Author Topic: New Map: The Roanoak Excavation Site - Deranged  (Read 9623 times)

Deranged

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New Map: The Roanoak Excavation Site - Deranged
« on: February 09, 2008, 07:34:42 PM »
Thanks in part to RiMiNi for ideas, mostly

It's a 2 flag map set in an excavation site at night.

Download here
SECOND BETA
« Last Edit: February 26, 2008, 05:18:56 PM by Deranged »

KiLo

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Re: The Roanoak Excavation Site - Deranged
« Reply #1 on: February 09, 2008, 07:37:12 PM »
Hm. In that third ss it reminds me of the hole in that crap map propaint2.

FlaMe

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Re: The Roanoak Excavation Site - Deranged
« Reply #2 on: February 09, 2008, 07:41:54 PM »
Pretty sure its Roanoke.

Deranged

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Re: The Roanoak Excavation Site - Deranged
« Reply #3 on: February 09, 2008, 07:42:12 PM »
Hm. In that third ss it reminds me of the hole in that crap map propaint2.

Just because you're not good at it doesn't mean it's not a good map, but that's way off topic.

Pretty sure its Roanoke.

Noted, thanks. Will fix in b2

EDIT: seems people are reviewing everything except the map itself.

FlaMe

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Re: The Roanoak Excavation Site - Deranged
« Reply #4 on: February 09, 2008, 07:43:16 PM »
do you play with your brightness heavily toyed with? why is your black an ugly shade of brown and everything look so hazey?

FlaMe

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Re: The Roanoak Excavation Site - Deranged
« Reply #5 on: February 09, 2008, 07:44:04 PM »
and id put it on my server and have ppl come play with me so i could look for errors but... im banned.

Deranged

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Re: The Roanoak Excavation Site - Deranged
« Reply #6 on: February 09, 2008, 07:44:24 PM »
do you play with your brightness heavily toyed with? why is your black an ugly shade of brown and everything look so hazey?

Yes, heh. I have a excrement monitor so i have to jack up all the settings

and id put it on my server and have ppl come play with me so i could look for errors but... im banned.

Sorry to hear that, If you want to test it just put it on your own listen-server and type "debug1 1" in console to give it a runthrough with capping the flags, testing the elevators, etc.

KiLo

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Re: The Roanoak Excavation Site - Deranged
« Reply #7 on: February 09, 2008, 07:47:28 PM »
Just a quick question did you mean for it to be spelled Roanoak or is it supposed to be Roanoke?

Deranged

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #8 on: February 09, 2008, 07:50:15 PM »
Just a quick question did you mean for it to be spelled Roanoak or is it supposed to be Roanoke?

Funny, I remember answering that question a few posts ago.. hehe

I meant for it to be spelled roanoke.. oops :)

KiLo

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #9 on: February 09, 2008, 07:52:10 PM »
ROFL my bad didn't even pay attention.

Spook

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #10 on: February 09, 2008, 10:21:58 PM »
I found this map in the zilla clan upload site a few weeks ago, very fun.

Garrett

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #11 on: February 09, 2008, 10:34:14 PM »
Very sexy map.  The maps seems to flow very well for me.  The only small problem is could see is that one of the gun models is poking through the ceiling from above.
Good work man.

DrRickDaglessMD

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #12 on: February 10, 2008, 06:23:44 AM »
Hey Deranged,

Just had a skim through the map and these things struck me -

- r_speeds in the ice cavern bit are extremely high (4500+), and thats on a map without any reflective water at all!
- why is there ice in a cavern anyway? I must have missed that geography class.
- the jumps are great.
- the 'main' large slopes are pretty sparse and boring.
- try putting func_areaportal's on the doors to the bases to improve the VIS.
- the fire is actually quite good on this map, unlike most other new maps. However, it's a bit dark down in the tunnels, not really conducive to gameplay even if it does look atmospheric.
- a great deal of your visual features cause extreme problems with splitting the tris. type gl_showtris 1 into the console and you can see how badly everything is split up. A great example is the platform struts in the ice cavern. visit http://www.gamedesign.net/node/53 on reducing polycounts for more info on this.

