[OpenSource]Dys_Stronghold b6b - 04/Dec/11

A place to discuss Custom additions to Dystopia.

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Postby icepick66 » Fri May 12, 2006 10:33 am

Check ur pm's :wink:, anyone else?
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Postby Bakkrosa » Fri May 12, 2006 11:22 am

This has absolutely nothing to do with the map or mapping, but can the prison not be "the Datatrust Prison"? Datatrust has been done to death, head on over to the Wiki to find some new ideas. Again, this is not an actual problem that needs urgent attention, but it's something to think about.
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Postby icepick66 » Fri May 12, 2006 11:32 am

yeh, i felt that too, but i got over it :p
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Postby Smaug » Fri May 12, 2006 12:37 pm

Count me in. I'm a n00b mapper, but trying hard, so I'd love to see how this is turning out, and hopefully I can get some cool ideas from this, and see the development process, and maybe we can, leik, get 2gethr + chat soemtaim ;)

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Postby icepick66 » Fri May 12, 2006 1:46 pm

check ur pm's lol, i have aim/msn if u want to chat, this will proibibly be my only map for a while now, untill version 1.0, im gona make a walkthough :p
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Postby tehgee » Fri May 12, 2006 2:25 pm

Count me in too. =] I sometimes have a knack for spotting little bugs.
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Postby Smaug » Fri May 12, 2006 2:38 pm

I played through it twice now on my own, I really think 4th objective needs a walkthrough >.>

It says destroy the powerline thing, so I try shooting it, and nothing :S I need help :P

So I noclipped past, and it was "wow". Nice battlefield area there, I like, I just dislike the airlock :S

I have a list of things, but I'd like to go through it a few more times before posting it up :)

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Postby icepick66 » Sat May 13, 2006 12:52 am

Yeh, the powerline is under the bridge as u walk across it, i keep trying to get the powerline to say main power, but the texture keeps snapping back, is the airlock too long of a wait?, thanks

check ur pm's tehgee,
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Postby Lez » Sat May 13, 2006 2:22 am

Air lock is rediculously long and corps can kill the prinsinor.
Oh and too stealther freindly.
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Postby cornix » Sat May 13, 2006 2:22 am

Smaugy? Can't we put it up on the QRN server on sunday and do a semi-public testing w/ teams to test the gameplay then? (Sunday bcs I'll be back at home then and be able to test myself :D)
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Postby Lez » Sat May 13, 2006 2:56 am

two words, laser rape.
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Postby Smaug » Sat May 13, 2006 11:25 am

I also have to agree, the map is way too stealther friendly, and also I lost my teleporter to the unreachable bit of the map, to your left as you exit punk spawn, there's a player clip wall there, but the teloporter can get past it. I'll list the things I saw with the map now.

- Cyberspace (CS), Punk's entrance - Gravity Entity doesn't activate
- CS's First screen - The spelling si "Aerial Scan" :P
- Lost the teleporter (mentioned above)
- Corps spawn maybe a *bit* too close to the objective?
- The turret as I walked over for 2nd objective suprised me, and It's too difficult to shoot it down - have it deactivated in Cyberspace, or easier to shoot.
- Make it clear that the teleporter can't get past that point
- For some reason,2 nd time I played through the map the teleporter didn't work
- 2 of the screens in 4th objective were too low

Some I'm sure you know about, but obviousely I think it should be said to make sure.

If you'd like, I can put it up on the QRN server for some of us to test out on a 7 vs 7 server, if you'd like.

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Postby icepick66 » Sat May 13, 2006 11:54 am

Ive done quite a few inprovements, and now im gona add urs :p, the 2nd objective, once u shutdown the core defence the turrets go down as well, and are non returnable, ive removed the 2 turrets in the top floor of the prison, the sheild shutdown (obj2) is only activatable by the punks, the teleporters range is unlimited, once objective 3 is passed :D

the prisoner , im working on that, itll proibibly be a func breakable set to punks covering the prisoner, or mabey a punk only door covering the prisoner, but the blast radius of greades is too strong, i think ill prevent corps from using the airlock

im gona make the teleporter heveyer, so it doesent fly so easly :p

the hp of the sheild turrets are now 100

as for the screens ive hightend them :p, the airlock is now 5 seconds, as for the close objective, this map relys on spawn times to prevent that.

i may convert the outpost into a spawn, and make the turret control in the spawn hut :D

heres the current walkthough:

http://www.dimensionstudios.org/documents/dys_stronghold.doc

its quite stylish :p

Thanks a lot, smaug ill give u a bsp if its finished for you to test on ur server, no promises, :p
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Postby tehgee » Sat May 13, 2006 12:10 pm

