 Another Problem On My Map
#566 posted by Daya on 2015/08/19 11:25:02
So about that lava rising, I didnt knew func_door forced its brushes to be solid...
I hope there's a workaround for this, like func_elevator or func_plat?
Also I did as I was told to separate each actions with a trigger_relay, with the key taken to sink the pillar and rise a block and when the pillars action is done, to cllose the gate, rise the lava and spawn the monsters, instead everything happens at once (the key has its set of triggers and the pillar has its own as well)
#567 posted by Spirit on 2015/08/19 11:55:33
I wonder how many "hidden behind the lava fall" secrets there are in this pack.
 Daya
I'm not sure how to work around the solid moving lava issue, I'd really like an answer to that too.
With your relays, I don't know if having each entity target the next one in the sequence will fire that target when the current one is finished or instead when it's started, so you should be able to just tweak the delay on each relay until things happen at the times you want.
 Daya
#569 posted by ptoing on 2015/08/19 12:23:06
I don't think there is a way to make water rise/fall in vanilla Quake. If there is it would be super hacky (Preach might know), func_elevator is not a thing, and all the other funcs make stuff solid as well, apart from illusionary, which will not have any properties of liquid, and func_detail, which you can not do stuff with really. At least not without any custom qc stuff.
 Daya
#570 posted by DaZ on 2015/08/19 12:31:19
Sorry to say that liquids cannot move in Quake afaik. It needs engine support which Quake doesn't have. The only real work around is to have the liquid stationary and move the level around it down/upwards. Hacky as hell and not ideal :(
#571 posted by ptoing on 2015/08/19 12:47:59
and it's not like you can make the whole level func_door or something, right?
 Right
#572 posted by DaZ on 2015/08/19 13:20:50
I think there are face limits to single func_ entities but unsure off the top of my head.
You would have to design a very specific area that the player couldn't escape from and also wasn't very complex. Meh.
 Update
#573 posted by DaZ on 2015/08/19 13:22:03
I have everyone's map updates and the pack is shipped out for testing. As long as no one reports their pc's exploding from running the jam then I can release it later on today (H Y P E !)
 Shitting Fuckballs.
#574 posted by Shambler on 2015/08/19 13:23:59
What Is that twitter shot!?!!
#575 posted by Hyped on 2015/08/19 14:36:51
I'll be checking for updates.
 Got An Alternate Way To Do The Area
#576 posted by Daya on 2015/08/19 14:57:19
You'll see what I mean ;)
#577 posted by adib on 2015/08/19 15:02:45
Damn! That would be my big surprise for a final fight, for DLC.
If it's too complex, you can split the room into several func_doors.
 Daya: Some Feedback, If You Want It
I've sort of (to the extent it's possible, given that the map is somewhat broken at this stage) playtested your map while trying to find solutions to the problems you posted earlier. I jotted down some notes but haven't posted them as I wasn't sure (a) if my opinion is worth anything and (b) whether this thread is the right place for this. But then I thought, what the hell, I might as well give you what feedback I have. Feel free to ignore all of it and please get other people's opinion too, as I might not know what I'm talking about.
THE GOOD:
I think the map has some cool ideas. The "city in ruins" setting is nice, and the "3d platforming" gameplay is entertaining (where you have to work out your way forwards and hop from broken piece of architecture to rock to broken bit, etc.).
THE BAD:
It's waaaaay too tough (on skill 1), for at least three reasons:
1) The hop-from-bit-to-bit gameplay is nice, as I said, but the lighting is often too dark too see all the nooks and crannies, and then it just becomes frustrating. My advice would be to work on the lighting to make things easier to see, even if it means using minlight (I realise this is usually a terrible idea, but it's better than pitch blackness).
2) The enemy placement/weapon+ammo placement and enemy/ammo/weapon balance is far too unforgiving:
2.1) You start by assaulting the player with a crowd of grunts (i.e. hitscan enemies) that drain your health in no time. I would get rid of those if I were you. Perhaps you could replace them with dogs, and even then, you don't need so many right at the start.
2.2) The Vore that you teleport in (by the stairs that gave you trouble before) is unfair: there is no cover (so it's just a matter of time before the voreballs make contact), PLUS the player has to hop over tiny platforms in lava, PLUS there are enforcers all around. I'm betting few players can survive this.
2.3) You wait far too long to give the player weapons and/or hide them out of sight, which makes them easy to miss. That means many players will be stuck with the shotgun for a large part of the map. Plus there are too few shells and nails for the number of enemies. My advice would be to place the weapons directly in the player's path and make sure the player gets the super shotgun almost immediately (as opposed to halfway through the map on a hidden ledge). And either up the ammo or reduce the number of enemies, or possibly both.
