Cliff Complex BETA

Cliff Complex BETA

Re: Cliff Complex BETA Posted by Wild Card on Sun Sep 28th 2003 at 9:55pm
Wild Card
2321 posts
Posted 2003-09-28 9:55pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
For now I am just looking for anybody interested in testing out my map.  Either PM me or post here if your interested.  I would require comments on what was done bad, and good.  Looking at R_speeds, texture usage, lighting, architecture and overall gameplay and weapon placement.

I dont have a link up yet, my map is compiling and will be made available later tonight.  So right now I'm just looking for people interested.

Unfortunatly, my taunting system dosent work proprelly yet but will be made complet for the final release.  Sorry no reactors or funky lasers going around.  Just lots of rock.

I will post a link to a downloadable version when compiling is done, in about 2 hour's time.

Wild Card
Re: Cliff Complex BETA Posted by Vash on Sun Sep 28th 2003 at 11:31pm
Vash
1206 posts
Posted 2003-09-28 11:31pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
PMed ya.
Re: Cliff Complex BETA Posted by Orpheus on Sun Sep 28th 2003 at 11:39pm
Orpheus
13860 posts
Posted 2003-09-28 11:39pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
what WC failed to mention was.. since orph took forever to get his map compiled, he was desperate and pilfered another PC.. he is now compiling his own maps :smile:

 

WC has moved into the realms of "wait and watch" the compile numbers :smile:
Re: Cliff Complex BETA Posted by Wild Card on Mon Sep 29th 2003 at 12:25am
Wild Card
2321 posts
Posted 2003-09-29 12:25am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Ok, map compiled and uploaded.

click here http://www.snarkpit.com/maps.php?map=422
Re: Cliff Complex BETA Posted by Vash on Mon Sep 29th 2003 at 1:05am
Vash
1206 posts
Posted 2003-09-29 1:05am
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Played it, commented on it.
Re: Cliff Complex BETA Posted by Kapten Ljusdal on Tue Sep 30th 2003 at 4:44pm
Kapten Ljusdal
312 posts
Posted 2003-09-30 4:44pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Couldnt download :sad:
Re: Cliff Complex BETA Posted by Orpheus on Tue Sep 30th 2003 at 4:46pm
Orpheus
13860 posts
Posted 2003-09-30 4:46pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Kapten Ljusdal said:
Couldnt download :sad:
link works fine from here..

http://www.angelfire.com/trek/NCC74656/Cliff_Complex.zip</A>

 
Re: Cliff Complex BETA Posted by Kapten Ljusdal on Tue Sep 30th 2003 at 4:49pm
Kapten Ljusdal
312 posts
Posted 2003-09-30 4:49pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Doh! Thanks Orph
Re: Cliff Complex BETA Posted by Kapten Ljusdal on Tue Sep 30th 2003 at 5:50pm
Kapten Ljusdal
312 posts
Posted 2003-09-30 5:50pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Its so dark! I can barely see a thing  :sad:
Re: Cliff Complex BETA Posted by Vash on Tue Sep 30th 2003 at 8:50pm
Vash
1206 posts
Posted 2003-09-30 8:50pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Its so dark! I can barely see a thing  :sad:
 

Then your either blind or color blind.
Re: Cliff Complex BETA Posted by Kapten Ljusdal on Wed Oct 1st 2003 at 8:41am
Kapten Ljusdal
312 posts
Posted 2003-10-01 8:41am
312 posts 31 snarkmarks Registered: May 3rd 2003
Vash said:
Its so dark! I can barely see a thing  :sad:
 

Then your either blind or color blind.
You make me cry...
Re: Cliff Complex BETA Posted by Sinner_D on Wed Oct 1st 2003 at 10:40am
Sinner_D
376 posts
Posted 2003-10-01 10:40am
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
well, sense my sys (one im on right now) is so messed i cant play HL or any mod. ill have to wait til i goto school an DL it there to my flashdrive...then bring it home to my sys (the better one) and playtest it for ya. hope friday isnt too long to wait.

