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LombudXa
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PostPosted: Wed Nov 16, 2005 3:20 pm Post subject: Reply with quote

Sorry, haven't had time yesterday. Will update it today before training.

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LombudXa
 
  


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PostPosted: Wed Nov 16, 2005 7:52 pm Post subject: Reply with quote

Available on the server now Smile

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ScorpioProX
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PostPosted: Wed Nov 16, 2005 10:43 pm Post subject: Reply with quote

Ey fmc nice one! getting better and beter, dont like the camping spots but i know why you did it lik ethe hole btw just not that you can camp there! and that from a camper Wink

keep it up man Smile

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Diddle
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PostPosted: Thu Nov 17, 2005 1:10 am Post subject: Reply with quote

Nice map, I like it (although I tend to jump a bit much into the lava. Laughing)!

I found two minor flaws: when you dodge in the tunnel after the spawn you'll hit the wall. You'll still teleport at the end, but it's a bit weird to be teleported when you fly into a brick wall. That was the very minor flaw.

Second: When you get out of the tunnel you're located pretty close behind the protection standing there (those halfs of circles of stone with a metal fence in them). The metal fence of those is a bit deeper than the stone so if you hold forward in the tunnel, you'll walk 'into' those halfs of circles and you have to walk a bit back before you can get out. Do you think you can change it so you can't walk 'into' them anymore so they have a smoot surface? Would be nice. That was the other minor flaw.

Two feature requests:

More spawns, you still get easily ticked off when you come through that tunnel. I think 8 different places per team is better as it's more random.

The flagplatform either needs a damagefield so campers will get killed or there needs to be some more decoration from the top of the map so campers can't shoot all over the whole map. It's really annoying to get shot with the flag from halfway across the map and not fair imo.
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FMC
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PostPosted: Thu Nov 17, 2005 7:54 am Post subject: Reply with quote

Thank you for your feedback Smile

ScorpioProX wrote:
Ey fmc nice one! getting better and beter, dont like the camping spots but i know why you did it lik ethe hole btw just not that you can camp there! and that from a camper Wink)

The camping spot in the ceiling's hole is for INV games only, you can reach it with using a normal translocator if you want. In iCTF this area is useless.

Diddle wrote:
I found two minor flaws: when you dodge in the tunnel after the spawn you'll hit the wall. You'll still teleport at the end, but it's a bit weird to be teleported when you fly into a brick wall. That was the very minor flaw.

It's hard to set the tunnel properties correct. It took hours to make the tunnel work like this; you may remember that you got totally stucked in the previous beta version. I try to fix it though, but don't expect to much.

Diddle wrote:
Second: When you get out of the tunnel you're located pretty close behind the protection standing there (those halfs of circles of stone with a metal fence in them). The metal fence of those is a bit deeper than the stone so if you hold forward in the tunnel, you'll walk 'into' those halfs of circles and you have to walk a bit back before you can get out.

Yes, I noticed this as well yesterday. It's no problem to fix it.

Diddle wrote:
More spawns, you still get easily ticked off when you come through that tunnel. I think 8 different places per team is better as it's more random.

I can add more exits, but not sure if I can place 8 teleporters in the tunnel exit or if I can set more than one destination point for a single teleporter - have to ask in an UnrealEd forum.

Diddle wrote:
The flagplatform either needs a damagefield so campers will get killed or there needs to be some more decoration from the top of the map so campers can't shoot all over the whole map. It's really annoying to get shot with the flag from halfway across the map and not fair imo.

I don't think a damage zone would be a good idea. Like Hazel said, if a flagcarrier had only 10 healthpoints left he would die instantly if he tries to capture the flag. And, if a flag is dropped in a damage zone, it will return instantly. I try to add some stuff to make sniping more difficult for a player on the platform though.

I think the map is much better now, our score was 8:6 or so yesterday, and that's a nice number of flag captures IMO.

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LombudXa
 
  


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PostPosted: Thu Nov 17, 2005 12:02 pm Post subject: Reply with quote

I also don't think that you should add a damage zone at the base platforms. As FMC says, this would be fairly annoying if you haven't much health left. Also, if you play with NW I think that would be even more annoying because then it's likely that you haven't enough health left anymore to cap.

I think the map is getting better again. I like the new additions a lot, especially those 2 stone pillars near the bases. The path there I like a lot and I think that's also why there are much more caps now.

About the FPS, it's usually k now but I noticed that when new player joins that the FPS decreases dramatically especially near the bases and in the middle of the map. Dunno might be because of the fog there.

