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Duke Nukem Boards => Workbench: Classic Duke 3D => 1 Week / 1638 CBP private board => Topic started by: Micky C on 14 February 2012, 00:07:50

Title: Map progression
Post by: Micky C on 14 February 2012, 00:07:50
I didn't see any threads here and it's my turn to map so I thought I'd start it off. I didn't really know what to call the thread, but I figured we'd at least need to talk about how the map's progressing/coming along and who's going to work on it next or add what to which area.

Also, Drek's on the list? I didn't know he was a mapper, I mean I've seen him start making a map but I'm pretty sure he's only just started, and if that's the case, he definitely should not be a part of this CBP. Correct me if I'm wrong though. Otherwise I didn't know we were taking Forge's "everyone can join" motto so seriously  :P

Edit: and just to be clear, only those who are actually listed as working on the CBP can see this forum? so it's safe to post map versions and screenshots?  ???
Title: Re: Map progression
Post by: Puritan on 14 February 2012, 00:18:32
Quote from: Micky C on  14 February 2012, 00:07:50


Edit: and just to be clear, only those who are actually listed as working on the CBP can see this forum? so it's safe to post map versions and screenshots?  ???


Here is the list of members that is able to see this board:


Micky C
Supertanker
Mike Norvak
Maarten
Merlijn
Quakis
Mister Sinister
...and Forge and me might look in here from time to time  ;D
Title: Re: Map progression
Post by: MikeNorvak on 14 February 2012, 00:40:17
Okay here's the first version of the map:

http://www.mikenorvak.com/maps/1WCBP_1.rar

BTW Puritan/Forge could you update the first post with this?:

CURRENT MAPPER: MICKY C

List of confirmed mappers

TBC:
SCHEDULE

MAPPER ||||||||||||||| WEEK/DAYS ||||||||||||||| WALLS USED |||| AVAILABLE WALLS SO FAR
---------------------------------------------------------------------------------------------------------------------
1-Norvak ------------------  6 - 12 February ------------- 1515
2-Micky C ----------------- 13 - 19 February ------------- X
--------------------------------------------------------------------------------- 14,869

Thank you!

EDIT: About Drek, he sent me a PM, I haven't responded yet, and I don't think he could be part of the project, I mean we need at least 1 released map for every mapper...

[attachment deleted by admin]
Title: Re: Map progression
Post by: Micky C on 14 February 2012, 00:46:18
I downloaded the map mid morning on the 14th by my time, so I might take an extra day if I need it  :P

The hardest part is getting started (figuring out where to extend and how to make the transition smooth). I'm thinking of making my area really high up, giving the player a good view, but that'd mean ignoring all the build points Norvak put in. I hope someone will be able to use them.
Title: Re: Map progression
Post by: Micky C on 14 February 2012, 01:02:14
Damn the lack of edit button!

I didn't see that high up area you sneaky bugger ;)
I know where I'm building  ;D

Might as well add a pic so people know what I'm talking about:
(http://i734.photobucket.com/albums/ww345/crimic01/th_mapster322012-02-1410-32-50-41.png) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view&current=mapster322012-02-1410-32-50-41.png)
Title: Re: Map progression
Post by: MikeNorvak on 14 February 2012, 01:51:45
BTW could someone try the map and tell me how's the fps with polymost/classic/polymer hope it isn't to low :/
Title: Re: Map progression
Post by: Micky C on 14 February 2012, 07:09:22
The space city should have a name, any ideas? Maybe something that shares an acronym with CBP 8... Centuri Beta Prime 8?
Title: Re: Map progression
Post by: Forge on 14 February 2012, 10:37:35
Quote from: MikeNorvak on  14 February 2012, 00:40:17
BTW Puritan/Forge could you update the first post with this?:

EDIT: About Drek, he sent me a PM...

i was updating the 1st post with information from the Duke4 thread. (which still has Drek as part of the tbd list)

Just PM me what updates you want to the 1st post so we don't clog up the thread with them
Title: Re: Map progression
Post by: Maarten on 14 February 2012, 19:18:21
Just replying on the screenshot: that looks really nice. Very future-ish feeling! 8)
Title: Re: Map progression
Post by: Mister Sinister on 14 February 2012, 20:54:24
This sure looks good!  :)
I'd like to be 4th or 5th mapper,cause I will have much more free time in the beginning of March.
Title: Re: Map progression
Post by: Micky C on 15 February 2012, 14:00:02
Ok who's going to take the map next? I've been at the edge of the wall limit since yesterday, so the layout and most of the geometry is done, a lot of the texturing is done, sprite work is coming along fairly nicely. I'll probably spend more time polishing the map then actually making it.

If I pass on the map a few days early, can I add my remaining days onto my second mapping turn (the polishing turn)? There are a few bugs I might need some time to sort out for; mostly mirrors and some sprite issues in software mode (I might need help with that because I have no real mapping experience with the classic renderer).

Speaking of bugs, I tried out the map in polymost, and it is very, very glitchy, I wouldn't recommend it at all. At first I thought I broke something, so I went back to Norvak's map and it was exactly the same.

(http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322012-02-1523-17-26-34.png) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view&current=eduke322012-02-1523-17-26-34.png)
Looking down from the top TROR layer causes some very large scale flickering of the brick texture.

(http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322012-02-1410-50-12-68-1.png) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view&current=eduke322012-02-1410-50-12-68-1.png)
Same here

(http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322012-02-1523-17-43-28.png) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view&current=eduke322012-02-1523-17-43-28.png)
Sorry about the darkness here. Looking up it's mostly ok except for those bands of brown brick texture in the top left corner over the scent 88 sign.

The good news is, classic seems pretty flawless, and of course so is polymer. Would it be worth asking Helixhorned if there's anything he could do for polymost? I'm sure it can do better than this but he's considering it a lower priority than the other renderers.
Title: Re: Map progression
Post by: Forge on 15 February 2012, 20:00:56
If polymost is broken for the level, you should make sure everyone knows not to map in it. may not make a difference, but having everyone use the same snapshot might also keep things from getting broke.

polymost is never going to get fixed, it's supposed to be phased out and replaced by polymer. They need to fix 8 bit though. Shading is all screwed up as well as how some sprites and other things are rendered.

Title: Re: Map progression
Post by: MikeNorvak on 15 February 2012, 21:17:47
@ Micky: about the first shot, I noticed there're many glitches while using the jetpack to get higher zones, but nothing as terrible as you are showing btw, I was thinking restrict the use of the jetpack in the level anyway.

About the other shot I'm really confused cos it looks with any glitch for me using polymost, that's so weird :/ Could someone else check this out? Are you sure you are using the latest snapshot?

I'm using r2344 and a clean folder.

I'm pretty sure I'm aware of every glitch in my part..... In fact those shots should look like HOM in the worst of the cases and not like the brick texture, please use the latest snapshot.
Title: Re: Map progression
Post by: Micky C on 16 February 2012, 00:01:21
I was also using r2344 (not a clean install, but I really doubt it would make any difference in this case), sorry I should have mentioned that. That top view is how it looks from my appartment/bachelor pad, so it's going to be pretty hard not having the player look out there like that.

I anyone going to volunteer to be third? We ought to always know who the next mapper is. Hopefully it's one of the more tallented mappers to help cancel out my own crappy work  ;)
Title: Re: Map progression
Post by: Micky C on 16 February 2012, 08:59:13
Ok here's my section done. I tried to cover up my relatively simple architecture with flashy lights downstairs and a bachelor pad of the future that transforms its sections upstairs (I hope people like it, it's certainly a novelty). While it's 'finished', there are some minor yet troublesome relativity bit issues with the transforming parts, and the lift is quite buggy in software so I'm going to have to do some work on that.

Also, because I finished it in 3 days I hope the remaining 4 days can be added to my polishing period near the end of the map's development. I'm uploading my part on the assumption of that being the case.

Somebody better step up and start working on it pronto!
Title: Re: Map progression
Post by: Micky C on 16 February 2012, 12:42:45
High Treason has volunteered to go third over at Duke4.net, so I'm giving it to him to work on, and as no one here has replied they're working on it, High Treason is officially the third and current mapper.

Come on guys, let's try to get an order going  :P

Edit: while I'm posting, I ended up using 1679 walls.
Title: Re: Map progression
Post by: Merlijn on 16 February 2012, 17:55:30
I can go after High treason. Don't expect too much from me, I have so little spare time these days.. :(
Title: Re: Map progression
Post by: Maarten on 16 February 2012, 22:05:56
Since Merlijn & I build on the same pc, count me after Merlijn. But I don't have much time either, so I'll probably stick with a more simple 3DR like style, clean looking, but fun :)

The map will be with different ways / key pads / forcefield / whatever, right? That will speed things up in that case.
Title: Re: Map progression
Post by: High Treason on 16 February 2012, 23:26:58
Well, I've done all I can for today (About 2 hours worth) - there's no shading in this room yet, in fact, there's not much of anything. Basically I'm building off one of the tunnels in Norvak's section, but all I have is a collapsed tunnel and a sewer which will lead to some kind of sewerage treatment plant.

