lords8n
Member
 
Posts: 147
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« on: Dec 21, 2006, 03:06 PM » |
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Sorry for double post, or whatever. Fixed everything I could think of. Added a new path from high in the bases, and did a little restructuring. This map is around 6400 numportals. In my work paintball maps folder, map sizes go as follows in order largest to smallest: pball_shreds1 - 2860 KB brainstorm - 2834 KB nhb_beta3 - 2552 KB castle1 - 2514 KB midnight2 - 2198 KB So it's pretty freaking big, I guess. Please give me some feedback on the added path and any errors you find. http://www.logictechnologies.com/keith/nhb/nhb_beta3.zip
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bitmate
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« Reply #1 on: Dec 21, 2006, 03:48 PM » |
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I found an error on the purple side: 
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Boozie
Senior Member
  
Posts: 373
Well then don't do that....
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« Reply #2 on: Dec 21, 2006, 06:21 PM » |
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Whats the problem?
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 If drinking and driving is illegal, why do bars have parking lots? Do Lipton employees take coffee breaks? Do vegetarians eat animal crackers? -George Carlin
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Spook
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« Reply #3 on: Dec 21, 2006, 06:30 PM » |
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are you blind?
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Zorchenhimer
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« Reply #4 on: Dec 21, 2006, 10:56 PM » |
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texture alignment
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"We Americans are freedom loving people and nothing says freedom like getting away with it" -Guy Forsyth Galbadia Hotel - Soundtracks
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bitmate
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Posts: 53
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« Reply #5 on: Dec 21, 2006, 11:40 PM » |
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Whats the problem?
The whole brush is screwed up...
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jitspoe
Platinum Member
  
Posts: 1511
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« Reply #6 on: Dec 21, 2006, 11:45 PM » |
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The changes you've made look good. Definitely need to fix the thing bitmate pointed out, though. The pillar alignment looks good on the purple side, but on the blue side, the top/bottom of many of the pillars looks whacked out.  The sky wall fixes look a lot better. I just see one spot that needs some tweaking:  I've come to accept the tile bunkers, however, I think you need to keep the alternating pattern going and not have two dark or light tiles next to each other. I'm not sure why, but it just bugs me:  The map is very complex. I like this, but I can't help but wonder if it would be beneficial to block off some of the paths with DSM entities to keep the complexity down when there are fewer players. Maybe route everybody through the main center area for up to 4 players, then open the high path until like 8 players, then open the narrow, snakey path. Just an idea to make it more scalable. It's up on the beta server. Let me know if you need me to PM you the login again.
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lords8n
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Posts: 147
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« Reply #7 on: Dec 22, 2006, 08:25 AM » |
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Argh...doing a recompile right now.
I'll up the fixed one in a bit.
That brush being fubarred is a trip. Amazing I didn't see that in my run throughs.
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jitspoe
Platinum Member
  
Posts: 1511
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« Reply #9 on: Dec 22, 2006, 01:02 PM » |
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Argh...doing a recompile right now.
I'll up the fixed one in a bit.
That brush being fubarred is a trip. Amazing I didn't see that in my run throughs.
It happens. That's what betas are for.  I'm uploading the new beta to the server. Should be done by the time you read this.
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loial21
Senior Member
  
Posts: 284
Live long and prosper
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« Reply #10 on: Dec 22, 2006, 05:26 PM » |
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wee another beta.
If enough can gather thier eliete match egos and dumb them selfs down to testing tonight should be fun.
Jitspoe this brings me to the question of 'playing the map the testers want to test'. How is this done with out ops? Map changes.
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Boozie
Senior Member
  
Posts: 373
Well then don't do that....
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« Reply #11 on: Dec 22, 2006, 10:18 PM » |
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No, im not blind Spook, i didnt see it the first time i glanced at it
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 If drinking and driving is illegal, why do bars have parking lots? Do Lipton employees take coffee breaks? Do vegetarians eat animal crackers? -George Carlin
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PiCaSSo
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« Reply #12 on: Dec 23, 2006, 10:24 AM » |
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wee another beta.
If enough can gather thier eliete match egos and dumb them selfs down to testing tonight should be fun.
Jitspoe this brings me to the question of 'playing the map the testers want to test'. How is this done with out ops? Map changes.
Without map changing ops(login) you can't change the map LOL
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lords8n
Member
 
