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Posted by mfx on 2013/10/22 22:51:13 |
Another base map, this time polished till my fingers bled! Be sure to have Quoth installed!
See the textfile for further information about setting it up correctly, and who contributed to this release.
Screenshot 1 Screenshot 2
Download (updated version 2)
And your demos are always very appreciated! |
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 Imho
#68 posted by - on 2013/11/06 23:25:17
It's better to just take the opinions and criticism you got and apply them to further work than endlessly try to improve previous work.
One of the ways you improve as a designer is to release your work and say "This is my work!" and stand behind it as something you are proud of, and then look to improve in your next project. I think it helps you decide what values you want to define your work, rather than constantly fixing things and trying to make everyone happy.
For instance, if you decide you really like spawning dogs behind people as a gameplay mechanic, but all the comments here are negative, then try and think of how you would improve that for next time. Maybe spawn them further back would be enough? Perhaps some sort of warning would make it more acceptable? An example of an improvement of the gameplay idea would be to have the dogs in cages you walk past and can't shoot them, and then just after you pass, you hear them slide open! That would give a narrative and reason and forewarning, which would strengthen the encounter, and still give the "Enemies behind you you must quickly turn and deal with".
I don't think it's as easy to stick something like that into an already released map, you end up having to shoehorn which doesn't always work as well as you'd hope. Better to leave until next.
 I Agree With Scampie
#69 posted by Mike Woodham on 2013/11/06 23:36:43
Improve your next map with what you learned from your last one.
#70 posted by gb on 2013/11/07 00:53:39
I'd fix the 3 or 4 most obvious issues, then move on.
 When Does A Criticism Become An Issue
#71 posted by Preach on 2013/11/07 01:30:18
On the Paul Steed objectivity scale, visual glitches are much closer to the objective issue end, while gameplay sits on the subjective criticism side of things. So if you really want to release another version, I'd suggest only fixing visual quality stuff, and listen to Scampie for the rest.
 Yeah I Guess I'd Agree
#72 posted by Drew on 2013/11/07 01:47:48
 Ok,
#73 posted by mfx on 2013/11/07 02:46:00
..i think i got it.
Won�t change the anything in it, Scampie gets it to the point, and honestly i�m a bit tired of this map.
Actually i can�t see it anymore, it�s a pity all this work...
But for the fixing, i can tell you i�m working on it, as long as i am not working on something else , i can deliver soon..
And btw, my assumption of a potal error by func_detail in void was wrong, it�s mainly broken or misaligned polys that suck(which makes it even worse).
 Wooo
#74 posted by ijed on 2013/11/07 02:56:40
Well that wandered off and fell in a well.
Mfx, to answer your question, it's worth fixing the greyflash and probably moving the spawning creatures out of sight. Personally I'd change the end shamblers for Edie's, but it's not my map :)
 Any Ambush Mechanic Is Fine
#75 posted by ijed on 2013/11/07 03:03:57
As long as a player playing on a skill level they 'normally' play on can reasonably expect to survive.
Make your maps for everyone and they'll suck. Make them for yourself and they'll suck until you figure out what your favorite type of play is. Which you by experimenting and making mistakes.
In the case of Mainframe Mayhem it'd be a shame for it to be marred by a couple of technical issues. But enemies appearing in sight subjectively described as a 'technical issue' and the end fight is purely gameplay...
 Whoops
#76 posted by ijed on 2013/11/07 03:05:17
Didn't see the post, will shut up now.
Awesome screenshot.
 Wow...
Looks sexy
 Good Post Scampsp2
#78 posted by Shambler on 2013/11/07 11:48:09
.............!
 Update
#79 posted by mfx on 2013/11/10 19:40:05
OK Guys, got the map now so far fixed to compile with no errors. \o/
But as when i load the portalfile in quark, i get this:
portals
Seems like there are portals expanding into the void on the left, and one is totally 'alone', but what do i know...
Will there be problems vising this, does anybody has a clue?
 Ouch...
thats not fun to debug. have you deleted the old portal files? If it doesnt leak surely it should write a portal file?
*shouldn't write a portal file
 5th
#82 posted by mfx on 2013/11/10 19:59:56
yes .prt file is all new, as i said no compile errors or warnings. Started vising, its working (by now).
