Map comments for DM-TheChurchofZero

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DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

This map has been made by Dynadin. We play tested it last night and here are our thoughts and suggestions in no particular order...

Disable collision on the chain.

Avoid multiple adren pills, health vials and ammo pickups to reduce channel counts. Very important part of optimization for the MM server!
There are large adren pills, health packs, etc. that you can use instead of having a lot of the small ones. Every pill, vial or pickup adds a channel to your map and will add to overall lag on the map.

Again, I have to state...please don't put all weapons into one weapon locker! It's annoying when you're hitting a locker for more ammo or you get bounced into one and then have to throw out all the stuff you don't want. Weapon placements around the map or lockers with selected weapons also encourage players to explore and play in those spots rather than just standing in the spawn. Think about ammo pickups in the same way..use them as "seasoning" for areas to attract players into them.

Add more decoration (more static meshes) Empty rooms are...empty! Give them some character by adding decoration. I did like the slanted hole in the rock to the outside area! That definitely adds some spice to the map.

I feel claustrophobic in the room where you spawn. Ceiling height could be raised a bit in there. The area underneath that room is much too safe...there will be link spamming (lame) if you don't add some more possible threats...wider slits?...and possibly eliminate the two safe corners where you're out of sight of monsters.

With Halloween coming...this could be a good canditate for the server. Just needs a bit of care and attention. :)

Thanks to DW>Ant for a portion of this commentary.

KKat

:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

One thing I need to know, because I can't test this myself, is does Luci spawn in the main room?
To bring about the end you have to start at the beginning.
DW_Ant
DW Clan Member
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Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Not sure which you define as the main room...the room with the pool of blood?

Luci will spawn wherever there's a path node and enough space is provided. I believe that Luci is slightly bigger than a titan, but if a titan fits comfortably in the main room, it's pretty safe to assume luci will, too.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

DW_Ant wrote:Not sure which you define as the main room...the room with the pool of blood?

Luci will spawn wherever there's a path node and enough space is provided. I believe that Luci is slightly bigger than a titan, but if a titan fits comfortably in the main room, it's pretty safe to assume luci will, too.
Ah ok then. I shall change the somewhat overpowered linking room then ^^
To bring about the end you have to start at the beginning.
Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

Right. Version two has been sent to KarmaKat. Hopefully it will have addressed some of the issues and made the map more playable. (Have a feeling it will go to at least version 3 XD)
To bring about the end you have to start at the beginning.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

A few things that needs attention.
Weapons
  • Link gun is too close to the corner. Move the weapon base a little bit away from the corner so there is enough room to spawn the gun.
  • Minigun is too close to the static mesh. Same as the link gun's scenario and give the minigun some space.
Emitters
  • The blood drops are dropping through the pool...Reduce the life time range to make sure it doesn't rain underwater.
  • It wouldn't hurt too add a splash emitter (expanding rings) on the surface of the pool. This will amplify the visual aspects of the droplets.
[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

Right.
Weapons moved (didn't have a problem when I tested it so good to know)
Rain is no longer underwater (no idea how I missed that)
Splash emmitters added (though they may be slightly too fast, tell me what you think)

All sent to Karma
To bring about the end you have to start at the beginning.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Link and Minigun are still not spawning. You should move weapon bases a bit further this time. Give it at least 48 uu away from the walls.

I can't see the splash emitter, but I did notice that the rain particles did stop at the fluid surface this time.

Good job on the ammo pickups, too. It looks more organized in this version. It wouldn't hurt to make sure to have only two mine layer ammo pickups for the mine layer for the next version.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

Right.
- I had the link appearing, but I have moved it further away anyway (you will have to tell me if it appears or not)
- Turns out emitters cancel out xweaponbases ... learn a new thing every day, so mini is now in the middle of the room and works fine.
- Mines now only have two ammo pickup.
- As for the emitters; I don't know what to say. I have even tried it with others over a LAN and all have it appearing so ... not much I can do about that one.

Version 4 will be sent to Karma shortly.
To bring about the end you have to start at the beginning.
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