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Post by Grex»]4D[« on Nov 10, 2007 3:41:09 GMT -5
and secondly, in this area, you're supposed to walk along that pipe and out the other side, but what happens if you fall off, i saw there was ammo pickups down there, but no way to get back up :/ there is lift for get up cant tell from spectate, theres alot of darkness although once 2.5 comes out, flashlight ;D [edit] playing now, kinda hard with one person, keep gettng backed into corners but theres too many karma barrels at the start, making frame rape. even more so when zombies got stuck in them, dropped to below 10 :/
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Post by KiCk3R on Nov 10, 2007 13:46:44 GMT -5
The Knet Barrels ARE a pain in the ass. And yes ... i will crush them lol. Yup ... theres a lift just around the corner to get back onto the pipes. May i suggest raising your gamma in this level ... when i was creating it i had it raised ... sorry
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Nov 10, 2007 21:19:22 GMT -5
FIRSTLY: Needs more ambient lighting and such.
SECOND: Fix the overlapping static meshes.
THIRDLY:Uh BSP sewers? retarded idea, steal the static mesh sewer pipes from one of the epic levels in UT, BSP ones look horrible...or make them square at least so they don't look so terrible.
FOURTH: Pleasepleaseplease ditch the floating hazmat men, they look pathetic.
FIFTH: Dining Hall B is looking much nicer, still a few pipes that go nowhere, but I'm sure you'll find them. The fog also is still pretty buggy - thers alot of whoa nigger the fog just turned white and stuff...
SIXTH: The Final room is very bland...yeah, that needs more work...needs to be alot larger with space to run...It looks kind of like you went backwards a little rather than forwards. But I'm sure more hard work will fix things up.
KEEP GOING YOU'VE GOT A GOOD THING GOING!
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Post by KiCk3R on Nov 11, 2007 7:21:58 GMT -5
Thank you for the feedback guys. Il get to work on some of the things that can be possible.
Maul...
1. Lighting can be sorted out, but in 2.5 you'l have a flashlight. And that means ive got to disable lighting because people will complain its too light to use their flash light!
2. Overlapping static meshes ... again can be sorted out
3. BSP is a WHOLE lot easier than adding static meshes ... because ... not only do i have to carve out a BSP area for the statics to work in, i have to individually fit every piece of static mesh togther. And this might be a problem for the teleporters i use.
4. If you've seen Resident Evil (which the level is based on) you'd understand they are there for a reason. Until i fix the water bug ... it will look better.
5.You agree, through your use of this forum, that you will not post any material which is false, defamatory, inaccurate, abusive, vulgar, hateful, harassing, obscene, profane, sexually oriented, threatening, invasive of a person's privacy, or otherwise in violation of ANY law. This is not only humorous, but legal actions can be taken against you.
6. Last room is a draft... i still have (yet) to create a house above it!
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Post by mrmedic on Nov 11, 2007 7:34:45 GMT -5
The flashlight may be laggy, depending on how its coded. Some may be able to disable it on lower spec computers, so I wouldn't go ahead and change the entire map because of something unreleased. All I've seen of the KF 2.5 maps is bright areas.
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Post by KiCk3R on Nov 11, 2007 7:36:53 GMT -5
So ... is there any point of a flashlight if the map is well lit? lol
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Post by mrmedic on Nov 11, 2007 7:47:53 GMT -5
The people with computers that can't handle the flashlight may not like the map if they cannot see
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Nov 11, 2007 20:11:06 GMT -5
5.You agree, through your use of this forum, that you will not post any material which is false, defamatory, inaccurate, abusive, vulgar, hateful, harassing, obscene, profane, sexually oriented, threatening, invasive of a person's privacy, or otherwise in violation of ANY law. This is not only humorous, but legal actions can be taken against you. Ouch. Sorry if I offended you with the 'whoa nigger' phrase, its actually just a piece of slang in Australia so it kinda slipped off the tongue. Hope theres not any hard feelings.
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Post by KiCk3R on Nov 12, 2007 15:45:09 GMT -5
No offence taken other people might of accepted it tho ANYWAY back to the point of the thread. In the Final Version i hope to have everything transformed, and everything bug free. The excellent feedback i have recieved has resulted in me placing the ideas you have given me. 1... Most doors are no longer the same. They have signs on (eg. Biohazard / Warning) 2 I have invented a way of this "Flashlight" Problem. I have added more lighting 3 Overlapping statics are a thing of the past. 4 KnetActors at the begining have been deleted... and some statics moved around to fix the "Safe" area. 5 I will try to fix the BSP sewers ... but that is going to be the hardest... (partly being that everything has to fit together!) 6. Just random stuff!! But it will look good ... im just going to need alot of time! Hopefully ... this map should be future proof with the new patch.
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Nov 12, 2007 19:32:37 GMT -5
Cool sounds like this map is moving along nicely Kicker, keep it up! i could give you a suggestion of where to find some cool statics for the sewers...sure it might take a while to carve out some BSP for them to sit in think about how fucking awesome the map will look when it is done!! I prefer quality like I said in your other thread, so taking your time on a level as cool as this one in my opinion is essential. Nothing should ever really be rushed... Ps. There are some short pipes that you can manipulate to connect with one another in one of the static-mesh packs...they used those pipes in several of the levels for Ut2k4. Shouldn't be all that hard - just time consuming
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Post by KiCk3R on Nov 13, 2007 8:12:39 GMT -5
Ok for the people that tested it i could do with some scoring feedback. So ... out of 10 on these subjects: -Size Of Map -Lighting -Lighting Atmosphere -Structure -Avalibility of weapon pickups (including ammo) -Textures -Static Meshes -General Atmosphere -Objectives (where they good objectives?) Score like ... 5/10 on the subjects ... and then add a final score! Please be honest, but be honest in a nice way!
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Post by akodo on Nov 13, 2007 13:12:37 GMT -5
Hello, the beta version doesn't work on my PC, the ap doesn't appear in the list (in game) even if it's in the right "Map" file... And it doesn't work when i launch it from my desktop. I'm downloading the alpha version right now... Hope it will work. Edit: Hmm, okay just forget what i said, it works perfectly ^^ I'll test this map during a lan party this week end, so you'll have some comments i think
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Post by KiCk3R on Nov 13, 2007 18:37:41 GMT -5
I strongly suggest you download BETA insted! the alpha is older and outdated to the "newer" version.
Progress: Deleted old BSP ridden sewers and added a proper sewer effect using a static!
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Nov 13, 2007 19:41:44 GMT -5
Progress: Deleted old BSP ridden sewers and added a proper sewer effect using a static! Aww yeah I love you Kicker!!!
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Post by frozenfire on Nov 14, 2007 22:30:15 GMT -5
Hey. I can't get this map played. I didnt appear in the maplist. When I forceload it ( by typing in the console "map kf-thehivebeta1" , it says missing some package thing. ) how do i FIX This? i can play all the other maps nicely
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