Few bugs:
* As mentioned above, the teleport won't work sometimes. I think if you click it too many times in CS it mucks it up.
* It's possible to turn the teleporter upside down. Luckily you still teleport into the right place, but it looks a little daft. You might want to make it a little heavier to help prevent this.
* You can walk through the teleport model.
* It's possible to fall outside the map by legboosting onto the wall to the right of the unpassable tunnel at punk's spawn and then jumping over it.
* It's also possible to legboost onto the blue energy bars from the light, (which, btw, could use a different texture on them. It's possible to see the words), and then onto the roof. From there, it's possible to run past the barrier before the first two objectives are capped, and seeing as the corps can kill the prisoner, (as Lez stated above), it's possible for a corp greiver to kill him and stop the punks from having any chance at winning.
Corps can also get two deckers at a time this way.
* The second node in the red server is impossible to reach without some careful projectile jumping. Seems like you missed out a grey platform.
* The texture on the inside of the door to where the teleport detination platform is has a nodraw on it. Same for the small vent that comes out onto the turret leading to the third objective.
* The texture on top of some of the buldings are nodraw, whcih you can easily see with legboosting. Can be solved without much decrease in fps either by placing a playerclip just at the wall height or increasing the wall's height so you can't see over it when you legboost.
* Corps can turn off their own turrets on the third/fourth objective, and I'm not sure what the cause is but the button resets far too quickly (you can keep your finger on it to continualy toggle them, and sometimes tapping your mouse triggers the button twice)
* Some of the button screens don't quite fit.
* The buttons in CS are invisible from behind. Could be solved if you simply moved them back a bit so you can't see behind them.
* The pink rotating sign near punk spawn is invisible from the inside. You might want to stick something on the bottom of it, or make it into four seperate brushes and texture the inside of them with the image flipped.

Annoyances:
* Too many turrets that can't be switched off. I think this would make the game heavily biased against medium and heavy punks.
* Only one route through the map, not much variation. Could use some sewers or a few alleys, or perhaps second street. And the prison needs a few more routes inside it too.
* Prison seems a little cramped.
* The steps leading the the door that the punks blow up (which I really like, by the way) look a little blocky and not very well textured.
* The black step-door thing inside the prison, (again, really like), it closes too quickly. And it's possible to fall down the back of them. Solution: when you hit the button it keeps them open until the button is hit again, and stick a normal sliding door on the top exit. Also, you might want to make it so only the top step makes a moving noise, so you don't hear a lot of squeeks when it closes.
* Map seems a little dark in some spots.

edit- slow posting, I see you sorted some of the the things in your above post.
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Postby icepick66 » Sat May 13, 2006 12:22 pm

Ive managed to make a punk only force field that blocks corps bullets/players so mr prisoner is safe again :p

im realysatifyed, he suvived a rocket blast/ grenades/ and the katana :D

* As mentioned above, the teleport won't work sometimes. I think if you click it too many times in CS it mucks it up.
Unfixable :/, seems a prob with dys delayed inputs, what I'm gonna do is redesign that button so its not toggleable it's a on/off button u press on or u press off, i has a similar prob with the prisoner force
* It's possible to turn the teleporter upside down. Luckily you still teleport into the right place, but it looks a little daft. You might want to make it a little heavier to help prevent this.
I forgot to switch on the entity that prevents this :p
* You can walk through the teleport model.
Added some clip brushes
* It's possible to fall outside the map by leg boosting onto the wall to the right of the unpassable tunnel at punk's spawn and then jumping over it.
Extended the clip
* It's also possible to legboost onto the blue energy bars from the light, (which, btw, could use a different texture on them. It's possible to see the words), and then onto the roof. From there, it's possible to run past the barrier before the first two objectives are capped, and seeing as the corps can kill the prisoner, (as Lez stated above), it's possible for a corp greiver to kill him and stop the punks from having any chance at winning.
Corps can also get two deckers at a time this way.
Woar never would of found that, nice find, the energy bars are now non solid, and the fence is not solid anymore , and Ive extended the force field barrier to completely stop any kind of access
* The second node in the red server is impossible to reach without some careful projectile jumping. Seems like you missed out a grey platform.
Their is one, i can access it easy :p, walk around the 1st one into the back
* The texture on the inside of the door to where the teleport destination platform is has a no draw on it. Same for the small vent that comes out onto the turret leading to the third objective.
Nice find :D
* The texture on top of some of the buildings are nodraw, which you can easily see with legboosting. Can be solved without much decrease in fps either by placing a player clip just at the wall height or increasing the wall's height so you can't see over it when you leg boost.
* Corps can turn off their own turrets on the third/fourth objective, and I'm not sure what the cause is but the button resets far too quickly (you can keep your finger on it to continually toggle them, and sometimes tapping your mouse triggers the button twice)
Its supposed to be toggleable so they can switch it back on, as for the reset, all the buttons seem to do that:/, maybe i don't make them correctly :p