Posts: 147
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« Reply #13 on: Dec 27, 2006, 08:51 AM » |
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Anyone get to get in and play this yet? Anyone want to get together and try it out sometime?
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Bix
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« Reply #14 on: Dec 27, 2006, 11:43 AM » |
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I haven't got to play it yet, but i would like to get a group and play it.
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jitspoe
Platinum Member
  
Posts: 1511
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« Reply #15 on: Dec 27, 2006, 01:06 PM » |
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I'd be game, but the times I can play are limited -- mostly late night between now and this weekend.
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PiCaSSo
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« Reply #16 on: Dec 29, 2006, 06:58 PM » |
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Finally got a chance to look at this... Impressive as hell... Any idea how much longer till a final release?
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lords8n
Member
 
Posts: 147
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« Reply #17 on: Jan 02, 2007, 07:23 AM » |
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Well... I was hoping to get in and test it out with a good sized group of people so I could maybe get an idea of any areas that might need tweaking.
Tonight I will probably have some time to do so if anyone else is interested.
Since I fixed all the visual and aesthetic issues, I can do a final compile and release as is, but that's kind of lazy I think.
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jitspoe
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« Reply #18 on: Jan 02, 2007, 12:07 PM » |
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Let's try to get a group together at, say, 9:30PM EST?
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lords8n
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Posts: 147
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« Reply #19 on: Jan 02, 2007, 12:40 PM » |
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I be there...if my wife works tonight, as she usually does on Tues., but being these holidays her schedule may be borked.
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NightRyder
Junior Member

Posts: 23
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« Reply #20 on: Jan 02, 2007, 10:44 PM » |
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i found these while playing your map.
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Keepin' It Real, While Keepin' It Safe!
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jitspoe
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Posts: 1511
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« Reply #21 on: Jan 02, 2007, 11:33 PM » |
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Well, we had a fairly good beta testing turnout. I accidentally ran it on the EV1 pub server instead of the beta server, but it worked out ok. The general concensus was that the only path worth taking was the low middle path. Everything else was too slow. The high path takes over twice as long. The low snake path takes quite a while, too. If those side paths could be balanced out a bit more, it would help the gameplay a lot. I'd probably make a quick ramp up to the high path and cut off about 30-50% of the path. The squiggly/snake path also needs to be trimmed down a bit. I don't think it hurts to have them a little longer than the center path, but as it stands, you can be halfway through the path and have somebody grabbing your flag.
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lords8n
Member
 
Posts: 147
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« Reply #22 on: Jan 03, 2007, 08:15 AM » |
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Sorry I couldn't make it...by the time I was able to play some DP it was way late.
Thanx for spotting those texture problems, NightRyder...gonna get right on those.
Jitspoe, so let me get this straight... 1) The low detour path (snaky path) takes way too long? I can easily (well relatively easily) shorten it, just didn't want it to be an ultra fast detour from the middle.
2) If I get this one correctly, you are saying the two high-side paths in the middle (not the high detour path) are too slow to be bothered with, am I correct? If so, a ramp, as you had suggested, may be the answer here. I must open the map and ponder.
3) The high detour path: Really this path was designed to be a diversion off the center. What I mean is, it is made so hard to get to from inside the base that only a moron would do it (and you know some people still will). My vision of it would be two teams locked in battle across the middle. A player makes a break for that side ramp, hops up on the top, and jacks in the entrance way up high causing the other team to have to shift defensive tactics to guard for the high incoming to their base. Who, incidentally, will have a very easy grab from coming in high, but getting back home is another story (take the slow high detour back, the low detour, or hit the middle). In a game with smart talented people, chances are that player will be confronted shortly after the grab.
FYI: I don't know if you tried single flag mode, but there are two middle flags. One is, naturally, dead center of the fountain thing, the other is on top of the center bunker at the mid point of the low detour path.
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lords8n
Member
 
Posts: 147
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« Reply #23 on: Jan 03, 2007, 09:23 AM » |
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Ok...fix the texture scaling that NightRyder pointed out. Going to take it slow on the other stuff...so... I altered the lower detour. Hopefully it's not TOO fast now. Kind of adds a bit more insanity to the overall pathing, I think. Comments, suggestions, please? New lower detour design on left, old snaky path on right.  Notice the camera position in the shot above? Here is what the new extra path back to the middle looks like.  And, for those with single monitors, here's what my map development platform looks like. Drool!!! 
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KnacK
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« Reply #24 on: Jan 03, 2007, 10:51 AM » |
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lol that last pic looks like a blueprint for a Klingon battle cruizer.
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