Author Topic: New Map: Zephyrus  (Read 18512 times)

jitspoe

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Re: New Map: Zephyrus
« Reply #20 on: January 08, 2012, 06:08:09 PM »
Demo:what the is that xD, it happens in build 32, but also in build 34 with new move physics!
Your demo is really long, and you're constantly toggling noclip mode, so it's difficult to tell what's going on.  Could you make a demo of just the issue?

After watching the demo, I have one other tiny suggestion - the box pile as you're entering the base on the right side could stand to have that first large box moved left just slightly so you can jump on the little box to the right of it.

joonas

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Re: New Map: Zephyrus
« Reply #21 on: January 08, 2012, 07:31:19 PM »
It doesn't look like you changed much, but the side jump is a lot easier.  I can actually make it from the center now.  Could you make it from the center in b2 (if so, demo)?  I had to basically go base to base in order to build up enough velocity.

It can be done, but it took me a loong time to get.  :P
The demo doesn't show it, but I had to practice for quite some time.

Rocky

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Re: New Map: Zephyrus
« Reply #22 on: January 09, 2012, 03:21:36 AM »
We [kuc] like this map,played few times in a match.. its fun and different from the usual match maps, 5 points was a bit too much for mid fg but i think u already fixed it down to 3 points

Nice map !

prozajik

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Re: New Map: Zephyrus
« Reply #23 on: January 09, 2012, 04:08:48 AM »
Your demo is really long, and you're constantly toggling noclip mode, so it's difficult to tell what's going on.  Could you make a demo of just the issue?
Sorry, my bad. I included wrong demo. As soon as I get home i'll post the right demo.

Edit:Here we go. As i point out in demo, I hold only crouch key, becuase i release all other keys as soon as it starts lagging. I notice that it slightly happens even while standing but its hard to get to the right position
« Last Edit: January 09, 2012, 12:43:08 PM by prozajik »

jitspoe

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Re: New Map: Zephyrus
« Reply #24 on: January 09, 2012, 05:21:55 PM »
Ah, same bug T3RR0R15T found.  I think it's due to floating point precision issues in the compiler or some other bug causing the collision planes to overlap when they shouldn't.  Merging the 2 brushes into 1 should fix it.  I think Cusoman is already going to do this.

cusoman

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Re: New Map: Zephyrus
« Reply #25 on: January 10, 2012, 11:09:13 AM »
Beta 4 !

Everything, aside from the barrels, is fixed :)

Specific to b4:
- Small box on side is accessible
- Terrain glitch is fixed
- Steep mid grass is now walkable (and leads to a few jumps)
- Flag stands are mist (in some demos people were getting stuck on them)
- Moved mid box further back, so that you have a higher chance of landing on it.  Made sure it wasn't moved so far so that new players can still regular jump to it from the bridge rails :)

Have fun! Please update this on the server, and tell me how it plays :D

- Cusoman

jitspoe

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Re: New Map: Zephyrus
« Reply #26 on: January 10, 2012, 11:20:02 AM »
Quote
- Flag stands are mist (in some demos people were getting stuck on them)
Issues like that should be fixed with the new physics. :)

jitspoe

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Re: New Map: Zephyrus
« Reply #27 on: January 13, 2012, 06:42:56 PM »
Played this on the beta server with a couple of people.  The white flag actually played better than I thought it would.  I like the fact that when you get into a trading cap scenario, one person is going to come out ahead because he has an extra flag.  It forces confrontation.  3 points might still be a little on the high side.

I don't like the fact that you can longball people clear across the map.  It kind of makes the mid grassy areas unplayable.  I'm not sure what you can do about that other than changing the equipment you spawn with.  Running around by yourself in the map is fun -- finding ways to zip across the map, jumping across the flag roof, etc, trying to find different angles you can hit the high path to the flag base from.  In practice, though, you can't do that because there's a stream of paint flying through each gap in the dam thing.

Only minor suggestion I have is to add some phong shading to a couple places on the grass (see screenshot) and use some clipping planes or something to tweak a few of the unnatural 90 degree rock edges.  That and the barrels, of course.  :)

prozajik

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Re: New Map: Zephyrus
« Reply #28 on: January 14, 2012, 04:54:11 AM »
I dont think that the linig phase is scuh a problem. At least everytime we played that map on real match it never was. If everyone is lining to the other side over mid, just go through side and bs them all. Tho not sure if this is exactly what you were pointing out.