2.4) In general, the fact that you have this platform-jumping gameplay (over basically insta-kill lava) means that when you bombard the player from all sides at the same time, the map just becomes a difficult grind. I'd say go easy on the monsters. You currently have more than 100, which is way too much for this kind of map.
THE UGLY:
The map is unplayably slow, buggy and leaking. I suspect you're trying to do far too much in one project, and I would suggest simplifying things -- gameplay, brushwork and size:
Gameplay: So having rising lava is tricky to do in Quake. I actually think your map will be much better without it. It is currently so tough that few if any players will be able to complete it, so you really don't need even more tricks and hazzards. I honestly think the platform-jumping gameplay makes the map interesting enough, and that you don't need half the complex trigger setups you are trying to create.
Brushwork: I think the map looks best where the visuals are simpler, e.g. the escalators and the subway line with the train. These parts are recognisable as parts of a city. Later on, where you get to those ruined skyscrapers built out of a million small elongated brushes and you have all those rockfaces and other things all around, the visuals just get so busy and overwhelming that it stops being convincing and just becomes, well, messy.
Size: I think this could be a far more enjoyable map if you cut a lot of it, and made it 25% (or even less) of its current size. Get rid of the messy brushwork and the huge, grand vistas. I don't think they work well visually (although I can see what you were going for) and I strongly suspect it's going to make it easier to get rid of the buggyness, seal the leaks, etc.
Eh, I wrote this before I saw #576, so the bit about the rising lava is no longer relevant.
 Now I Want To Play That Map
#580 posted by mfx on 2015/08/19 15:42:38
 Had A Similar Idea
#581 posted by ShoTro on 2015/08/19 15:59:05
My first idea was to create a map then copy the geometry and add the lava so that you went one direction through the map and reach the end. The last room would be a platform that would be lowered into lava and down to the copied geometry. Then they would have to navigate through the level geometry in reverse filled with lava creating all new paths using water to create platforms.
That took too much planning for the time that was given. :-(
 Rising Liquids
#582 posted by Mike Woodham on 2015/08/19 17:15:53
Can be done but not in the standard progs.
I used it in FMB-BDG2 to flood an area to allow the player to escape from the sewers/drains. I know I didn't code it, I think it is func_water from Extras.
 Issues :
#583 posted by DaZ on 2015/08/19 18:44:17
WarrenM : Your map wants a "devpun_*" skybox but you didn't supply a skybox in your zip. Can you send it?
ShoTro : Your changelevel trigger links to "Start" with a capital S. Can you change it to all lower case, do an -onlyents compile and re-send the bsp. Thanks!
Also as a note, I am officially recommending Quakespasm for this particular map jam pack. A few of the levels will not load or will crash other engines (jam6_necros will crash Fitz, "mod_loadleafs exceeded" and jam6_ericwtronyn is 2PSB format). Quakespasm is the only engine currently that has played all the levels without any issues. Of course you can see if your preferred engine will work but for a hastle free experience, Quakespasm!
The pack can be released when I get the files requested above :))))
 THANKS SCAMPIE FOR FINDING ALL THOSE PROBLEMS
#584 posted by - on 2015/08/19 18:46:38
#585 posted by JneeraZ on 2015/08/19 18:47:15
#586 posted by PuLSaR on 2015/08/19 18:49:42
I think it's possible to fix entities by opening bsp in notepad without recompling
 Here's The First Line Of A .bsp In Notepad++
#587 posted by - on 2015/08/19 18:59:32
�6L �J | � ��M �< �9 �0 �6L |j �! D� 0d t� �� �9 �D �$ �� X x0 �>) 4H D�3 � �* <P `�9 �+ �? �C �? dD �? E �? @E �? @E �? (E �? YE �? �C �? PE �? xE �? D �? �� �? �8E �? �`E �? �7E �? �_E �? �� �? �B �? @6E �s?n��>p�<E �a.8�s?u��>C�<E U�8��s?ʩ�>
it's not very editable ;D
Try HxD, or a similar hex editor. Open the file, search for the string "changelevel", you should be able to find and fix the issue easily enough.
 You Can Do This Tho.
#589 posted by czg on 2015/08/19 19:05:18
bspinfo -copyents mapname
edit mapname.ent in notepad or something
qbsp -onlyents mapname.ent <-- NOTE THE EXTENSION!!!
#590 posted by czg on 2015/08/19 19:06:34
Messing around with the entity lump in the bsp file leads to corruption if you change the length of the text, the bspinfo/onlyents method avoids that.
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