MH-untitled BETA TEST
- K
- Posts: 1485
- Joined: Wed Aug 03, 2005 9:09 am
- NoMoreSpam: Silver
- Location: Magrathea Status:Hiatus
- Contact:
MH-untitled BETA TEST
If you get the chance , i invite you to come help test my latest map.
Tonight at 9pm central usa time.
On MHMII server.
Password=nino
Post all comments in this thread.
Please post Screen shots!!!
If i get bored today i might put it up early, but everyone should meet up around 9.
------------------------------------------------------------------------------------
Things to look for:
1.Map flow - anything blocking the flow? need to move something or change?
2.Functionality - Any lifts or doors not working?
3.Monsters - To many? not enough? more here? less there?
4.decoration / textures - what would you add change?
5.BSP - do you see any "hall of mirrors" glitches in the map? Spots where the view is messed up?
6.Construct - comments criticism.
7.Ammo Health placement - we need more , less , here , there?
Bare in mind there is allot of work left to do.
Still need:
Sounds - lift , door , and ambient
minor lighting fixes around map
rebuild some minor parts
Build BT/portalgun section
screenshot
music choice
So critique it folks. Lets make it great.
Tonight at 9pm central usa time.
On MHMII server.
Password=nino
Post all comments in this thread.
Please post Screen shots!!!
If i get bored today i might put it up early, but everyone should meet up around 9.
------------------------------------------------------------------------------------
Things to look for:
1.Map flow - anything blocking the flow? need to move something or change?
2.Functionality - Any lifts or doors not working?
3.Monsters - To many? not enough? more here? less there?
4.decoration / textures - what would you add change?
5.BSP - do you see any "hall of mirrors" glitches in the map? Spots where the view is messed up?
6.Construct - comments criticism.
7.Ammo Health placement - we need more , less , here , there?
Bare in mind there is allot of work left to do.
Still need:
Sounds - lift , door , and ambient
minor lighting fixes around map
rebuild some minor parts
Build BT/portalgun section
screenshot
music choice
So critique it folks. Lets make it great.
- -SuPreMe-
- Posts: 818
- Joined: Mon Jul 17, 2006 4:05 am
- NoMoreSpam: Silver
- Location: Na'pali, But often visits England
- Contact:
dammit i got a mismatch "credits" there is credits.utx and credits.umx ive deleted umx but utx i need to run UT or i get error, ill try gettin it from my UT disc now...
EDIT: ok this is pissing me off now it still wont work ive put the credits.utx from the GOTY disc on and ive removed credits.umx but im still getting mismatch.... WTF!!!! there are no more files in UT called credits ive done a file search and found nothing new so WTF HELP!!!!
DOUBLE EDIT: ok hellfire saved me and sent me the files, aparently its a common problem.
EDIT: ok this is pissing me off now it still wont work ive put the credits.utx from the GOTY disc on and ive removed credits.umx but im still getting mismatch.... WTF!!!! there are no more files in UT called credits ive done a file search and found nothing new so WTF HELP!!!!
DOUBLE EDIT: ok hellfire saved me and sent me the files, aparently its a common problem.
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----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
---* * | | |* *
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------..< >
{MHM}
---- -//|::|\\
----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
---* * | | |* *
-------||||
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------..< >
{MHM}
- K
- Posts: 1485
- Joined: Wed Aug 03, 2005 9:09 am
- NoMoreSpam: Silver
- Location: Magrathea Status:Hiatus
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Yeah the under water part is kind of big in my opinion.
Also the last path after the big elevator is underwater and all dark. I want to put some lights down there. I don't like forcing people to use the flashlight. if i put lights there i think the way would be much easier to find.
The lift jump in the beginning is iffy , but i really think the second lift jump "in the gasbag room" needs to be a regular lift or something.
Nobody could figure out how to get up when they run into the broken lift.
I kind of want to keep the ones in the beginning though. Maybe update the instructions in the maintenance message in there so it is more clear how to do the lift jump. I just like the idea of players gibs raining down on other players in that room. If you are falling through the lift you are jumping way to soon. Maybe i can put a jump pad kind of thing in there instead? Quake style jump pad! hmmm
What BT are you talking about? There is not really any in this map.
Big elevator section:
It seems to move to fast and monsters get stuck under the elevator.
I kind of want the elevator to stop briefly at each floor so you have to fight the monsters more as you go down. Would this be a good solution?
Doing this would make you wait longer if you died for the elevator to return.
I know the squid boss needs to be fixed. He wont attack anyone he just stands there in defense. Would you rather have a slith boss? or devil fish boss?
Also another major problem i had building this map was scale. It seems to me everything is to big still. Way to big.
I think this is something i just need experience to remedy.
I'm going to do a walk through soon and take pics of things i propose to change. Please post pics of anything you like or dislike.
Also the last path after the big elevator is underwater and all dark. I want to put some lights down there. I don't like forcing people to use the flashlight. if i put lights there i think the way would be much easier to find.
The lift jump in the beginning is iffy , but i really think the second lift jump "in the gasbag room" needs to be a regular lift or something.
Nobody could figure out how to get up when they run into the broken lift.
I kind of want to keep the ones in the beginning though. Maybe update the instructions in the maintenance message in there so it is more clear how to do the lift jump. I just like the idea of players gibs raining down on other players in that room. If you are falling through the lift you are jumping way to soon. Maybe i can put a jump pad kind of thing in there instead? Quake style jump pad! hmmm
What BT are you talking about? There is not really any in this map.
