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Author Topic: No Holds Barred - Beta3  (Read 1663 times)
PiCaSSo
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« Reply #25 on: Jan 03, 2007, 11:31 AM »

Sweet!! It sure does... LOL
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jitspoe
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« Reply #26 on: Jan 03, 2007, 12:25 PM »

I was referring to the high side path being too long.  I don't think anybody really used the high path in the middle, though in my view, that's basically all the same path - just different areas of it - it's all open to the same area (the area everybody goes, and you can get shot at from pretty much any person on the other team).

The side high side path... if there were some kind of deadlock in the middle, you'd have to know about it ahead of time, because by the time you got to the high side path, the battle would be over, then you'd be stuck somewhere up there while the enemy is grabbing your flag.  Chances are, they'd be capping by the time you even reached their base.  It's just so infeasible that after you've taken that path once, you never do it again.
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lords8n
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« Reply #27 on: Jan 03, 2007, 02:10 PM »

http://www.logictechnologies.com/keith/nhb/nhb_beta5.zip

What's been done...
- Fixed the texture error NightRyder found.

- Took most of the snake out of the lower detour. It's a good deal faster now.

- Just as you enter the lower detour you will see a new ledge that requires a fairly easy (if I can do it) double jump that will bring you out to the middle on your side.

- There are two areas as you approach the middle from your base that could be the only feasible places to allow fast transition to the middles' third level. One area has some sand-like object piled in the corner, but was impossible to make the jump up. The other side (by the odd looking ramp to the second level) had nothing. I fixed both of those sides so you can now make a fast transition to the third level without going up that fancy ramp assembly in the middle of each side. The reason the sand-pile side was impossible was because the corner you were jumping up at was less than 90 degrees. You would essentially get pinched up in the angle when trying to make the jump. You'll notice a small elegant fix to that tight angle. This angle also occurred on the other sides' fast transition point, but has been elegantly fixed as well.

- In order to transition to the fourth level in the middle, and gain access to the middle area's high detour entrance, you had to gain an incredible amount of speed in order to make it up the ramp and wall face. You can now almost stand at the top of the ramp and do an easy double jump to gain quick access to that fourth level and high detour path from middle.

- When entering the opponents base through one of the sides there is a hill in the middle of the path. It looks like you could easily jump that hill into the bases' window. Although you could do that jump (or at least I could), it was extremely difficult. I moved the hill back a few units towards the window. The jump is still not extremely easy, but is more possible than before from a greater variety of angles.

That's all I can think of at the moment.

Question:
Was the map pleasant to look at while playing, and was maneuvering through the map easy and fun? I know my current changes will effect some of this question, but these things are good to know.

God willing, I will try to get on and join in for some testing, if possible.
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NightRyder
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« Reply #28 on: Jan 03, 2007, 02:21 PM »

The maps looked real good. Pretty, one could say lol. I rkept running into things but once i get used to it some more i think it'll be easier to gain speed. i noticed that window jump and i tried it everytime i saw the jump, i was only able to do it once so making it easier will help. Are you going to release another version soon, i would like to see that snake path. Keep up the good work.
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lords8n
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« Reply #29 on: Jan 03, 2007, 02:36 PM »

um...

Beta 5:

http://www.logictechnologies.com/keith/nhb/nhb_beta5.zip
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PiCaSSo
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« Reply #30 on: Jan 03, 2007, 02:54 PM »

I love it...  Can't wait to get it up on the server!
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NightRyder
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« Reply #31 on: Jan 03, 2007, 02:55 PM »

I really like what youve done.


* sshot006.jpg (94.6 KB, 1024x768 - viewed 33 times.)

* sshot007.jpg (225.49 KB, 1024x768 - viewed 31 times.)
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jitspoe
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« Reply #32 on: Jan 03, 2007, 03:36 PM »

I've uploaded the latest version.  I like the changes you've made, but I still think the high path needs to be a bit shorter.  I did some quick timings from flag to flag, and this is what I found:
High side path: 37 seconds
Snake path: 20 seconds
Middle: 17 seconds

I've also taken some screenshots of a few things that need tweaking:
- 1st: the area up that ramp needs some more light.  Might just be my monitor, but it looks pitch black up there (chances are, it will look that way for other people, too).
- 2nd: another dark area in the tunnel -- not quite as critical since there are bright areas around it and you'd probably still be able to see people.  There are also some dark areas on the high path, but those don't matter as much since nobody goes that way. Wink
- 3rd: Wrong floor texture.
- 4th: nitpicky, but the texture on the top/bottom of the ladders needs to be rotated.
- 5th: The stone walls here could stand to be higher.


* nhb_dark1.jpg (266.94 KB, 640x480 - viewed 30 times.)

* nhb_dark2.jpg (153.24 KB, 640x480 - viewed 29 times.)
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jitspoe
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« Reply #33 on: Jan 03, 2007, 03:37 PM »

(any chance you can up the filesize limit, John?)


* nhb_floortex.jpg (236.31 KB, 640x480 - viewed 25 times.)

* nhb_laddertex.jpg (178.25 KB, 640x480 - viewed 30 times.)
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jitspoe
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« Reply #34 on: Jan 03, 2007, 03:37 PM »

(It would be nice not to have to make multiple posts for all these...)


* nhb_lowwalls.jpg (190.29 KB, 640x480 - viewed 35 times.)
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