DM-Sub-Merged (Map)

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Nelsoncarmo26
1337 Haxor
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Sub-merged simulates an underwater athmosphere, without the worry of running out of air.

Play it, test it, and let me know what you think.

[s]Download:
http://www.filefront.com/15394443/DM-Sub-Merged-1.zip/[/s]

Check my latest post for latest update.
Last edited by Nelsoncarmo26 on Sun Jan 24, 2010 2:17 pm, edited 1 time in total.
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DW_Ant
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Location: North Carolina

This map is unique, and wasn't bad to look at.
Some things to point out:
  • Terrain is really easy to glitch....very easy (especially under the base). I don't think there's any hope in placing blocking volumes around every single corner, so I will suggest you place a death volume underneath.
  • Windows are too thin. People could link through the windows.
  • Paper Fish! Some suggestions I would throw out: Make the fish smaller, make them swim slower, fewer fishes, make them travel in shorter distances. Make adjustments. If it looks good, then you could duplicate the emitter to cover the rest of the map. One emitter doesn't have to cover the whole map.
  • I may have said this wasn't bad to look at, but it could be better. the terrain is boring. Give it multiple layers, some slopes, sea grass and rocks, etc...
  • The message (door other side) is broadcasting to all players.
  • The message "Door cannot be opened from the outside" is still displaying even though I'm inside and the door is already opened.
  • The terrain inside the base is annoying (stubbing my toes plus is looks out of place).
  • Adrenaline is excessive (100 adren per second X1 pill).
  • Your adrenaline kegs are inconsistent. If you want to use different adren quantities, I would use different adren pills.
Something else I might add, but may not need fixing. The map size is on the borderlines of being too large. My frame rates dropped down to 5 fps when battling monsters outside. Due to all the long lasting projectiles, and monsters bunched in one room, this happens. I just want to point out that having a map like this will risk lag. Something to consider when you're planning for your next project.[/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

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Nelsoncarmo26
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Posts: 395
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Ok, I shall copy and pasted all info, into a notepad.
Will make changes as soon as I can.
Last edited by Nelsoncarmo26 on Sun Jan 24, 2010 11:49 am, edited 1 time in total.
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Nelsoncarmo26
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Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
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Thanks for the complements Ant, need one of those every now and then to keep us motivated.

Changes:
>Placed Lava Death under terrain, so if someone goes and wonders off where they shouldn't and fall through, there's a nasty suprise waiting for them.

>Decreased fish emitter's size and spread them around a bit more, so now they look right-ish, and just seem to caugh your eye ocasionally.

>Added 2 more terrain layers, mountain and grassy sand.

>The message on the locked door no longer broadcasts to everyone, and the trigger will diactivate once door is fully opened.

>Flatened the terrain, so there is no terrain inside the base.
Also changed a few things around due to the terrain change, I placed pillars under the base, and it's looking a lot better.

>Adrenaline is now consistent, and not excessive.

>Raised about 15-20% terrain to cut down on playable area.

>Tested windows with link, in all ways, shapes, and forms.
Successfull test, Link does not go through the windows.

[s]Hopefully this map is now ready to be played on the server.
Download here:

http://www.filefront.com/15417375/DM-Sub-Merged-V2.zip[/s]
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Last edited by Nelsoncarmo26 on Fri Feb 05, 2010 4:23 pm, edited 1 time in total.
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I get this message when I attempt to download:
FileFront wrote:File is Unavailable.

The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
I get this message for Submerged, Underworld, and Outback.
I still have time today, so if you'll fix it today, I should be able to check it out before the day ends.

No need to post every in every topic that the link is fixed. Just mention that one is working, then I'll assume the other two are working as well.
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}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
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Ho, I just updated all the maps, so I'm adding one by one accordingly as I go.
[s]Here is new link to DM-submerged:
http://www.filefront.com/15476061/DM-Su ... d-V2B.zip/[/s]

But I'm making changes to DM-underworld, the bunkers are way to high and need lowering, then I'll upload and update.
DM-Ouback just needs the jump pad moving a bit, since players are jumping too high, and dying with the restriction killing volume.

I'll upload accordingly.
Last edited by Nelsoncarmo26 on Fri Feb 05, 2010 4:24 pm, edited 1 time in total.
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DW_Ant
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Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

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.

  • Fish still look strange. You should go by your instincts in what a fish should look like fish. If you can't get them to look natural then you should probably just hide the actors (bHidden = true) since they're giving you enough trouble already. Maybe when you feel ambitious you should tackle on these emitters on a later time.
  • Just looking at the ship, my computer is rendering 42.5k triangles from static meshes. You should convert those chains to 2D to save about 700 triangles per mesh. You can find some 2D chains in AWHardware package (4 triangles a piece).
    If you want a small comparison, I ghosted outside the map. With the entire map in site, my computer was rendering 53.5k triangles.
  • You should get rid of the door messages. This time, the proximity trigger glitched and was stuck on a loop. So, I had this message saying "door cannot be opened from the other side" along with the continuous electricity sound FX.
    Plus I think people are smart enough that if the door doesn't open, then they will have to try something else to open it.
[/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}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Thanks Ant for all the help and time.

I have done all the changes you typed and some few new changes to improve playability.

>Deleted all fish emitters, and instead resized the shark in many different ways to look like other fish, and added different colour skins... they look really nice, look for your self.
Wonder why i didn't think of this before...?!

>Changed the chains for the ones you typed, although the other chains looked better... but what ya gonna do huh?
sometimes it's best performance over visual...

>Deleted door messages, teleporter and little secret room.
There was no need for that to be in there, so instead I just added another button and trigger to open Hatch.

>Some new things I added... now the windows open, so you can also have a fight from the base.
Resized the chain holders too, just didn't look beleivable that such a small weight could hold a balloon mine and chains.
amongst few other things...

Hope that's it now.
http://www.filefront.com/15510631/DM-Sub-Merged-V2C.zip
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

We didn't test the latest version online, but we did found three things to note from the previous version:
  • The windows are too thin. With two linkers, people could easily shoot link through the windows.
  • Was going to mention that the isolated Egyptian room was irrelevant to the map, but it looks like you took care of that.
  • Is there any way you could reduce the map size? It's debatable whether the map is too big or not. Any way you think of that could significantly reduce the map size will keep this map on the safe side from lag.
[/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}
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