dm_plastic_beta_5

dm_plastic_beta_5

Re: dm_plastic_beta_5 Posted by Moike_the_Squid on Thu Jan 5th 2006 at 1:51am
Moike_the_Squid
39 posts
Posted 2006-01-05 1:51am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
Preface

This is not a killbox, nor is it like anything else out there really... Players either love it, or can't stand it. All I can say is it deserves much more than just a quick load up and two minute walk around in single player mode... You really have to play this map with several (good) people to appreciate just how fun and strategic it's gameplay is.

Thanks,
-Mike-

###

Map: dm_plastic_beta_5
Map Type: deathmatch
Rel: In a few months
Author: Mike Jones - [EM] Moike_the_Squid
Email: moike@squick.net
Spawns: Several
Size: BSP 9.44 megs ~ Compressed ZIP 4.0 megs

###
  • Screenshots:
http://moike.net/dm_plastic_beta_5
  • Download ~ 4.0 megs
http://moike.net/dm_plastic_beta_5/...stic_beta_5.zip
  • EFNet #Motorcycles Server with the map in rotation
66.127.103.165 / moto-games.squick.net

Since this map is in the beta stages, Feedback is Greatly Appreciated...

### 01/04/2006

<<< See screenshots at http://moike.net/dm_plastic_beta_5 for the major updates. Most of the big updates are improved gameplay. >>>
  • The logic systems have been fully debugged at this point, I can't find anything else wrong with them. I'm sure someone will.
  • There are two new teleport systems that seem to work gangbusters for getting player flow around the map interacting better.
  • Weapons and health/batteries have been either removed or relocated as I saw fit to improve flow as well. I made some major physical changes to the overall map to clean things up a bit and add some new gameplay features.
  • The sniper tower now has a switch that will bust the glass window out of the trapdoor control room for 15 seconds. After this the window pops back in place and the switch in the sniper tower locks out for two minutes before it can be used again. The status of the switch is indicated by a green/red lamp. A map-wide alarm sounds when the glass breaks, and the four lights on the killing floor switch to red for the 15 seconds that the glass window is broken out.
  • The trapdoor control panel now has a 2.5 second delay on the buttons after the trapdoors reset. This is indicated by a green/red lamp. This prevents a n00b getting up in the control booth and just hammering the buttons and racking up trapdoor capture kills. Now the trapdoors take some timing and skill to use, not just blind luck.
  • Successful trapdoor capture kills are now accompanied by a map-wide award alarm, and the four four lights on the killing floor switch to green for 7 seconds.
  • The tram system is greatly improved, it doesn't kill you 1 out of 10 times anymore. Call button response time is about 75% faster now.
  • Overall FPS improvements, lots of eye candy, some texture work, lots of player clips added to smooth things out.
  • Semi-protected spawn points now. This was the biggest complaint about the last beta, My spawns were out in the open.
  • Soundscapes installed, server sound bugs finally sorted with ambient_generic entities.
<<< Things to do >>>
  • Lots of square rooms/corners and blocky surfaces still yet to be dressed with func_detail or displacements.
  • All the lighting prop_staics need to be installed.
  • All the ropes and cabling needs to be installed.
  • Textures and decals/overlays still need quite a bit of work.
  • Major bug with being able to see part way into the pipe room through the perimeter fence from the upper corner of the glass killing floor. You can also see part way into the tunnels leading to the pipe room from up in the sniper tower. This one has me stumped, I know it has something to do with the skybox texture being semi-transparent, and those parts of the map being close, and within line of sight. Hey... that's why the map is beta.
Any feedback on how to fix the visibility problem would be great. I've looked around quite a bit, and tried my own experiments and methods of cheating, and everything short of extending my 'open' map area to include the top surfaces of those brushes. I'm trying to avoid that since I want to keep the biggest 'room' of my map as small as possible for performance overhead reasons.
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: dm_plastic_beta_5 Posted by Orpheus on Thu Jan 5th 2006 at 1:57am
Orpheus
13860 posts
Posted 2006-01-05 1:57am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Essentially, It looks like a big box?
Seriously though, your FPS drop significantly in the screens. You can apparently see all over from everywhere. What size test machine you using? If its a big one and you are losing that many frames, you might consider optimizing your layout.

Boxes do not do well around here BTW so, try not to be to disappointed with this ones reception.

Nice file sizes on those screens. and, a 9+ megs zip is out of the question for this ol' man. Sorry. At least not for any beta versions.
Re: dm_plastic_beta_5 Posted by reaper47 on Thu Jan 5th 2006 at 2:02pm
reaper47
2827 posts
Posted 2006-01-05 2:02pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
"Size: Raw BSP 9.44 megs ~ Compressed ZIP 4.0 megs"

So it's just 4 Meg, Orpheus :wink:

I have a certain respect for this kind of inventive maps. I'll give it a try.

