PDA

View Full Version : NEED some beta testing for DM-ApocalypseFields2 (yes Blitz this means YOU! ^^ )


Aquablue
05-16-2003, 02:17 PM
---- DM-APOCALYPSEFIELDS2 (http://www.unrealplayground.com/download.php?mapid=2905 ) ----


I've been workin on a sequel to one of my first maps DM-ApocalypseFields sometime lately.

Yes, i know DM-ApocalypseFields wasn't that good (especially the terrain) but i just begun mapping at that moment, i know what i did wrong and i improved it. Besides, i think the theme (overwhelming destruction) doesn't need to stay to one map.

Here's a pick:

SpottedTiger
05-16-2003, 08:17 PM
Aquablue
To start off I'd like to point out that I haven't seen your first DM-Apocalypse map so I won't be to comparing that one...with this one.

Right-off the bat...I must admit that I really like the walls a flames surrounding the map, the flashing lightning/thunder, and the kool music! ;) It does feel like you're in a warzone, or that you're somehow gotten trapped in Hell. I know this is an early beta, but it would've been nice to have more than one player start point, of course this would've meant adding bot pathing, weapon/ammo placement, and health/item placements as well. So gameplay doesn't exist yet...as it's yet to be defined.

:evil: Aquablue, if I may I'd like to make a few suggests, as to what I think would add to this map:

+ Make some path thru the mountains (not everything needs to be out in the open)

+ Add some burn-out building and artifacts (spice the place up a bit!) ;)

+ Add a bridge or two across the wide areas to connect the ridges that run along the sides (badly damaged of course)

+ Add some small steam mounts in the lower areas that'll push the players to higher ground quickly (I've seen this before in a map here at UP recently, but can't remember its' name)

+ Use a more versatile textures thru-out the map, besides the same old dirt-brown texture.

Just a few things off the top of my head. You've got a pretty good start from what I've seen. Plz, continue working on this map, I'd love to see the end result. I'll be happy test-run your next updated version, "Keep up the good work!" :D

Aquablue
05-16-2003, 11:40 PM
Ah yes, those bridges are a very good idea. :D I'm planning to add a few more paths thru the mountains yes, so you can retreat from the fragfest and recharge yourself a bit.

But i'll explain the map further. The idea is that your wandering in a completely desolated piece of land, which formerly was a bright, green, sunny valley. (read the descr of my previous map)

I think you saw those steaming vents in DM-BlueFjord. Excellent idea! i was going to add some jumpspots to get up the higher path, but i never thought of steaming vents to use for it. :D

widowmaker
05-17-2003, 01:12 AM
Hm. Maybe you would like add a little more to the map. So far it is just a terrain with some trees and grass. Not a whole lot to go on there.

Being open as it is, the map is going to be spam killing from start to finish. With the exception of the corners you will be able to see your opponent(s) pretty much all the time. There isn't anything to cut off the line of sight.

I know it is not done yet so think about that line of sight thing. Something some where needs to be available for cover. It doesn't have to be much, maybe a big rock or something here and there to hide behind. Just a though.

That is my two cents. I'll be happy to give more feedback when you have more done on the map. :)

Aquablue
05-17-2003, 01:56 AM
Do you really think so? Sure it's open yes, but it's not going to be just like that. I'm gonna place the stronger weapons in the canyon, so you'll have to go down there eventually, unless you enjoy killing with the assault rifle... :p

It's not going to be that open though. I added a rock bridge, and i'm going to make more paths, like one through the mountains, which you can take as a shortcut. Here i'll show it:

Aquablue
05-18-2003, 02:32 PM
Second beta is uploaded! :D

Get it HERE (http://www.unrealplayground.com/download.php?mapid=2915 ).

EDIT: oops one of the bridges is too low placed, you have to jump to get on the rock ledges again. :loopy: Don't mention it, i discovered it myself. :o

Aquablue
05-19-2003, 04:49 AM
Originally posted by SpottedTiger

+ Add some burn-out building and artifacts (spice the place up a bit!) ;)



How about this pick. Would this be a good start?

SpottedTiger
05-19-2003, 06:37 AM
Aquablue I see you've been busy, adding two bridges (which really helps to connect the upper areas), a couple of steaming vents (these keep with your theme, and give players a good way to reach the higher ledges from the lower area), an opened up path thru the mountains (this one is welcomed, but I've add some comments below), and added more player-start positions (these were really needed...Thxs). :cool:

In the image below I'd like to point out a few things:

+ Fix the deadend spot...maybe open it up into the one path you've recently created.

