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Re: DM-Time Travel (Map)
Posted: Tue Feb 02, 2010 2:17 pm
by Nelsoncarmo26
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Re: DM-Time Travel (Map)
Posted: Tue Feb 02, 2010 2:47 pm
by Dynadin
I wont test this one as I am in the middle of making a map myself but I hope it is ready. I'd like to see it up on the server.
Re: DM-Time Travel (Map)
Posted: Tue Feb 02, 2010 4:02 pm
by DW_Ant
I'm planning on checking out some maps offline tomorrow. Mondays and Tuesdays are bad days for me.
Wednesdays, however, I only got one class. That being said, I should have the time to download and supply feedback that day ;)
Re: DM-Time Travel (Map)
Posted: Wed Feb 03, 2010 2:56 pm
by DW_Ant
Keep in mind this is only an offline test. These are some notes only I found.
When we test this with the group, there may be more.
Nice job with the new improvement on Pangaea (ice), but seeing that the other three zones didn't decrease in size, the map is only approaching the borderline for a good sized map. I would do the same thing in what you did with Pangaea to the other three zones (size speaking of course).
Other things to note:
- The WeatherFX is only on one side of the player. I don't know the exact directions, but I'll just throw an example. The particles are only falling north from the player, but when the player faces south, they'll see nothing. Be sure you have the particles in the Weather FX have ranges in the positives and negatives for X & Y.
Before I forget again, I should respond to your question...
Nelsoncarmo26 wrote:Ant, how did you get the rain to look so realistic in that map of yours, the military base one that's on the server?
I don't recall making a military base map. Have you found the title of that map yet?
- The terrain looks silly behind waterfall (notice the giant black rectangle?). While I'm here, I should also mention that sunlight actors will not illuminate terrain beyond the fake backdrop surfaces. That will explain why your terrain outside doesn't have any lighting.
- The water splashes at the bottom of the water fall looks silly, too. The particles themselves are fine, but their repetition is funny. If it's going to be a waterfall, you got to have more than just three drops per second. Also, it'll be better if you provided the emitter a location range (spawning from the x values -256 (min) to 256 (max)....just an example)
- I've also noticed some new emitters. Either you've added them in the latest version, or they just don't work online. I would check on this.
- The teleporter emitter looks strange. Too big, too tall. They could calm down a bit, too.
- In the secret room, I could leave my trans there. I think it'll make things too easy if you allow players to trans back in there with no hassle. Also you should place a limitation volume around the teleporter itself. Just to avoid people placing their discs inches away from the teleporter.
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Re: DM-Time Travel (Map)
Posted: Wed Feb 03, 2010 3:38 pm
by Nelsoncarmo26
Ok, same again... i will copy and paste the changes into a note pad so I can keep track of what I'm doing.
Re: DM-Time Travel (Map)
Posted: Thu Feb 04, 2010 6:43 pm
by Nelsoncarmo26
Ooooooooooooook Ant,
[s]I have done all the changes to the best of my knowledge.
http://www.filefront.com/15504549/DM-Ti ... el-V4C.zip[/s]
Re: DM-Time Travel (Map)
Posted: Fri Feb 05, 2010 9:30 am
by DW_WailofSuicide
Looked at this map the other night, this is a pretty cool map - The time travel idea is neat and I enjoy that you put some time into making some interaction between the zones.
Critique-wise: Each zone is pretty big, that's not too bad until you realize there are 4 of them. I can easily see a lot of this map going unused because of this. Each zone could safely be 25% smaller and this would still be a large map. 50% smaller might be more appropriate to fit Monster Mash specifically.
It might be too difficult to scale it down at this point with everything already in place though -- I doubt there are any areas so small they'd become inaccessible, but you would have to go in and redo say, Europe and Pangaea to get it the environmental props to look right (Egypt and Ice Age probably are ok without much adjusting).
The water in Europe and Egypt looks kind of bad. This could be easily improved.
On a gameplay note, I don't recall any particularly good locations to fight from in Ice Age, Pangaea, or Egypt (until the secret has been unlocked). I think in the end the Europe section of this map is going to be the only one that gets used much since it has a built in defensive bunker. It's also big enough to accommodate 20 people. If you are going to put in effort to rescale anything it might be worthwhile to put in effort to consider how players will use the zones given knowledge of how people will actually play the map. I personally would try and put maybe at least decent adren spawn in the non-Europe zones. I might get rid of that final "secret" room, which is just a box, and build a 5th small "zone" there instead. You could make it a Stargate-alien type spaceship control room looking out over Earth (see skybox from CTF-FaceClassic). I think that would be a lot cooler than staring at a boring box. The alien control room should have teleporters to each of the 4 time zones.