All I can say for the screenshots is that some of the texturing and
coloring choices are quite extreme. I have to see that ingame, though!
Re: dm_plastic_beta_5 Posted by Moike_the_Squid on Thu Jan 5th 2006 at 8:19pm
Moike_the_Squid
39 posts
Posted 2006-01-05 8:19pm
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
I received this followup on another forum... I wrote what I thought was a informative reply. I thought it might be useful here, as it gives insight as to how I came about developing this map. I'd be interested to hear how other developers work through the actual play testing of their maps...
"Duke:hazzard" said:
I like your concepts behind it but people never take the time for tactics in Hl2:DM maps. Also the crossbow(sniper) is crap and no one camps with it.
I have my own public HL2DM server... moto-games.squick.net

http://www.moike.net/hl2-maps/motd.html

So I actually get to do lots of testing with my development maps on a live crowd. Not just "Gee, this is a good idea... I hope it works." closed loop environment in SDK.

That's why there's a .357 in the tower, and not a crossbow. Players use the tower once they figure out how to get up in it. It gets camped often, and the crates that make up the floor do come into play. It's also how the idea for the switch that breaks the glass out of the trapdoor control room window made it into the tower. That came directly from a random player in the middle of a game. Literally, "Man I wish there was a..."

But how do I test? This is the development process I created along the way when I started working on dm_playground. Since I have worked in the technical QA industry in the past, I have experience with creating a good development workflow system.

I save off the first playable beta version of a map at a number and a letter. 1A for example... I load it up on the server, play it heavy rotation for a couple days, getting feedback and making observations during game play. I always make sure to be in the game when the map is in play on the server and there are clients active. I take actual pen to paper notes the whole time. I then go back and reconfigure the map in Hammer based on my notes and memory. I then do a fast recompile and save that build as the next in sequence, 1B. This new version gets stuck on the server for another couple days or more of live game play, feedback, and testing... with more notes written up.

Lather, Rinse, Repeat?

Since I .bz2 my maps, and have a very fast dedicated offsite map server, players generally are not impacted a great deal by being required to download updated builds of my beta map every couple days.

This usually goes on for weeks. A through Z. So my map gets crafted around how the players use it, and the feedback I get directly from the players on the public server active in the game. Once I have gone through 26 major revisions of the map, I do a normal/normal full compile and update the readme.txt file included with the zip of the .bsp to highlight the major revisions in this new beta release. I then publish a public 'beta' on the forums for feedback from 'real' map designers, dm_plastic_beta_1 for example. That feedback is then processed and incorporated into the next major first revision of the map, 2A for example. 26 more cycles, then dm_plastic_beta_2 is published.

I don't know how many map developers actually get to that level of interaction with their beta testing. I have not seen any other real write up of how the veterans develop their maps. Maybe they just know what 'works' based on all the maps they've played.

Anybody who plays dm_plastic more than twice who isn't a totally green to hl2dm starts to develop tactics instead of charging around the map. Those who just charge around the map die quite a bit very quickly. They tend to get frustrated and leave.

Probably to go find a nice Killbox to run around in. Good for them, that?s just fine.

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: dm_plastic_beta_5 Posted by DrGlass on Thu Jan 5th 2006 at 9:30pm
DrGlass
1825 posts
Posted 2006-01-05 9:30pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
once I get back to my computer on the 15th I'd like to catch up with you and maybe some other pitters and play test this thing, looks fun. I always love maps that allow players to catch others in traps and stuff. please please e-mail me after the 15th if you get a game together and I'd love to help.
Re: dm_plastic_beta_5 Posted by Juim on Fri Jan 6th 2006 at 11:50pm
Juim
726 posts
Posted 2006-01-06 11:50pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I dl'd and ran around your map yesterday and I'm quite impressed with your mastery of the entities and their uses within the map. You also have a flair for the visual which i like. I think the one thing which will hinder this map from becoming an all time classic is the cramped and confusing layout. Doorways are tight, as are hallways. There is no room for any long range combat at all. Also, from a deathmatch perspective, I think people will be too distracted by all the other stuff going on to make a decent match happen. I feel this map would have been better suited to a mod of some sort. Still though, wonderful work you have there.
Re: dm_plastic_beta_5 Posted by Orpheus on Sat Jan 7th 2006 at 1:29am
Orpheus
13860 posts
Posted 2006-01-07 1:29am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
reaper47 said:
"Size: Raw BSP 9.44 megs ~ Compressed ZIP 4.0 megs"
So it's just 4 Meg, Orpheus :wink:
Yeah , well.. I didn't see that the first time it was posted. 4 megs is still big but perhaps manageable, if I find time.

So stinkin busy. I just got home from Aurora and am leaving Sunday for Bismarck. :sad:

The best things in life, aren't things.
Re: dm_plastic_beta_5 Posted by Moike_the_Squid on Wed Jan 25th 2006 at 9:03pm
Moike_the_Squid
39 posts
Posted 2006-01-25 9:03pm
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
Sorry Orph, I just caught on from reading some other posts that you're relegated to 56k. It all makes sense now. I'll make an effort to fire up PS and strip my screenshots down as much as possible without making them look like total garbage...

As far as downloading my levels go, I'd say don't bother at this point. This is only my second map, and I'm not graphic designer by any means. I'm a server/network/logic guy. Don't expect much in the way of architectural wonderment and amazing design from me any time soon.

When I come up with something I think might be worth feedback, say five or six maps down the road... I'll get an address from you and FedEx you a CD-ROM.

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com