I'll get back to work tomorrow, guess I'll have to shelve my other projects for a week as this will probably be more time-consuming than I expected.

[attachment deleted by admin]
Title: Re: Map progression
Post by: Maarten on 16 February 2012, 23:43:43
Heh, I remember that 3d-looking-spritework trick with that texture...I used it years ago in my own map, Another Big Base Attacked :) I probably wasn't the first one that got that idea tho...and if so, I'm not complaining of you using it :P

Based on the screens, I think this map will be really promising!  8)
Title: Re: Map progression
Post by: Maarten on 17 February 2012, 00:01:10
Just couldn't resist to download the map.... that looks really nice, it's quite awesome actually!  :o ;D Good job, I've the feeling this could be a really cool project, so let's not rush it! 8)
Title: Re: Map progression
Post by: Mister Sinister on 17 February 2012, 13:18:01
Hey,Merlijn,Maarten,can I map after High Treason?
Title: Re: Map progression
Post by: Merlijn on 17 February 2012, 18:09:14
Sure, no problem :)
Title: Re: Map progression
Post by: High Treason on 18 February 2012, 17:43:48
I think I can hand this in now, I certainly can't find anything wrong with it, I even have a few enemies and items in place. My section ends where the arrow is, but I can go back and change this - i.e. Adding a Jetpack or maybe an elevator or something, I have a few walls left as I used up 1163 in total.

[attachment deleted by admin]
Title: Re: Map progression
Post by: Maarten on 18 February 2012, 18:26:02
Nice shot. And wow, this project is going really speedy!  :o Nice!
Title: Re: Map progression
Post by: Puritan on 18 February 2012, 18:38:03
I'm really impressed, guys  :o
Keep up the steam!
Title: Re: Map progression
Post by: MikeNorvak on 18 February 2012, 20:28:57
The next mapper could start mapping in the left of the map to make the other part of the sub highway that finally comes to the surface of another area of the city

That's up to the mapper, but I would suggest not close the open nature of the map.
Title: Re: Map progression
Post by: Micky C on 19 February 2012, 00:40:22
High Treason, I'd strongly recommend using TROR in your section, it won't take up any extra walls, and it'll take like 10 seconds to implement. To join two sections via TROR that have the same  sector shape (such as the top and bottom of the drain to the sewer) you simply highlight both sectors then go ctrl-j as if you're joining two sectors. It'll then ask you some things like if which one you want to be on top and which on the bottom, and if you want to move the attached sectors as well (yes you do), and it's done. You can then make the liquid in those tanks transparent, and remove the SE teleporters from the drain.
Title: Re: Map progression
Post by: High Treason on 19 February 2012, 00:54:13
TROR ain't my style, I'd never say this over on Duke4, but it is without doubt the worst implementation of ROR I have ever seen in this engine and it simply doesn't work for me.

That and I want good framerates, my computer doesn't like TROR. I originally had transparent water trickery with duplicate sectors, but I scrapped it in favor of the original effect.
Title: Re: Map progression
Post by: Micky C on 19 February 2012, 01:16:45
I don't see the point of going for the original effect when the map already makes major use of TROR, so there goes the framerate argument. If you want the water to be opaque then there's no point in RORing that but I think at least the drain should be TROR and I'd be willing to connect it up for you in the polishing stage if you want.
Title: Re: Map progression
Post by: High Treason on 19 February 2012, 01:31:51
Not really, like I said, it's not my stlye, the point of my section is that it's my style but not to the point that it doesn't fit. I can't TROR the drain anyway as the heights are incorrect, the city was at some freakish height so the sewer is actually above it, so you'd have to modify every sector - I never said I wanted good framerates in other people's parts did I? :D

Basically where I am coming from is, with that argument (if I blow it out of proportion) I might as well say throw your TROR in the trash because it's slower than hell on my 1996 rig, use sector inversion tricks instead and I'd strongly reccomend removing A and B in room C bla bla bla :D - Of course I don't intend to blow it out of proportion, everyone's part has or will have it's own style and it's own charms.

As for the water, have you ever been in a sewer? It's not very transparent anyway and you can never get the smell out of your clothes. Still, at least nobody has said anything about my Polymer lights, because I can't test them, so I don't really know what they look like.
Title: Re: Map progression
Post by: Micky C on 19 February 2012, 07:19:45
Ok I'll respect your decision. But if you ever do get into TROR in the future you should know that if you do join two areas, you don't need to mess about with heights or anything, mapster does it all for you automatically, that's why I said it would take 10 seconds, I wasn't exaggerating. I'd also eat my foot if there was any problem with performance on any renderer by linking up such a tall, narrow sector.

Anyway, I took some screens so you can see what your lights look like:
http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-02-1916-22-45-68.png
http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-02-1916-23-13-80.png
http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-02-1916-23-53-82.png
Title: Re: Map progression
Post by: Mister Sinister on 19 February 2012, 08:20:29
So I guess it's my turn to map now?
Title: Re: Map progression
Post by: MikeNorvak on 19 February 2012, 08:30:47
I understand HT anyway the only real benefit I could find on using TROR in that well, is to give his part a real layout, I mean that the upper and lower parts don't be actually on different places.

Of course you can map Mister Sinister!
Title: Re: Map progression
Post by: Mister Sinister on 19 February 2012, 22:13:30
So this is how my part of the map looks like right now. I still have around 800 walls to use and a few free days!
It's not nearly as impressive as Mike Norvak's part is or Micky C's,but still. :-\

(http://s017.radikal.ru/i413/1202/7d/bff403fc6cda.jpg)

Road on the screenshot will be connected to the "hub" and will be expanded in some other direction,also I will think of some way of using the dam.

Also I think you should update that post with "Current mapper/walls used and etc"  :)
Title: Re: Map progression
Post by: High Treason on 20 February 2012, 00:11:55
Damn, it's looking good Mister Sinister.
Title: Re: Map progression
Post by: MikeNorvak on 20 February 2012, 01:17:04
@ Mister Sinister: Nah, it looks great ;) BTW I did update the post at Duke4 yesterday.
Title: Re: Map progression
Post by: Micky C on 20 February 2012, 05:39:05
Quote from: Mister Sinister on  19 February 2012, 22:13:30
It's not nearly as impressive as Mike Norvak's part is or Micky C's,but still. :-\

Don't be ridiculous, I love it! Very futuristic. Can't wait to see what else you'll do with the remaining walls  ;)
Title: Re: Map progression
Post by: Mister Sinister on 20 February 2012, 15:20:23
Thank you guys  :)
This is how the actual dam looks like right now
(http://s54.radikal.ru/i146/1202/0f/d7c67f9d98c9.jpg)
Title: Re: Map progression
Post by: Puritan on 20 February 2012, 15:50:03
How does the sprites ( trees, bushes) looks like in classic mode on the sloped areas?
They sometimes tend to render some ugly clipping.
Title: Re: Map progression
Post by: Merlijn on 20 February 2012, 18:13:53
Screenshot looks great, this map has the potential to be really epic!  8)
Title: Re: Map progression
Post by: MikeNorvak on 20 February 2012, 18:38:50
Hey that's nice, what if you slope the ceiling sectors on the sides, and use the large sectors to make some beams? so it looks like a dome just above. Yeah I'll love to see what Merlijn and Maarten have prepared for the map!
Title: Re: Map progression
Post by: Mister Sinister on 20 February 2012, 20:57:02
Mike,sounds cool but difficult. :(

Well,it was two days of unstoppable mapping without a break and I have 70 walls left.
I've made a small section inside the dam,which sadly looks very dull due my little experience in making hi-tech maps.
Also I've placed blue keycard on the top of the dam and locked it with a switch tagged as "sina5".
I think I'll finish my part tomorrow.
Title: Re: Map progression
Post by: Maarten on 20 February 2012, 23:22:57
Awesome.

Hope I'll get the map on wednesday... I do have some more time that day  8) Still no real idea what to create tho...
Title: Re: Map progression
Post by: MikeNorvak on 21 February 2012, 03:39:44
@MS : Well, you already have the sectors, just slope them, and change the texture of the large sector to metal beam something like this:

[attachment deleted by admin]
Title: Re: Map progression
Post by: Mister Sinister on 21 February 2012, 09:29:23
So my part is finished!
I've added some temporary items and monsters, switch tagged as "sina5" is also temporary - I left it just for testing. It unlocks the way to blue keycard.