+ Add more versatile textures thru-out the map, and correct all stretched textures.

+ Checkout all the trees that are on the high ridges that surround the map for gaps.

Note: The long path that now exists thru the mountain, maybe should have more entrances / exits (I can see where a person could become trapped in there...of course, this could be what you want?)

Also I didn't have time to load the map up into the editor, so I'm not really sure if there is any bot pathing laid yet, but a couple of the bots seem to be land-locked in their start-position...even when I was shooting the crap out of them. :confused:

Originally posted by Aquablue

How about this pick. Would this be a good start?
Yep, walls can help give more cover for the players. :D

Aquablue
05-19-2003, 09:42 AM
Oops did i miss a few trees? I thought i checked them all perfectly. :confused:

The PlayerStarts are a bit thoughtless placed, i'll tweak them later. Right now i was getting quite bored of the same spot over and over again. :p

The dead-end spot i intended for something powerful. However i could connect it to the path if you want. :D

About the versatile texture thing. I couldn't really find good textures. Maybe you have suggestions? Remember, i want to keep the map as natural as possible, and stick close to the theme (dry schorched ground).

EDIT: err wait in the CitadelTexturePack maybe?

Lastly the stretched textures. I guess there are more people who don't like it, unlike me (for some reason i think it looks more natural). Could you describe how to do that in a DETAILED way? (like a mini tutorial. :D) Blitz tried to explain it to me once, but um, i didn't really understand. :p

Blitz
05-19-2003, 01:38 PM
I pretty much agree with the comments so far. Considering how large and open this map is, it will be a real challenge to achieve good flow for deathmatch. A lot more cover is needed, especially along the canyon floor. As it is, it looks like a haven for snipers. You might consider keeping the same basic concept but altering the layout to suit a different gametype. Good start....with dilligence, it should be a good improvement on the original.

Aquablue
05-19-2003, 02:26 PM
You can say that again..... :hammer:

cUnNiNg_StUnTs
05-19-2003, 06:08 PM
Looks like your SQL stopped running or something because when I follow the link it ask me where I want to save the dot php file.

Something's causing the download link to not work.

cUnNiNg_StUnTs
05-19-2003, 06:29 PM
OK I found a download link now but played the map, nice terrain but no weapons if you're just beta testing layout or what not at least make it instagib for now. I also think it'd be way to big for anything but instagib FFA DM. $0.02

Aquablue
05-20-2003, 12:22 AM
This is just a beta, so i didn't add any weapons or pickups yet. First the environment, then the pickups. That's how i build my levels. :)

Blitz
05-20-2003, 12:26 AM
Well, not to get too technical, but this is more of an alpha. A beta should be playable so gameplay can be tested. ;)

Aquablue
05-20-2003, 11:11 AM
whatever. :p

Aquablue
05-21-2003, 09:02 AM
Hmmm, what should be the best way to add cover? I'm thinking about adding more terrain-based rock formations (static meshes look out of place i think) and more burnt out artifacts. Any suggestions?

Blitz
05-21-2003, 01:26 PM
Burnt out trees, partially collapsed walls and buildings, rockslides, even more rises and dips in the terrain can help.

Aquablue
05-21-2003, 02:04 PM
How about this? Is this a good start?

Aquablue
05-23-2003, 11:59 AM
I fixed the dead-end path, it now leads to the centre where the other 2 paths also meet. I turned this centre into a special place with a KOH, so it's meant to act like a small healing garden. Here's what i did with it, i wonder how you guys think of the lighning contrast. (i stole the emitter from Antalus, and adjusted it for my needs. I'm not really into xEmitter's yet, so i just added an existing one. :o )

I'll post a new beta soon. :D

Donator
05-23-2003, 03:23 PM
suggestions:

- why don't you put some liquid into that canyon? A thin film, some puddles, more for decoration than gameplay purposes. lava, mud, tar, oil, liquid metal, quicksand... whatever.

- looking at the horizon is weird, the cliff top (or crater edge?) is extremely steep on the one hand, while ending very smooth on top. A visual contrast that appears unlogic.

- set up a scripted trigger in combination with a wide radius view shaker. The occasional earthquake should look pretty intimidating :]

Donator
05-23-2003, 03:29 PM
btw. it would be a good idea to randomly rotate the trees. If a bunch of 'em is standing together all identical and also facing the same direction, it looks a little dorky.

