DM_AFTERMATH_FIXED

[EYE] Valar

2008-04-14 17:46:08

A new revision of Aftermath is running on my TDM server for your beta testing pleasure (only took 4 mths)
A lot has been changed and fixed, smoothed out and cut off from the version you know and I’ll leave that to your jury however a few words about RPGs.
…there are two RPGs on the map; when an RPG is being picked up you will see an on-screen text letting you know of a “Security breach in Area 1 or 2” as well as an alarm going off. Now. these sounds may be somewhat annoying for some..so...i've added a 'kill sounds' button in the combine control room. Simple “USE” button located inside the control booth, to your left when facing the room and exit.
Let me know if its hard to find (shouldn’t be) and I’ll add a screenie.
In addition, if further playtesting reveals two RPGs is a bad idea I’ll make two versions of the map one for pub one for comp.
Thanks a LOT to all who dropped by, helped and advised. Jelly, nino, ninj and mamae – thanks for the bug report guys :mrgreen:
This is going to run as a beta for a bit so feel free to hit me with newfound bugs, thoughts,,,....crits...bla...

Server IP: 66.55.158.70:27015 [EYE] Clan - PURE 2
Password: test

MeekMeekle

2008-04-15 09:34:24

there are a lot of things I like about this map so i'm glad you've updated it.

Walking Target

2008-04-15 11:21:18

Imma def take a look also, just gotta find some time! :shock:

MeekMeekle

2008-04-16 01:22:15

good job on the middle room. I like it how the entrances are larger now.

Paradox

2008-04-16 02:51:14

Yea I really liked that the hallways are wider, allowing for much more freedom of movement.

Jelly Fox

2008-04-16 04:19:02

Paradox wrote:Yea I really liked that the hallways are wider, allowing for much more freedom of movement.
Yah it's great like that, well done on this Val :mrgreen:

0nti

2008-04-16 13:45:11

So you are finally releasing a beta version :) Good to know. Hopefully you will be able to get the necessary feedback to finish it and realease it ^^

Anonymous

2008-04-17 13:17:31

Hummm... love it but there is a spawn point that wouldn't let me move, tested it like 4 times.. i'll show ya ;)

POMP :mrgreen:

[EYE] Valar

2008-04-17 16:08:02

i know about it already. will be fixed.
and thanx much to all!

st00pidity

2008-04-17 19:09:28

i really, really liked the revision of this. You literally fixed every aspect of the map i hated.

i do think that the text AND the sound are a bit overkill, imo you should just have 2 different sounds, that do not loop, get rid of the text, and the kill sound button all together.

the map looks a bit like lockdown, the texture and the lighting in some areas give it that feel, maybe use the same sound, or a similar sound, that ld uses for the rpg trigger, and leave it up to the player who has played and studied your map to know which rpg is being breached.

also, the rpg room thats in the cell, i think you should make that crawl spot to the rpg either a vent, or a small hole, like it was exploded, and idk if you did or not (didnt get that great of a look in there) put a door that doesnt open, for decoration, on one side to give the room a sense of purpose.... or if you've ever seen shashank redemption, maybe just like a crawl space between 2 buildings with a sewage pipe (lol).

and the 2nd rpg should be covered a little better, maybe have its own room under there, or a barred cell, to kind of give it a reason for a sound alert to go off other than "this guy is on a pile of debris, and now he has a big fucking gun!"

just some suggestions, i already like it a lot more and cant wait for its release, great job dude.

[EYE] Valar

2008-04-18 06:36:57

st00pidity wrote:i really, really liked the revision of this. You literally fixed every aspect of the map i hated.

i do think that the text AND the sound are a bit overkill, imo you should just have 2 different sounds, that do not loop, get rid of the text, and the kill sound button all together.

the map looks a bit like lockdown, the texture and the lighting in some areas give it that feel, maybe use the same sound, or a similar sound, that ld uses for the rpg trigger, and leave it up to the player who has played and studied your map to know which rpg is being breached.

also, the rpg room thats in the cell, i think you should make that crawl spot to the rpg either a vent, or a small hole, like it was exploded, and idk if you did or not (didnt get that great of a look in there) put a door that doesnt open, for decoration, on one side to give the room a sense of purpose.... or if you've ever seen shashank redemption, maybe just like a crawl space between 2 buildings with a sewage pipe (lol).

and the 2nd rpg should be covered a little better, maybe have its own room under there, or a barred cell, to kind of give it a reason for a sound alert to go off other than "this guy is on a pile of debris, and now he has a big fucking gun!"

just some suggestions, i already like it a lot more and cant wait for its release, great job dude.
check it out now :wink:

haymaker

2008-04-18 06:53:56

Nice job I appreciate the level of effort here. You've maintained the performance well. The conversion from 3 broken walls to 1 floor near the blocked off breen-door is welcome.
Pretty short rotation tho on the server! Plus it changed to r1i or something and got stuck at DL...