Sadly, but I failed in making a dome,Mike. :(
Anyway - here's the map and ingame screenshot
(http://s017.radikal.ru/i408/1202/d1/f609427272ef.jpg)

Walls used - 1627
Title: Re: Map progression
Post by: Micky C on 21 February 2012, 12:39:30
That area is huge! Fantasitc! And I love the style and detailing. Although some of the corridors are a bit high; are people taller in the future?  ;D

I also see you've also got an album coming out (and the sign's bigger than Norvak's, I'm sure he won't be happy about that.) Perhaps we should all have an album coming out? Like an in-joke sort of thing.

I noticed in the 'tags used' file that you put in the names of the tags rather than the numbers themselves for a lot of them. The names are useless information without the .maptag file. It shouldn't be a problem if everyone uses the smart tagging system, but some people might not. Can you list the tags you used here so people can note them?
Title: Re: Map progression
Post by: Forge on 21 February 2012, 13:39:58
it is a tall corridor, but it doesn't look bad. maybe it's designed to handle forklifts, hovercars, and other vehicles & machinery

a dome over this area would really enhance it. after everything's finished and tuned, there's sure to be enough resources for M. Sinister to add one if he wants.
Title: Re: Map progression
Post by: Mister Sinister on 21 February 2012, 15:35:07
I forgot to put maptags file in archive,here's new file.
Yeah,that sign sure is huge! I think this really can be an everryone's joke. Maybe everyone can have something coming out? Not only an album - book,movie,anything! Anyway thank you,I tried to do my best :)
Title: Re: Map progression
Post by: MikeNorvak on 21 February 2012, 19:55:16
It seems something was broken on my part.

I'll check later today if I can fix it.

[attachment deleted by admin]
Title: Re: Map progression
Post by: MikeNorvak on 21 February 2012, 20:09:58
Mhhh  No, it seems the map can be played with any glitch only with 8-Bit/Polymer so, for the next mappers, take this in account. BTW Mister Sinister has nothing to do, that was a design flaw from my part, definitely is impossible to run TROR with polymost...
Title: Re: Map progression
Post by: MikeNorvak on 21 February 2012, 21:24:48
So this is what we have:

Polymer : low fps
+
8-Bit: slow and laggy, shading on dark areas is messed up, glitchy sprites on walls.
+
Polymost: glitchy TROR layers

= UNPLAYABLE

I think it was a bad idea to use TROR :/ What's the point to have such an amazing feature if people can't run it? that's really demotivating.


Title: Re: Map progression
Post by: Maarten on 21 February 2012, 22:00:18
Is it really that bad?  :o Maybe it's temporary and will be fine soon tho. What I've seen here, the TROR  looks really good

Anyway it looks really cool.
My eduke snapshot is too old to make it playable, right now duke dies when I step in any TROR sector :P
I can't download it on the site right now...so where to get it? Can someone upload it for me? That would be good, so I can start building next day... I do have basic plans but I guess I'm going to build "what comes to my mind at that moment" :)
Title: Re: Map progression
Post by: Micky C on 21 February 2012, 22:04:16
Here you go: http://www.sendspace.com/file/k3vit0

@Norvak I'm pretty sure it's possible to include an auto executing cfg file which can disable polymer lighting. This should greatly increase the framerate (the light cast by troopers' lasers alone makes a huge dent in the fps). This should make polymer a much, much more viable option.
Title: Re: Map progression
Post by: Maarten on 21 February 2012, 22:12:10
Wow, that's what I call a fast reply :D

That sendspace gives me the map .rar file tho, without the new snapshot?? :P

And yeah, the shading thing could be fixed.... I don't wanna remember the countless shading-change-thing we had while making Imperium...that was alot of  frustration  ;D
Title: Re: Map progression
Post by: Micky C on 21 February 2012, 22:26:43
The latest eduke snapshot? http://dukeworld.duke4.net/eduke32/synthesis/20120221-2379/

After Parkade was released, I'd discovered that very early on Paul messed about with visibility that ultimately resulted in some areas turning dark way to early, so I was forced to reset the visibility and we had to redo a lot of the shading to bring it back to the level of darkness that we wanted  :P
Title: Re: Map progression
Post by: MikeNorvak on 21 February 2012, 22:31:44
Posting while Micky C  ;D

Okay. So I list you before Merlijn?

EDIT: I've changed "current mapper"at duke4 to Oostrum bros. ;D who wants to be the next?
Title: Re: Map progression
Post by: Maarten on 21 February 2012, 22:57:02
Thanks, it works now. Gonna start building tomorrow. :)
Title: Re: Map progression
Post by: Forge on 22 February 2012, 01:09:18
so maarten & merlijn swapped positions in the rotation? 

Nobody ever tells me anything :'(

:)
Title: Re: Map progression
Post by: Maarten on 22 February 2012, 01:31:18
Haha LOL  ;D

The reason is simple: since we got the map today, and I've time for at least 1 day, and Merlijn hasn't at this moment :P
Which explains our decision ... 8)
Title: Re: Map progression
Post by: quakis on 22 February 2012, 12:05:11
I still have no idea what I'm going to work on just yet, hopefully the Oostrum's part will spark something. Could you upload the map after you're done Maartan so I could take a peek while Merlijn works on his part? If Supertanker reappears and wants to go next, he can go ahead. Otherwise for now, assume I'm next.
Title: Re: Map progression
Post by: Maarten on 22 February 2012, 14:43:54
Quote from: quakis on  22 February 2012, 12:05:11
Could you upload the map after you're done Maartan so I could take a peek while Merlijn works on his part?

Sure, no problem.

I just made a start... the building started a bit rough, but I'm going on the right track now :)
Title: Re: Map progression
Post by: Maarten on 22 February 2012, 19:03:03
Double post keke ^^

Anyway, since everyone posted a preview screen, I won't break the trend...so, here is a shot of one of the corners, 1 day work:

[attachment deleted by admin]
Title: Re: Map progression
Post by: Forge on 22 February 2012, 19:48:14
Quote from: Maarten on  22 February 2012, 19:03:03
Anyway, since everyone posted a preview screen, I won't break the trend...so, here is a shot of one of the corners, 1 day work:

...and wow!...
Title: Re: Map progression
Post by: Puritan on 22 February 2012, 20:01:53
^Second that!
It seems that you guys, with a little patience, is about to create a kick-ass CBP  :o
Title: Re: Map progression
Post by: Forge on 22 February 2012, 20:06:13
Quote from: quakis on  22 February 2012, 12:05:11
I still have no idea what I'm going to work on just yet, hopefully the Oostrum's part will spark something. Could you upload the map after you're done Maartan so I could take a peek while Merlijn works on his part? If Supertanker reappears and wants to go next, he can go ahead. Otherwise for now, assume I'm next.

If SuperT doesn't show I can take a look at it

or not

it's up to you. You're dedicated, I'm just hanging around



Title: Re: Map progression
Post by: Forge on 23 February 2012, 14:33:15
projecting that there's going to be around 3800 walls left after Maarten, Merlijn, Super Tanker, & Quakis are finished (if they use their max allowed 1638)
Title: Re: Map progression
Post by: Maarten on 23 February 2012, 21:45:32
 ??? That's quite alot. I think we could use them to make the map even more bigger & epic!
We could use some underwater locations too.
Title: Re: Map progression
Post by: Mister Sinister on 23 February 2012, 22:07:56
Quote from: Maarten on  23 February 2012, 21:45:32We could use some underwater locations too.
I think we should use uderwater locations  :)
Title: Re: Map progression
Post by: Puritan on 23 February 2012, 22:24:40
From the side-line; This is a city in space, right. Then they probably are having some sort of fusion reactor to make power. The cooling system would be a nice scenario to swim around and do some sabotage?  :D
Title: Re: Map progression
Post by: Captain Awesome on 23 February 2012, 22:26:35
The screenshots look pretty sweet, and I think I might be able to come up with something here. I'm gonna wait until the map gets posted again and then check it out and I'll try to get a place in line.
Title: Re: Map progression
Post by: MikeNorvak on 23 February 2012, 22:41:51
Nice! more people. You're welcome Captain Awesome I'm gonna include you on the list at Duke4.net

About underwater areas, well there's that central pool on my zone, anybody can make that underwater reactor or something out of it :D
Title: Re: Map progression
Post by: Maarten on 24 February 2012, 00:26:10
Quote from: MikeNorvak on  23 February 2012, 22:41:51About underwater areas, well there's that central pool on my zone, anybody can make that underwater reactor or something out of it :D

Sweet plan!