* Some of the button screens don't quite fit.
Fixed some obvious ones
* The buttons in CS are invisible from behind. Could be solved if you simply moved them back a bit so you can't see behind them.
Yeh realised that once i did the compile :p
* The pink rotating sign near punk spawn is invisible from the inside. You might want to stick something on the bottom of it, or make it into four separate brushes and texture the inside of them with the image flipped.
Not too big, just say its a holographic projection
Annoyances:
* Too many turrets that can't be switched off. I think this would make the game heavily biased against medium and heavy punks.
ive removed 3 turrets, reduced the health of the remaining, once i get a bigger cs, i will implement turret controls
* Only one route through the map, not much variation. Could use some sewers or a few alleys, or perhaps second street. And the prison needs a few more routes inside it too.
Ok sewers it is then :p, itll be a while before its implmentd tho
* Prison seems a little cramped.
for small servers , but i feel that way, but it probably wont be extended
* The steps leading the the door that the punks blow up (which I really like, by the way) look a little blocky and not very well textured.
retextured/designed
* The black step-door thing inside the prison, (again, really like), it closes too quickly. And it's possible to fall down the back of them. Solution: when you hit the button it keeps them open until the button is hit again, and stick a normal sliding door on the top exit. Also, you might want to make it so only the top step makes a moving noise, so you don't hear a lot of squeaks when it closes.
Its toggleable now. and a cool sheild moves round preventing the player from falling down (by kiling him) :p
* Map seems a little dark in some spots.
Name the spots, ive done the best i can with the lighting to maintain the atmosphere, the prison cold dark,

Ive also moved the turret toggle to the small prison, so its easily reachable by punks, and still obtainable by corps

did any of you testers manage to find the easter egg, if u dident you wernt finding the escape holes hard enough :p, also give me some genral opinions on the map, and check ur pm's for a little prezzy :D (havent sent it yet will soon)

Also i might make a underground entrance to the prision via the small prison
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Postby icepick66 » Sun May 14, 2006 3:56 am

Ok the entity that stops the teleporter from turning over also allows it to pass through the max range wall, so isnted of this wall deactvating after objective 3, its permantly on, so the range is allways limited :/

smaug im doing the compile now, and ill pm you the download for the testing :D, ps pm me ur sever ip,

ive sent it, check ur pm's
Last edited by icepick66 on Sun May 14, 2006 5:15 am, edited 1 time in total.
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Postby tehgee » Sun May 14, 2006 5:12 am

I found a door with a lambda sign painted on it if that's the easter egg you mean.

And about the turret button: I'm pretty sure there's a way to have it so the corps can only push it when the turrets are deactivated so only punks can switch them off. Don't know how exactly it's done though, but I guess there's someone round here who must know.
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Postby icepick66 » Sun May 14, 2006 5:18 am

tehgee wrote:I found a door with a lambda sign painted on it if that's the easter egg you mean.

And about the turret button: I'm pretty sure there's a way to have it so the corps can only push it when the turrets are deactivated so only punks can switch them off. Don't know how exactly it's done though, but I guess there's someone round here who must know.

I was gona do that but now its moved to the other smaller prison, their is no need.

Nope, that isnt the easter egg, good hiding place tho, you will kick urself when you find it :p, ps it will tell you when you have found it
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Postby tehgee » Sun May 14, 2006 9:11 am

Well, still haven't spotted it. But there is another clip bug at the first corp jip: If you jump onto the sign at the small door on the right and then legboost onto the spotlight you can jump onto the roof. From there, a punk can drop in through the window and kill the corp decker. (That is, if he's lucky enough not to get shot while doing this)
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Postby icepick66 » Sun May 14, 2006 11:24 am

Thx :D, wow that must of been a hard to find lol, its tiny
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Postby dxhellscream » Sun May 14, 2006 2:19 pm

seems like this maps being seriously ripped to pieces finding bugs ^____^

hmm Id like too beta test as well if you dont mind :) would be fun to see if I can find as many bugs to help ya with.
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Postby cornix » Sun May 14, 2006 2:53 pm

icepick: PM for ya. We're doing some testing tomorrow.
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Postby icepick66 » Mon May 15, 2006 7:30 am

Thx, im closing the beta test option, and you will be able to join the public test (i think) on the qrn server, let me know if its private qrn clan :p

anyone who has requested before this date should now have the map/link to the map, ps if u want the new version use that as the zip name: dys_stronghold_pubalpha.zip
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Postby cornix » Mon May 15, 2006 7:36 am

It'll be semi-public. We'll upload it, PW the server and invite some people, so we'll just have people there who'll also comment on it afterwards. Just be on IRC this evening/night CET.
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Postby icepick66 » Mon May 15, 2006 8:00 am

so 20-22 CET, 18-20GMT ?
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