Re: Cliff Complex BETA
Posted by Wild Card on
Sun Sep 28th 2003 at 9:55pm
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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 Orpheus on
Sun Sep 28th 2003 at 11:39pm
Posted
2003-09-28 11:39pm
Orpheus
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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 Vash on
Mon Sep 29th 2003 at 1:05am
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Played it, commented on it.
Re: Cliff Complex BETA
Posted by Kapten Ljusdal on
Tue Sep 30th 2003 at 5:50pm
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May 3rd 2003
Its so dark! I can barely see a thing :sad:
Re: Cliff Complex BETA
Posted by Sinner_D on
Wed Oct 1st 2003 at 10:40am
Posted
2003-10-01 10:40am
376 posts
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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
Posted
2003-10-01 11:07am
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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 Orpheus on
Wed Oct 1st 2003 at 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 Wild Card on
Wed Oct 1st 2003 at 1:56pm
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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
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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 Juim on
Thu Oct 2nd 2003 at 4:18am
Juim
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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 Wild Card on
Thu Oct 2nd 2003 at 11:28am
Posted
2003-10-02 11:28am
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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
Posted
2003-10-02 11:31am
ReNo
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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 Cash Car Star on
Thu Oct 2nd 2003 at 11:45am
Posted
2003-10-02 11:45am
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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
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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 Wild Card on
Fri Oct 3rd 2003 at 11:20am
Posted
2003-10-03 11:20am
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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 ReNo on
Fri Oct 3rd 2003 at 1:01pm
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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
312 posts
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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
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Occupation: IT Consultant
Location: Ontario, Canada
Yea I'm going to try the dark blue-ish grey color.