[WIP][DM]ContactII - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: [WIP][DM]ContactII (/showthread.php?tid=4467) |
[WIP][DM]ContactII - aa - 09-16-2013 A small dm map. Early version. Names comes from my previous map ContactI, as I wanted to duplicate the style, but I came out with something different as result. Unlike ContactI, it has got weapons on it. Feedback is wanted. Download! RE: [WIP][DM]ContactII - CuBe0wL - 09-16-2013 "Unlike ContactI, it has got weapons on it." This made me smile Will check it out! RE: [WIP][DM]ContactII - kuniu the frogg - 09-17-2013 your pk3 file doesn't have the right structure you have now this: contactII.v1.alpha.pk3/contactII.v1.alpha/maps while it should look like this: contactII.v1.alpha.pk3/maps one folder too much, if you know what i mean RE: [WIP][DM]ContactII - bitbomb - 09-17-2013 Aha, was wondering why it wasn't working, was trying to check it out. Good call kuniu. Fixed here: ContactII.v1.alpha.pk3 Looking good! RE: [WIP][DM]ContactII - aa - 09-17-2013 Sorry for the extra folder and thank you for fixing it. I changed the link in the top post for your one. The main thing I want to know is if it is too tight and I should widen it, and if it should be mirrored? RE: [WIP][DM]ContactII - bitbomb - 09-17-2013 It seems tight to me, but I kind of like it. The design is really nice in my opinion too, nice feel. But I'm a beginner-caliber player, I think more experienced players may have a different opinion. One thing that stood out to me is that some of the ramps looked a little obvious compared to the way a lot of maps seem to have them, where they're more discrete and you have to use your xon senses to nose them out. Just an observation, might not be an issue, just thought I'd mention it. Definitely a sexy map in the making though. RE: [WIP][DM]ContactII - foogs - 09-17-2013 Ya it's too tight. I'm not a veteran but it definitely feels way too right just by jumping around on it with my fairly newbie movement. Try changing path widths to 160 or 192 maybe. 128 is too small, maybe only use that path width for a highground. RE: [WIP][DM]ContactII - monad - 09-18-2013 I also think that is too tight, running around I feel cramped. RE: [WIP][DM]ContactII - Smilecythe - 09-19-2013 The map feels tight mostly because of this spot (and it's geographical opposite). The entire map could use a little scaling, but this specific part is still too tight in comparison to rest of the level be it on 2x or 4x scale. Not sure how to illustrate my idea. Sorry if these pics make no sense, I just got inspired! Firstly the bridge has to go, as well as the the room tightening it up near mega health/armor. My idea is to tear the space down to the ramp level on the lower left, from where you could also pull out a jump to where the mega health is if there wasn't stuff blocking the way. The platform above the ramp (where's machine gun and crylink) should go too. There's more new open space now! Maybe? Move the ramps in the middle around a bit, would be cooler to make the jumps this way. Teleporters on the yellow floor textured area could also look a little bit like teleporters, I kept laser jumping myself out there because I didn't know there was teleporters. (09-16-2013, 02:52 PM)C.Brutail Wrote: This made me smileYou wish! RE: [WIP][DM]ContactII - machine! - 09-22-2013 WOW! Awesome concept! A symmetrical map with asymmetrical weapon layout is a cool idea for a DM map. The implementation of the concept though is quite bad scale wise, visually it looks great but it is unplayable in its current state. Some rules I usually follow to keep my maps in scale: 3 units wide and 2.5 units tall for normal corridors(using the default grid size). 2 units tall and 2 units wide for small corridors. Rooms should at least be 4 units tall. RE: [WIP][DM]ContactII - aa - 09-22-2013 Thank you for the scale! RE: [WIP][DM]ContactII - aa - 09-27-2013 Here is a new version. I changed one of the mega areas, It is much more spacious now. Trickjumps are now not so obvious. Download: http://ubuntuone.com/39F6cltrRlIHGJOby5BQ8M RE: [WIP][DM]ContactII - bitbomb - 09-27-2013 Looking really nice! Only got to play it for a minute or two before I got stuck in this room, is there no way out if the door closes behind you? Also noticed it looks like there's an issue with the door, the texture flickers on and off. Screenshots: https://dl.dropboxusercontent.com/u/40671139/xonotic_temp/xonotic20130927161155-00.jpg https://dl.dropboxusercontent.com/u/40671139/xonotic_temp/xonotic20130927161155-01.jpg I hope this is helpful, nice work!! RE: [WIP][DM]ContactII - Justin - 09-27-2013 Hey, aa! Its good you are doing some mapping. You definitely are doing great. Map is much better from its previous version (Contact 1) and I am really happy you improving so fast. Now: It would not be constructive criticism if I ended my post here, so... Whats cool:
Here are the screenshots I made to show main problems: Here you should do some clipping on the bumpy floor. Too many light sources as well. Difficult to get onto a mega platform. These two screenshots were done on EXACTLAY the same settings of brightness. The conclusion is obvious: Move some of the lamps from the right to the left corridor. -Little bug there RE: [WIP][DM]ContactII - Orbiter Sunblast - 09-30-2013 The map itself looks rather bland. You should make it more unique looking and give it some decorations. Ambient sounds go a long way as well. RE: [WIP][DM]ContactII - aa - 09-30-2013 I haven't seen a map that looks like mine before. RE: [WIP][DM]ContactII - Smilecythe - 10-01-2013 Another bug: (09-27-2013, 05:33 PM)Justin Wrote: Difficult to get onto a mega platform.Made you an instruction, dude pal guy! Or you can just laser jump RE: [WIP][DM]ContactII - aa - 10-01-2013 Or also use left ramp to jump to the niche on second foto and then BOOM! ur there. But that;s the tricky one, made it only two or three times. PS> Smile, whats that strange thing about your screeneis? RE: [WIP][DM]ContactII - Smilecythe - 10-01-2013 Made a quick vid of some of the tricks: https://www.dropbox.com/s/b1d4byvx8erm2u0/contact.wmv (10-01-2013, 10:20 AM)aa Wrote: PS> Smile, whats that strange thing about your screeneis?That's how the game looks with 16 colour depth mode + 640x480 res. RE: [WIP][DM]ContactII - bitbomb - 10-03-2013 Am I the only one that got stuck in that room or saw the door flicker from solid to invisible from my post above? Maybe it was an issue on my side? RE: [WIP][DM]ContactII - Mario - 08-05-2024 Map link for those looking for it: https://dl.xonotic.fps.gratis/ContactII.v1.alpha.pk3 |