[OpenSource]Dys_Stronghold b6b - 04/Dec/11

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Postby BurninWater » Thu Sep 07, 2006 12:27 am

Dredhorse wrote:hmm... I think the main dislike is the not moving punks spawn.. which can be eased a little with the teleporter.. also that the hostage is so easy to kill.. perhaps give no clear long shot to the hostage... you just need to circle the corner and use the shooty and he is dead.. put something in between him and the access..


completly agreed at that, but sometimes teh teleporter is just plain annoying especially if people dont know how to use it, and on the hostage, just use a nade/bolt gun and throw/shoot it over the forcefield and ya kill the hostage already
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Postby nhammen » Thu Sep 07, 2006 10:35 am

medwards wrote:Some points before I crash. Just tried this solo so I'll try to avoid addressing gameplay on it (I'll admit I have some reservations on that point, but I gotta try it with numbers first right?)

1) The soundscape is too loud and it's everywhere
2) The teleporter seems like a pain to move, but more importantly: it should be destructible to keep the punks from being able to push it in too far. Perhaps then the teleporter source room locks until a new endpoint spawns to be moved
3) Second objective isn't attackable by katanas and it's difficult to tell if you're damaging it or if you're even supposed to damage it
4) once objective is capped the power fence generators are still glowy. HL2 had these fences and at a distance they'd be glowy if there was a field active. Only when you approached was the field visible. You throw off the players expectations by leaving the generators glowy. I spent a long time solo trying to figure out where to go next.
5) *definitely* need to improve the arming sequence on the door before release. A little percentage bar vgui or something. While we're on the exploding door, why does exploding the door not trigger the next objective?
6) That cool opening door that turns into a staircase? You can fall into a corner on the first part of the turn. Easy to get out of but confusing at first and probably irritating in the long run.

Anyways, I know these are polish points but I thought I'd throw my input in now.


I agree with all of these except 1 and 2. In fact, when I played the map I was impressed by the ambient sounds...

I also strongly agree with 4. If there is no way to tell the difference between an active forcefield and an inactive forcefield, that is a Bad Thing. I also spent much time thinking that the forcefield was on, and not knowing what to do.
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Postby icepick66 » Thu Sep 07, 2006 10:49 am

i know, i know lol, but if you would look at my budget lol forcefeilds that glow everywhere are very very expensive, so ill try and make some glow or signal thing.
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Postby nhammen » Thu Sep 07, 2006 11:32 am

icepick66 wrote:i know, i know lol, but if you would look at my budget lol forcefeilds that glow everywhere are very very expensive, so ill try and make some glow or signal thing.


Well, what I would prefer is if after the 2nd objective, you could change them to the non glowy ones that appear on HL2 if there is no power reaching them. However, I'm brand new to mapping, so I don't know how difficult this would be.

Also, I just played the level again after reading this thread and found another problem: there are no hitbeeps on the turrets that are disabled in the 1st objective.
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Postby sado » Thu Sep 07, 2006 4:08 pm

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Postby Dredhorse » Thu Sep 07, 2006 10:11 pm

nhammen wrote:Also, I just played the level again after reading this thread and found another problem: there are no hitbeeps on the turrets that are disabled in the 1st objective.

which reminds me... we disabled the turrets and after that pushed the button.. which makes the turrets come up again.. see the note BurninWater mentioned.
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 » Mon Sep 11, 2006 1:22 pm

Looks like were set for beta 3 tomorrow, lol i just counted the entities, which totals to 891 lol, and the hammer file a massive 8mb, for a small map its quite big behind the scene's

i had to make drawbacks on the bomb plant status, its now text bases, instead of the cool image based, as i found out you need individual alpha layers per image , so it would of totaled around 5mb in images, which is too much.

their is only one or two changes to the actual brushwork, and other bits are invisible or entities,
the main enhancement is its noob friendly hints, and trying to get the player to familiarize with the map. personally it isn't that hard :p, but then again i made it xD

a player with legboosters will have greater opportunity to take short cuts onto bridges saving a lot of time, and enemy fire. The 3d skybox unfortunately hasn't been touched but ill see if i can do that tomorrow

the same atmosphere sound is intact, but now you don't hear it everywhere, and theirs indoor sounds, and lots of contrasting atmospheres.

the coming months ill try and work on a *wow* factor for the map, giving it something unique, which will involve a face lift. and i have no intention of starting a new map, im with her to the end :P

i would show you a screen but theirs nothing to show xD
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Postby icepick66 » Wed Sep 13, 2006 11:25 am

B3 is now released :D, get to know the map, and the other maps before the 3rd party party tommorow

I advise all b2a owners to update to b3, due to the numorus bug fixes

Theres also a little challange of how many playtest decals you can spot
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Oh if your looking for the download its on the first post :p
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Postby Sensenmann » Wed Sep 13, 2006 1:04 pm

sweet! =) , good job man, I'll test it immediately!
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Postby icepick66 » Wed Sep 13, 2006 1:11 pm

Hey, sorry i had to remove the download links untill tommow lol,
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Postby Sensenmann » Wed Sep 13, 2006 1:31 pm

hmm .. I played your map, but I had less than 1 fps while looking in one direction. If I look in the other direction, I have normal fps, about 60.
Did you compiled your map with "vvis.exe" ?
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Postby sado » Wed Sep 13, 2006 1:57 pm

