[OpenSource]Dys_Stronghold b6b - 04/Dec/11

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Postby icepick66 » Tue Oct 10, 2006 9:28 am

Annoying thing was i couldent get the camera to parent and follow the teleporter ;(, but yeh its a good idea. I was also trying to get a onboard camera for the ship same problem as above :(, and mabey even a onboard turret to push back anyone, but the ship will have a lot more whack to it in this ver

I've also made it much more favorable for the punks, on the second obj, with unlimted teleporter range, and new vent access into the sheild room
obj 1's building has slightly changed

emergency fixes are unavoidable :p, some things cant be tested with one person :(

With the boltgun jump, the botgun is pritty much useless against the generator and it should balance out, so thats staying in.
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Postby Dredhorse » Tue Oct 10, 2006 10:47 pm

did somebody say testing?

Mapper Feedback Play is on Friday... any chance for an updated version? 8)
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Postby icepick66 » Wed Oct 11, 2006 11:00 am

Im on the forth 40 minutes compile now every time ive found a bug lol, driving me nuts.

yeh i should be able to release b4 tommow or even tonnight :D

Emans teleporter camera got scrapped, which is a shame :(.
Fps is sitting at 80, min 60, lol this is what i said last time, but fps should be much much better!

Nothing realy amazing has changed. and hopefully no emergency bugfixes :p

Ill soon write a new how to, and a 2nd cyberspace document for quick glancing to know what each node does and what to set it to

Also is anyone still having trobble with the layout of the stronghold?
its seriosly not that hard lol
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Postby icepick66 » Wed Oct 11, 2006 1:27 pm

Version B4 Released.

Downlaod:

http://www.dimensionstudios.org/maps/dy ... old_b4.zip
Specal thanks for fedio for the red sweeper 8)

Im also gona try out a cyber space only guide, as so many people have problems not knowing what to set things to with a new map, it explains it all here
http://www.dimensionstudios.org/documents/Cyber_Space_Guide.doc
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Postby Elman » Thu Oct 12, 2006 6:27 am

Don! Start uploading this to your server now! :x :D

It's great, Icepick... If it was fun with 30Fps and worse balance, I wonder how it'll be now :P You should have a clan scrim or two to check if it's well balanced when teams actually know what to do (IE, 2 heavies camping 1st and 4th obj rooms... That's how you always play vaccine in scrims, for example, but it's never been like that in pubs :P [Maybe because it's a LAME tactic with FF0, it can ruin the game if punks aren't teamstacking A LOT xD :-?]). Anyway, after improving the balance a bit (Probably adding another way to the 4th objective and/or making the 1st easier) it'll be perfect :P

By the way... http://www.jarhedz.com/viewtopic.php?t=12787
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Postby icepick66 » Thu Oct 12, 2006 7:03 am

Lol found a mildly serious bug xD, but ill wait for other bugs to come through

the last obj should be easyer with the unlimted range of the tele meaning you can push right up to the prison stairs, and the hacking is slightly harder for corps
Also heres a noobs guide to the last building
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Postby BurninWater » Thu Oct 12, 2006 11:36 am

cant wait to try it out :D
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Postby Elman » Thu Oct 12, 2006 1:02 pm

Nice guide, although I don't think it's needed. I made one for Fusion because the 2nd objective was REALLY confusing till you got used to it. But Stronghold has a normal layout: you have to learn it but it's not hard at all.

- Btw, have a look at this: you might want to fix it :P

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We managed to get it unstuck, but it was annoying anyway.

- Oh, and I hate this texture (The white one). Maybe it's because I use 1024x768, but it looks like crap, it's too detailed:

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- And there's a graphic bug next to the punk spawn:

ImageImage

- Finally, I've already told you about the Magical Doors of Doom that lead nowhere :P

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...That's all, folks :D I can't wait till I play this online tomorrow. Although the new 1st obj room sucks, imo... Now only LegBooster Stealthers can capture it, unless all the punks go Light and manage to own every single corp in the enemy team xD
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Postby Lez » Fri Oct 13, 2006 11:18 am

Over all the map has potential but I honestly suggest a new project now you have the hang of mapping.

1st objective is a laser rave we all know this and encorages far to much light abuse because you need to stealth past the turrets, dosent make for much fun.
The sewers need lighting at the corners and such so you can easily find your way around them by looking at the corners and finding your way around.

2nd objective, ...remove the boltgun thing, its silly, and give an alt route into there, at the moment its a very odd choke and corps only need to focus on laser whoring and nade spaming a tunnel and stairs.

3rd objective is silly full stop.
It needs a rethink, if only for the fact corps can hardly get there to defend and theres no room to freaking move in there, try making the building bigger and put the corp spawn in it so you have to defend from the inside to make it feel more Vac like.
Put the point to stand more on a punk bias side so the corps dieing actually has a penelty as opposed to rush and spam the guy standing there, oh and again, BIGGER.