why anglefire? why arent you using your pit WC, seeing as how you dont got anything major in it, a temperary 3mb shouldnt be too much trouble.
Re: Cliff Complex BETA Posted by Wild Card on Wed Oct 1st 2003 at 11:07am
Wild Card
2321 posts
Posted 2003-10-01 11:07am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
my pit is br0ked atm until Lep gets it fixed...  And yes, I know Angelfire sucks...
Re: Cliff Complex BETA Posted by Wild Card on Wed Oct 1st 2003 at 1:43pm
Wild Card
2321 posts
Posted 2003-10-01 1:43pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Ok, while I`m still waiting for a few people to reply to me, what I`ve gotten so far was:
  • light levels too low
  • a few dead ends
  • connectivity between the 2 floors outside
  • more weapons and item spawns
  • clip brushes to be added in a few areas
The map is going to stay BETA until next monday-ish when I'll compile a final.
Re: Cliff Complex BETA Posted by Orpheus on Wed Oct 1st 2003 at 1:51pm
Orpheus
13860 posts
Posted 2003-10-01 1:51pm
Orpheus
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file and/or link is borked, i cannot download it..

send it to me.. via your folder, and i will put it up in my pit..
Re: Cliff Complex BETA Posted by Kapten Ljusdal on Wed Oct 1st 2003 at 1:53pm
Kapten Ljusdal
312 posts
Posted 2003-10-01 1:53pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Wild Card said:
Ok, while I`m still waiting for a few people to reply to me, what I`ve gotten so far was:
  • light levels too low
  • a few dead ends
  • connectivity between the 2 floors outside
  • more weapons and item spawns
  • clip brushes to be added in a few areas
    </LI>
The map is going to stay BETA until next monday-ish when I'll compile a final.
So im not the only one, phew :razz:
Re: Cliff Complex BETA Posted by Wild Card on Wed Oct 1st 2003 at 1:56pm
Wild Card
2321 posts
Posted 2003-10-01 1:56pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
lol, no your not, but I do tend to like dark maps, they make me paranoid thinking ppl hide trying to kill me :razz:

Orph I`m going to dL it from my account and upload it to the breifcase, check in like 5 minutes.  Then give me the link so I can change it in the map profile.
Re: Cliff Complex BETA Posted by Orpheus on Wed Oct 1st 2003 at 2:21pm
Orpheus
13860 posts
Posted 2003-10-01 2:21pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
remove anything prior to uploading, to prevent a wrong file on my part..

PM me when you are done..

leave only the newest version in the folder..
Re: Cliff Complex BETA Posted by Orpheus on Wed Oct 1st 2003 at 3:34pm
Orpheus
13860 posts
Posted 2003-10-01 3:34pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
sighs resoundingly loud

sometimes i wonder if anyone ever really pays attention, or cares at all..

WC, why the hell you would cram 5 BMP's into a zip i will never know :sad:

i turned them into jpg's using XAT, but sadly the file was still to large for my pit, so i will post links below,

BUT THE POINT IS, your file was in excess of 3 megs because you didn't format the pics to jpg.. i am very ashamed of you :sad:

anyways guys, heres the link to WC's map :

http://www.snarkpit.com/pits/orpheus/wildcard/cliff_complex.zip

and the jpgs he had included..

http://www.snarkpit.com/pits/orpheus/wildcard/cliff_complexA.jpg

http://www.snarkpit.com/pits/orpheus/wildcard/cliff_complexB.jpg

http://www.snarkpit.com/pits/orpheus/wildcard/cliff_complexC.jpg

http://www.snarkpit.com/pits/orpheus/wildcard/cliff_complexD.jpg

http://www.snarkpit.com/pits/orpheus/wildcard/cliff_complexE.jpg

sometimes, i just stare at my screen and wonder, why can't people listen.. :sad:
Re: Cliff Complex BETA Posted by Juim on Thu Oct 2nd 2003 at 4:18am
Juim
726 posts
Posted 2003-10-02 4:18am
Juim
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726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Looked at the map. Liked what I saw mostly.

I agree with the darkness bit. Perhaps you can add a few light emitting textures here and there abouts, outlining the architecture but not increasing the light emitted, since you like it that dark.

way too many dead ends, also agreed. You could prolly connect the map better if those doors worked. and in that vein of thought, a larger arena area would'nt be too bad IMO.

weapon placement is iffy, but in all honesty I could'nt see well enough to find all the small stuff. I know you must think my gamma is too low but it is'nt.