To add to other's suggestions, minor things
- the grate in the floor, you can see barrels, would it hurt gameplay to make one of those explosive
- Are you set on having the charger sprite remain static?
- There are windows to the "charger" room, did you ever consider opening the flap at the bottom of one?
- The trigger_hurt has always been my nitpick here, I think it takes away more than it adds myself. Makes me not want to go that way.
- Minor detailing, a ladder needs info_lighting by the flashing red light... It's really too bad you can't create more room at the landing of the double-wide stairs, I think you'd like it. I only figured out the floor plan of that door by spec'ing.

Good job!

[EYE] Valar

2008-04-18 18:39:03

yea i saw you on the server last night and saw you were having issues with the bz2 download but by the time ive corrected the problem you already gave up and left.
whats you friends id?

btw:
Are you set on having the charger sprite remain static?
?? alternative?
There are windows to the "charger" room, did you ever consider opening the flap at the bottom of one?
there is no charger room in this map.

haymaker

2008-04-19 03:59:31

Hi, I meant the supercharger, it might be nice to have an indication on whether it's useable or not from a distance, ie 2 differing colour sprites show/hide etc. Perhaps you had already ditched this idea trying to make a trap of it, idk.

By "charger room" I mean the room that has a glass control booth with a reg. charger underneath it.

I don't know what was up with DL, the first one worked fine..and my friend's ID is the same as my username here :)

[EYE] Valar

2008-04-20 03:18:24

haymaker wrote:Hi, I meant the supercharger, it might be nice to have an indication on whether it's useable or not from a distance, ie 2 differing colour sprites show/hide etc. Perhaps you had already ditched this idea trying to make a trap of it, id
the purple light indicates its full. no light means its empty.
haymaker wrote:By "charger room" I mean the room that has a glass control booth with a reg. charger underneath it.
ok :) . now i'm still lost as for your suggestion about the windows..."did you ever consider opening the flap at the bottom of one?" ... flap being...?

haymaker

2008-04-20 04:23:05

hehe for want of a picture... I guess I didn't fully empty the charger when I used it, my bad.

"Flaps" meaning the lil 12 unit section of safety glass under the muntin. I'm talking about about the ones that are on the main floor, not the ones in the upper glassed-in balcony

[EYE] Valar

2008-04-20 04:28:10

yep got that...what about them? have them do what.. .. ?

[EYE] Valar

2008-04-20 06:17:50

gonna leave this one for public vote..
Should the map feature a teleporter?
i don't think it requires one. some ppl do.

your thoughts...?

st00pidity

2008-04-20 14:01:24

nah no teleport.

haymaker

2008-04-21 00:45:59

I haven't found a need to look for teleports myself. Just my 2cents.

The "flaps" what if you broke/removed the glass, it's not a super easy shot through there because of the height but I wanted to try anyway

[EYE] Valar

2008-04-21 00:53:57

it's been tried before. the fact it's impenetrable works better for game flow.

Jelly Fox

2008-04-21 02:00:07

I noticed today that if someone is in the lower RPG room you can't shoot them through the door/railings. it would be better if you could.

I think the new central bit (next to the ladders to the control room and rubble) looks a bit out of place, maybe it's too curvy and doesn't fit in with it's surrounds, it doesn't seem to have a purpose.

[EYE] Valar

2008-04-21 19:16:56

server password changed to : val
to avoid randoms. :mrgreen:

looks like the map is pretty much working and after an update to allow bullets penetrate the RPG bar doors it seems i will release it to public. it will be called dm_aftermath_fixed

next i will start the beta testing for my overwatch project. the map might also look like its in beta stages at first so bare with me...its testing the game play and FPS atm.
i will be looking to finalize at least two versions of OW: a straight performance update version where nothing in the built is altered and a second version which will be an enhanced remake that will try and address the imbalances in OW (e.g. over domination of RPG spot).

ta

0nti

2008-04-23 13:39:38

Good work val :D
Call me to test overwatch if you need any ^^

[EYE] Valar

2008-04-26 00:27:50

DM_AFTERMATH_FIXED IS OUT.
Hold your breath while downloading @ http://www.eyeclan.net/eyeden/hl2mp/map ... ed.bsp.bz2
Drop everything you do to play it @ 66.55.158.70:27015 [EYE] Clan - ***PURE 2***

:twisted:

Thanks to all u who offered so MUCH help and support with this PITA of a project.
whew! done and done. :P

mamãe querida

2008-04-28 09:00:12

nice work valar, glad i could help. :wink:

[EYE] Valar

2008-04-28 22:15:55

you sure did man!!