 DaZ
#7732 posted by Zwiffle on 2011/07/21 15:50:32
I played through it once, made it past 4:00.
I think the map is cool so far, I like a lot of the verticality it has. It's neat to see swarms of zombies dropping from the bridge, for example, onto nearby roofs or what have you.
I think the start area seems way easy to defend, but not with AI. I can't be sure unless tested with people, but it seems very advantageous being up high, with only one main route off. I suspect smokers would be the only real problem. Also, it was kind of hard to find initially. I saw it after walking around, but then I didn't know how to get up there.
The only bug I saw was in a corner of the map, where some tree was planted. The tank was chasing us around, and decided to jump into the tree. I guess it has its model clip turned on or something. You might want to add monster clip around that all the way to the ceiling so tanks or other zombies don't climb up there.
The puddle is annoying. Moving at half speed would keep me away from that side of the map.
There also seems to be a dead end area, maybe it was because I didn't explore it thoroughly but its just a big empty dead end. I'm not sure if I missed something, or if just a death trap.
Cool progress so far though.
 Thanks Zwiff
#7733 posted by DaZ on 2011/07/21 19:23:59
The start area is something I tried to fix by putting that infected only ladder up one side of it, but it still doe's feel quite strong to just stay up there.
Perhaps making it more enclosed from the outside will help as Sinfected would be able to get a lot closer without being shot at.
Tank in a tree? Damn thought I caught all of that :) which tree specifically? I'll take a look at it.
With the puddle, perhaps it is quite annoying in its current location as its a high traffic area, but maybe if I increased the puddles in that dead end area and put a health pack there it would make it a risk/reward type situation. Worth looking into as i'm not quite sure what to do with that dead end otherwise :)
Thanks for the feedback.
#7734 posted by Zwiffle on 2011/07/21 19:31:09
I might be looking at your pics wrong, but in the top-down shot you just posted, it would be the tree in the bottom left corner. I think I took a screenshot of it, I can check when I get home and send it to you.
 DaZ
#7735 posted by Text_Fish on 2011/07/21 21:23:13
Nice map DaZ, it has a really really well polished nav mesh! I've played two rounds and intend to have another play later. Here are some observations.
Gamplay:
Overall good thanks to the size of the map and the quality of the AI nav. Lots of different places for attacks to come from which is great. Something that detracts from this is that there are a couple of quite safe areas, such as the start area mentioned by Zwiffle which has too much cover and too many guns. I lasted over 6 minutes with bots by bunking in the yellow apartment and just unloading bullets down the long corridor. In the end a tank/spitter combo took us out, but not before we very easily finished off four previous tanks and goodness knows how many common and special infected! You could make this area a bit more difficult by allowing infected to come through the window (maybe by dropping down from a higher room on to a balcony or something?) or a hole in the ceiling and introducing some corners to the "long" corridor so that you can't see from one end all the way to the other. In such a big map it seems a shame to think that players will spend all their time in one fairly safe location rather than feeling they have to move on from time to time. A few more health pick ups dotted around would certainly encourage movement and exploration.
Visuals(I realise these are WIP):
I really like the foreboding atmosphere. It's not immediately clear what "real world" purpose the map would have and this is another problem I found with the apartment, which had odd furniture placement and an unusual brick wall in the empty room at the back! All in all though, I actually found the lack of hyper-realism quite refreshing, as most L4D mappers get bogged down in realism details and end up producing boring gameplay as a result.
I also found the ceiling tiles in the rooms/buildings near the spawn position to be a bit out of place. Ceiling tiles are usually used to lower a high ceiling and cover up pipes/cables but in this case it seemed they were right up against a 16 unit roof. They also looked a bit too clean compared the wall texture in one of the buildings.
Bugs/problems:
I got stuck on one of the displacements in the park area, but couldn't recreate the problem so it probably won't happen very often!
Until you mentioned it in this thread I thought the ladder leading up to the radio position wasn't working properly. If it's intended to only be for the infected you should turn it in to some sort of drainpipe or something so as not to confuse players.
 One More Thing...
#7736 posted by Text_Fish on 2011/07/21 21:27:56
I might be blind, but I didn't notice any fuel canisters or explosive barrels around. Most players (myself included) quite enjoy strategically placing this sort of thing before the timer starts. Not only does that encourage teams to come up with a plan, I also find it heightens the tension somewhat as it feels like you're preparing for the fight of your life.
 Fishy...
#7737 posted by DaZ on 2011/07/21 23:30:12
Thanks Fish!
Ladder to drainpipe is inc in the next version, for now I've uploaded a slightly newer, shinier Beta1 on L4dmaps.com ( http://www.l4dmaps.com/details.php?file=11517 ) .
As for the apartments, yeah they are unfinished atm, the aim is to for the entire house to be explorable with different levels etc, I just have not got around to making it all yet :) I agree that the radio area and the apartments are currently too easy to defend so I'll get to work on making them in a bit more perilous ;)
Thanks for the feedback!
 Hi.. Need To Know
#7738 posted by del0r on 2011/07/22 16:11:22
Direct links to [img].. can be posted here ?
so pictures would appear directly in the messages without clicking
 Nope
#7739 posted by RickyT33 on 2011/07/22 16:48:21
Img tags do not work im afraid. But this way a thread with 10'000 posts will load this century, if you choose to load it all. And it doesn't take ten years to scroll to the bottom, yay!
