aaron_da_killa said:
One of the things I felt in the map was I wasn't really given any clues
This is something I mean to rectify. The map is very early, but its always nice to know what direction I should go. The only real clues I give are on-screen text, which is pretty terrible, but I made this in a month just in time to submit to a competition. I plan to add, expand, and fix much of it. One of the biggest points I mean to fix is it's "purpose." Why destroy barrels? Why does a barrel exploding open a door? Etc. It DOES feel like you are doing random things.... and while that is not good, I mean to rectify that for b2.
aaron_da_killa said:
next to that crow bar was a little sign with the hazard suit
Right after I fix that fire that is currently an env_sprite and looks absolutely atrocious into the entity setup it SHOULD be to resemble decent looking flames in the source engine, I do need to fix that. Excellent suggestion. I want to try if possible to avoid "signs" and "onscreen text" to have a more natural feel, if I can. I do need to make it more obvious though. Good sugg.
aaron_da_killa said:
bullseye sign on that little glass platform
Also a good sugg. Thanks. It just goes along with the whole making 'important' areas more noticeable. Its a darker area than it should be. Will be fixed.
aaron_da_killa said:
that puzzle where you had to activate the little platform and open that door and blow up the barrel to start chain reaction, I really feel like I fluked that one and I could have been there a lot longer
That whole puzzle is glitchy. The text message was a last minute thing so that people knew they had to go back a little bit if they want to finish the map. That is perhaps a bigger flaw than being confused. I don't want the user to be able to accidentally save after they explode the barrels and be completely f***ed. That's just plain bad mapping. The chain reaction will be more clear cut... not necessarily EASIER, but clearer as to what to do, and a sign here might be necessary. I might photoshop some signs and add them to the map and make it a "theme". I won't want to just have one sign for one puzzle and on-screen text for another.
aaron_da_killa said:
maybe you could make an autosave trigger just before the event and kill the player if the event fails or something
Autosave, maybe. Kill, no. My goal is to have a naturally flowing map where death is not involved unless the player falls from dizzying heights. I actually WANTED to implement an autosave trigger somewhere, but the thing with those is, they cannot be disabled, and anywhere I would have wanted to put it would have been walked through already. I might look into a way to trigger an autosave or place it somewhere just right that the player can't get to till just before the chain reaction. I will also look into respawning barrels until the sequence is complete.
aaron_da_killa said:
quite illogical
I know. We have things that move up and down without being attached to anything, barrels that explode and activate something across the room, the list goes on. I mean to fix this for beta2.
aaron_da_killa said:
there is definatly space to make it less linear and add an adventure aspect
I hadn't thought of this, but it is possibly an idea. For right now I am focused on keeping the player from tearing his/her hair out. If I make too many things available at any one time to explore, the user can get overwhelmed. I will consider the idea of a balance for this here.
aaron_da_killa said:
I was expecting to die or get hurt if I walked over
You do! lol... its just very low damage. I think the damage is set to 1 HP per second. I actually thing I need to remove them As you may or may not have noticed, vvis didn't run. The error was "too many portals" or something like that... it wasn't until I released it that I found out where my problem was. It is the hundreds of spikes on top of the glass, they are causing errors even though I have them set to func_detail. They look nice, and I hate to remove them, but unless I can fix the portal issue, I will need to remove them. I need all the detail I can get in this currently bland map.
aaron_da_killa said:
it would be much better if you made them actually look like buttons
I will try, but I warn you, I like my spike buttons! I want to make activation terminals unique and something not so standard, but something a touch more realistic could be in order.
aaron_da_killa said:
that brush based statue kind of thing, he had a wooden leg
It's a pirate :). Kind of, anyway. His peg leg on the chest. Its rather random, and it looks.... terrible, but he was hard to create without having vertex manipulation problems. I really really need to learn how to model so I can make something other than brush-based architecture and detail. And the "treasure chest" looks liek a textured box. I need to make it look like something. Something unique. The whole map right now has "uniqueitus" being that everything doesn't look very original.
aaron_da_killa said:
A huge arsed tv screen or some other way of keeping track of how many barrels the player has exploded
I would LOVE to do something like this, but coming from Half-Life, I am still learning Source's abilities and need more training in Hammer. Is there a counter entity that can be associated with a visual display like you just mentioned? That would be pretty cool.
aaron_da_killa said:
More ambient sound! Perhaps different music
I both agree and disagree. I will probably keep the current track, but it was already my intention that as the player progresses, so does the music; Just one more thing to give the player the feeling of progress.
aaron_da_killa said:
More puzzles, there are still a lot of things like...
Absolutely. This map is far from done and does not yet accurately display all of my ideas. I mean to add bigger, funner puzzles, from traditional, to unique physics/dynamic puzzles that keep the player engrossed.
aaron_da_killa said:
Not that its important, but I felt that other than that quirky little statue, the map lacked character
I am actually harsher on this stance than you are! You are SPOT ON about this maps character. There is almost nothing that separates this map from any other amateur work in progress. It has very little character, very little to look at, and is missing all those little details you love to find in odd places you didn't think the mapper meant you to go. It doesn't feel like an industrial building, it doesn't feel like a dream, it doesn't feel like anything right now. It is definitely too vanilla, and I will need to really grind out some character if I want to make this a success.
aaron_da_killa said:
Lights need a light source!
BLASPHEMY! Everyone loves random floating invisible entities emitting light for no reason! Pink, greens, yellows, and reds? Perfectly normal! jk, I know I gotta add sources, but I do want a colorful environment.
aaron_da_killa said:
Try not to use the onscreen messages so often...
Bingo, bingo, bingo, and bango.
aaron_da_killa said:
Anyway, hope that helps
It greatly does. Thank you Aaron. I haven't had this good of feedback since user Captain P in 2004 when I was making Dungeon Death, my first, and only completed SP map for HL:aaatrigger:. Truly, this is exactly what I needed, and I really appreciate the time you put into your critiques.