de_escher b3ta

Started by spanky, June 01, 2003, 09:26:12 AM

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Doorman

Just had a run around the map............Excellent! Any criticisms have already been mentioned. Good job.  :)










     

Anonymous

It has a lot of potential for an extremely good PCS style map. Some obvious boundaries and plenty approaches. me likes :)

spanky

de_escher b3ta 15 is up!



i think this is virtually complete - i'm hoping there are just some minor graphical glitches and access probs to sort out. a list of stuff i want help with is in the readme.

i've worked very hard to get the r_speeds acceptable, and i've knocked 'em down to about 750 tops (although there is 1 tiny area where they just squeak past 1000), so i'm not doing any more work on reduction now.

BTW - i can texture the floor with PCS limits if you guys work out where the boundaries should be - i can just draw some chalk lines on the floor. let me know what you think

well, time to get pimping...

Anonymous

My server updated with latest version!  Thanks for the credit to dMw in the text file. Could you please edit our web address to //www.deadmen.co.uk from //www.deadmen.net? Sorry to be picky but I'm like that ... :-)

Doorman

Still a couple of niggles. The balls on top of the pillars at the gates can be wlaked through. When you are standing on top of that wall it becomes transparent! Pity any poor beggar sneaking up the garder path! The flight of steps leading to the open roof, flicks in and out of vision and it would be nice if you burnt yourself, a la bitterwine, if you jump into the fireplace!
I'm taking it for granted you still want feedback.  :)










     

spanky

QuoteMy server updated with latest version! Thanks for the credit to dMw in the text file. Could you please edit our web address to //www.deadmen.co.uk from //www.deadmen.net? Sorry to be picky but I'm like that

done! soz about that...


@ Doorman:

there's still a LOT of access probs with the map so far. b3ta 16 should have all access probs sorted

spanky

Quote can texture the floor with PCS limits if you guys work out where the boundaries should be - i can just draw some chalk lines on the floor. let me know what you think

would this suggestion be any use? best to say now - i'd be glad to include it, but i won't be able to after release

TeaLeaf

I would say not, because PCS rules and limits evolve over time and therefore hard-wiring the limits into the map could create problems.  Thanks for the offer though.......but as an alternative, why not put a little 'poster' on the wall somewhere in the map inviting people over to the Deadmen website and Forums to get the ip and pw for the PCS servers?  We could even provide the graphics for you.......

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Anonymous

Quotedone! soz about that...
Fast work! Cheers :)

Oh just noticed that a private message that I sent to you a week ago is still in my messages outbox on this forum which usually means that you have not seen it. I had PMd the password for my server to you so that you can go in and have a play.  If you select the link to "Private Messages" at the top of the page you should get it OK :)

TeaLeaf

Had a run through ont he map this morning.  The only other comment I'd add re the texturing etc would be that there appears to be an artifact in the sky, if you take the righthand route from T spawn and head down the slope , stopping immediately before entering the tunnel.  If you look up in the sky there is a small strip of 'grass'.

I like the variety entrances and heights for the building bomb site and the places from which it can be covered.  Not so sure about the power plant bomb site though.  Seems like it could be rushed by Ts and they would stand a pretty good chance of overpowering any defending CTs every time.  Never having played the map as part of a team though I could be wrong  :?

Why not add some windows to help the CTs defend it and then give the Ts access to that roof via a ladder as well from the same side of the building?

The other thing I thought of was that you could make the floor of the 'overhanging' room made of wood so that it could be shot out.  Might be funny if someone was standing on it at the time :)

Also, how about giving access to both the top of the wall (left route from t-spawn) and also making some of the rocks climable (on righthand route) so that a sniping position could be gained to the roof/window area suggested above?

Nice map though and well textured.  No r probs at all, it all ran smoothly (even the the power plant room!).  

Hope you find the comments constructive, you've done a fine job on the map.  

Just my 2 cents......

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

A Twig

Aye ditto what TL said, he beat me to it, the git, nice map, makes mine seem a whole lot less impressive...   :(
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


spanky

hokey dokey - been away for the weekend, so haven't done much in the last couple of days.

@ A Twat - thx! if you want any help at all on the mapping front mosey over to our forums (forums.downgraded.net) and post in the general chat section. i'll be glad to answer any questions you have (regarding i know the answer of course :D )

at any rate, keep on trucking ;)

@ TL - great help dude! here we go:

1: right, i'll try to find that bit and block it off

2: about generator room - basically i've tried to design it so that the CTs will win any rush to the gen room. this'll encourage the Ts to try to go round the front (as i think that'll lead to some better fights). admittedly if the Ts do secure the gen room then it'll be hard for the CTs to shift them, but without some serious structural changes i cant phsically fit any more entrances into that room. how this affects gameplay will have to wait until a detailed playtest tho - if it makes it too easy for the CTs then i'll have to think about changing it

3: nice idea - me likes :) i'll put this in the next version (but it may have to be removed if it makes that area too laggy)

4: no-can-do regarding the climbable cliffs, as that will probably lead to too many access/visability problems

5: all comments are helpful, and thanks again :)

@ BB oh yeah - just noticed that! any chance of a playtest 1 evening this week? we could put a bunch of customs on and make a night of it or something

@ TL again: nps - all b3ta-testing clans will get an easter-egg, so on yours i'll mention the PCS details. sound good?

i'm gonna try and get another b3ta compiled before any testing to fix all these (and other :( ) problems. i'll post it here as and when

TeaLeaf

Quote3: nice idea - me likes :) i'll put this in the next version (but it may have to be removed if it makes that area too laggy)

@ TL again: nps - all b3ta-testing clans will get an easter-egg, so on yours i'll mention the PCS details. sound good?
Spanky - I just re-read my post and my explanation was poor - I was tryingto say windows and roof windows (hence the later reference to a ladder to the roof from that side.  The windows give CTs a better chance of protecting against a T rush to that site, but it is important that the Ts have a route from the back to the roof tops so that the CTs don't have it all their own way.

Yep, an Easter Egg sounds great, just tell me where to find it as I get real grumpy when people hide my chocolate from me  :wink:

I look forward to the next beta......

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

SLoWHaND

An Easter egg eh!
better make it a biggun fella..........theres 30 odd of us to share with :wink:

SLoWHaND
[SIGPIC][/SIGPIC]

Anonymous

Quote@ BB oh yeah - just noticed that! any chance of a playtest 1 evening this week? we could put a bunch of customs on and make a night of it or something

i'm gonna try and get another b3ta compiled before any testing to fix all these (and other :( ) problems. i'll post it here as and when
Happy with that, there are a heap of admins can run my server if I'm not around.

Might be an idea to wait for next beta though?