Author Topic: Release: Mystikal Beta  (Read 5648 times)

blaa

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Re: Release: Mystikal Beta
« Reply #20 on: September 06, 2007, 04:40:01 AM »
The first pic = awful. A map shouldnt look box-like. Atleast this map you are making shouldnt. You have a open air project going and all you have is boxes. Carve the "desert area" edges. ( http://scythe.planet.ee/smack/map.jpg )

http://scythe.planet.ee/smack/vesi.jpg - The textures surrounding the water are a bit off for my taste.

http://scythe.planet.ee/smack/kaev.jpg - Like I told you in your other thread (why you had to make another thread btw?) Fix some well details. The rope (the blue texture) should be less thick and less blue :). The roof shouldnt end where the wall starts. And about that ammo. Thats just wrong. You probably have like 9 200ammos there. Better make ammos sized 50 or 100 and PLACE them around the map.

Also, what I just saw. All the houses seem to be "aligned". If it were a village and not a suburb then they would be atleast somehow different than the others.

Also, the desert doesnt look like a desert. I would rather use sand1 (sand2, whichever number you like more). Yootz`s texture isnt working there.
Teleports were quite good imo.
Map looks a bit too little, but the overall picture is promising.

And please, if you are now going to add a new path because "all maps must have 2 paths!!!!!uno!!!!!!" then please dont make the route look like its forced there. (example: carbinewarz)

SmackWaters

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Re: Release: Mystikal Beta
« Reply #21 on: September 06, 2007, 05:12:34 AM »
Thanks for the advice.

y00tz

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Re: Release: Mystikal Beta
« Reply #22 on: September 06, 2007, 06:02:13 AM »
How long have you been working on this?

Magical-Tree

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Re: Release: Mystikal Beta
« Reply #23 on: September 06, 2007, 11:53:17 AM »
Please change that grass texture, Makes the whole thing look really cartoonish...

Otherwise it's looking pretty good, keep it up. =]



~MT

Apocalypse

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Re: Release: Mystikal Beta
« Reply #24 on: September 06, 2007, 02:11:54 PM »
Haha, somehow i wrapped up the beta really fast, it's compiling now. Needs more paths obviously, but it's a start.
What's taking so long?
Edit: Never mind just found the other topic.

Apocalypse

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Re: Release: Mystikal Beta
« Reply #25 on: September 06, 2007, 02:56:41 PM »
Just a couple things I've noticed
First and second are misalignment with the well thing.
Thurd is misalignment in a dessert wall.
Fourth your fountain is floating?
Fifth would grass really in such a straight line change that much?
Sixth you might want to put some water in there.
Edit: just realized you can ramp over the sacraficial temple thingy easily off of the logs into the 8 score spot are you supposed
to be able to do this?
« Last Edit: September 06, 2007, 04:07:16 PM by Apocalypse »

blaa

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Re: Release: Mystikal Beta
« Reply #26 on: September 07, 2007, 06:32:34 AM »
 Actually, this map is awful gameplay wise. You have awful bottleneck. Find a way to fix bottleneck situation first.

jitspoe

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Re: Release: Mystikal Beta
« Reply #27 on: September 12, 2007, 07:14:04 PM »
Put it up on the beta server.  Attached the usual demo.

SmackWaters

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Re: Release: Mystikal Beta
« Reply #28 on: September 13, 2007, 03:59:35 PM »
-Release- Beta 2

Here is my revised version of beta 1. You will find additional paths, different texture usage, mostly things like that.

However, I removed the sacrificial base because i found out about an exploit that i was unable to fix. (capping without dying). So, download, and a comparison screenshot. Enjoy :D

FlaMe

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Re: Release: Mystikal Beta
« Reply #29 on: September 13, 2007, 04:16:34 PM »
looks pretty sweet... nice =D

Apocalypse

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Re: Release: Mystikal Beta
« Reply #30 on: September 13, 2007, 04:37:13 PM »
Was the way to drop the flag beside it?

SmackWaters

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Re: Release: Mystikal Beta
« Reply #31 on: September 13, 2007, 04:41:16 PM »
No..

I'll have to explain it.

The sacrificial base had a base entity and a trigger hurt entity on the same spot. The problem was, if they were both the same size, you would get killed before you capped the flag. So i had to make the trigger hurt 1 pixel smaller than the base. The problem was, it was still possible to take a really tiny step and capture the flag without getting killed.

Apocalypse

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Re: Release: Mystikal Beta
« Reply #32 on: September 13, 2007, 04:58:15 PM »
Oh I see now that I think about what I said that wouldn't have worked.

blaa

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Re: Release: Mystikal Beta
« Reply #33 on: September 14, 2007, 05:30:45 AM »
The 2nd route you added seems "forced". Use some imagination and find a better way :P.

SmackWaters

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Re: Release: Mystikal Beta
« Reply #34 on: September 15, 2007, 02:54:22 PM »
The 2nd route you added seems "forced".

I was afraid of that. Well, the idea is most people will use the "non forced" route, so the people who take the time to use the other route will have an advantage.

jitspoe

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Re: Release: Mystikal Beta
« Reply #35 on: September 19, 2007, 07:40:58 PM »
Uploaded to the beta server.  Attached a demo.