4th objective I dont like at all. The whole thing is easy to defend, theres no room to move in the building either and the air lock bridge thing is fustraiting.
I advise making the whole building biggers, such as bigger corridors so people can actually move in it, basicaly give it anouther look at.

Again the sewers, move the jip out of there and into some where that people might think to look in to encourage some cyber battles going on in spawns.
Also, again, light the sewers up.
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Postby icepick66 » Fri Oct 13, 2006 11:20 am

That graphical bug was due to the evil skybox, uhh still haunts me with nightmares

Lol@ teleporter bug, i thought no one would be dumb enough to try and teleport the reciver xD

That bug your experiancing with the texture isnt right? the texture shouldent look like that, view the walkthrough and see what it looks like on my pc, also does anyone else have this problem?
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Postby Elman » Fri Oct 13, 2006 1:06 pm

Lez wrote:Over all the map has potential but I honestly suggest a new project now you have the hang of mapping.


You're the only one who kept bitching rather about the map :P Most players liked it, although it's quite obviously just a beta...

Lez wrote:light abuse because you need to stealth past the turrets, dosent make for much fun.


Agreed. I've already told you the turrets should be hackable, Icepick :P (Hackable till a corp activates them again or for 30 seconds, I don't care) Atm it's a light-only objective.

Lez wrote:2nd objective, ...remove the boltgun thing, its silly, and give an alt route into there, at the moment its a very odd choke and corps only need to focus on laser whoring and nade spaming a tunnel and stairs.


The boltgun thing? That's just another way to jump over the wall, but you'll rather use Leg Boosters... And there IS an alt route (Vents) ¬¬

Lez wrote:3rd objective is silly full stop.
It needs a rethink, if only for the fact corps can hardly get there to defend and theres no room to freaking move in there, try making the building bigger and put the corp spawn in it so you have to defend from the inside to make it feel more Vac like.
Put the point to stand more on a punk bias side so the corps dieing actually has a penelty as opposed to rush and spam the guy standing there, oh and again, BIGGER.


Agreed. Corps should be able to defend the 3rd objective. At the moment they have to jump to the streets and fight their way inside... It's too hard to get reinforcements in there. Although I guess you're supposed to defend in the streets (That's what the cover with that healing thing is for :P), but being able to defend it would be nice anyway...

Lez wrote:4th objective I dont like at all. The whole thing is easy to defend, theres no room to move in the building either and the air lock bridge thing is fustraiting.
I advise making the whole building biggers, such as bigger corridors so people can actually move in it, basicaly give it anouther look at.


I agree, the prison corridors should be a bit bigger. You can't even bhop in the 3rd floor. And the "airlock" is very annoying.

Lez wrote:Again the sewers, move the jip out of there and into some where that people might think to look in to encourage some cyber battles going on in spawns.
Also, again, light the sewers up.


Yep. That JIP was fine in B3 because you couldn't move the teleporter any further. But in B4 the teleporter will usually be in the building or near its entrance... And that unbalances the 3th and 4th objectives' CS. You should have a JIP that only works in 3rd/4th Obj somewhere... Maybe in the other side of the punk spawn, or in a building (A cybercafe, maybe?) near it.

icepick66 wrote:Lol@ teleporter bug, i thought no one would be dumb enough to try and teleport the reciver xD


Never say "no one would be dumb enough to try" :P

icepick66 wrote:That bug your experiancing with the texture isnt right? the texture shouldent look like that, view the walkthrough and see what it looks like on my pc, also does anyone else have this problem?


I have a 6800GS, 256Mb, PCI-E. The texture is fine when I'm near the wall, but when I'm farther away the Anisotropic filter messes it up and it looks like crap... It's VERY annoying in-game, since it looks like the room's lighting kept changing. And it'd look just as good using a different texture :P
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Postby BurninWater » Fri Oct 13, 2006 1:06 pm

about the teleporter, we found another bug if alot port really fast after eachother ya get stuck on eachother Xd a full spawn of us whiped that way lol
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Postby icepick66 » Fri Oct 13, 2006 2:13 pm

heh ill work on the fixes this weekend

also im not starting a new serious map untill v1, and i dont want it to be like vaccine lol.

the main prison however will be explanded, and thoes annoying skybridge floors will go.

the cs i realy need to test its new posistions, i have currently 2 buildings, the building next to the small prison entrance, or the building oppisite punks spawn

The power overload will be pernament for the turrets untill a corp resets the switches

Yet more crap will be added to the street ! its realy hard finding models that will fit

A new cs node will be part of the security room of the main building, only accessable to corps

also that same security room will be revamped up.

