View Full Version : MP_DELIVERY - Public Beta Release...
demoneye
2003-05-22, 19:03
Can be grabbed here -
The Delivery (http://www.btinternet.com/~dave_and_sarah/map/mp_delivery_beta.zip)
Features...
* It's a LARGE map, intended for 32v32 play
* Dual explosive objectives, with good play balance
* The foundry contains a central spawn capture flag
* Drop down/retractable ladders at four points in the map
* Elevators
* Custom Textures
* Custom Sounds
* Monitor cameras for objective views
This is the outline of the game play...
"The delivery has been made, but the Allies strike and steals one of the two packing cases. The Axis are now left with only one option, destroy the stolen case. The Allies take the same approach."
http://www.btinternet.com/~dave_and_sarah/map/overview.jpg
DeMoNeye
Intresting map, not had a good look round yet, still at that "Iv been here before, lost again" stage of play.
Had a little play with the shader problem you posted somewhere about making the portal viewer black and white.
http://homepage.ntlworld.com/tina.smith8/oldpic.jpg
Iv not tried making a shader for it but it wont need anything to complexe. The hard part will be getting the alpha blend textures right.
Basicly the first layer is green at 20% opacity, this is to flush the below colors to a hue of green, the white layer at 25% opacity is to flush out the green color.
mmm, now back to getting lost;)
demoneye
2003-05-22, 22:28
Thanks man - I'm gonna look at sorting out a shader to do this now...
Thanks.
DeMoNeye
I downloaded it just now, so far I like it. Lots of neat effects like the moving stairways, all the cover to dive behind and the little things like the MP-40s sitting on the gun racks. That forgery with all the burning stuff is prety creepy too. I dont know if its my computer but the game seemed to slowdown in the open areas, I wasnt playing against anyone but it seemed a little slow to me. Very cool.
demoneye
2003-05-23, 03:08
Can u send me screen shots where you're getting slow down - I'll see if I can address it...
DeMoNeye
WeblionX
2003-05-24, 00:19
Well, the security camera's (The monitor) a little big. Also, if you can't get it black and white, how about green for night vision?
Let's see, I have a list of problems...
-You should make the radio in the allied spawn destroyable. That will make many people happy.
-Turntable spins a little fast. Sorry about being picky, but no turntable should spin that fast.
-Make windows breakable, possibly? Eh, not important
-Molten metal in foundry does not move. Seems a little silly with it pouring...
-Signal Room: Blue light is leaking through the walls
That's all I've found, as devmap doesn't like me with either shortcut.
BTW: You may want to get an engineer in there, as there's a lot of broken things around there... ;)
Fun map. Once Iv had a few runs through it, I found the layout quite ease to follow.
Few gripes, in one place there are steeped door seals, I found them a pain, if you don’t jump over them, the small ramp would launch the player model at the ceiling.
You have very low ceilings around the map, while scale wise, they are correct. But from a game play view, it is very easy to bang your head when bouncing about. This situation is not helped by the light fittings in some places as they further reduce head clearance.
I had a quick go of the map on line, thought it was good fun. One thing that I saw a lot of, was folks getting trapped going through doors. Clipping around doors to funnel players through would help a lot here.
I think that a most of the passageways could have been a bit wider, when you moving a round with five or six other players, they can get very cramped.
Found a little z-fighting here.
http://homepage.ntlworld.com/tina.smith8/del1.jpg
This brick texture, it looks odd, very low resolution and it does not tile well. I don’t think it looks good.
http://homepage.ntlworld.com/tina.smith8/del2.jpg
The standard wolf alpha textures all look like there pitch black, They would all look a lot better if you made your own copy, open the image in photo shop and use “curves” to lighten the dark pixels so you can get some color back in the texture (insert, after and before).
http://homepage.ntlworld.com/tina.smith8/del3.jpg
Strange light on the wall here
http://homepage.ntlworld.com/tina.smith8/del4.jpg
mmmm. lanterns, let me guess, you like lanterns? There bloody every where!
Most of them seem to be imbedded in to brush work. Sorry, but it looks very unprofessional. I think that you should try to find an alternative to using them around your map. In the bellow shot, bulkhead lights, alternating, along the wall would look a lot more realistic.
http://homepage.ntlworld.com/tina.smith8/del5.jpg
In places like this a simple brush down lighter, I feel, would look a lot better.
http://homepage.ntlworld.com/tina.smith8/del6.jpg
When running the map with default set up, I thought r speeds were a little high in the two end areas. 23000 verts at one end and 19000 at the other. Dropping the game settings made the map quite playable (I don’t have a very big system).
Over all the lighting was good, all though some of the colored lights, are a bit over the top. Building have some nice touches, I like the way the out sides of the buildings are very accessible.
Good work.
:)
demoneye
2003-05-24, 11:56
Hi,
Thanks for all the feedback - taken on board and will try and fix the issues you've highlighted.
That "strange" light is a q3map2 bug... Again, I'll look at it again.
R_speeds are little high - sigh - I know, but that's basically caused by the large amounts of terrain. I'm gonna be revisiting these areas, and will endevour to reduce them
Thanks again.
DeMoNeye
diaper-eater
2003-05-25, 00:55
i love it demoneye, i played it on hp2 today for bout 2 hrs and had a blast, i _love_ the layout of it, great work, i did find alot of what detoeni said bout z fighting, and about those lil door ramps that launch you into the cieling near the forward spaw, but its a great map, i love the variety of it all
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