Aquablue
05-29-2003, 02:50 AM
UPDATE (http://www.unrealplayground.com/download.php?mapid=2989 )


Sorry it's been while since i last updated. I'm working a lot on other maps too, but finally here's the updated version. It has some custom adrenaline, much more cover, more deco's and more mood. Please tell me what you think.

NOTE: There is an experimental lightning beam striking. I'm trying to tweak it to make it and it's damage more realistic, and to fix the times that the volume causes damage. Any tips about this are truly welcome.

cUnNiNg_StUnTs
05-31-2003, 08:49 PM
While I agree that this maps sky box is the most original one I have ever seen I still think it's too hard to provide feedback without weapons.

The hills are too tall and steep, I would scale the whole thing down and just keep the outer hills tall and steep to give the effect you want with the sky box. Hills the size of Antalus would provide faster less hindered movement and allow better player control. Downhill sliding and falling to death or serious loss of health gets really old and wears the game play down. Make the Valleys a bit wider to allow for combat areas, and then I think things will fall into place. $0.03

SpottedTiger
06-11-2003, 10:41 PM
Aquablue,
Opps!! Has it already been nearly two weeks since you've posted "DM-ApocalypseFieldsSave2?" It looks like things landscape wise are as good as they're going to get, with the addition of ruins spotted about the map, some welcomed changes in the terrain, and the placement of the special area that has the "All you can drink, Mega-Health!" (maybe the items in this spot should change every time from Mega-Health, to Double-Damage, to the Super-Shield, and continue to repeat the cycle...just an idea). ;) Plus, Donator mentioned adding some low-laiding water puddles, which I thought would be great in the valley area, this small touch could add a little more personality to your map. (And maybe even a crashed "BullPuppy" in the valley might also be a nice addition to the map, giving the players below some more cover).

Also Dude, if you ask me... it looks like it's time you focused all your energy on finishing this map... Hey!, before you get carried away to greener pastures ( DM-GreenValley comes to mind :p ) moo! MOO!.

Here's my list of things I think you should add to you next beta version (which I would think should be the Final Beta... correct me if I'm wrong):

+ Add the other weapon / ammo placements into the map (cause quite frankly I'm getting tried of running out of ammo for the Assult-Rifle a few minutes into the game, and then having to use "Alt-Shield-Gun" / "TelePorter Telfrag" to take out my enemys) :blah:

+ Tighten up the Bot Pathing, cause they don't seem to move around very much! Also 4 vs 4 / 8 players seems a bit too small for this map, maybe doubling this number would be better. :D

Hang in there, you're doing a great job with this map!

Aquablue
06-12-2003, 12:18 AM
LOL, like you said, i wasn't working on this map too intensively lately, but concentrating on the Green(Valley) :p. When i'm ready to release it i'll continue with this one again. Should be good, following Gui's suggestions, it's good to stand back from a map for a while, let your inspiration recharge, then continue while you get even more fascinating ideas. :)


Originally posted by SpottedTiger
+ Add the other weapon / ammo placements into the map (cause quite frankly I'm getting tried of running out of ammo for the Assult-Rifle a few minutes into the game, and then having to use "Alt-Shield-Gun" / "TelePorter Telfrag" to take out my enemys) :blah:

+ Tighten up the Bot Pathing, cause they don't seem to move around very much! Also 4 vs 4 / 8 players seems a bit too small for this map, maybe doubling this number would be better.

Yes, i'll just add a little bit more cover for the overall playability, then i'll focus on these parts. The Greenz is nearly done, so i can start working on the Apocalypse again. Good change in colors and mood don't you think? :)

Cobra
06-12-2003, 01:25 AM
Just path it. And I have play a game, good map I like that burning sky. Good job man. It play real well.

Aquablue
06-12-2003, 03:31 PM
Just a few more cover, then i'll focus on pathing and weapons/items, finishing the map. When i'm done i'll post a final beta.

SpottedTiger
07-11-2003, 08:25 AM
Aquablue,
Thought I'd post a comment here and save this thread from being deleted tomorrow, cause it looks like these threads disappear 30 days from when the last comment was posted. ;)

So now that you've gotten the DM-GreenValley map done, I hope you won't let the Summer heat make you too lazy in completing this nice map?!? Anywayz, this just a friendly reminder...so Plz get off your Bottom and finish this map. :D

Aquablue
07-11-2003, 08:58 AM
Sir yes sir! :p

You are damn right about my lazyness. :D I've been playing more than mapping, and besides of that i still have another life. I train alot with cycling, cause i need to be in good condition when i go for a long cycling trip in Spain. :)

And yes, the map will be finished soon. I threw out the lightning rays. I put in a little more cover, and a very nice adrenaline skin. Right now it's weapon time.