#7740 posted by del0r on 2011/07/22 17:08:02
yes I know what u mean.. but I've noticed that in this thread the actual screenshots are always very few so I asked
 Some Screenshots
#7741 posted by del0r on 2011/07/22 17:16:15
Hi guys this is the game I'm workin on(God only knows since when!)
Do you think it could work as a real game? I mean one day I'd like to port it another engine.
The thing I'm most proud of is the new dynamic hud.
http://www.quaketastic.com/upload/files/screen_shots/quakery4.png
http://www.quaketastic.com/upload/files/screen_shots/quakery5.png
 Wow...
#7742 posted by JPL on 2011/07/22 20:34:07
...that is terrible
 Please
#7743 posted by delor on 2011/07/22 20:49:19
hi Jpl could
you be more specific ?
 I Like It
#7744 posted by RickyT33 on 2011/07/23 02:50:07
But I think the skins and the HUD needs more grit and grime..... Good work though. Also a nice skybox might help a little.....
#7745 posted by quakis on 2011/07/23 10:35:31
I can't help but think of Captain Harlock when I look at those screens.
 Some Details..
#7746 posted by delor on 2011/07/23 12:28:58
thank ricky, thank quakis(I mostly agree with you)
-it's supposed to be an intended mix of adventure/horror/parody
-I want to keep things simple but effective so
no overdetails no ultra-techie features;
I'm more focused on storytelling
-Hud is yellow, it's supposed made of gold
-about the skins: yes could be better but modifying all monsters was already a pain ass and don't know if I have time for this.
-I have a vision in my mind that I want to finish so some trade-off are necessary ;)
 Delor
#7747 posted by JPL on 2011/07/24 15:59:30
Yeah, sorry for this. It is not constructive at all, and I have to apologize, as I don't like people behaving like this with my work (i.e just saying it is pure shit without justifying it)
So to be more specific about what I think is horrible, (even after having read your previous post):
- monster skin
- texture selection
- skybox selection
- HUD
- You've almost stolen Albator face for the main player (http://idata.over-blog.com/1/42/11/59//Albator.gif) apart from the dead eye side.
- I don't know whether the map is for testing but we are in 2011, not in 1996: you could have put more stuff in (details, lightning effects, etc...)
Sorry if it sounds rude as it looks like you have put lot of efforts in your game, and I respect that, but well definitely not my taste...
And afterall these are only screenshots, and maybe gameplay is fuckingly awesome.. but regarding what you have shown, it didn't give me desire to play this..
Is that an acceptable answer ?
 I Know, Looooool
#7748 posted by RickyT33 on 2011/07/24 16:22:08
I gave constructive criticism too, all I said is that I think the textures need more work, cause really, it looks like you spent a couple of hours on them, and no more, but that is besides the point.
If u dont want a bunch of feedback then dont post in the screenshots and betas thread on Func_. The terrain at least looks nice. The ceiling in the stone tower in the second shot - cut the top brush into wedges and align the textures :D And work into the skins a bit more. And pick a nice skybox. And the texture which is used on the HUD at the sides (original shit-brown Quake one) - replace that with a similar yellow colour to the rest of the HUD, because the two colours clash quite badly. Also I think the HUD needs more texture and noise added - at the moment it looks like you made is using MS Paint, in about 5 minutes.
 Thank To All Comments
#7749 posted by delor on 2011/07/24 19:36:19
they're always useful..
JPL: now you've been more specific
I only add that I'm more interested in creating an atmosphere,a background not a showcase of technical details going nowhere(seems to be the trend nowadays)
Mine is a homage to old days 'o Quake when conversions such as FantasyQuake ruled
RickyT23: I use mostly Paint.net for my work..eheh simple but good enough
I'd like more comments about the concept/theme of piracy in a game like Quake and why so few mappers try to depart from the usual obsolete Quake theme?
Ah one last thing: the game that inspired me so much is the legendary AloneInTheDark-2 (Infogrames) a fantastic mix of horror/piracy.. Some of you remember it ?
 L4D2 Survival Map Beta 2
#7750 posted by DaZ on 2011/07/25 20:30:55
 DaZ
#7751 posted by Text_Fish on 2011/07/26 21:02:04
Amazing map. I really like what you've done with the apartments, it makes them feel much more dangerous. Spreading the weapons out more helps as well, though I'd suggest having one or two more next to either the start trigger or the spawn point for those players who don't enjoy exploration so much.
I only found one "bug" in this version. Near the start trigger, if you climb up the generator and the lamp on top of it you can get on to the four vertical girders. This is a fun place to snipe from but unfortunately tanks and common infected can't climb up to you, meaning the only infected that really stand a chance of hurting you are smokers and spitters. Also, if you are unlucky enough to be incapacitated or knocked down by either of the afforementioned when you're up here the bots don't try to revive you as I guess you're out of their reach too.
 Base Map Is Still Being A Pain
 Fish
#7753 posted by DaZ on 2011/07/28 03:21:21
Thanks once again, I had no idea you could get up there! Seeing that bug made me go on a mad clipping spree around the map to make sure no other craziness could happen :)
Added some low tier weapons to the spawn position, the lazies will have to put some effort in to get better weapons ;)
Next release will be final I think, unless I find anything showstopping!
#7754 posted by gb on 2011/07/28 11:21:56
 Coloured Lighting Is A Little Too Saturated
#7755 posted by nitin on 2011/07/28 12:22:55
otherwise good.
#7756 posted by rj on 2011/07/28 18:44:17
plenty of scope for some cool looking tall shit above that skylight!
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