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Dys_acid Playtest

General Discussion regarding the Source Engine modification, Dystopia.

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Which Room has the worst scale?

Poll ended at Wed Aug 21, 2013 1:01 pm

Obj1: The Bridge room, It is too big.
0
No votes
Obj1: The Bridge room, It is too small.
0
No votes
Obj2: The Vat room, It is too big.
1
100%
Obj2: The Vat room, It is too small.
0
No votes
Obj3: The Hex room, It is too big.
0
No votes
Obj3: The Hex room, It is too small.
0
No votes
Other, Please post below.
0
No votes
 
Total votes : 1

Dys_acid Playtest

Postby Kellonie » Sat Jul 06, 2013 4:40 pm

The Playtest of Dys_acid (dys_acid_alpha009) yesterday went well. I'll post some times I'll be online to talk about it in real-time. Please post feedback in this thread. Anything short of spam/rage is a great help.

Known Problems (This is only an alpha...)
Obj2 cannot be back-hacked yet. (It will be later)
Obj2 does not give credit for capturing.
Obj3 will use dys_item after we get 1.4
No Minimap
No Mappaths
No/little Eye-candy
Waterfall texture is not aligned... making it look like a chain-link fence. :roll:
Turrets in Bridge Room need to become normal turrets, and gain ~200 more HP.
Needs more Lighting in the ramps on either side of the bridge room.
Obj2 glass on the boxes needs more HP.
The Obj3 text needs the "\n" to become "/n" and comply with the 32 character limit.
Sometimes but not always, Cyber gravity does not trigger when entering a node from a link.

Things I need help judging:
Are the rooms and halls too big/too small?
Where do I need more alternate routes?
Which Cyberspace node should I remove? (I want to clean it up)
Last edited by Kellonie on Sun Jul 07, 2013 1:04 pm, edited 2 times in total.
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Re: Dys_acid Playtest

Postby Kellonie » Sat Jul 06, 2013 7:17 pm

Sir Thomas Sawyer is hosting the map on his server.
Code: Select all
connect 199.231.151.76:27015

His server is suffering the "crash on mapchange" bug, Just so you know what might be happening...

The map must be downloaded separately for now. This is the link:
Code: Select all
http://www.paradisesgarage.com/mcweb2/media/p/4657.aspx

you know the drill... put it in the maps folder etc.etc...

More complete versions of the map may be hosted by the Rubber Chicken people.
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Re: Dys_acid Playtest

Postby 9Volt » Sat Jul 20, 2013 11:42 pm

all who vote that this is a ridiculous post reminiscent of amateur development
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Re: Dys_acid Playtest

Postby 9Volt » Sat Jul 20, 2013 11:43 pm

excuse me i meant to say.. it;'s not close to big enough dear ;)
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Re: Dys_acid Playtest

Postby 9Volt » Sat Jul 27, 2013 1:39 am

nah I kid :twisted: but really the appearance and spaces are great - well textured, nice effects and a unique layout - if I was to critique anything at such an early stage it's that there really were a few places it's too big and a maybe a bit convoluted in the cyberspace.

However compared to fusion's cyberspace it's really quite sparse so that's all a matter of personal preference I think. I also like the use of the cleaner looking detonate cyberspace textures and the jump puzzle bit is cool too but I think there it's again a tad too large a space. Also there was some z-fighting on the platforms in it - easily remedied by moving them out from the walls 1 unit.
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Re: Dys_acid Playtest

Postby Deloras44 » Fri Dec 13, 2013 6:40 am

Thanks to provide good information and i am searching from many times.
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