Spiff
07-11-2003, 03:16 PM
Like GBandU i'll download this one at the weekend when i have access to my precious precious broadband...the tell you what i think. In the mean time...hows that indoorsey map going?

PS: Its always sad to hear someone has removed deathrays from their map...

SpottedTiger
07-11-2003, 03:18 PM
Aquablue,
Thxs for the update! ;) Also, I hope you have a GREAT time when you're cycling in Spain...I've heard it's very beautiful there! :D

Keep up the good work! :)

Aquablue
07-14-2003, 04:17 AM
I finished the weapons/pathing. But when i tested it with bots, the action was a bit too slow IMHO. Thus i decided to scale it down somewhat. I will post some pics later. :)

Spiff
07-14-2003, 01:14 PM
Ill be first to say its too small when scaled...:D

Aquablue
07-15-2003, 04:02 AM
Are you sure? Scaling it down makes the action faster (i hope) right now it's kinda slowish.

Spiff
07-15-2003, 05:54 AM
ahem

Originally posted by Aquablue
Ok i played it and it's very nice, altough it's just a bit too small. You might want to scale the thing a little back up again, cause right now i was getting quite cramped when in the midst of a battle. Especially things like the straight passageways through the hills can be scaled up alot. There is just no way to dodge or jump in there when under fire.


:D

i think scaling it down will almost certainly make it better, im just being spitefull...yeah i know im an idiot...

Aquablue
07-16-2003, 03:40 PM
I'm also doing a few test runs in low gravity. Plays pretty well. I could leave the scale and set it as lowish gravity. Helps navigating the map, and it's fun to drop down on some bot grabbing items on the canyon floor. :)

I also added a neat little secret. A reedeemer in a cage. I'll leave it up to you to get that cage off. :)

SpottedTiger
08-25-2003, 08:22 PM
Aquablue, Now that you're been back from your great vacation in Spain...cycling a 1400 KM in 14 days, hows about a little action in this corner of the world!! :D

Anywayz, I'm really glad to hear that you had a wonderful time in Spain ( any photos to show?!? ;) ) So when you're rested up a bit...it would be super nice of you, if you'ld finish this map. :cool:

Aquablue
08-28-2003, 03:06 PM
Arg! Don't worry i WILL finish it.... Someday. :p

Seriously, everytime i start up the map to prepare for a final beta i get new ideas and want to execute them all. I cancelled the scaling down. Instead, this is going to be a low gravity map (low gravity built in), concentrating quite heavy on the theme. The idea is:
Once a peaceful valley, but now this unknown canyon has fallen to a mysterious wave of overwhelming destruction. There is nothing alive anymore. A few ruins scattered across the landschape. This burnt place now represents hell itself. :)

Just gimme a few more days, and i'll upload a beta.

SpottedTiger
08-28-2003, 08:38 PM
Aquablue,
Just gimme a few more days, and i'll upload a beta.

Sure Thing! :) I'm looking froward to seeing what you've done to it.

Emmet Otter
09-01-2003, 10:45 AM
Just gimme a few more days, and i'll upload a beta.Same here. Cant wait.

Aquablue
09-02-2003, 10:25 AM
I'm wating for a site to come back online. It holds an automatic pathnoder, which makes pathnoding this whole place a whole lot easier. :) I already did a large part manually (alot of hard work), but i lost it somehow. :blah::blah:
This proggie is enabled ingame and automaticly drops pathnodes behind you. :)

In any case, here are some pics:

Aquablue
09-04-2003, 01:55 PM
At this moment, the map is ready for a (final?) beta, although the bots are extremely sucky. I hope it's not because of the pathing utility i used, but if this is the case, i'll have to path this whole thing manually. :blah::blah::blah:

In any case, final beta will be here shortly.

Emmet Otter
09-05-2003, 07:01 PM
At this moment, the map is ready for a (final?) beta, although the bots are extremely sucky. I hope it's not because of the pathing utility i used, but if this is the case, i'll have to path this whole thing manually. :blah::blah::blah:

In any case, final beta will be here shortly.Are you using Doc-Ecos pathnoder tool?

Aquablue
09-06-2003, 01:10 AM
Yes, i am.

