happened so it is right, sure it shouldnt happen but it did
Re: The Playtest Posted by scary_jeff on Sat Jun 26th 2004 at 6:29pm
scary_jeff
1614 posts
Posted 2004-06-26 6:29pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Just another case where there is no 'always applies' rule :smile:
Re: The Playtest Posted by dm4544 on Sat Jun 4th 2005 at 11:59pm
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Posted 2005-06-04 11:59pm
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I have played it and it is pretty good. The only bug I noticed was that the mouse seemed to be waaaaay to sensitive. Even with the sensitivity set low it was still really responsive. What's up wit dat? :)
Re: The Playtest Posted by tnkqwe on Mon Jul 23rd 2007 at 11:33am
tnkqwe
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Posted 2007-07-23 11:33am
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The water looks real
Re: The Playtest Posted by Captain P on Mon Jul 23rd 2007 at 1:45pm
Captain P
1370 posts
Posted 2007-07-23 1:45pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Thanks. :) The water consists of just two transparant layers, with textures moving in different directions. Nothing fancy, but it gives a nice semi-random result.

As for mouse sensitivity (I know it's a late reply, sorry!), I've taken out the config files a while ago so that should be fine now.
Re: The Playtest Posted by Cupit on Wed Oct 31st 2007 at 6:28am
Cupit
6 posts
Posted 2007-10-31 6:28am
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The water does look really nice, just like everything else. I liked the voice-over, much better than the original scientist voices.