BTW welcome Captain Awesome
Title: Re: Map progression
Post by: Forge on 24 February 2012, 03:09:12
Quote from: MikeNorvak on  23 February 2012, 22:41:51
Nice! more people. You're welcome Captain Awesome I'm gonna include you on the list at Duke4.net

he's already on the Maybe list at Duke4
Title: Re: Map progression
Post by: Captain Awesome on 24 February 2012, 03:27:08
Yeah, on Duke4 I changed my name to Wolfe, but I'm gonna change it back to Captain Awesome because when I did it, I forgot like only one or two people know my alter-alter ego. :P

Thanks, Maarten!
Title: Re: Map progression
Post by: MikeNorvak on 24 February 2012, 03:52:45
Oh I see, haha , so I listed you actually twice! lol
Title: Re: Map progression
Post by: Micky C on 24 February 2012, 06:07:58
Wow, you're wolfe? I was thinking "who's this new guy who apparently everyone knows, has been around for a while and is a troll"  :o

Well, for a bit there I thought we were still adding more people to the CBP even at this late stage which I was a bit dismayed about because it'd mean less walls for me (selfish, I know  :P) but since you've been on the list for a long time that makes it a lot better.
Title: Re: Map progression
Post by: Forge on 24 February 2012, 14:57:16
1-Norvak ------------------  6 - 12 February ------------- 1515
2-Micky C ----------------- 13 - 16 February -------------1679
3-High Treason ------------ 16 - 18 February -------------1163
4-Mister Sinister ----------- 19 - 21 February -------------1631
5-Maarten van Oostrum -----22 - 28 February ------------ X                                 (1638)
6-Merlijn van Oostrum ------ 29 February - 6 March ------- X                                 (1638)
7-Supertanker ------------- 7 - 13 March ---------------- X                                  (1638)
8-Quakis ------------------ 14 - 20 March --------------- X                                  (1638)
---------------------------------------------------------------- 10,396                 (3844)

Standby:
Forge
Captain Awesome

This is the line-up so far. Has anybody heard from Supertanker? I'm hesitant to do it without the project leader's approval, but if he's a no-show, he could be bumped down to the standby list and Captain Awesome could take his spot in the rotation. It also depends on where Quakis wants to be in the line-up

Either way, if he doesn't appear in the next two weeks, he'll have be moved down the rotation
Title: Re: Map progression
Post by: Forge on 24 February 2012, 18:20:39
Quote from: Micky C on  24 February 2012, 06:07:58
Wow, you're wolfe?

I didn't know that either until he told me what name he registered here as  :P
Title: Re: Map progression
Post by: MikeNorvak on 24 February 2012, 18:22:03
To your previous post:

Yes, I think it would be the best option, I've already added Captain A. to the main list since he's on this forum. Sure you can make any pertinent modification to the list if you want, there's not problem at all :) on the contrary  I would like to thank you for keeping an eye on the project.

Anyway we still have about two weeks to decide whether Quakis or Wolfe (or you Forge) are gonna be next, It would be really cool if you enter into the mapping department formally :D


Quote from: Micky C on  24 February 2012, 06:07:58
[...]I was a bit dismayed about because it'd mean less walls for me (selfish, I know  :P)[...]

Hey what's you deal? you've already exceed your wall limit! :P  ;D On the best of the cases every one is lending to you 4.4444444444... walls! .... Just trolling ;D
Title: Re: Map progression
Post by: Forge on 24 February 2012, 18:31:14
I have a bunch of medical appointments in March so this would work for me (one of my appointments is on the 20th of March, but it's local and only for an hour. Also it'd be the last day of my assigned time and I'd probably be done and have passed it on by then):

1-Norvak ------------------  6 - 12 February ------------- 1515
2-Micky C ----------------- 13 - 16 February -------------1679
3-High Treason ------------ 16 - 18 February -------------1163
4-Mister Sinister ----------- 19 - 21 February -------------1631
5-Maarten van Oostrum -----22 - 28 February ------------ X                                 (1638)
6-Merlijn van Oostrum ------ 29 February - 6 March ------- X                                 (1638)
7-Captain Awesome -------- 7 - 13 March ---------------- X                                 (1638)
8-Forge ------------------- 14 - 20 March --------------- X                                 (1638)
9-Supertanker ------------- 21 - 27 March --------------- X                                 (1638)
10-Quakis ----------------- 28 March - 3 April ------------X                                 (1638)
----------------------------------------------------------10,396                          (568)
Title: Re: Map progression
Post by: MikeNorvak on 24 February 2012, 18:43:20
That schedule looks promising!
Title: Re: Map progression
Post by: Forge on 24 February 2012, 19:17:26
Well if Quakis or Captain Awesome have conflicting interests where this wouldn't fit their schedule, now's a good time to change things around.

I can take the 7th or 9th slot, but I'd lose two or three whole days during those time frames due to doctor appointments. I don't know what my schedule is going to be yet during the 10 slot.
Title: Re: Map progression
Post by: quakis on 24 February 2012, 19:47:20
No problems here thus far, looks like I'll have plenty of time to decide what to do.
Title: Re: Map progression
Post by: Micky C on 25 February 2012, 01:26:41
Quote from: MikeNorvak on  24 February 2012, 18:22:03
Hey what's you deal? you've already exceed your wall limit! :P  ;D On the best of the cases every one is lending to you 4.4444444444... walls! .... Just trolling ;D

Exactly! I've already gone over so I need to increase my limit to justify it. The bachelor pad needs a bit more shading. If I knew I would have had a bigger limit I would have done some things differently though, so I'm not sure if I'd be able to improve things too much if I did get more walls. But it looks like we might have a full 10 mappers so no extra walls for Micky anyway  :P

And did anyone know that the non-hurting forcefield can be deactivated? I didn't  ??? I'll probably use those on my windows and make them transparent. Maybe even make a lot of explosions happen inside the apartment and through the windows as Duke jumps out into the pool. Epic  ;D
Title: Re: Map progression
Post by: Captain Awesome on 25 February 2012, 03:44:01
That looks reasonable enough for me. Guess I'm locked in! Nut up or shut up.

Also, sorry for the name confusion. I can really be a dumbass.
Title: Re: Map progression
Post by: Forge on 25 February 2012, 04:40:55
Quote from: Micky C on  25 February 2012, 01:26:41
And did anyone know that the non-hurting forcefield can be deactivated? I didn't  ???

Yes. see the rotating force shield around the final boss in my last map which can be deactivated by shutting down three generators.

Quote from: Micky C on  25 February 2012, 01:26:41
I'll probably use those on my windows and make them transparent. Maybe even make a lot of explosions happen inside the apartment and through the windows as Duke jumps out into the pool. Epic  ;D
as long as it doesn't confuse players on progression and where they need to go it sounds good 
Title: Re: Map progression
Post by: Merlijn on 25 February 2012, 15:30:25
I have a pretty good idea for my own part, I'll let Maarten add the big loop and continue building from High Treasons sewer part. I think I know how to tie it back to the HUB area, it's gonna pretty cool if it works the way I want to heh.
Title: Re: Map progression
Post by: Maarten on 28 February 2012, 23:00:07
Hi there, sorry for not letting you for being up to date, but I've been building quite some stuff last 2 days, I'm like 99% finished now (reached my wall limit too)... I'll fix the last things and will upload it tomorrow if  people want to see it already (or wait till Merlijn has done his part too). :)
Title: Re: Map progression
Post by: Forge on 29 February 2012, 02:49:21
post it please. I'm drawing a blank and still need inspiration
Title: Re: Map progression
Post by: Maarten on 29 February 2012, 12:05:52
Ok, I'll upload it this evening. I'm free today, but even now I have it bussy :P So my part gets polished  later today & I'll upload it! Promised :)
Title: Re: Map progression
Post by: Maarten on 29 February 2012, 23:15:38
Pfft, I'm sick of testing it till everything is in the way I want it... :P Anyway here is my part.

The starting point is for now at the start of my my part, of course that should change, but I added gameplay to it.

I used exactly 1638 walls.

Have fun.

[attachment deleted by admin]
Title: Re: Map progression
Post by: Mister Sinister on 01 March 2012, 07:32:44
I have no idea how do you, guys, do it. Your part is so good,Marteen! I'm really impressed!  :)
But... :D


[attachment deleted by admin]
Title: Re: Map progression
Post by: Micky C on 01 March 2012, 07:43:53
Ok guys, I've done some thinking, and this should probably be the background music: http://www.youtube.com/watch?v=VLnWf1sQkjY&ob=av3e

Try to imagine playing the level with this song  ;)
Title: Re: Map progression
Post by: Maarten on 01 March 2012, 22:46:07
@ Mister Sinister: Thanks! :) And haha, I made that really quick so I overlooked it.