SpottedTiger
10-29-2003, 12:00 AM
Aquablue,
It would be great if you could finish this great map!! I've been waiting months now, to checkout your new changes you're done to the map. It seems like you're very close to finishing, gathering what I can from your past posts. Hope you don't mind me bugging you about it? :) But maybe a little push is in order... :p

Aquablue
10-30-2003, 04:14 PM
i know i know i know..... I WILL finish this. The question is, when. :hammer:

Aquablue
11-03-2003, 10:19 AM
Alright, next beta can be downloaded HERE (http://www.unrealplayground.com/download.php?mapid=4317). This isn't the final beta yet, because i still want to leave lots of room for comments.

Spiff
11-03-2003, 12:18 PM
downloading nnnnnow...

Rykforce
11-03-2003, 12:18 PM
Took a look at it, quite nice map you've got. :)

Things i noticed: You can easily get over the edges of the terrain because of the low gravity. One or two shieldjumps and you're out.

There is a staircase floating in midair. Human error, no biggie. :)

I like the skybox. Can you perhaps make the light or the distancefog match the red hue of it somewhat?

And how on earth do you get the redeemer!? :loopy:

Keep it up. :D

Spiff
11-03-2003, 12:49 PM
Had a look, its very nice, very atmospheric with the lightning, the only complaints i have for now are from a technical point of view.

I figure its best expressed through screens from the editor.

First two: Places the path network doesnt cover. Dont know how much difference it makes in game but i noticed the gaps in the ed:

Spiff
11-03-2003, 12:52 PM
2)

Spiff
11-03-2003, 12:54 PM
Also i noticed this little graphical glitch while trying to figure out how to get the redeemer

Spiff
11-03-2003, 01:01 PM
looking around i dont see any antiportals either, you should definetly place some in those massive hills. Although i didnt notice any significant slowdown anyway, it may be a good idea to help those with less powerfull computers..

Another point, a more appropriate sound for the steam vent jumpers would be more - uh - appropriate...

sure there was something else..

anyway, until i think of what it was, i should point out that the addrenaline rules...its missing the obligitary manic laugh when you pick it up though. :p

Good work, map seems nearlly done now

Blitz
11-03-2003, 02:09 PM
Looks cool...a lot more elements are contributing to carry the theme than the last version I saw. Very nice. Some optimization would be helpful, and blocking volumes are needed not only to block off the top, but also a few places in the terrain where one can get stuck. For example, behind the redeemer "structure", I got caught and couldn't walk or jump. I like the reskined adrenaline, and the "flaming health vials". The idea of boosting a health vial (slightly) is a good one...I like that better than boosted adrenaline. It's more than a normal health vial, but still less than a health pack, and your distribution of them is good.

As to pathing....

Make sure you path ways for the bots to cut across routes, etc. Don't just run paths along the walkways, or the bots will be slow and easy to kill or evade. Lay out paths web-like across the flatter parts of the terrain, and use jumpspots to get the bots to drop down from the higher areas to the low areas. Also, since this is a lowG map, use Tools->Review Paths and follow all of the recommendations for converting pathnodes to JumpSpots.

Aquablue
11-03-2003, 04:40 PM
And how on earth do you get the redeemer!? :loopy:

Ah yes, that's one of the finer mysteries of life (hint: search the ruins with the rocket launcher carefully!) :p

Thanks for all the positive comments. Pathing will be imprved as i forgot to adjust it for the latest adds/changes. The spacy stair will be deleted (how could i have missed that? :loopy: ), and optimization will follow... I didn't really add that yet.

And uhh, good luck on finding out how to free the reedeemer! (hint: the rocket launcher ruins located next to it.....) :D:scratch:

EDIT: Oh, and you can send your kudos about the adrenaline meshes to LS... he modelled them. As for the Flamin' health vials, i did them myself (just made a simple alternate skin). It's a great way to learn about UnrealEd Texturing.

SpottedTiger
11-03-2003, 11:26 PM
Aquablue,
You've done a great job on this map since the last beta, I really like the rusty gates near the super shield. Man, this is the first real playable version of your map, and I just knew this map was going to be wonderful, even though it started out as a very bare bones idea back many moons ago! :D Below is a screen shot, yes...where a losted to the Hottie bot...but I mainly wanted to point out how good the added sun that appears over Hottie's shoulder looks...WOW that's so Kool! Plus, I've noticed that you've added a number of torches around the ledges, a very nice touch! Keep up the good work. (I sure hope you can finish this thing before Christmas! :p )