Its ongoing lol, you make a few changed which lead to more things that need changing. But thats all part of the fun ;D
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Postby obj » Fri Oct 13, 2006 3:13 pm

thedude had a similar problem with a texture in earlier versions of infect (I think first corp spawn in b3?). Just change the texture :)
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Postby Elman » Sun Oct 22, 2006 12:40 pm

We've just had a round in Dysarenewmaps and it was great :D I can't wait till you add the 1st obj's turret overload and place the sewers jip somewhere where people can actually find it :P :wink:
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Postby nhammen » Tue Oct 24, 2006 11:25 am

I have also recently played your map on DysAreNewMaps, and I have a few comments.

1) The first two objectives are serious laser raves. I don't know if this is on purpose, or if you are planning to have this fixed or what, but the corps have the better sniping positions.

2) It has been mentioned before, but the corps need a spawn in the third objective building, or an easy way to get there from the fourth objective building

3) I saw that bad texture in the fourth objective building as well, and it looked like z-fighting to me. I was going to check if it was, but I got sidetracked (more on that below).


After playing on DysAreNewMaps, I decided to check out your map using spectation and console commands... and I have to say... USE MORE FUNC_DETAILS!!!!!!! Seriously, you are splitting up visleaves something awful on those stairs of yours. Pillars and stairs should always be func_detailed. You need to go back and do that.
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Postby Dredhorse » Wed Oct 25, 2006 12:12 am

reading through the thread again just reminded me..

in cs some of the blue "glass" moving text is mirrored or backwards. mainly first obj cs IIRC..
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Postby Spirit_Sherb » Wed Oct 25, 2006 2:32 am

Maybe the Dys_item entity in V1 could make the teleporter disc thingy more useful, because right now you really can just push it around with a minigun and transporting something by shooting at it really doesn't look professional xD

Usually the teleporter really isn't used because no one figures out how to push it (minigun usually)... :P

But I like the map. It's a bit lasery from what I seen. It's probably because of the open enviroment. Punks would maybe need some more obstacles on the street to hide behind, because those cars rarely work as cover (lasers go through the missing car windows and byebye head)

I would suggest at least some tipped over truck or a car pile, a heap of waste, big tires and that stuff.

Furthermore, some signs would really help...

Like in the beginning of the map, add some kind of welcome sign

"Welcome to the Stronghold Compound!
Entrance ===================>
It was founded in 2012 and is known as
high tech high security standard prison"

and other signs that stand out and show people where to go.

The reception part and the prison could go for a little more space, because it's really crowded in there and it's hard to invade in those small corridors.

Also the bridge to the actual prison could go for a little more space to shoot through, maybe make it like the other glas bridge, but higher so you cannot legbooster on it easily.
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Postby Elman » Sun Oct 29, 2006 5:56 am

I'd forgotten to post this screenshot of the bugged texture:

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And, by the way... This is probably not your fault, but just in case... I was in the 3rd obj building when my RL's camera got bugged. I could see the turret button's camera feed in my screen! :P

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Postby icepick66 » Sun Oct 29, 2006 6:56 am

Lol thats what i get for using screen4,

with that weird texture bug, try deleting your graph file, in maps/graphs

as in my folder i dont have a stronghold graph :S
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Postby Elman » Sun Oct 29, 2006 7:18 am

icepick66 wrote:as in my folder i dont have a stronghold graph :S


Me neither :-?
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Postby Wraiyth » Mon Oct 30, 2006 8:46 pm

Not a bad map, but extremely annoying. Objective 1 blows, the LR camping is even worse than Fortress. And frankly, the map seems badly optimized... this slows my computer down to an absolute crawl. Not even NF maps can do that on medium quality
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Postby Elman » Mon Oct 30, 2006 10:44 pm

I had to reply to this :P

Wraiyth wrote:Not a bad map, but extremely annoying. Objective 1 blows, the LR camping is even worse than Fortress. And frankly, the map seems badly optimized... this slows my computer down to an absolute crawl. Not even NF maps can do that on medium quality


- Objective 1 isn't finished at all: turrets will be hackable (That will make it easier... And will give Heavies and Meds a chance to capture). Also, he'll prevent the LR camping (Corps won't be able to camp from the spawn so easily... They'll have to go downstairs, to the streets. And when they do, punks will be less visible cause there will be more coverage.

- The optimization should be improving too (I hope you haven't played B3, that one's sucked! :P)
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Postby Wraiyth » Tue Oct 31, 2006 1:25 pm

Thats good to hear. Could turn out to be a half decent map then.
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Postby The-Next » Tue Oct 31, 2006 11:16 pm

Stronghold can become a great map, its graphics are awesome :) .

Tbh, like much others already said, i find the 2 first objs, specially the 2nd, too hard. I think the problem is the corps spawn, its too near of the obj:

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on most maps, the objective is between punks and corps spawn, here the corps spawn is between the punks and the obj, placing the corps spawn a bit after the obj would make the obj easier.

and well, you can go via sewers but the exit is in front of corps spawn so the corps can deffend the 1st way and sewers at the same time. the only utility of sewers is dont being killed by snipers ( anyways if you place a sniper in front of the 1st obj he will kill you easily.

we will see tomorrow on the map testing :)
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