Map Progression

Started by Micky C, 02 February 2013, 08:01:39

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Drek

#390
I swapped both of those tiles like you suggested and I definitely like it better.
You mentioned putting it up on steam, while I'd be happy to see it there, there are some issues. Mainly it has a big bug crashing while trying to save, also the lack of fog. I think the savegame issue may be due to going over the old wall limit?? Just a guess really.

Here is the updated map.

Forge

megaton uses the jonoF port which also goes over the old wall limit.
Take it down to the beach with a hammer and pound sand up your ass

Drek

#392
Yeah, it was playable, but for some reason this map crashed megaton every time I tried to save. The wall limit thing was just a guess. I don't know why it's crashing, Micky mentioned putting the project up on steam, so I did a quick playtest and now suggest we don't.

Reason #1. No fog.
#2. Savegame crash bug.
#3. No custom music yet.
#4. We can't link maps as a true episode. We could at best post a collection of single maps. Or make a grp and try to explain to steam users how to relocate it and load a mod.

Pro-> Co-op

Edit: I've been testing the map and I really don't care for the gameplay I original designed either, it was only temporary anyways, I wasn't even sure where the map was going to be added on to. I'm reworking my section to play out a bit quicker. Less looping around. I'll be a week or two tweaking this mess. In the meantime Micky, do you like the replacement textures?

Micky C

Wow yeah, the difference is huge! I'm glad you're working on it more as well, like you said the connection to the next section needs to be redone and I can see several stretched and misaligned textures now that it's more noticeable with the patterns (but also elsewhere).

Don't remove the looping completely though, it's always nice to have a bit of looping. The only other thing I would ask is that the bunker you have be made more original, if it's even necessary. The way I envisioned it with my section was that the bunkers were put in by humans against the aliens originally, so it doesn't make sense to have them in a more alien place.

I agree it's pretty much impossible to put this on megaton simply because it can't be made an episode now that you mention it. However maybe I could put the first map up, with a message saying "If you like this, try out the full episode" in front of the player when he starts the map (in case no one reads the map description). I think MetHy is kinda doing that with Metropolitan Mayhem.
Wall whore.

Maarten

Just checked the CBP2-swapped map. Some very cool locations (Y) Stilll some less detailed places, but I guess that will be fixed ;)

I still work on my map now and then.. I didn't forget about this project ;) Just almost no time these days....
Boo!

Drek

#395
I figured another update can't hurt. I've got the gameplay sorted out through my section, non-linear with a mini-boss fight before heading down to Mike's part, and I added a boat at the starting position (wip). The whole thing is pretty much playable for about 4/5 of the map, up until needing the red or yellow key card in the sub station. I'm still trying to add some sprite details, it's like pulling teeth this sprite work.

About the bug using steam. I used mapster script to quickly chop out the fog for a test, the save game worked then.

Micky C

#396
It's definitely getting there  ;)

Still needs some work though with more details and fixing stretched textures (as you're probably aware).
The boat is a nice touch btw.

I've remembered another way to help make your scenes look busier (it's not so much detail as "busyness" that will make your map look good here).

For example, here's one of the areas you've got right now:


Here's how I spruced it up in literally 2 minutes.
1. These child sectors everywhere are a real help, not only do they add a slight change in elevation, but also have a different texture (not to mention colour) as well. Both factors add much needed variety to the ground.
2. The simple matter of adding small, non-blocking sprites all over the ground also helps the scene look fuller.
3. These raised child sectors up against the sides of the area do the same thing as point 1.

Together it's a great, quick and easy improvment  8)

The only other thing I'd suggest at this stage is moving your entire section vertically down a bit so that the elevator at the end doesn't have to move so far and fast.

Wall whore.

Maarten

Cool.

My map is getting closer and closer to be finished. It's almost a stand-alone map haha. I can post the map, but maybe it's better for me to fnish it at least for 98% :) It's really a X64-2 map right now :P
Boo!

Micky C

That sounds awesome!

As long as it's X64-2: Beach Edition haha  ;D
Wall whore.

Maarten

No worries: it is :D
And a boss fight of course!
Boo!

Drek

I'm done.


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Micky C

Do you mind if I polish the section? Adding some details, tweaking shading, and replacing the occasional texture or so. There's just lots of tiny things that when added together leave room for more potential, as well as one or two bigger things like a wooden floor in an alien structure which doesn't fit, and that whole interior of the building which connects your section to Supertanker's section doesn't make much sense as it is now.

Btw Undertaker are you working on a new section afterall? I'd assume not at this point, and if so I could also start tinkering with an ending to the 2nd map to bring the player to the third.
Wall whore.

Maarten

I haven't checked your upload since I don't have much time, but.... I build some more on my map :D Quite satisfied with it so far. Í'm about to add some gameplay, a new kind of one; it's on a alien-beach-planet, and since it's really strange, I also wanted a different kind of gameplay: only minibosses & atomic health. Maybe a few lizies on indoor parts tho.
And of course the final batlle which will be taken outside.

The only thing I still need to know: how should the map start? What location? Since it's going to be an episode....
Right now it starts in a alien cave, but there is room for a new part/start.
Boo!

Maarten

Playing the map. Got stuck after the mini-boss fight, am I supossed to get the yellow keycard for the door? Didn't find it..and I don't see another way to continue.. it's probably me, though :P

Fun map, fun gameplay, nice connections too. I like the design ideas too. I agree with Micky though, some things could be better, which shouldn't take too much time.
Oh.. and I hope you do realise the steriods item could ruin the gameplay? I found at least 2 shortcuts when using steriods... I even thought I needed to use it (see attachment).
Also, I like the fog effect... but some sectors doesn't have it which looks a bit...strange. At least, on my laptop here..

Overall, fun map :)

----

So.. how much maps will this episode get? And again.. how should my map start? I'm almost ready with my map, so....

[attachment deleted by admin]
Boo!

Micky C

There will be 3 maps at this rate, with yours being the third. What's probably going to happen is at this rate is that the 2nd map will end at a dam which the aliens are using as a power source to power their interstellar teleporter. So the player will just be teleported to the alien planet, and you'll probably want to build some kind of teleporter pad.

I won't hold it against you if after the episode is released, you release a seperate stand alone version of the map. Everything about this CBP has been a complete mess; I thought it would be a great idea for a bigger CBP without limits, but it seems now that limits are a good thing because otherwise half the team will vanish leaving unfinished sections  :-\

quakis are you still working on your section?
Wall whore.