Author Topic: Remenissions  (Read 12657 times)

QueeNiE

  • 68 Carbine
  • Posts: 435
Remenissions
« on: September 24, 2007, 08:18:18 PM »
- closed -
« Last Edit: September 28, 2007, 11:46:06 AM by QueeNiE »

WarWulf

  • Autococker
  • Posts: 539
Re: Remenissions
« Reply #1 on: September 24, 2007, 08:38:32 PM »
how about some preview screenshots

Eiii

  • Autococker
  • Posts: 4595
Re: Remenissions
« Reply #2 on: September 24, 2007, 08:39:51 PM »
...the r_speeds on this map are way, WAY too high. You really VIS maps before you release them. I would seriously consider pulling this and fixing the map up before releasing it.

Also, betas are nice for just sorting out problems. Like leaks that would cause VIS to not work.

EDIT: Models really should go in the model folder, too. Otherwise exploits might be possible- not in this case, but in others. It's a good rule of thumb.
EDIT2: Making an easily accessible 'secret' room full of autocockers doesn't make the game as even as it could be.

DrRickDaglessMD

  • 68 Carbine
  • Posts: 376
Re: Remenissions
« Reply #3 on: September 24, 2007, 09:07:01 PM »
i agree with Eiii's comments, also, why do you have FourthX's graffitti from ub_rooftop seemingly applied to the skybox outside your map?

- Rick

Eiii

  • Autococker
  • Posts: 4595
Re: Remenissions
« Reply #4 on: September 24, 2007, 09:10:09 PM »
It says 'THX 4THX', so I assume he helped or something.

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
Re: Remenissions
« Reply #5 on: September 24, 2007, 09:53:10 PM »
lol i doubt fourthx would help with any map that even remotely resembled propaint legacy.

DaRkNeSS

  • Autococker
  • Posts: 622
Re: Remenissions
« Reply #6 on: September 24, 2007, 09:54:58 PM »
Way to spoil the easter egg.  What's with the new models?  Is it some model that loads up for this map, sorta like a lot of CS servers do?

nopyo

  • 68 Carbine
  • Posts: 281
Re: Remenissions
« Reply #7 on: September 24, 2007, 10:00:29 PM »
**NOTE** it includes a player model that should be extracted to C:Games/Paintball2/Pball/Players/
EDIT: Models really should go in the model folder, too. Otherwise exploits might be possible- not in this case, but in others. It's a good rule of thumb.

So, where should the models go? I don't want it to be mistaken as modified content or something.

Eiii

  • Autococker
  • Posts: 4595
Re: Remenissions
« Reply #8 on: September 24, 2007, 10:28:14 PM »
To see the easter egg queenie put in, they have to go in the players folder- but for some odd reason, queenie made them need to be in the players folder. It's not a problem in this case, just kind of annoying.

It won't be mistaken as modified content, I believe.

DaRkNeSS

  • Autococker
  • Posts: 622
Re: Remenissions
« Reply #9 on: September 24, 2007, 11:16:49 PM »
So what are the models for?  Anyone wanna load up a pic for us all to see?

Termin8oR

  • Autococker
  • Posts: 1023
Re: Remenissions
« Reply #10 on: September 24, 2007, 11:38:03 PM »
The new models are for the Doom Character in the secret room trapped in an ice block, its just for show and something no other map has.

And yeah the r_speeds are really high but the over all map is nice.
And QueeNiE you give FourthX credit but not me, I helped you with some idea's you very *friendly* person !

Eiii

  • Autococker
  • Posts: 4595
Re: Remenissions
« Reply #11 on: September 24, 2007, 11:41:23 PM »
And yeah the r_speeds are really high but the over all map is nice.

:-\

I have a feeling it could be greatly improved in almost every respect if it were public beta'd. And the suggestions were listened to, of course.

Termin8oR

  • Autococker
  • Posts: 1023
Re: Remenissions
« Reply #12 on: September 24, 2007, 11:45:21 PM »
:-\

I have a feeling it could be greatly improved in almost every respect if it were public beta'd. And the suggestions were listened to, of course.

Agreed.
But everyone has there own way of doing things.

WarWulf

  • Autococker
  • Posts: 539
Re: Remenissions
« Reply #13 on: September 25, 2007, 02:00:19 AM »
if fourthx really did help with the map then it wouldnt have high r_speeds.... end of story.

FourthX

  • Developer
  • 68 Carbine
  • Posts: 260
Re: Remenissions
« Reply #14 on: September 25, 2007, 09:37:59 AM »
if fourthx really did help with the map then it wouldnt have high r_speeds.... end of story.

Not really sure why I'm mentioned in the map, but yeah the r_speeds would not have made it past me.

FtX

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Remenissions
« Reply #15 on: September 25, 2007, 11:00:00 AM »
Character in the secret room trapped in an ice block, its just for show and something no other map has.

Why does everyone nick Zorch's ideas? :P

y00tz

  • Autococker
  • Posts: 2742
Re: Remenissions
« Reply #16 on: September 25, 2007, 12:41:06 PM »
Why does everyone nick Zorch's ideas? :P

Everyone's ideas get nicked.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Remenissions
« Reply #17 on: September 25, 2007, 12:51:45 PM »
'Specially Nick's.

QueeNiE

  • 68 Carbine
  • Posts: 435
Re: Remenissions
« Reply #18 on: September 25, 2007, 03:23:28 PM »
Do you know what I hate?  People who jump to conclusions.  I couldn't even post to clear things up because I was at school.


1:  Fourthx did NOT help.  I attempted to copy+paste the dpball logo on one of my walls from ub_rooftops.  It didn't look good so I just deleted it.  Maybe I accidentally copied twice or something and something appeared outside of the map.


2:  Also, even if the r_speeds are "high" (which they aren't really) you don't lag.  its like 3000 MAX for r_speeds.  And thats if your trying to find a place where you get bad fps.



Really wasn't hoping for this to et out of hand again.

Was hoping you guys could all calm yourselves and not wet your pants.

wait a day, see the screenshots, and realize that everything is just fine and dandy in the land of the gumdrop trees.

And Eiii, how isn't it VIS'd?

I see shadows..


also, where is this skybox?  I can't find it  :P

DrRickDaglessMD

  • 68 Carbine
  • Posts: 376
Re: Remenissions
« Reply #19 on: September 25, 2007, 03:53:09 PM »
3000 max? it took me about 3 seconds to find a spot where it is 3800+. And the point of searching high and low for spots with bad r_speeds is so that your map plays smoothly uniformly for everyone, no matter where you are in the map, at all times.

please address the constructive criticisms this map has gathered so far, such as:

- poor r_speeds for a map with so little detail (aka bad design with respect to VISing)
- unbalanced gameplay (in particular the 'secret' room).
- directory structure for models (or even have them in at all, seeing as it isn't an original idea, its a complete non-sequiteur, and the colour palette isn't even right for DP.
- the FourthX texture anomalies need to be removed.
- the barrels in the red base are texture misaligned on the sides.
- Equipment pickups are very sparse, even though you spawn with loads im sure a few CO2's and such scattered around wouldn't go amiss.

Good luck,

Dagless M.D