@ MIcky C: Lol :D The instrumental part actually could be used tho :P
Title: Re: Map progression
Post by: Merlijn on 05 March 2012, 22:29:05
Ok, guys I want to ask you this: I only began building on saturday (didn't have any time before that), so can I keep the map until this next saturday? Otherwise I'm going to have to rush things.. besides I notice my build skills are a bit rusty. :p It wouldn't be against the rules, since it still would mean I only worked on the map for a week..

Here's a obligatory screenshot:


[attachment deleted by admin]
Title: Re: Map progression
Post by: MikeNorvak on 05 March 2012, 22:35:57
Don't worry, take your time :) Anyway you don't need to use all the time/wall limit if you don't want / can't
Title: Re: Map progression
Post by: Merlijn on 05 March 2012, 22:41:43
I was planning to build a spacebar (pun intended ;) ) and for that, I need the time I mentioned. Don't worry, I'll have it finished by then. :)
Title: Re: Map progression
Post by: Micky C on 06 March 2012, 11:18:43
Yeah we must be way ahead of schedule so far, the map's coming along really well  ;D
Title: Re: Map progression
Post by: Forge on 06 March 2012, 15:21:40
I adjusted the mapping calender and noticed that my dates will now be 18 - 24 March. I have three medical appointments during this time (one of them I'll be having dye injected into my spine so they can determine the extent of the nerve damage and if there's anything to be done to relieve the pressure - this will lay me up for two days). So being optimistic I should have a good three solid days to work on the map.

All this will equal more delays if I have to ask for a couple extra days
Title: Re: Map progression
Post by: Merlijn on 06 March 2012, 23:04:09
I'm glad you guys let me build until the weekend! I have limited time and I noticed I'm a bit slower with build then before. I haven't touched it in a while so I forgot some of the key combinations.

Anyway, I'll have a lot of spare time this saturday, so I'm pretty sure I can finish my part in time.  :)
Also, it's finally evolving into something I like, so things are heading the right way heh.
Title: Re: Map progression
Post by: Maarten on 07 March 2012, 12:23:05
Heh, I reconize that... I was struggling for a while before I was satisfied with the first locations...
Title: Re: Map progression
Post by: Forge on 08 March 2012, 16:00:29
Quote from: Merlijn on  06 March 2012, 23:04:09
I'm glad you guys let me build until the weekend! I have limited time and I noticed I'm a bit slower with build then before. I haven't touched it in a while so I forgot some of the key combinations.

Anyway, I'll have a lot of spare time this saturday, so I'm pretty sure I can finish my part in time.  :)
Also, it's finally evolving into something I like, so things are heading the right way heh.

Take your time. I can fully understand schedule conflicts. I haven't built anything for awhile now, so I'm sure to be pretty slow myself.  :P
I'm getting a few general concepts on what to make and maybe this will help speed me up a bit, but the ideas for detailing still eludes me.
Title: Re: Map progression
Post by: Merlijn on 08 March 2012, 17:51:30
Don't worry, I'm not rushing things. My part won't be the biggest or most 'amazing' thing in this level, but I'm pretty satisfied with the outcome so far. I think you guys are going to like it. :)
Title: Re: Map progression
Post by: Captain Awesome on 08 March 2012, 19:57:55
Hey, I don't mind that Merlijn is taking longer than projected or whatever, but I think I'd like to be kicked down in line if that's alright. I'll probably be gone from home on the 15th, 16th, and 17th, so I don't want to have the map in my possession and not even be able to touch it.
Title: Re: Map progression
Post by: MikeNorvak on 08 March 2012, 22:11:47
According to the schedule: Merlijn's time is over on March 10, and yours starts at March 11, so you'd have from Sunday to Wednesday 14, right? Maybe you can use a part of your sector count, and before you leave give the map to Forge and he can start mapping on Thursday 15 till 21 March, after that, you map again and use your 3 days left till Saturday 24.

The other solution is that Forge and you swap turns. What do you think Forge and Captain Awesome?
Title: Re: Map progression
Post by: MikeNorvak on 08 March 2012, 22:25:05
Ha ha wtf! I edited the image link and fucked all the post off XD
Title: Re: Map progression
Post by: Captain Awesome on 08 March 2012, 23:10:05
Turns out I'll only be gone on the 16th and 17th, but yeah, it doesn't matter to me what we do. I just wanted to give a heads up and maybe let someone else go and we could save two days development time.
Title: Re: Map progression
Post by: Forge on 09 March 2012, 01:58:01
My schedule is just as bad.

I'll be unavailable to map from the 12th thru the 14th. Also unavailable the 20th thru the 24th.

Either turn in the rotation has schedule conflicts for me and will cause a few days delay.

It's up to you Captain, I'm boned no matter which way you slice it.
Title: Re: Map progression
Post by: Captain Awesome on 09 March 2012, 06:19:43
I'll just go ahead with it and we'll see what happens.
Title: Re: Map progression
Post by: Forge on 09 March 2012, 15:28:19
I'm glad you decided to go ahead with it. I've just been volun-told that I'm driving up to Bremerton on the 17th to a birthday party for my sister-in-law's step-brat  ::)
Title: Re: Map progression
Post by: Merlijn on 10 March 2012, 20:15:23
Ok, I'm done, check the attachment. Good luck, captain awesome.

You might notice that Mister sinisters dam, Maartens part and my area now form a giant loop back to Mikes HUB area. I've added gameplay, but of course it can be changed. Anyway, I think the loop shouldn't be changed, it's a nice progression in the map.

As for the next builder; there's a easy way to continue at the sewer part, the pool in Mike's part could lead to an underwater part.. and in my part there are 2 big doors that *could* lead to a new part (currently they're just big fake doors lol).

Also: I haven't used up all my walls. But as far as I'm concerned I'm done, so you guys may use 'em. ;)


[attachment deleted by admin]
Title: Re: Map progression
Post by: Mister Sinister on 10 March 2012, 21:33:33
Simply amazing! I really like current look of the map  :D
I think the map should have more secrets. This is going to be a big map and 1 secret that I made isn't enough,I think.
Title: Re: Map progression
Post by: Captain Awesome on 10 March 2012, 21:41:44
Cheers! Got the map and I'll be getting to work.
Title: Re: Map progression
Post by: High Treason on 11 March 2012, 00:14:04
@Merlijn; It looks... Very blue. I like it.
Title: Re: Map progression
Post by: Forge on 11 March 2012, 00:55:22
lol@pan galactic gargleblaster. My answer to that is 42.

yes. very nice looking and very blue


Quote from: Captain Awesome on  10 March 2012, 21:41:44
Cheers! Got the map and I'll be getting to work.

care to share the location you're adding onto?

that way I can get and idea where I might add a section. I see a few places to launch from, but if I can get a basic floor plan projected out in my head, it may help me with my time crunch and keep this thing from being delayed a week
Title: Re: Map progression
Post by: Merlijn on 11 March 2012, 01:20:12
Thanks guys. Heh, maybe I should start a 'blue' series now?  ;)
And I wonder how many people will recognize the little nod to the Hitchhikers Guide. At least Forge spotted it ha  ;D
Title: Re: Map progression
Post by: High Treason on 11 March 2012, 04:50:15
A "Blue" series? Hell yeah! My monitor would strongly approve, the driver circuit has been dying so it spends most of it's time with a blue tint to everything with flickering black lines at the bottom. ;D So to summarize, this is what I propose;

> Everything set to Pal 1 (Even items, hehe. )
> Flickering lights
> Pure black bars all over the walls

If you don't make it, I will. Actually, that brings me to the "Red" series, I played that, and although it was awesome, I couldn't help feeling that it was false advertising, most of the textures used were not red. Actually, that could be because my monitor displays red as black when it's in a blue mood. :D

I should probably also add, good luck @Captain Awesome.
Title: Re: Map progression
Post by: Captain Awesome on 11 March 2012, 06:04:12
Thanks, High Treason.

Forge, it looks like I'm adding onto the sewer, down in the exploded hole.
Title: Re: Map progression
Post by: Merlijn on 11 March 2012, 14:44:29
QuoteI couldn't help feeling that it was false advertising, most of the textures used were not red.

Haha, well you can always play 'Suburban hive 2: crimson moon' if you want a real red level. ;)
Title: Re: Map progression
Post by: Forge on 11 March 2012, 16:53:18
Quote from: Captain Awesome on  11 March 2012, 06:04:12
Thanks, High Treason.

Forge, it looks like I'm adding onto the sewer, down in the exploded hole.

