Re: Gmdm2 playtesting thread
Posted by Gollum on
Mon Oct 20th 2003 at 4:14pm
Gollum
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I have realised that, unfortunately, it will be necessary for me to update Gmdm2. There is a particular serious gameplay-related bug/exploit that I am not happy to let persist.
There are other things I'd like to change - all fairly minor - but this is the main reason.
When something unplanned for occurs, you can either look at it as a failure or an opportunity. I prefer to take the less pathological option and look at it as an opportunity.
I've had numerous games now on Gmdm2 and I know that other people have too. The purpose of this thread is for people to express gameplay-related suggestions that have occured to them during playtesting/playing the map.
Is there a particular issue with item placement that bugs you? A particular aspect of the map you've found frustrating? Let me know, and I might change it for version 1.1 of Gmdm2.
Re: Gmdm2 playtesting thread
Posted by gimpinthesink on
Mon Oct 20th 2003 at 5:22pm
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The gauss shot me through one of the doors near the big water fall tower bit.
I'm not sure if it was cos the door was still shutting but I was totaly consealed by the door and the shot still hit me.
Re: Gmdm2 playtesting thread
Posted by Gollum on
Mon Oct 20th 2003 at 5:22pm
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That's because the gauss can shoot through walls.
Re: Gmdm2 playtesting thread
Posted by Hornpipe2 on
Mon Oct 20th 2003 at 5:38pm
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Yep, I've playtested a few maps where I Gauss-jumped outside the level onto the skybox "floor" and started pegging people from beneath the level. Pretty fun until they caught on and came after me with a larger, more explosive weapon...
Re: Gmdm2 playtesting thread
Posted by Hornpipe2 on
Mon Oct 20th 2003 at 5:40pm
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gmdm2 is pretty neat. What's the exploit, exactly?
Re: Gmdm2 playtesting thread
Posted by Gollum on
Mon Oct 20th 2003 at 6:09pm
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looks around Don't tell anyone.....
The spike trap is all but useless if you know where to stand.
Also you can get "infinite" tripmines by dropping 1 mine and picking it up for a pack of 5.
Re: Gmdm2 playtesting thread
Posted by 7dk2h4md720ih on
Mon Oct 20th 2003 at 7:49pm
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Not going to ask how your dead grandpa could "gum". :smile:
Re: Gmdm2 playtesting thread
Posted by Gollum on
Thu Oct 23rd 2003 at 11:50am
Posted
2003-10-23 11:50am
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Update:
Several people have commented on "boulder lag" in playtesting. That is, they experience a sudden, severe onset of lag as the boulder draws near. This, combined with the fear of impending doom, is enough to piss off any right-minded player.
I have an idea which may improve the efficiency of some boulder entity calculations; in turn, this might reduce lag.
Re: Gmdm2 playtesting thread
Posted by Gollum on
Sun Oct 26th 2003 at 9:40pm
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It's my perception that in Gmdm2, people tend to spend more time in the boulder room and the waterfall room than in the other parts of the map. Has anyone else noticed this?
If so, I shall tweak things to ensure the other sections are frequented too.
Re: Gmdm2 playtesting thread
Posted by Orpheus on
Sun Oct 26th 2003 at 9:44pm
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i can start paying more attention but, in my playtimes, the answer is no, i am not in the boulder room any more frequently than any other portion of the map..
people do prefer open area's to halls tho, so it could appear that way.
i notice no lag because of the boulder.. but then again i am still used to the old 56k lag.. and i don't notice anything till it gets over 250 ping.
Re: Gmdm2 playtesting thread
Posted by KoRnFlakes on
Thu Oct 30th 2003 at 9:12am
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I found out you could duck under the spike yesterday.
+ 1 thing I found annoying about gmdm2 is that voice comm doesnt work on it :/
Re: Gmdm2 playtesting thread
Posted by Gollum on
Thu Oct 30th 2003 at 9:39am
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I'm not at all sure how to fix voice comms :sad: I know bugger-all about them.
As for the spikes.....damn you Cash, and your articulate bullet-pointing! I like the "single player sequence", but once the novelty has worn off it's just annoying in multiplayer.
What I might do is make a much clearer hiding-spot, and use a two-trigger system to finish the kill (a little like what you suggested in-game). That is, the spike sequence as it stands remains the same, but the hiding spot contains a separate spike that must be triggered elsewhere. This way, players must trigger the spikes to trap someone and then work their way up towards the secondary trigger - or perhaps place a cunning satchel/grenade! The trapped player will refrain from suicide in the hope that his opponent will mess up or get killed.
This method could result in some interesting gameplay dynamics, with players attempting to gain "ownership" of the trap or to make a safe passage to the RPG by tripmining the route to the secondary trigger.
What do you think?
Also I'd like to see if I can use the locus system to let players claim "ownership" of the boulder with the doors. That is, whoever started the boulder or the last person to redirect it with doors gets a frag.