On the plus side, you really have taken the time to make this a proper map with regaurd to creativity, construction, and texturing. Seems alittle lifeless in this beta stage . Like running around a large 3D photograph. Perhaps alittle interactivity is called for here and there, or some ambient sounds. Like gusts of wind in that small outside area. Maybe also some computers or a human touch. Facility has alot of GNDN pipes. (GNDN pipes are a term used by the art department on Star Trek. If you see one in a show it means, "Goes Nowhere, Does Nothing"). Really impressive in many ways at this point. Keep it up.

Juim
Re: Cliff Complex BETA Posted by Cash Car Star on Thu Oct 2nd 2003 at 9:19am
Cash Car Star
1260 posts
Posted 2003-10-02 9:19am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Everyone covered the main things I had... assuming the clipping you mentioned is getting caught on the fall down...

Woulda liked to see something on top of the roof of the room on the top floor with the hole in it... it exposes you to get up there so an adequate weapon reward is probably in keeping (or perhaps some contacts).

I'd toss a really lite light_environment in the map, with an intensity of like 5 or something... just enough to keep the areas outside from being ink-black (as outside never really is - even at its darkest).

I really liked the shape of the corridors down at the bottom of the cliff, it's an overused texture set and you went and made it feel fresh. Very good job on that.

One final note, I'd lose the skybox. Looking down is kinda dumb looking. Look for a skybox that incorporates a fade in color as you look down, so that the bottom face of the skybox is nearly black itself (I know you're not working with a cityscape, but the popular London skybox does this beautifully - just to describe what I mean, don't actually use that one). I think Crinity has some nice looking skies you could look into...

Oh, and path your zip (I think I wanna write a tut on this topic)
Re: Cliff Complex BETA Posted by Wild Card on Thu Oct 2nd 2003 at 11:28am
Wild Card
2321 posts
Posted 2003-10-02 11:28am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Oops, sorry Orph, I forgot I had thoses pics in there.

Me adds ambience to the list.  will look at the sky problem too
Re: Cliff Complex BETA Posted by ReNo on Thu Oct 2nd 2003 at 11:31am
ReNo
5457 posts
Posted 2003-10-02 11:31am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I'll be downloading this along with all the contest maps later on in the day, when I get on the computers with the CDRWs. I'll try and get a playtest going tonight with my flatmates on them all.
Re: Cliff Complex BETA Posted by Orpheus on Thu Oct 2nd 2003 at 11:33am
Orpheus
13860 posts
Posted 2003-10-02 11:33am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Cash Car Star said:
 Oh, and path your zip (I think I wanna write a tut on this topic)
the zip is mine..

i dloaded his, to upload to the pit, it was too large :sad:

i started by editing the images in the hope of making it small enuff, but retaining all his content.. it was still too large..

finally i omitted the jpg's and it uploaded.. but by then i was getting mad, and didn't care anymore about file structure..

the zip wasn't screwed (maybe it was, but i dunno) by WC.. it was my bad..
Re: Cliff Complex BETA Posted by Cash Car Star on Thu Oct 2nd 2003 at 11:45am
Cash Car Star
1260 posts
Posted 2003-10-02 11:45am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Nope, it was not your zip. I dl'd from his Angelfire account (which was listed in the map profile). I can tell because it still has the "half-the-size-of-the-map-each" bitmaps in it.
Re: Cliff Complex BETA Posted by ReNo on Fri Oct 3rd 2003 at 9:53am
ReNo
5457 posts
Posted 2003-10-03 9:53am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I had a run around on this map last night and took some screenshots to use for feedback, but I didn't have time to burn them to CD this morning. I'll post them later in the day.
Re: Cliff Complex BETA Posted by Orpheus on Fri Oct 3rd 2003 at 10:54am
Orpheus
13860 posts
Posted 2003-10-03 10:54am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ReNo said:
I had a run around on this map last night and took some screenshots to use for feedback, but I didn't have time to burn them to CD this morning. I'll post them later in the day.
screenshots properly optimized would fit several dozen to a floppy duncan.. you might consider keeping one in your pocket :smile:

but yeah, i see so much potential in this map.. its a vast improvement over his earlier works..
Re: Cliff Complex BETA Posted by Wild Card on Fri Oct 3rd 2003 at 11:20am
Wild Card
2321 posts
Posted 2003-10-03 11:20am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
A few questions for thoses that tested the map.