It still can be a bit campy so I think it would be good to add some more walls etc. so you cannot shoot enemies over the whole map in many locations.

I think you shouldn't do that much anymore because I think it's pretty finished now but keep in mind while adding new stuff that the FPS might get hurt even more so dunno if that will be easy to fix Smile

BTW how do you test FPS issues? I would recommend to add quite a lot of bots and follow the FPS carefully and I'm sure you will locate the problematic areas Smile

Hope to see a final version soon so you can start with another map Razz

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FMC
 
  


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PostPosted: Mon Nov 28, 2005 10:21 am Post subject: Reply with quote

I've just changed the things we talked about but I want to know first if you have any wishes before I upload the next beta.

This are the changes so far:
I added more spawn points with random destinations and fixed the stucking problem after teleporting.
For Lom: the damagetype of the blood pools is "Lava" now Smile and for Diddle: I made the pools a bit less dangerous, you can survive about 1 or 2 seconds longer Wink
Some small changes to the flag platforms to make sniping harder.

Please keep in mind that I work on this map for almost 6 month and I've really no mind to change something general in it - I'd like to continue my next projects; but if you know a bug please tell me.
About the FPS problem, the only areas where the FPS rate goes down are the jump pads at the bases - where the fog emitters are. I can live with that, but if you have too much lag there I have to remove the fog emitters - it would be sad though, they look nice IMO.

Edit: I stiil miss the level music. Miszt, did you find something for me? If not, maybe someone knows a standard music - I play without music and dunno which sounds good.

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LombudXa
 
  


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PostPosted: Mon Nov 28, 2005 10:26 am Post subject: Reply with quote

The only thing I might see a problem are those FPS drops sometimes but I don't know how much "problems" other people have in such areas.

Other than that I think the map is really cool as it is now. I think it's a lot better than the first betas you have released and it makes quite a lot of fun to play it now. Also, there are many more caps now which this map needed so as I said once already, the map is finished IMO. Well one thing Diddle mentioned. Have you changed the directions of the jumppad near the bases a bit? Those where you jump up the base platforms.

Nice job FMC, even if it took so long but I think that doesn't really matter. Important is that you can finish it Smile

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FMC
 
  


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PostPosted: Mon Nov 28, 2005 10:58 am Post subject: Reply with quote

LombudXa wrote:
The only thing I might see a problem are those FPS drops sometimes but I don't know how much "problems" other people have in such areas.

Lets see what the others say Smile

LombudXa wrote:
Well one thing Diddle mentioned. Have you changed the directions of the jumppad near the bases a bit? Those where you jump up the base platforms.

Yes, I changed them but forgot to mention it Smile

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Beyonder
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PostPosted: Mon Nov 28, 2005 12:04 pm Post subject: Reply with quote

I had no FPS problems at all FMC. The map is also very nice altough I hate it sometimes when I jump in the lava. Wink

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Diddle
 
  


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PostPosted: Mon Nov 28, 2005 4:06 pm Post subject: Reply with quote

Thanks FMC, nice work. Smile

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FMC
 
  


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PostPosted: Fri Dec 23, 2005 2:38 pm Post subject: Reply with quote

Now it's to late to change anything in the map - just sent it to Nalicity Smile It has to be reviewed there, after this I'll make a post in the Global News forum about the release.

Here are the changes from beta5 to the final version:

I added more spawn points with random destinations and fixed the stucking problem after teleporting.
For Lom: the damagetype of the blood pools is "Lava" now Smile and for Diddle: I made the pools a bit less dangerous, you can survive about 1 or 2 seconds longer Wink This should solve the problem, that you get killed only be touching the pools.
There are some small changes to the flag platforms to make sniping harder, I updated the level info and added music.

As far as I can see there's only one bug left and I don't know how to fix it: in iINV games it can happen that monsters get lost somewhere in the map with the result, that ppl look for something to kill, find nothing and the wave doesn't end Razz

More information and credits follow in the article in the Global News forum.

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LombudXa
 
  


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PostPosted: Fri Dec 23, 2005 2:42 pm Post subject: Reply with quote

Great job FMC, finally you have finished it Very Happy

FMC wrote:
For Lom: the damagetype of the blood pools is "Lava" now

Thanks Smile

Quote:
As far as I can see there's only one bug left and I don't know how to fix it: in iINV games it can happen that monsters get lost somewhere in the map with the result, that ppl look for something to kill, find nothing and the wave doesn't end

That's not a bug due to your map. It's a bug in the TGPInvasion mutator.

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