File: maps\mfxsp17.bsp
2861 portalleafs
8090 numportals
8061 numrealleafs
State file out of date, will be overwritten.
Base Vis took like 5 seconds, and now for the elaborate part..
I didn't think a .prt file was produced on a sealed map.
 5th
#84 posted by mfx on 2013/11/10 20:21:07
its not leaking, here the tx_qbsp output.
------ LoadMapFile ------
Title: "Mainframe Mayhem"
41478 faces
6672 brushes (1750 detail)
1451 entities
167 miptex
20382 texinfo
Added 23 texture frames
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
6059 brushes read
------ CSGFaces ------
----+----+
37707 brushfaces
30489 csgfaces
26475 mergedfaces
------ SolidBSP ------
34772 split nodes
14574 solid leafs
19952 empty leafs
247 water leafs
62491 leaffaces
54909 nodefaces
------ FillOutside ------
5837 outleafs
------ MergeAll ------
20658 mergefaces
------ SolidBSP ------
----+----+
14143 split nodes
6083 solid leafs
7999 empty leafs
62 water leafs
33841 leaffaces
25980 nodefaces
----- Portalize Detail ----
2861 vis leafs
8090 vis portals
8061 real leafs
------ Tjunc ------
30705 world edges
95974 edge points
18564 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
------ MergeAll ------
14685 mergefaces
Processing hull 2...
----+----+
----+----+
------ MergeAll ------
10962 mergefaces
WARNING: Marksurfaces 36957 exceed normal engine max 32767
------ FinishBSPFile ------
WriteBSPFile: maps\mfxsp11.bsp
14042 planes 280840
37478 vertexes 449736
16011 nodes 384264
20382 texinfo 815280
28846 faces 576920
26498 clipnodes 211984
9655 leafs 270340
36957 marksurfaces 73914
132804 surfedges 531216
69520 edges 278080
190 textures 1897064
lightdata 0
visdata 0
entdata 135178
Skipped 2344 surfaces
1 warning
 5th
#85 posted by mfx on 2013/11/10 20:38:12
surely you mean .pts file that�s being produced when leaking.
#86 posted by rebb on 2013/11/10 20:46:32
If you don't mind, could you put the .map file that you currently have up somewhere, or send it via eMail please ?
It might also be worth trying to compile it in TyrUtils, to see if it's a compiler problem.
 Rebb
#87 posted by mfx on 2013/11/10 20:59:05
mail send to you, and as i said earlier, tyranns compiler screws it all up.
#88 posted by rebb on 2013/11/10 21:56:28
In what way though ?
If it refuses to compile it because of stricter rules or better error-checking, it's possible that something in the map is done in a way that may better be avoided or done differently.
If the map is solid but the output is wrong, then the map might be a good test-case to use to find the problem in the compiler.
In any event, there's something to be learned.
By the way, the file-format of .prt files from compilers with detail/hint support can differ slightly, causing Quark to choke. Are there any error-messages when loading the portal file ?
 Just Curious
#89 posted by Rick on 2013/11/10 22:02:18
But why in the world would you want to open a portal file in Quark? I've been mapping for nearly 20 years and I've never felt the need to even look at a portal file.
 Rebb
#90 posted by mfx on 2013/11/10 22:02:51
Mainly texture alignment problems are caused by tyrutils.. i know there a switch to avoid that.
No error msg from quark btw. No error when vising too(by now), i�m waiting for the output to be b0rked again...:)
 Rick
#91 posted by mfx on 2013/11/10 22:07:14
there�s just no other way to check the prt file.
Mainly to see if its congruent to the map structure, or , in this case it�s not.
Just curiousity i guess.
 Heh
#92 posted by RickyT33 on 2013/11/10 23:03:16
load .map into Worldcraft 3.3 or 3.4 and go:
Map -> Check for problems.
Humour me, WC has decent illegal face and brush detection. Sometimes a face gets bad contents that isn't even facing the inside of the map.
You can identify any illegal brushes or faces in Worldcraft and repair in your editor of choice.
Unless you are using Worldcraft already and have already checked in the way I described above, in which case IDK, no ideas :/
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