Mirror:
http://www.aggravatedgamers.com/fastdl/ ... b3.bsp.bz2

Will need winrar to extract.
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Postby icepick66 » Thu Sep 14, 2006 6:15 am

im compiling a emergency bug fix b3a, it should be ready in about a hour.
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Postby sado » Thu Sep 14, 2006 2:24 pm

icepick could you upload the map to the location mentioned in this thread from now on:
http://dystopia-game.com/forum/viewtopic.php?t=8438

^ free mirror and fastdl for all servers.
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Postby The Snee » Fri Sep 15, 2006 10:21 am

Looking really, really good. I'm loving the way the gamplay loops over the bridges, and the teleporter is pretty cool, though i can see it causing problems in pubs, you might be better off with a stationary one.
One problem that came up was that people got lost on the final objective on both sides. I'd reccomend making the signs in the stronghold a little clearer. Also, the stairs on the way into the stronghold tend to poke through the wall into the cell room. Other than that, looking real good.
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Postby icepick66 » Sat Sep 23, 2006 3:53 am

Ill hopefully be releasing a update that should fix the fps issues, i recently found out a last minute model placement for b3a caused the map to have a leak, thus the whole map renders :/, but it has now been resolved, ive added some area portals too. This update also features the removal of the teleporter range limitation, which should make punks life a lot easyer during the last 3 objectives. ill also inprove the signs, and navagation of the whole map.
Ill also finaly work on some more street cover, but finding the right props is proving a tough chalenge lol.
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Postby nulloperations » Sat Sep 23, 2006 6:27 am

I love this map personally. It's clever with the teleporter pad, allows the punks to preform so many stradegies. Beyond that, I think gameplay is fun... I just have one issue... a good boltgunner can kill the prisoner from outsite, even without a direct line of fire, through that window corps use to cover the street. Tested from a few angles on the latest versions and I still can hit him.


And you know... one bolt shot to an unarmored chest sure does kill a man quickly.
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Postby icepick66 » Sat Sep 23, 2006 1:42 pm

hmm, ill try and close the angles off some more, thanks :)
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Postby icepick66 » Mon Oct 09, 2006 11:03 am

I got some time to work on it last weekend, and i hopefully will be able to release a update this week, which should resolve fps issues once and for all allong with new bits and bobs, the changlist is on the first page
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Postby BurninWater » Mon Oct 09, 2006 11:07 am

no rush ice :D, just finish it hwen ya sure it is ready to be released emergency fixes suck :P
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Postby Elman » Mon Oct 09, 2006 11:38 am

BurninWater wrote:no rush ice :D, just finish it hwen ya sure it is ready to be released emergency fixes suck :P


Don't listen to him! Rush, rush, rush! :x

Nah, seriously :P You should fix a few balance issues (The ship is useless :wink:) and bugs (Boltjumping into the 2nd obj room without using Leg Boosters), but it's gonna be great anyway :D
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Postby nulloperations » Mon Oct 09, 2006 11:53 am

Elman wrote:Nah, seriously :P You should fix a few balance issues (The ship is useless :wink:) and bugs (Boltjumping into the 2nd obj room without using Leg Boosters), but it's gonna be great anyway :D


Is that so much a bug as just a different tactic? Bolt jumping does come at the cost or armor/health, and you really need to have lost armor already for it to give enough height.
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Postby Elman » Mon Oct 09, 2006 12:11 pm

nulloperations wrote:
Elman wrote:Nah, seriously :P You should fix a few balance issues (The ship is useless :wink:) and bugs (Boltjumping into the 2nd obj room without using Leg Boosters), but it's gonna be great anyway :D


Is that so much a bug as just a different tactic? Bolt jumping does come at the cost or armor/health, and you really need to have lost armor already for it to give enough height.


Well... In msn he said that "after jumping you didn't have much energy". But if you're not using LB you do, so I guess it wasn't intended. And you don't have to lose armor, it's a small jump.

In fact I'd like it if he kept it that way... It's a way to give Boltjump a purpose in the map without turning it into parkour :P
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Postby Dredhorse » Mon Oct 09, 2006 12:18 pm

Friday the 13th is comming.. just a friendly reminder 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 Elman » Mon Oct 09, 2006 1:12 pm

Dredhorse wrote:Friday the 13th is comming.. just a friendly reminder 8)


That would be great, but the other day he said in msn he wouldn't make it... I hope that was before he started working on it this weekend, but I don't think so :P

Are you gonna change how the teleporter works, anyway? Or you'll just keep it as it is?

IMO it shouldn't be that easy to camp :-? A minigunner can shoot at it too move it back to the punk spawn... And hit any punk who teleports into it! :( Maybe a camera that lets you see what's going on around the teleport would help :P But I'd rather have a forceshield around it or something like that.

Or, as I said in msn, maybe punks could capture the corp 2nd spawn by putting the teleport in a pod inside it or something like that... At the moment the teleport only makes a difference in the 2nd objective, anyway. After that you can't move it any further.
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