1: I trying adding in an light_environment entity but it was too bright, how do I lower the intensity?  I'm guessing there is some obvious thing I'm missing...

2: Where does the player get stuck?  As in where do I need to add clip brushes?

I'll be working on the map tonight after school and I'll add in some env_sounds as well to make it sound better.

Anyways, once the map is done, where abouts should I send it to?
Re: Cliff Complex BETA Posted by Orpheus on Fri Oct 3rd 2003 at 11:28am
Orpheus
13860 posts
Posted 2003-10-03 11:28am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Wild Card said:
A few questions for thoses that tested the map.

1: I trying adding in an light_environment entity but it was too bright, how do I lower the intensity?  I'm guessing there is some obvious thing I'm missing...

 
you know, i placed no less than 3 of them in varying versions and you kept deleting them :razz:

i should let you suffer, but, a light_environ, is just like any other light ent.. set the brightness in the color area.. (IE 200 155 100 200)  <--- color,color,color,brightness ... since its night, go for a 50ish
Re: Cliff Complex BETA Posted by Wild Card on Fri Oct 3rd 2003 at 11:30am
Wild Card
2321 posts
Posted 2003-10-03 11:30am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
doh, *slaps horehead*  I knew it was something simple I just couldnt put a finger on it.  Thanks Orph.  Me still cant believe I forgot that one. :lol:
Re: Cliff Complex BETA Posted by ReNo on Fri Oct 3rd 2003 at 1:01pm
ReNo
5457 posts
Posted 2003-10-03 1:01pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
For night maps, I wouldn't suggest an intensity of anything above 10 personally, I've always found it is very hard to get night looking good with a light_environment. You may wish to try using a grey/slight blue light also - the slightly yellowish default is really for strong daylight imo.

Orph - it was my own stupidity that caught me out this time around, I took the screenshots and wrote comments on a notepad next to my PC, but simply forgot to format the images or bring the notepad with me. I'll post later today or tomorrow sometime.
Re: Cliff Complex BETA Posted by Kapten Ljusdal on Fri Oct 3rd 2003 at 1:23pm
Kapten Ljusdal
312 posts
Posted 2003-10-03 1:23pm
312 posts 31 snarkmarks Registered: May 3rd 2003
Reno, I use a blue light_environment in my map, looking good IMO
Re: Cliff Complex BETA Posted by Wild Card on Fri Oct 3rd 2003 at 5:07pm
Wild Card
2321 posts
Posted 2003-10-03 5:07pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Yea I'm going to try the dark blue-ish grey color.
Re: Cliff Complex BETA Posted by Wild Card on Sat Oct 4th 2003 at 10:39pm
Wild Card
2321 posts
Posted 2003-10-04 10:39pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Ok, I've uploaded a second BETA (check my profile).

Whats new:
  • added new lighting (and looks very good)
  • added light_environment (and looks very ugly :razz: )
  • auto-taunt system works (thanks CCS)
  • "hard-to-reach" area with ARgrenades and ARammo
  • ambience_generics placed throughout the map
What still needs work:
  • I have yet to change map layout, cause I like it as is
  • No new weapons or items
  • havent added any clip brushes
  • sky looks kinda messed
What I need from you guys:
[list]
[*] In the cave, with the new lights, the ceiling lost its effect.  I was thinking of adding in a bunch of lights colored black but that would probably lag.  I need opinions/sugestions.
[*] I need someone to give me screens of where I need to add clip brushes.
[*] Sugestions for the sky/outdoor area as well as the light_environment
[*] Overall architecture, texture, lighting, item placements.
Anyways, this is the last BETA until release.  I just wanted sugestions on a more recent release.

Thanks again
Wild Card
Re: Cliff Complex BETA Posted by fishy on Sun Oct 5th 2003 at 2:11pm
fishy
2623 posts
Posted 2003-10-05 2:11pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
lo WC,

here's one place that i got stuck solid at. dunno if the player size in tfc would cause this though.

User posted image