Author Topic: Overhang B14  (Read 25436 times)

Chef-Killer

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Re: Newmap: Overhang
« Reply #20 on: September 09, 2013, 10:02:22 AM »
Merged the topics, because it's the same map. Also unlocked the topic again.

There's no chance to test different things a good map need, if you do the final release so fast. Wait for more feeback. T3RR0R13T already find more stuff to fix and I'll have a look at the map again later.

JMR

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Re: Newmap: Overhang
« Reply #21 on: September 09, 2013, 10:15:50 AM »
Merged the topics, because it's the same map. Also unlocked the topic again.

There's no chance to test different things a good map need, if you do the final release so fast. Wait for more feeback. T3RR0R13T already find more stuff to fix and I'll have a look at the map again later.

I have done 6-7 matches there already, fixed at least 20 tricky-to-fix bugs and added plenty to the map over the betas. How on earth can you say it's a fast release? I have been working very hard man :/

Anyway, I'll fix what T3RR0R15T posted, then upload another final release? xD

cusoman

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Re: Newmap: Overhang
« Reply #22 on: September 09, 2013, 11:33:43 AM »
General --> They don't mean to insult you, chef and t3rr are just trying to make your map the best it can be :P  I still haven't officially released a "final" map because people are always finding new problems ^^

Aesthetic --> If you're still doing updates, the ceilings of the dirt caves could use some phong shading, because right now the lighting makes it very obvious that you just placed 5 sided pyramids across the ceiling and floor to get some terrain variation :)

Inquiry --> What grid do you use when you are making terrain? Try to block things out on the 16 grid to make sure all your larger shapes line up.  Might save you some time in the long run on your next map :D  (And t3rr won't be able to find so many bugs  ^^ )

Overall --> Map looks cool, I like the updates, but I can't really judge the gameplay without playing on it, since it seems like the paths are all different lengths.  Can't tell where the bottlenecks and camp spots are, so I'll try to get a match on it.  I feel like most pub players would just be confused haha.  Could you upload a few demos of the matches you've had on it?

Good work so far!

- Cusoman

Chef-Killer

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Re: Newmap: Overhang
« Reply #23 on: September 09, 2013, 11:36:53 AM »
Keep cool. Why not waiting a few weeks for feedback of different players? Maybe some players have not enough time to have a look at the map soon. After waiting a few weeks, work on the feedback and release a new beta. Waiting...new beta...waiting...new beta, again and again. You don't create and improve a good map in a few days. Put effort and time in your map if you want to become a special map the game really needs, a map that improves the game a little bit.

JMR

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Re: Newmap: Overhang
« Reply #24 on: September 09, 2013, 11:53:26 AM »
Keep cool. Why not waiting a few weeks for feedback of different players? Maybe some players have not enough time to have a look at the map soon. After waiting a few weeks, work on the feedback and release a new beta. Waiting...new beta...waiting...new beta, again and again. You don't create and improve a good map in a few days. Put effort and time in your map if you want to become a special map the game really needs, a map that improves the game a little bit.

You can't see everything that goes on, It's not just "a few days", in reality, it would be weeks, it's just I worked on SOLID days. Not just an hour here and there ^^

The main problem is, by mistake, I over-wrote my _half version of the map, so updates are very hard to do.

@cuso, thanks for the advice, I used grid 32, 16 and 8 throughout the map. The bugs appeared when I started complicating things (Look at the angle of things in the map, many 45 degree spots) and I also used the bsp scale function, which resulted in the base all being out slightly from the grid. Won't do that in the future, it's just base was too small in my experimental alpha version.

EDIT: remade the _half version, so now I can continue with the betas! :D

JMR

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Re: Newmap: Overhang
« Reply #25 on: September 09, 2013, 02:59:50 PM »
BETA 6 RELEASE: http://sdrv.ms/16fGAe4
Mapshot pic: http://sdrv.ms/14wURVs

What has changed

  •   ●Fixed bugs posted by T3RR0R15T
  •   ●Added 2 steel barrels per team (one on mid high, the other in base bunker.
  •   ●Added phong shading to the mid caves
  •   ●Added 3 more spawns to make spawn-killing difficult

JMR

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Re: Newmap: Overhang BETA 7
« Reply #26 on: September 10, 2013, 07:52:29 AM »
BETA 7 RELEASE: http://sdrv.ms/19DRCd7
Mapshot pic: http://sdrv.ms/18M7adF
Readme: http://sdrv.ms/1b18r5r
Map info file: http://sdrv.ms/1ed3fxv


What has changed

  •   ●Tweaked phong shading in mid caves
  •   ●Made the appearance of the mini-1st-flag cave more appealing
  •   ●Reduced compile times by a half
  •   ●Added hint brushes to optimize r_speeds
  •   ●Created a crack in the wall at base to make the wall less plain
  •   ●Fixed self-found bugs
« Last Edit: September 10, 2013, 08:27:10 AM by JordanMRichards »

JMR

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Re: Newmap: Overhang BETA 7
« Reply #27 on: September 10, 2013, 09:37:18 AM »
Got more feedback, there will have to be a b8 with more fixes ^^

T3RR0R15T

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Re: Newmap: Overhang BETA 7
« Reply #28 on: September 10, 2013, 10:22:57 AM »
.