That's one of the areas I was looking at, but discussion seems to indicate that they want two loops around the hub area, so I'll wait and see what you come up with.

Depending on what you do I may link into you and leave room for Quakis to close the loop, or start a small third loop/spur and leave it up to Quakis where he wants to build.

SuperTanker is m.i.a. and we may need to recruit another mapper or let Mike & Micky use the remaining resources for the final scripted sequence.
Title: Re: Map progression
Post by: Captain Awesome on 15 March 2012, 03:59:05
I'm building a sewer section and water treatment area that'll lead into the huge pool in the hub. (Looping you back out.)

It actually looks like I'll be gone until Sunday starting tomorrow. Sorry to throw in more delay, but I promise I'm working on it and I'm actually inspired.

Here's some screenies for ya. (This was built for 2 brightness, I think it looks perfectly dark, yet still lit enough to be able to see. The screenshots also appear to be darker, but it may be my eyes tricking me, I dunno.)

(http://i.imgur.com/mfExVs.png) (http://imgur.com/mfExV) (http://i.imgur.com/Mcro7s.png) (http://imgur.com/Mcro7) (http://i.imgur.com/pXtT4s.png) (http://imgur.com/pXtT4)
Title: Re: Map progression
Post by: Forge on 15 March 2012, 14:17:16
The earliest I'll be able to work on it is Wednesday the 21st, so your delay has no effect on when I can start adding to it.
Title: Re: Map progression
Post by: Maarten on 15 March 2012, 22:00:29
Cool screens.

The only real critic I have is: it doesn't look future-ish! Not a real problem of course, but maybe something special could be added
Title: Re: Map progression
Post by: MikeNorvak on 16 March 2012, 00:05:49
Maybe those bricks with pal 17? and metalic/light beams on the corners?
Title: Re: Map progression
Post by: Forge on 16 March 2012, 02:25:58
I think it looks fine. We never said everything "has" to look future-ish. It was supposed to be a map that appealed to a multitude of areas: anything that can be found in a city or a space station, high-tech or urban
Title: Re: Map progression
Post by: Merlijn on 16 March 2012, 17:26:47
Yeah, it's potentially a great contrast; the shiny, futuristic upper parts of the city and a rusty, smelly sewer underneath it.  :D

Screenshots look good btw.
Title: Re: Map progression
Post by: Micky C on 16 March 2012, 23:33:45
Quote from: Forge on  16 March 2012, 02:25:58
I think it looks fine. We never said everything "has" to look future-ish. It was supposed to be a map that appealed to a multitude of areas: anything that can be found in a city or a space station, high-tech or urban

I agree, but I still think there should be some things added to make it look like a sewer from the future. Nothing that could fit in a pure urban map or pure space station map should be in this CBP, we're aiming for a unique blend.
Title: Re: Map progression
Post by: MikeNorvak on 17 March 2012, 02:15:07
If you ask me, I think one of bests ways to make it look like a sewer of the future is going for a big style, with huge tunnels and colums and mechanical stuff doing the dirty work.

(http://ad009cdnb.archdaily.net/wp-content/uploads/2008/07/661323297_japanesesewer-3.jpg)
Title: Re: Map progression
Post by: Forge on 17 March 2012, 03:20:46
looks cool. i suppose a space station city could use a facility like that for water storage instead of flood control
Title: Re: Map progression
Post by: Forge on 19 March 2012, 22:19:40
talked with the neurosurgeon today so I might cancel my appointment with the spine clinic on Thursday. Still have an appointment tomorrow, but it's pretty early in the morning.

translation= I could start as early as tomorrow afternoon if something else doesn't come up, and I'll gain an extra day if I don't have to be anywhere Thursday
Title: Re: Map progression
Post by: MikeNorvak on 20 March 2012, 18:30:35
Sorry for get away about this project and don't updating the post at Duke4.net! So how's the schedule so far, is Captain A. still mapping?
Title: Re: Map progression
Post by: Forge on 21 March 2012, 00:16:42
Capt. A is supposed to be done and passing it off on Wednesday. there could have been a possibility that he was further delayed,  but he hasn't mentioned if anything else came up
Title: Re: Map progression
Post by: Maarten on 22 March 2012, 00:04:37
Yeah! What's up with the map right now?  :D
Title: Re: Map progression
Post by: Forge on 22 March 2012, 23:28:23
Still no map. It's now two days late. Anybody heard from Cpt A? Hope everything's okay.

If we haven't heard from him by, I would say Saturday, somebody in charge should make a decision about how to proceed.
Title: Re: Map progression
Post by: Puritan on 22 March 2012, 23:42:54
He was online monday...
Title: Re: Map progression
Post by: Captain Awesome on 23 March 2012, 08:08:44
Hey guys, sorry to keep you guessing. I only have around 400 walls left, sorry for all the delays. Some work popped up (don't have a steady job, so I had to take it.) I'm gonna clean up what I have tomorrow, add some final touches and try to get it up by early evening. Sorry again for all the delay. Shoulda known I'd get it during busy busy times.
Title: Re: Map progression
Post by: Forge on 23 March 2012, 18:22:34
That's cool. Shit happens. As long as it wasn't bad shit, then it's all good.
Title: Re: Map progression
Post by: Captain Awesome on 24 March 2012, 05:31:32
Alright, I've held it long enough. I'm pretty sure it's fully functional, but I haven't been able to do everything I wanted to, but it's time to pass it on. I'm pretty sure it's possible to do timed respawns, but I couldn't figure it out. (Seriously spent a few hours trying to do this.) I have R sprites set up (in the big boss room) if anyone knows how to do it and cares to fix it. The crew is free to modify my sections however they wish to fit them in the map. I figured after fighting the boss you get the jetpack and a keycard. Cheers, I hope it doesn't suck.
Title: Re: Map progression
Post by: MikeNorvak on 24 March 2012, 06:44:03
Cool!!! The last part looks a bit unfinished but it has a lot of potential. I really like your style, have you released maps?
Title: Re: Map progression
Post by: Captain Awesome on 24 March 2012, 07:13:37
Yeah, I was running out of walls and time, so I didn't want it to actually be unfinished (albeit empty.)

I've never released anything. I've abandoned a hundred million maps (some with quakis) though. I jumped on the CBP because I figured this was something I could actually do. And I barely squeezed it out.
Title: Re: Map progression
Post by: High Treason on 24 March 2012, 08:13:15
Everything has come a long way since I last peeked at what was going on in the map, your section is cool too, though that room towards the end does indeed seem like it's a tad unfinished - still, that might be OK given that there are some tougher enemies there and it gives the player room to fight.

I'm not sure about timed respawns, but I think you could probably achieve the effect through use of a hidden two-way train as they were designed to activate doors when they reached their stations so it stands to reason they can activate other things too.
Title: Re: Map progression
Post by: Micky C on 24 March 2012, 10:57:46
I like the gameplay. Parts of it can use a bit of polish but that's ok because each mapper will get a polishing period. We definitely need to link up that sewer part with the keycard to the metal room above it with TROR, because it'll look much cooler if you can see underneath, and it should work in polymost.

With timed effects, an SE 10 (door autoclose effect) will trigger all activators and probably masterswitches contained in the door sector when the door closes (or starts to close, can't remember), which can be used to easily and quickly make time delayed effects while also not using many walls (6 per trigger maximum). Paul and I used the effect to make enemies spawn in waves at certain times in Parkade.map during the boss fight.
Title: Re: Map progression
Post by: quakis on 24 March 2012, 17:18:41
You can also check the area you first fight enemies in It Lives, or near the radio tower (bridge area) in my Done & Dusted to see some timed-respawns. Uses the method Micky mentions.
Title: Re: Map progression
Post by: Forge on 24 March 2012, 17:50:34
Have most of the base sector work down, but I'm done for the day. I foresee no issues about getting this to Quakis by the end of the day Friday.

Cpt A kinda crowded his work up against the central area and didn't leave very many options to get that part of the map looped back to the hub, so I'm looking at having to use a teleport pad to get from his area to mine.

either I can take it straight out and backtrack it straight back to the hub, or Ryan can build off or it and take it another direction


Title: Re: Map progression
Post by: quakis on 24 March 2012, 20:18:34
Its likely I'll be building off from the north indicated in the image below, since the player is given a jetpack. The only thing we'd need to do is make it obvious to the player that they will need to eventually go up there, possibly via viewscreens spread around the level, in the same way 3DR maps had done it.

(http://img.photobucket.com/albums/v220/deathquakis/cbplocation.jpg)
Title: Re: Map progression
Post by: Captain Awesome on 24 March 2012, 20:30:51
Using TROR sounds like a good idea on that area, but I'd feel more comfortable if someone else did it. I'm really not familiar with it, and the few times I've tried it I got really confused.