Re: DM-Time Travel (Map)
Posted: Fri Feb 05, 2010 9:41 am
by Nelsoncarmo26
You know, I like your idea... it is cool.
Size wize, I already did that... don't know if you played the latest update.
I downsized the map as much as possible without compromizing on the layout.
But yeah, definetivelly have to think in adding a safer place... atleast in ice age.
Since europe has the castle, and egypt has the pyramid, which is kind'a safe, to a certain extent.
dini age has the volcano, so really it's just the ice age that need a better structure.
I will build an iglo instead using the ice dome, but instead place a door that opens intead of the whole ice dome.... what do you think?
Ho, and the secret room, i will change it too to what you said, no idea how I am actually going to execute that, but I'll come up with something... unless you give me some tips.
Re: DM-Time Travel (Map)
Posted: Fri Feb 05, 2010 8:51 pm
by Nelsoncarmo26
Here is the latest update.
I didn't do the mother ship idea you sugested, but here's what I did.
>Built an Iglo and replaced the Ice dome.
Now it actually looks like a proper Iglo.
>Placed 4 teleporters in the secret room, and images so you know which era you want to teleport to.
>I removed the secondary switch to each room, and changed it to trigger only once, so each of the unlockable rooms will stay open, once they are unlocked.
Reason?
I can see a lot of people messing around with the switches, and it will get on other people's nerves.
Specially when you are trying to kill monsters, and someone closes the door on you, all the way from the other era, and there's nothing you can do about it... or if you are outside and are low on health, and someone closes the door on you.
In maps like fortress of war, people sometimes open the door to the bunker and get everyone killed.
That way no one will mess around with the switches.
[s]...and that's it my friends.
http://www.filefront.com/15512371/DM-Ti ... el-V4D.zip[/s]
Re: DM-Time Travel (Map)
Posted: Sun Feb 07, 2010 5:41 am
by DW_Ant
- Either one of two things could of happened with the splash emitters at the waterfall: either they don't work online or you deleted them, but your new teleporter and fire emitters worked online.
- One of the main things you should work on is the glitch-ability of your map. I totally overlooked this major issue before, but I forgot you placed water volumes under your terrain. If people managed to get under the terrain, they can swim. And when they swim, they won't fall to your death volumes below. Several options to choose from here:
-Only place water volumes where it matters Rather than one large water volume
-Place teleporters (large collision radius) under terrain. If you do this, then you have to carefully scan your terrain (walking around). Check to see if you could teleport while not glitching, and if you do, you should rearrange the teleporter.
-Place blocking volumes at places where people can glitch. We managed to glitched by transing under the bridges in Europe and Pangaea. Rocks near the lake in Panaea. At this point, the monsters were being too annoying that we couldn't hunt for glitches anymore.
- There should be a risk in obtaining the adren in Europe's castle. Otherwise, it'll make your secret obsolete.
Other notes that still stand:[/color]
DW>Ant wrote:Once again, this map is like ten inv maps in one.
It'll benefit everyone (even you) if you reduce the size of the maps. When you do this, you can concentrate on details when you only have a small section to worry about.
DW>Ant wrote:A good place to start is by cutting the map in eighths (only one section and half that). Of course it doesn't have to be one section, but just to give you an idea of the total size. Seasons is now in the server, I would say you could make your sections slightly larger than what is there.
DW>ChocoCake wrote:One thing you absolutely must do is reduce the size of the map. The map is way too large to be playable on the server. Reducing the size of the map may require some content to be removed, however I think that's more preferable than having a map that is too large. I suggest removing unnecessary terrain areas and reducing the size of the special structures in each area (such as the pyramid and the gazebos).
DW>WailofSuicide wrote:Critique-wise: Each zone is pretty big, that's not too bad until you realize there are 4 of them. I can easily see a lot of this map going unused because of this. Each zone could safely be 25% smaller and this would still be a large map. 50% smaller might be more appropriate to fit Monster Mash specifically.
It might be too difficult to scale it down at this point with everything already in place though -- I doubt there are any areas so small they'd become inaccessible, but you would have to go in and redo say, Europe and Pangaea to get it the environmental props to look right (Egypt and Ice Age probably are ok without much adjusting).
I'll say it again, the map is too big.
DW>Ant wrote:Ambient sound for the rain is too loud. It can be turned down a bit.
This still stands.
DW>Ant wrote:The water in Europe should be transparent.
DW>WailofSuicide wrote:The water in Europe and Egypt looks kind of bad. This could be easily improved.
The water in Europe still looks bad. Change the texture.