CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
07-10-2008, 11:44 PM
Since the old thread got so long I've decided to create a new thread for beta 3 and I think its going to be a decent amount of time in coming. Finally got a review from an actual critic on FPS banana and theres a good amount I need to do.
Current Proposed Change-log: - Revamp of Home point docking layout 7/18 - Complete - Complete overhaul of bridge point - 8/3 - Complete - Complete overhaul of engine room point 7/23 - Complete - Overhaul of Spawn Points - 8/7 Complete - Ceiling revamps across the board - 90% - Additional polish - Home Points - 85% - Additional Polish - Bridge & Basement - 85% - Additional Polish - Sewers - 85% - More/Better Ambient noise - 8/10 - Further Improvements on lighting - 40% - Custom Signs & Icons - 50% - Received but not yet placed - Custom Starfield Skybox - 8/8 Complete Possibly Game Dynamics Changes: - Temp lock on points (After capping, the point will not be available for another 30 - 60 seconds) -8/3 Complete - Increased capture times due to locking ability - 8/3 Complete - Lock Time Decreased from 60 seconds to 45 seconds - 8/6 Complete - All Capture timers (minus !) increased 50% (A/B/C 8s -> 12s, Home 4s -> 6s) - 8/6 Complete The main changes I'm thinking of for the bridge and engine room are to have both points 'disconnected', the teams meet in a staging room and then the point is in a separate room off of that. Not sure how I'm going to do this, the nature of the map makes it difficult to try to 'concentrate' action on the points. This still presents a huge problem however, and I'm not sure If I'll be able to create the kind of changes needed to make the map more functional. If that is the case I have a new layout in mind and I might just scrap the map entirely and begin from scratch. Â Sig by Joel
(This post was last modified: 08-10-2008, 02:50 PM by CaffeinePowered.)
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Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
07-11-2008, 12:05 AM
If you want I'd be happy to make some custom ambient sounds for you. 8)
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
07-11-2008, 01:14 AM
Dont know if Ill need any custom sounds, however, I updated the post with some more info
 Sig by Joel |
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Neonie Guest |
07-11-2008, 10:05 AM
Is there still a "secret room" planned?
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
07-11-2008, 10:21 AM
Quote: Also flickering lights around the secret point. TF2 does not support dynamic lighting
(This post was last modified: 07-11-2008, 10:34 AM by CaffeinePowered.)
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
07-11-2008, 10:51 AM
(07-11-2008, 10:21 AM)Surf314 link Wrote:Quote: Also flickering lights around the secret point. I think there is an entity, called light_dynamic (10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
07-11-2008, 10:52 AM
:'( I thought it was a good suggestion
*edit suggestions |
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Budr Guest |
07-11-2008, 11:10 AM
(07-11-2008, 10:52 AM)Surf314 link Wrote: You know what I was thinking, the layout and gameplay is fantastic but everyone keeps complaining about the looks (from what I saw on FPS Banana). I like the horror-themed idea, maybe take a little Event Horizon inspiration? Also, hadn't noticed until you mentioned it but it is odd that the sewers are so well lit, could maybe do with toning down a bit to dirty up the feel. |
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Geoff Real World Azn Posts: 3,921 Joined: Apr 2008 |
07-11-2008, 11:28 AM
Yes, I would recommend making the sewer lights a darker color.
(10-06-2011, 04:24 AM)Vandamguy link Wrote:just ignore everything Geoff posts its always trolling or ignorant drivel |
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ainmosni Man of Ethanol Posts: 1,670 Joined: Mar 2008 |
07-11-2008, 12:06 PM
Making the final caps room a tad smaller would be a good idea, it's just too giant at the moment. All the little corridors are quite confusing as well but that might be because I haven't played it enough.
For the rest, flickering lights would be great if that was possible and a little more run down sewer would also be awesome, just don't make it too gritty or it wouldn't fit in the tf2 style anymore. Signature temporarily out of order until I get off my lazy ass to fix it. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
07-11-2008, 12:09 PM
(07-11-2008, 12:06 PM)ainmosni link Wrote: Making the final caps room a tad smaller would be a good idea, it's just too giant at the moment. All the little corridors are quite confusing as well but that might be because I haven't played it enough. You can not make flickering lights in TF2, name ONE map that has lights the flicker (that isn't a particle effect, I mean ACTUAL lighting) Things like the alarm light on the bomb for goldrush are actually a particle effect that *looks* like a light  Sig by Joel |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
07-11-2008, 12:11 PM
(07-11-2008, 12:09 PM)CaffeinePowered link Wrote: [quote author=ainmosni link=topic=800.msg20675#msg20675 date=1215795995] You can not make flickering lights in TF2, name ONE map that has lights the flicker (that isn't a particle effect, I mean ACTUAL lighting) Things like the alarm light on the bomb for goldrush are actually a particle effect that *looks* like a light [/quote] It would be awesome if you could =(. Your map is perfect for mood effects like that. |
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copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
07-11-2008, 12:25 PM
(07-11-2008, 12:09 PM)CaffeinePowered link Wrote: [quote author=ainmosni link=topic=800.msg20675#msg20675 date=1215795995] You can not make flickering lights in TF2, name ONE map that has lights the flicker (that isn't a particle effect, I mean ACTUAL lighting) Things like the alarm light on the bomb for goldrush are actually a particle effect that *looks* like a light [/quote] Spinning lights on the wall would be kinda cool. Pretty much like the emergency lights in submarines (a la Red October) or spaceships (a la Alien/Aliens). Ripped like paper raped with ease hey scrub nerd pyros suck on these |
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[fr31ns]Karrde The Handy Murse Posts: 2,655 Joined: May 2008 |
07-11-2008, 02:35 PM
As I said in TFT, gameplay is perfect as it is. Not failmate, but a good winnable grind. I don't think locking points would be a positive change. At this point I think your focus should be aesthetic. I love the idea of an event horizon type theme. And like I said before, get new prefabs/brushes to replace the default TF2 stuff in the map. And totally pimp up some particle effects for lights. Especially when the cmpactor is on  Oh and decals so we can find things better.
<+Karrde> welp, time to learn some basic patterning skills <@Negate> 12121212121212121212 <@Negate> there is a simple pattern <+Karrde> I changed my mind. Gonna cosplay as a gay demon from hell and get negate raped instead XD <+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself <+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
07-17-2008, 12:40 AM
Update on home point, now with screen shot
Here you can see size & layout comparisons  Sig by Joel |
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Loqutus Lurker Posts: 143 Joined: Jun 2008 |
07-17-2008, 12:58 AM
It's turning into a real feast for the eyes... Can't wait for the next release!
Bulletproof. |
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KarthXLR Free of STD's ... lolwut? Posts: 9,927 Joined: May 2008 |
07-17-2008, 01:10 AM
I'm tearing at the beauty, now lets hope it plays just as well.
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Wedge I make Reavers my Bitch Posts: 2,704 Joined: Apr 2008 |
07-17-2008, 02:16 AM
What the hell is Source's problem with flickering lights? We had that shit in Unreal, hell in fucking Doom. There are plenty of lo-fi lights that do them great, but I guess they don't have any support for those =<.Â
Also, map looks really fucking nice now. (09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing. |
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ToiletDuck BRB, Posting Posts: 921 Joined: Apr 2008 |
07-17-2008, 08:00 AM
the main control point outside spawn looks way more manageable for defense now! can't wait to try it
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Budr Guest |
07-17-2008, 08:29 AM
Looking more and more professional each time I see it.
Probably me being stupid but did you not have a similar spawn set-up way back when and run into some problems with demos camping? |
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