Thats about it for now,
good luck.

- Dr Rick Dagless MD

Deranged

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #13 on: February 10, 2008, 08:21:51 AM »
Thanks :)

Hey Deranged,

Just had a skim through the map and these things struck me -

- r_speeds in the ice cavern bit are extremely high (4500+), and thats on a map without any reflective water at all!

Yeah I should probably do something with all those metal rods, I planned to but just forgot :X

- why is there ice in a cavern anyway? I must have missed that geography class.

Good question.. ice makes for fun gameplay :D

- the jumps are great.

Thanks, I put a lot of thought into them :)

- the 'main' large slopes are pretty sparse and boring.

Yeah I considered changing those huge slopes on the side to series of caves instead, would be much more visually appealing.

- try putting func_areaportal's on the doors to the bases to improve the VIS.

Will do

- the fire is actually quite good on this map, unlike most other new maps. However, it's a bit dark down in the tunnels, not really conducive to gameplay even if it does look atmospheric.

I play with higher than normal gamma, kinda hard for me to judge that stuff. I'll add more lighting

- a great deal of your visual features cause extreme problems with splitting the tris. type gl_showtris 1 into the console and you can see how badly everything is split up. A great example is the platform struts in the ice cavern. visit http://www.gamedesign.net/node/53 on reducing polycounts for more info on this.

I saw the number of tris a long time ago but never fixed it because I can't seem to pull an r_speeds over 1800 anywhere in the map without reflective water :X. But I'll clean it up anyways :)

Thats about it for now,
good luck.

- Dr Rick Dagless MD


Thank you  ;)

FlaMe

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #14 on: February 10, 2008, 08:34:36 AM »
1st One.
The protruding block there from the wall is obsolete since you can get to high bd if you wanna call it that using the two lower bricks.

Second one.
theres a glass-esque ice ramp barrier on the right side of the steps not allowing you to get on the right side of the steps. you can get on the left though,

Third one.
You can get under the catwalk on the left side of red low. not on blue though.
« Last Edit: February 10, 2008, 09:02:26 AM by Flame »

Deranged

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #15 on: February 10, 2008, 09:07:36 AM »
the first one is more of a visual thing, but the second two are good catches, thanks :)

blaa

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #16 on: February 10, 2008, 11:32:57 AM »
 The map is pretty awesome. All the small things that could need fixing has been noted by someone already, I guess.

But I think that 2 flags are quite pointless :/. Usually maps have 2 flags per team, so that 1 team couldnt sit on flag. But in this map, 1 team can sit both flags easily. And even if grabber succeeds to grab 1 flag, he grabs the 2nd one aswell because it is that close.

I liked the underground part and the base part, but didnt like the ground part. Boring grass+boring walls. Think of some models, some nifty brush work you can create and blabla.

Looking forward what you come up with.

Deranged

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #17 on: February 10, 2008, 01:05:30 PM »
yeah I thought about that myself, I think I'll either add some kind of barrier to deter lining of both flags from one spot, or lower the point values probably to 3 for first and 4 for second. I think a little path connecting that area to the right of second flag(looking at it head on) to that ramp area(that I want to replace with some sort of better looking cave system) going up to high might be called for too, with some kind of jump up of course.

In the end, I'll probably end up putting a cave behind where second flag is now, and putting second flag in there with a path somwhere in there to the high area, that would work better than how it is right now.

Looks like I have my work cut out for me :D

FlaMe

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #18 on: February 10, 2008, 01:08:20 PM »
i say ramps on the mid high path so you can jump from one high path to another.

jitspoe

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Re: New Map: The Roanoak Excavation Site - Deranged
« Reply #19 on: February 11, 2008, 01:09:24 AM »
I've put this up on the beta server (I think I've given you the login info - PM me if you need it).  I've also attached a demo of some things to revise.