Big elevator section:
It seems to move to fast and monsters get stuck under the elevator.
I kind of want the elevator to stop briefly at each floor so you have to fight the monsters more as you go down. Would this be a good solution?
Doing this would make you wait longer if you died for the elevator to return.
I know the squid boss needs to be fixed. He wont attack anyone he just stands there in defense. Would you rather have a slith boss? or devil fish boss?
Also another major problem i had building this map was scale. It seems to me everything is to big still. Way to big.
I think this is something i just need experience to remedy.
I'm going to do a walk through soon and take pics of things i propose to change. Please post pics of anything you like or dislike.
- MEAT
- Posts: 2525
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- Location: behind you
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- -SuPreMe-
- Posts: 818
- Joined: Mon Jul 17, 2006 4:05 am
- NoMoreSpam: Silver
- Location: Na'pali, But often visits England
- Contact:
ok ive not played it all yet but me and hellfire played abit heres my thoughts,
GOOD
the map looks stunning, really well built great brush work nice textures and lots to look at.
Obstacle Course like the gasbag room with the button u gotta press then go along those platforms then lift jump up, that parts pretty nice
The key collecting is a nice touch.
Scale, the map is really big loads to see and explore
BAD
The lifts at start, i must say those lifts are really anoying, the amount of times i jumped and fell through the lift to my death was anoyingly high, i know now gotta jump late but this is really gonna anoy people.
Maze, lol at times i was lost running around not knowing were the heck im suppose to go, and finding dead ends and stuff, worse part would be underwater part lol i actually suicided cos i was bored of being lost at that part (lol so did hellfire), im sure u could easily fix this with some on screen triggered messages explaining wat to do or some arrows like on andromeda.
so far the map is looking great the scale of it is crazy for 1 persons work i would never have the patience.
soon ill play the map all the way through lol its kinda hard with just 2 players, ill post some more on it then.
GOOD
the map looks stunning, really well built great brush work nice textures and lots to look at.
Obstacle Course like the gasbag room with the button u gotta press then go along those platforms then lift jump up, that parts pretty nice
The key collecting is a nice touch.
Scale, the map is really big loads to see and explore
BAD
The lifts at start, i must say those lifts are really anoying, the amount of times i jumped and fell through the lift to my death was anoyingly high, i know now gotta jump late but this is really gonna anoy people.
Maze, lol at times i was lost running around not knowing were the heck im suppose to go, and finding dead ends and stuff, worse part would be underwater part lol i actually suicided cos i was bored of being lost at that part (lol so did hellfire), im sure u could easily fix this with some on screen triggered messages explaining wat to do or some arrows like on andromeda.
so far the map is looking great the scale of it is crazy for 1 persons work i would never have the patience.
soon ill play the map all the way through lol its kinda hard with just 2 players, ill post some more on it then.
-------.[ ]
---- -//|::|\\
----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
---* * | | |* *
-------||||
-------||||
------..< >
{MHM}
---- -//|::|\\
----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
---* * | | |* *
-------||||
-------||||
------..< >
{MHM}
- K
- Posts: 1485
- Joined: Wed Aug 03, 2005 9:09 am
- NoMoreSpam: Silver
- Location: Magrathea Status:Hiatus
- Contact:
Lets fix the first thing first.
The lift jump in the beginning!
Do you think jump pads would be a better option?
Or another solution?
I want the players to drop a long way at the beginning. i want a "hall of giants" feel to the map. although the textures don't show this.
secondly , the sewer maze.
The maze is a simple pattern with the exit in the center. If you keep going one way you will eventually wind up at the exit. But you are right it is big.
It is also so high poly that i had to move it far away from the rest of the map and connect to it with teleporters. Not what i wanted but i had to compromise. Any hoo.
My origional plan was to have landmarks in the maze. Like diferent stuff floating in each corner. One side has the scuba , one side has the pulse cannon. I did this but . . .the rooms are so big that you don't really notice.
I really would like to redo this part before a final release and make it so you are wading through water not swimming through it. Also i want to reduce the scale.
Scale is a major factor in all FPS games but is not talked about much. As a new mapper i am finding it very difficult to get the proper scale going in my maps. But each time i make one i get closer to where i need to be. Take that tip to the bank.
Truth , i already have a next map idea and its going to be spectacular.
Why am i so addicted to this?
The lift jump in the beginning!
Do you think jump pads would be a better option?
Or another solution?
I want the players to drop a long way at the beginning. i want a "hall of giants" feel to the map. although the textures don't show this.
secondly , the sewer maze.
The maze is a simple pattern with the exit in the center. If you keep going one way you will eventually wind up at the exit. But you are right it is big.
It is also so high poly that i had to move it far away from the rest of the map and connect to it with teleporters. Not what i wanted but i had to compromise. Any hoo.
My origional plan was to have landmarks in the maze. Like diferent stuff floating in each corner. One side has the scuba , one side has the pulse cannon. I did this but . . .the rooms are so big that you don't really notice.
I really would like to redo this part before a final release and make it so you are wading through water not swimming through it. Also i want to reduce the scale.
Scale is a major factor in all FPS games but is not talked about much. As a new mapper i am finding it very difficult to get the proper scale going in my maps. But each time i make one i get closer to where i need to be. Take that tip to the bank.
Truth , i already have a next map idea and its going to be spectacular.
Why am i so addicted to this?