BASEBALLDUDE

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Re: Newmap: Overhang BETA 7
« Reply #29 on: September 10, 2013, 11:10:32 AM »
darn Jordan, just cranking out the beta releases!

JMR

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Re: Newmap: Overhang BETA 8
« Reply #30 on: September 10, 2013, 12:14:55 PM »
BETA 8 RELEASE: http://sdrv.ms/17VMcH3
Mapshot pic: http://sdrv.ms/18M7adF
Readme: http://sdrv.ms/17VNbXJ
Map info file: http://sdrv.ms/17VMYnp


What has changed

  •   ●Added some crack-in-wall design at mid, main and base.
  •   ●Made the appearance of the mini-1st-flag cave more appealing by adding a light
  •   ●Adjusted sun angles and light to not only make the map look nicer, but fix the lighting bugs at red aswell :)
  •   ●Fixed major bug from b7(see-through-wall on red high switch) and the dirt-mis texture near autococker
  •   ●Moved the barrel on wet hill over slightly and added a ledge near it.
« Last Edit: September 14, 2013, 02:39:01 PM by JordanMRichards »

JMR

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Re: Newmap: Overhang BETA 9
« Reply #31 on: September 10, 2013, 03:03:22 PM »
BETA 9 release: http://sdrv.ms/17UzsCE
Mapshot pic: http://sdrv.ms/17Uzzhu
Readme: http://sdrv.ms/17UzA53
Map info file: http://sdrv.ms/17UzCdp


What has changed

  •   ●Made water more realistic by changing the grass to dirt underneath and making it larger.
  •   ●Fixed minor texture alignements
  •   ●Removed the mini cave by 1st fg, was useless and ugly :P
  •   ●Changed textures in various places to break the map up more
« Last Edit: September 14, 2013, 02:39:26 PM by JordanMRichards »

Clipz

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Re: Newmap: Overhang BETA 9
« Reply #32 on: September 10, 2013, 04:06:17 PM »
Just played this map. I walked through it with him earlier giving him suggestions, he changed and did as I said and he agrees it looks better now. The only thing I would like changed would be the 2nd flag location. If it were moved to that area next to two it would make it a hell of a lot less campable. Besides that I believe that the maps ready for its final release.

BASEBALLDUDE

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Re: Newmap: Overhang BETA 9
« Reply #33 on: September 10, 2013, 04:26:29 PM »
Dude Jordan how much spare time do you have? That's three betas in one day lol

JMR

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Re: Newmap: Overhang BETA 9
« Reply #34 on: September 10, 2013, 05:32:14 PM »
Dude Jordan how much spare time do you have? That's three betas in one day lol

Just had a free few days :)

jitspoe

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Re: Newmap: Overhang BETA 9
« Reply #35 on: September 10, 2013, 08:34:53 PM »
Uploaded the map to the beta server and attached a demo with some suggestions.

Your mapping is improving a lot.  The flow in this is much better.  The biggest issues I saw in this map was the r_speeds.  The layout should be good for blocking visibility, but it needs some tweaking to make sure vis is able to hide different areas.

EDIT: So my comments about r_speeds weren't accurate.  I forgot I was doing some testing with culling -- more faces were rendering than should have been.  There are probably some improvements to be made, but the r_speeds weren't as bad as I thought.
« Last Edit: September 10, 2013, 09:27:07 PM by jitspoe »

jitspoe

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Re: Newmap: Overhang BETA 9
« Reply #36 on: September 10, 2013, 10:15:16 PM »
Attached one more demo.  Some more feedback after playing with people.

JMR

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Re: Newmap: Overhang BETA 10
« Reply #37 on: September 11, 2013, 11:22:59 AM »
Beta 10 inc
« Last Edit: September 11, 2013, 12:56:17 PM by JordanMRichards »

T3RR0R15T

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Re: Newmap: Overhang BETA 10
« Reply #38 on: September 11, 2013, 11:57:48 AM »
Beta 9, maybe some are already fixed in b10.

omni

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Re: Newmap: Overhang BETA 10
« Reply #39 on: September 11, 2013, 12:03:37 PM »
I Honestly don't think that last screenshot warrants fixing at all.