Anyway i am attaching pack of 4 demos from matches on zephyrus :P hope it helps you

http://www.megaupload.com/?d=LC3URD92

PS:Jitspoe would it be possible to add buttong to clear attachment line? Because this .rar was too large to save and i had to copy my text go back and then click reply again. It is not that hard but annoying a bit ;)

cusoman

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Re: New Map: Zephyrus
« Reply #29 on: January 21, 2012, 03:21:24 PM »
Thanks for all the feedback guys! This is the final beta! The changes are purely aesthetic.  The game play is exactly how I want it, and I'm happy it was so thoroughly tested :D Post feedback on any other tweaks you would like me to make before final.  I'll let this _b5 sit for awhile, to make sure there's enough time to critique, but after 5 betas I think you guys found everything :D

@Proza: So many demos! Thanks br0 :D

@Jitspoe: I legitimately tried to change the barrels... I just couldn't.  It looked so bad.  Shout-out to Viciouz! I was talking to him at the time, and even with his moral support I was unable to change them :P  PHAT BARRELS 4EVAR!!!

- Cusoman

jitspoe

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Re: New Map: Zephyrus
« Reply #30 on: January 26, 2012, 11:38:01 PM »
You tried aligning the texture and it looked bad?  I don't really see how this would be the case.  Screenshot?  I need to do HR4 barrel tops.  Maybe that would help...

I got stuck between the box and the dam thing by the water and could not get out.  Just walk/jump off the left side of the box and you'll get permanently stuck.

Chef-Killer

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Re: New Map: Zephyrus
« Reply #31 on: July 15, 2012, 05:49:42 AM »
Come on with the next beta, the map is great :)

cusoman

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Re: New Map: Zephyrus
« Reply #32 on: October 10, 2012, 05:36:16 AM »
I got stuck between the box and the dam thing by the water and could not get out.  Just walk/jump off the left side of the box and you'll get permanently stuck.

I don't remember why I didn't finish this map, but it seems to get some decent playing time.

I'll look into fixing that error, and see what else I can touch up for a _b6 or final.

- Cusoman

cusoman

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Re: New Map: Zephyrus
« Reply #33 on: May 19, 2013, 09:49:46 AM »
BOOM BETA 6!

With the potential for an official maplist, I wanted to go through and cleanup my playable maps.

Changes in b6:
-fixed barrel sizes
-fixed some mid problems by adding a few new jumps and new platforms to the mid dam structure
-made ladders slightly thinner

Playtest, C&C please :)

- Cusoman

Chef-Killer

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Re: New Map: Zephyrus
« Reply #34 on: May 19, 2013, 12:28:01 PM »
Cool, moved it back to the "Beta/inprogress maps" board.

jitspoe

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Re: New Map: Zephyrus
« Reply #35 on: May 21, 2013, 11:24:20 PM »
The right exit out the box pile feels awkward.  You either have to hit it really slow to hit the ramp at the bottom, or really fast to jump over the boxes.  If you're anywhere in between, you usually get stopped/slowed down by the boxes a lot, and it's not fun.

Play tested it with a few people, and a couple were complaining about low framerate.  I notice you have a bunch of func_walls in there... those kind of give you false lower r_speeds, as I don't think the func_walls are actually counted toward the r_speeds.  Also, you certainly should not have large sections of func_wall like the rock wall area in base.  All that does is introduce overdraw (it draws the the func_wall and the stuff behind it as well).  Another side effect of the func_wall is that you lose the surface-specific sound effects, so you don't hear the wood/metal/etc. impacts.

Overall, I it plays pretty well, though.

On a side note, this map really makes me want to work on a new light program to properly handle ambient occlusion with sky lighting.

twilightsparkl

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Re: New Map: Zephyrus
« Reply #36 on: May 22, 2013, 02:13:03 PM »
the fcks a zephyrus, like sht. are u fckin euro no with these crazy fckin czech names that no1 understands. change the name and ppl might like the map.

It's the same as like 2 other maps you made though. Everytime I don't walk u through each step of your map, they turn out the exact same. u need me. outdoor_a3 , finish it. and that other one that i dont know the name of, but me and that 4 eyes overweight guy who u clanned with made it. (that was code for l!nk if u didn't understand, ok cuso?) no1 knows my hidden mapping talent besides cuso.

i like your barrels.

Zephrus is the reason I clicked it because it was a unique name. anyway i like the center portion of the map it looks really neat.

Smacker

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Re: New Map: Zephyrus
« Reply #37 on: July 29, 2013, 02:30:08 PM »
When I started Zephyrus_b6 for the first time, I found 2 really anoying things. On first screenshot, those barrels are making me crazy, they are hurting my eyes as I am looking across the map on enemy main, I cant rly focus.

Second thing, second screenshot, who gave you the advice to make that? It is really horible. You could make a ramp instead. I dont see the point why make it easier, here are some examples - how easy is to jump on it.
http://www.youtube.com/watch?v=FE7b27pYp0o&feature=youtu.be

Aveiro

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Re: New Map: Zephyrus
« Reply #38 on: July 29, 2013, 04:19:56 PM »
b5 forever in our hearts

rockitude

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Re: New Map: Zephyrus
« Reply #39 on: July 30, 2013, 02:51:49 AM »
Use the official textures when you don't like this barrels.