KarmaKat wrote:Umm...might just be me...but I downloaded this 2 nights ago and when I run it, there aren't any nodes, cores or vehicles and there was a blue bot spawning right at the red core sniping me with the Lightning Gun! LOL!
The weapons lockers were obviously there! Help?
KKat
Doh. Why didn't you say something 2 days ago?
Anyway, I just VNCed in and uploaded the latest version of RC0d to my site. If you downloaded it at any time prior to now (OCT 17th ~3pm EST) then I recommend you delete that version and try downloading & testing it again.
BTW, I'm unable to connect to xFire for some reason, and have been unable to connect for the past few days.
KarmaKat wrote:Umm...might just be me...but I downloaded this 2 nights ago and when I run it, there aren't any nodes, cores or vehicles and there was a blue bot spawning right at the red core sniping me with the Lightning Gun! LOL!
The weapons lockers were obviously there! Help?
KKat
Doh. Why didn't you say something 2 days ago?
Anyway, I just VNCed in and uploaded the latest version of RC0d to my site. If you downloaded it at any time prior to now (OCT 17th ~3pm EST) then I recommend you delete that version and try downloading & testing it again.
BTW, I'm unable to connect to xFire for some reason, and have been unable to connect for the past few days.
just went through it and things are looking really nice wail. i have a list of things already for you and i still have yet to go through the weapons lockers . got MSN or AIM? if so my MSN info is on here and if you have AIM just pm me and i will give you my screen name.
Doh! 'Cause I didn't have time to look at it until last night! LOL!
Downloading now...hope I get to have a look later tonight. :)
Thanks too, to you, aLpHa!
KKat
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...
Okay...I did a quick run through. Some impressions...
Much improved lighting! Thank you, thank you for getting rid of that glowering red sky! Map was way too dark before...much better now!
I know you said you were still working on the lava emitters. I'm guessing that when you're done, they will actually cause damage (the sample one between nodes 2 & 9 is hot! ;) ), unlike the original where you could walk or fly through them with impunity (except for the center node lava pit area...btw..that looks good too...actual lava and flumes instead of just steaming rocks!)
The tidying up you did is good. One thing I did notice was that the two weapon lockers at Node 5 are "floating"...their bases are above ground level...minor adjustment there. Weapons loadout is something I haven't really looked at...though fixing the missing link at each locker certainly improved game play.
Far as vehicles go...I agree that there were waaay too many Goliaths on that map! Replacement with 'Benders seems to be working out all right. However, I'd lilke to see you put the SPMA back in. While the nodes all have those half dome covers and are hard to take down from above, the SPMAs are really good for controlling enemy troop movement and are balanced by the fact that there isn't really any good place for them to "hide" so they are susceptable to air attacks from the Raptors and Cicada. If you decide not to put the SPMA back in, then most definitely would need the Target Painters and/or Ion Painters option that both you and SweetTooth mentioned earlier in the thread.
That's all I've had time to digest...and in the end..just my two cents worth... :)
KKat
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...
KarmaKat wrote:Okay...I did a quick run through. Some impressions...
Much improved lighting! Thank you, thank you for getting rid of that glowering red sky! Map was way too dark before...much better now!
I know you said you were still working on the lava emitters. I'm guessing that when you're done, they will actually cause damage (the sample one between nodes 2 & 9 is hot! ;) ), unlike the original where you could walk or fly through them with impunity (except for the center node lava pit area...btw..that looks good too...actual lava and flumes instead of just steaming rocks!)
The tidying up you did is good. One thing I did notice was that the two weapon lockers at Node 5 are "floating"...their bases are above ground level...minor adjustment there. Weapons loadout is something I haven't really looked at...though fixing the missing link at each locker certainly improved game play.
Far as vehicles go...I agree that there were waaay too many Goliaths on that map! Replacement with 'Benders seems to be working out all right. However, I'd lilke to see you put the SPMA back in. While the nodes all have those half dome covers and are hard to take down from above, the SPMAs are really good for controlling enemy troop movement and are balanced by the fact that there isn't really any good place for them to "hide" so they are susceptable to air attacks from the Raptors and Cicada. If you decide not to put the SPMA back in, then most definitely would need the Target Painters and/or Ion Painters option that both you and SweetTooth mentioned earlier in the thread.
That's all I've had time to digest...and in the end..just my two cents worth... :)
KKat
Thanks Karma, I appreciate the feedback a lot. I'm not really convinced the SPMA is going to be useful for anything more than spawnraping on this map, but I'll take it into consideration.
Good stuff Karma. while im opposed to super weapons for the most part i dont have a problem with the target painter. an ion painter wouldnt be of much use since you coulf never really paint a node. a target painter would be able to provide sufficient distraction and ground troop devastation though. as for the SPMA. i agree with Wail and dont think if would be much use on this map. you cant do any damage to nodes with it except for with skymines. thought ultimately it isnt up to me to make that call. this is Wail's map im merely functioning as a consultant in an attempt to achieve balance.
I had a look at this map and it seems to be coming along nicely. A few issues to think about.
1. FPS is a bit low in places where there's a lot of lighting effects going on. There's going to be a lot of action with 32p so if it can be helped it should be looked into as right now it's borderline.
2. I don't care for the domes that cover most of the nodes. Visually they're great but gameplay-wise they give too much protection to the actual nodes themselves. The nodes that have them are basically immune to air attack as an air vehicle will either have to hover directly over it or get waaayyy down low to get under the shield - in either position they are very vulnrable. Even ground troops and vehicles will have issues hitting them when under fire and moving. I recommend removal but at the least they should be raised up to some degree.
3. No default link setup as was noted. There should be something included so we have a base to work off of. I'll come up with something if you or no one else does one. A dual primary setup with perhaps a safe should be easy enough to make happen.
4. One of the side nodes (both perhaps, I only checked one side) has a tank spawn that has a tree right in front of it. Move the tree or rotate the direction the tank spawns in facing.
Rest of it seems fine for the most part. Should be good enough at least to do some active playtesting so we can get a feel for the weapon and vehicle balance issues.
Hmm, ok, I'm about ready to post up a new version of this map. Maybe when I get back later today.
I've spent significant time smoothing the terrain and making it look more natural. This fixes most of the terrain "pop" issues I was having with distance fog, so distance fog is now in.
The current version also utilizes both BSP and antiportals to improve performance locally and on the server. Once I get this thing up I might want Wraith to take a look at it and see if the optimization can be ... optimized.
Other than that, the only things left to do are to add some Ion volumes near the edges of the map and to do the aesthetics thing with the volcanoes and emitters.