As for linking my area up with the hub, I had the idea of the ceiling exploding in the last room, and you jetpack up there to a water channel that runs into the pool at the central hub. But that would require TROR, which I can't do, and I ran out of time.
Title: Re: Map progression
Post by: Forge on 24 March 2012, 21:21:50
I am TROR ignorant as well, so I'm limited on how to get from your area to mine without a cliche teleport pad.

The only other option that pops into my head would be jetpacking up a hole in your ceiling at the opposite end of the room from that mini-boss (so the player can enjoy all the friends that drop in for a visit) & it ends up coming out of another sewer hole in the floor next to first one (via SE7) between the marker force-field walls I put up.

let me know if there's a problem with this proposal since i've seen other suggestions about the direction to take
Title: Re: Map progression
Post by: Forge on 27 March 2012, 23:26:33
done as much as it's going to get

attached my area from Capt A's with a sewer hole I put in at his big room with the pillars
my area is linear - straight in, backtrack out to the hub. nothing special

good luck with the rest of this, there's plenty of assets left since we came up short a mapper


Title: Re: Map progression
Post by: Mister Sinister on 28 March 2012, 11:02:22
I really like your area and you made a very nice secret! :)
Title: Re: Map progression
Post by: Forge on 28 March 2012, 14:52:47
Thanks. Of the three rooms I made, I'm preferential to that one

I screwed up what MickyC wanted to do from Capt. A's section, but I'm "retired" from mapping and didn't feel the desire to learn TROR. So I linked in the best way I knew how to close out the loop on that side of the level. Ah well.
Title: Re: Map progression
Post by: quakis on 28 March 2012, 16:40:01
Things will probably get changed accordingly. Right now in terms of gameplay and progression, the map is a bit of a mess. Once the structure is ready, it can be re-evaluated and made more consistent.

Also, since it appears William has joined the team; I'm going to try and leave a few spots in my section where you could potentially build off from, but of course if you chose to do so elsewhere, it shouldn't cause any major problems.
Title: Re: Map progression
Post by: Forge on 28 March 2012, 17:59:24
Yea. I did a bit of a play through after I finished and passed the map on.

If you go through High Treason's section first and down into the sewer, you go through Capt A's & my sections and come out in the hub with an extra blue key (from the end of Capt A's section - I didn't put in any key locks). That could mess up having to go through Mister Sinister's section to get his blue key to access Maarten's area.

edit: on the flip side, a player could go get the blue Key from Mister Sinister's section, not go to Maarten's area, but instead go down High Treason's man hole, get to Capt A's section and have two blue keys (the player can only hold one) If the player progresses to my section, that uncollected key will get sealed in with no way to go back and get it.

Also noted that only the Red(?) key set off the exploding wall in High Treason's area to get access to Capt A's section. Technically the player could end up with an extra yellow(?) key as well.

hopefully the start point is somewhere near the hub and not in its present location

A portable health kit (and optionally boots) towards the beginning of the level would be nice. Some areas are lacking in heal-ups and there's quite a bit of toxic crap that needs to be crossed well before The boots Capt A supplied. 

I'm sure it'll all get tuned up during the polishing & beta-testing phase.

Title: Re: Map progression
Post by: High Treason on 28 March 2012, 18:16:45
Explosion with only one key? I thought I fixed that, I plan to tweak that part in polishing anyway. I'll probably add some boots at the bottom of the manhole too.

I do seem to remember having my name in the map, I didn't check to see if the other people that did this had their's removed too, but if they didn't, I will be putting it back if there are no objections, perhaps, to be less obtrusive, I could put it in with the viewscreen in my section, like "High Treason OS Build A55" in dark characters.

The map is looking good anyway, I think we've got a nice mix of themes and styles.
Title: Re: Map progression
Post by: Forge on 28 March 2012, 18:54:53
I thought I seen your name at the top of the man hole. (it does get covered up after going through my section, I drop the ceiling there to keep people on the right path to the hub and from going back down unnecessarily)

It's not unusual for mappers to put a watermark in their section of a CBP, though it's not something I do personally. (I like to hide the fact that the crappier sections of the map came from me   8) )
Title: Re: Map progression
Post by: Mister Sinister on 28 March 2012, 18:57:54
I guess everybody will have a few time to polish their parts, right?
I think that boots are not really necessary in this map since there's not so much areas with acid. Also we could make more secrets - I think that such a big map should have a lot of different secrets.
Title: Re: Map progression
Post by: Forge on 28 March 2012, 20:01:54
Quote from: Mister Sinister on  28 March 2012, 18:57:54
I think that boots are not really necessary in this map...

That's why I said optional, but that can be hashed out during the testing phase.

Another note about map progression:

as it stands right now, the player doesn't even have to go through my area. They can get the jetpack from the end of Capt A's section, go back the way they came, and exit back out to the hub through High Treason's section. Making the last door in Capt A's area (right before his big room with the pillars) switch activated, auto closing, and only operable from one side would fix that.
Title: Re: Map progression
Post by: MikeNorvak on 28 March 2012, 21:15:43
So it's your turn Ryan! :D
Title: Re: Map progression
Post by: Merlijn on 28 March 2012, 22:34:25
Quoteas it stands right now, the player doesn't even have to go through my area. They can get the jetpack from the end of Capt A's section, go back the way they came, and exit back out to the hub through High Treason's section. Making the last door in Capt A's area (right before his big room with the pillars) switch activated, auto closing, and only operable from one side would fix that.

That's easy to fix, just let a ceiling fall down and block the hallway the player came from.. That way, the player only has one option: use the jetpack to get to your part. :)

Anyway, cool to have William on board and the map is shaping up nicely.
Title: Re: Map progression
Post by: Forge on 28 March 2012, 23:07:00
It is nice to have WG in on this map. I'm sure he's been real busy behind the scenes with WGRealms, so it's good to see a veteran take a break from his current projects and throw his hat into the ring.

Don't know what he has planned, but he's made some pretty epic end of level boss fights for some of the previous CBPs.

Quote from: Merlijn on  28 March 2012, 22:34:25
Quoteas it stands right now, the player doesn't even have to go through my area. They can get the jetpack from the end of Capt A's section, go back the way they came, and exit back out to the hub through High Treason's section. Making the last door in Capt A's area (right before his big room with the pillars) switch activated, auto closing, and only operable from one side would fix that.

That's easy to fix, just let a ceiling fall down and block the hallway the player came from.. That way, the player only has one option: use the jetpack to get to your part. :)

Anyway, cool to have William on board and the map is shaping up nicely.

either way will keep the player from backtracking, it should be up to Capt A if he wants that hallway there for the player to take cover in during the fire fights or be trapped out in the room with only the pillars to provide cover
Title: Re: Map progression
Post by: Micky C on 28 March 2012, 23:34:46
I just hope that there are enough walls left over from the next two mappers for both polishing and the final city-escape scripted sequence. It's going to be a tight squeeze, but I think there should be at least 500 left over if both mappers don't go beyond 1630.
Title: Re: Map progression
Post by: Forge on 29 March 2012, 00:56:06
If both mappers use all of their allotted 1638, then there will be 808 walls left over.
Title: Re: Map progression
Post by: quakis on 29 March 2012, 18:34:09
Say hello to the latest addition to the city's defense force, watching out for crime in your area. Will be making use of these in my section. ;D

(http://img.photobucket.com/albums/v220/deathquakis/th_qcbpmech01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbpmech01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_qcbpmech02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbpmech02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_qcbpmech03.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbpmech03.jpg)

Title: Re: Map progression
Post by: MikeNorvak on 29 March 2012, 20:13:05
Haha that's amazing, I can almost swear they can walk!! a shame that isn't true :(
Title: Re: Map progression
Post by: Forge on 29 March 2012, 20:56:24
wow! Those are friggin' cool  8)
Title: Re: Map progression
Post by: Micky C on 30 March 2012, 06:45:42
I so want to fight those things even if they don't move!

I'm on two weeks of (study) break. If Quakis and WG finish fast enough, I'll be able to polish off my area before the end of it. So for that reason I'd like to be the first on the polishing list.

So basically after everyone's done, each person will get a non-negotiable grand total of 3 days to polish (however most should only take 1 day), then we'll do some overall polishing which will mostly involve making sure the gameplay flows smoothly.
Title: Re: Map progression
Post by: Forge on 30 March 2012, 06:54:22
I forfeit any polishing. As long as all the effects work, I'm satisfied with it. I'll let the project leader add to or remove what ever is deemed necessary for the game. Enemy and supplies placement can be tuned during beta-testing.
Title: Re: Map progression
Post by: MikeNorvak on 30 March 2012, 07:49:55
Okay, I think I'm not that good setting gameplay up and placing enemies anyway I'll make the best I can, about polishing design I'm specially interested on add/modify things to my zone, Micky's, HT's and and adding some beams in the ceiling to Mister Sinister part since he said he couldn't, don't know if everybody agree with it? Or if is okay to modify other people's stuff...

