Re: dm_plastic_beta2a
Posted by Myrk- on
Sat Aug 20th 2005 at 11:58pm
Posted
2005-08-20 11:58pm
Myrk-
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Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
You didn't say what the map was...
-[Better to be Honest than Kind]-
Re: dm_plastic_beta2a
Posted by Crono on
Sun Aug 21st 2005 at 1:08am
Crono
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Dec 19th 2003
Location: Oregon, USA
This isn't close to playable ... I'm not sure how you can even call it a beta (Beta requires that the whatever is actually complete and is just being tweaked in minor ways to become even better)...
The resources needed to run this are rediculously high.
The most demanding point is that "gravity room", almost 6 or 7 resources max out there. (That's bad, by the way)
Throughout the map there are other things that max out periodically. In particular, sound, is one of them. Perhaps cut down the amount of sounds your map uses or combine them into a single file ... or ... something, because it actually causes poor performance.
Dynamic Lighting and vis seem okay (I only checked the budget, so, I'm not entirly sure)
Other then that, the actual idea of the map is cool. But some of the things you did are just too disorienting it becomes unplayable, even if it were running smoothly. I think the best example is the offcenter rotating floor room, with the ladder shaft in the middle. That is crazy to walk though, not to mention kill people in. And being that it appears to be the center connectivity point of the map ... it's in very poor design.
The actual access to everything may seem good, but it really isn't. There needs to be many more ways to access several areas from other areas besides two passages. (That just seemed how it was set up for the most part)
There are too many particle effects. So explosions don't show up. There are way too many dead ends. The entire gravity room is a deadend, I don't know if that glass is one way or not ... or if you can shoot through it or whatever, but it would greatly improve connectivity if all the dead ends became new paths some how.
An example would be in the stair well, where there's a clear ceiling and people can walk on the other side. If that ceiling was "destroyable" making it a new path up to that top level, there'd be added connectivity.
It just seems like a lot of attention needs to be taken to the actual layout of the map and less attention to the "gimmicks" it provides. Because, the map wont be much fun once the little things you worked hard to do become tiresome. At some point, people will want to actually frag instead of just trapping people.
Good start ... just work on it more.
[edit]
Sorry, some other things I noticed were poor texture choices at times (seem out of place ... misaligned, would look better at a smaller/higher resolution, etc.)
Are you not building your cube maps? Or maybe you don't have cubemaps acting on all surfaces that need it? Because several times I walked through, only in certain areas (like the underground rocky area with water), I noticed a refection of a checkerboard pattern. Meaning the cubemaps weren't built. The water, however, looked fine.
Blame it on Microsoft, God does.
Re: dm_plastic_beta2a
Posted by MisterBister on
Sun Aug 21st 2005 at 11:11am
Posted
2005-08-21 11:11am
277 posts
78 snarkmarks
Registered:
Oct 17th 2004
Occupation: studying
Location: SWEDEN
I made a quick run through myself and heres my input:
The map has lots of cool features that makes it unique, and I think
thats very important, although it seemes like you have had so may great
ideas and just stuffed them all into the map.
Many of the ideas are great, but i think that you have put too many ideas in the same map instead of just using the best ones.
It feels almost like every time i get into a new room, im entering a new level with a new theme.
Remove some of the less good ideas and just stick with the best ones.
It seemes like you have taken inspiration from amusement parks in some areas.
I dont know if its just me, but i really dont like those areas.
I just love the gravity room, but as crono said, theres just too many
cars in there. Remove some of them and make the rest move a bit faster
aswell as removing the particles flying around after them, I dont
understand why you added them in the first place..
Im also a bit conserned over the playability of the map.
When running around, I almost focused entierly on getting past all the contraptions, just to get to the other side of the room.
If there had been any enemies there aswell, i would have serius
problems with avoiding the contraptions aswell as killing the enemies
at the same time.
I would have removed some of the more demanding contraptions, or made them a bit simpler to get past.
I think its great that you have focused on adding sounds to the map,
but i agree with crono on this one, you have put too many sounds in
there at once.
Remove or lessen the volume of some.
When I add sounds to my levels, i try to make them as discreet as
possible so that the players barely hear them, but at the same time
they do affect the feeling of the map.
Sound is a very powerful and underestimated tool, jut make sure that you dont over use it.
The overall detail level is good, but somewhat uneven. In some areas it
is very satisfying, while in some almost zero, but i think you are
aware of this.
Just make sure that you make a thorough check everywhere.
I will not comment the performance of the map since you said that you
where working on that part, and since my computer is pretty powerful i
didnt had any real problems with it. Although, looking on my fps meter
i saw that some areas created conserning FPSdrops.
As crono said, good start, but there are lots of stuff that can be improved.
Re: dm_plastic_beta2a
Posted by MisterBister on
Sat Sep 24th 2005 at 6:45pm
277 posts
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Registered:
Oct 17th 2004
Occupation: studying
Location: SWEDEN
Wow, that was a nice list och changes.
Too bad that the gravity room is gone though, one of my personal favorites..
I guess ill gametest it when I have the time.