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Starship B3 Changelog & B2 Feedback
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Mad Hatter
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#1
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.


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(This post was last modified: 08-10-2008, 02:50 PM by CaffeinePowered.)
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Mission Difficult
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#2
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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Mad Hatter
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#3
07-11-2008, 01:14 AM

Dont know if Ill need any custom sounds, however, I updated the post with some more info


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Neonie
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#4
07-11-2008, 10:05 AM

Is there still a "secret room" planned?
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Surf314
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#5
07-11-2008, 10:21 AM

Quote: Also flickering lights around the secret point.

TF2 does not support dynamic lighting


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(This post was last modified: 07-11-2008, 10:34 AM by CaffeinePowered.)
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Geoff
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#6
07-11-2008, 10:51 AM

(07-11-2008, 10:21 AM)Surf314 link Wrote:
Quote: Also flickering lights around the secret point.

TF2 does not support dynamic lighting

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
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#7
07-11-2008, 10:52 AM

:'( I thought it was a good suggestion

*edit suggestions


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Budr
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#8
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).

So here's my suggestion, make the map have more of a narrative.  Here's what I'm thinking:

-Both spawn rooms should look like boarding shuttles, that already may be what they are but it should be obvious.  Maybe reduce spawn times but extend the passage between with a see through tube and the shuttles easily seen through them.  Also you can combine this with having to cap the first points.  This will add to the feel that both teams are boarding a space ship at the same time and fighting for control over it.

-Pick a story and start adding props and textures based on it.  Why are they fighting over it?  My idea: go for a horror feel and add dead bodies and blood splatters.  This sort of tells a story that you both want to pirate this seemingly empty space ship but you find out something went terrible wrong.  If you can you can even add a creepy victory event that kills everyone.  Also flickering lights around the secret point.

-optional: add more traps including ones that activate when you get a point.  This would increase the narrative feel of it.  Why do you need these points? Because it gives you access to the ships functions that will give you an advantage.  This suggestion really only works with improving a narrative feel to it and may create some play issues.  If you want to do this you can always just stick with the less needed passages and the area around the hidden point.  One possible trap would an event that changes those fast vents into fast vents of death.

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
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#9
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
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#10
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.


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Mad Hatter
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#11
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.

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.

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


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Surf314
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#12
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]
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.

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


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#13
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]
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.

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).


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[fr31ns]Karrde
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#14
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 Tongue  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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Mad Hatter
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#15
07-17-2008, 12:40 AM

Update on home point, now with screen shot

Here you can see size & layout comparisons
[Image: cp_starship_b3_060000.jpg]

[Image: cp_starship_b3_060001.jpg]

[Image: cp_starship_b3_060002.jpg]

[Image: cp_starship_b3_060003.jpg]

[Image: cp_starship_b3_060004.jpg]

[Image: cp_starship_b3_060005.jpg]

[Image: cp_starship_b3_060006.jpg]

[Image: cp_starship_b3_060007.jpg]

[Image: cp_starship_b3_060008.jpg]


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Loqutus
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#16
07-17-2008, 12:58 AM

It's turning into a real feast for the eyes... Can't wait for the next release!


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KarthXLR
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#17
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
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#18
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 =<. 

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
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#19
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
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#20
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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