About the soundtrack I already have some parts, is only matter of putting them together and adding final touches.
Title: Re: Map progression
Post by: Micky C on 30 March 2012, 08:02:37
I'd be happy for you to add a few things to my part. If anyone is against having their own part modified by someone else, they should speak up now, because it'd be easier to go on the assumption that everyone is ok with it unless they specify otherwise when it comes time for final editing.
Title: Re: Map progression
Post by: Mister Sinister on 30 March 2012, 11:11:21
I'd be happy too if Mike will add those beams! :)
But I also want to add another tricky secret to my part and replace that sign with something else.
Title: Re: Map progression
Post by: Captain Awesome on 01 April 2012, 01:26:20
Oh, quakeyflakes, those mechs are so you!

I'm all for having my parts polished by other people. (lol) If you can make it better, that's what team work is all about.
There was some discussion about the various items and such put in my areas as well, and honestly I only dropped them down as placeholders. I wasn't 100% sure what items would be needed at that point.
Title: Re: Map progression
Post by: Forge on 01 April 2012, 04:37:31
Quote from: Captain Awesome on  01 April 2012, 01:26:20
Oh, quakeyflakes
???

;D ;D


Quote from: Captain Awesome on  01 April 2012, 01:26:20
There was some discussion about the various items and such put in my areas as well, and honestly I only dropped them down as placeholders. I wasn't 100% sure what items would be needed at that point.

just an unused (at this time) blue key card. I opened the door to the hole in the ceiling that leads to my part using your touch plate, but that could easily be changed to use the key card if that's what you want.
Title: Re: Map progression
Post by: Merlijn on 01 April 2012, 13:36:30
Those mecha's look great Quakis!  :)

I think that blue keycard can be deleted, the most important item you get there is the jetpack.. but we'll see when the gameplay gets smoothed out and polished..
Title: Re: Map progression
Post by: quakis on 04 April 2012, 15:40:24
I've still have the rest of the day to work on my section, but I doubt that it's going to be complete. Ran into a few other priorities and my inspiration was currently elsewhere before I eventually got rolling.

If I upload the map later today so that William can get started, would I be able to finish up my section in the meantime and then paste the update into the level during our individual polishing stage? I just don't want to leave it feeling rushed afterall.

/goes back to Mapster
Title: Re: Map progression
Post by: Forge on 04 April 2012, 16:15:14
I think you should finish your part before you pass it on, if nobody else has any objections
Title: Re: Map progression
Post by: William gee on 05 April 2012, 08:43:21
Quote from: Forge on  04 April 2012, 16:15:14
I think you should finish your part before you pass it on, if nobody else has any objections

I agree.
Title: Re: Map progression
Post by: Maarten on 05 April 2012, 10:16:15
+ 2

Late reply: those screens looks great, indeed! 8)
Title: Re: Map progression
Post by: Micky C on 05 April 2012, 11:20:56
Officially you're only allowed extra time if you let us take a peek at some screenies ;)
Title: Re: Map progression
Post by: quakis on 05 April 2012, 14:01:51
Cheers, I'll try not to hog the map for too long. Wanted to try adding a smaller section to the city which also holds one (of many) Police SubStations which the player will need to enter. Works as a nice excuse to activate a security switch for something. I have several 'hooks' that William can branch off from if he wishes (to provide options), but if not, they will still look fine.

Here's some rough shots of it so far, currently focused on getting the shape and layout finished for now.

(http://img.photobucket.com/albums/v220/deathquakis/th_qcbp01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbp01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_qcbp02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbp02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_qcbp03.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbp03.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_qcbp04.jpg) (http://img.photobucket.com/albums/v220/deathquakis/qcbp04.jpg)
Title: Re: Map progression
Post by: Forge on 05 April 2012, 14:45:46
Like what I see. Nice texture combos on that pharmacy.
Title: Re: Map progression
Post by: Captain Awesome on 06 April 2012, 01:14:28
Classic quakis design. Diggin' the foyer there in the last shot.
Title: Re: Map progression
Post by: Puritan on 06 April 2012, 02:10:54
I've said it before: You guys are up to something here  ;)
I'm excited!
Title: Re: Map progression
Post by: Merlijn on 06 April 2012, 14:59:54
Looking good, Quakis! I especially like that indoor shot, looks very clean and well constructed. If I can give one tip: the outdoor areas could use something to indicate there's a big dome or force field protecting the city from space? Something like the HUB area and Maartens area I mean. Other then that: looks great. :)
Title: Re: Map progression
Post by: Micky C on 07 April 2012, 08:32:21
Those shots look better each time I look at them  8)

So Quakis when are we receiving your contribution? I always love opening a new version in mapster, feels like opening presents on christmas  ;D
Title: Re: Map progression
Post by: quakis on 07 April 2012, 19:13:06
Whatever state it is in by sometime tomorrow, I'll upload it. Any additional tweaks/editing I'll leave until the polish stages. I don't want to hold up everyone else for much longer than that. ;)
Title: Re: Map progression
Post by: quakis on 09 April 2012, 00:07:33
I keep getting distracted by other things right now, so I'm uploading the map as it currently stands. I still have a little under 400 walls which I'll probably use during the polishing stage to add another room or two, and touch up the section with more detail and better lighting.

@William - Feel free to extend from wherever you like from my section if you wish to do so. Or if you happen to feel inspired to extend the police substation further, go ahead. Good luck!
Title: Re: Map progression
Post by: High Treason on 09 April 2012, 01:59:55
Hopefully I am not part of that distraction... That section is looking good anyway, I can certainly see just how good it will be once polished. I think we've all put a good map together thus far and I don't doubt the standard will continue with William Gee's section.
Title: Re: Map progression
Post by: Micky C on 09 April 2012, 02:22:43
Too bad the explosion that happens when you destroy a turret isn't a real explosion, because then you'd be able to give the sprites of those mech things hitags and when you destroy the turret, the entire thing will blow up, which of course would be super cool.

Edit: love the CoD reference  ;D
Title: Re: Map progression
Post by: High Treason on 09 April 2012, 02:30:12
"Lackofvision" :D - That's deffinitely getting posted the next time I see a CoD thread anywhere.
Title: Re: Map progression
Post by: Forge on 09 April 2012, 16:45:15
The teddy bear in the prison bunk was a nice touch  :)
Title: Re: Map progression
Post by: Merlijn on 09 April 2012, 20:02:21
Looks very good Quakis, especially the police station. I like how the map goes back to city after a sewer and a hi-tech section. There's plenty of variety.

BTW there's a sector at the beginning of Quakis part that still squishes Duke, he probably forgot to tag the ceiling.
Title: Re: Map progression
Post by: William gee on 09 April 2012, 22:28:10
Do you have to tag it cause its TROR ? Ive never used this function so if there is anything Im needing to know please tell me know before I ruin the map. :D
Title: Re: Map progression
Post by: Micky C on 10 April 2012, 03:25:39
I believe it's the parallax sky that's causing Duke to die, and Merlijn probably just meant to give it a pal so it wouldn't immediately kill the player.

Unless you're going to make any TROR yourself, you don't really need to know how it works as long as you keep your section completely separate. But I'm guessing you'll probably want to loop your section back to the bottom floor of the HUB area. In this case you'll be connecting your part to a different TROR layer, and you'll need to know about how to specify the active mapping layer.

Have no fear, I recently wrote up a paragraph on that. Hopefully it's not hard to understand: http://wiki.eduke32.com/wiki/True_Room_Over_Room_Mapping_Guide#Side_view_.28orthographic_view.29_mode
Title: Re: Map progression
Post by: Merlijn on 10 April 2012, 21:40:38
Yeah, I meant one sector with parralax sky needed a pal, now it kills Duke. :)
Good luck, William!
Title: Re: Map progression
Post by: Forge on 10 April 2012, 23:26:28
i must be out of touch with mapping. I thought a paralaxed floor would kill unless you pal the ceiling.  :-\
Title: Re: Map progression
Post by: Micky C on 16 April 2012, 08:34:26
The final section of the map (minus perhaps the escape sequence) is due tomorrow. How's it coming William?
Title: Re: Map progression
Post by: William gee on 17 April 2012, 11:48:05
I need some more time if that's ok, this weeks been more buissy than normal.
Title: Re: Map progression
Post by: Micky C on 17 April 2012, 12:26:36
Ok, you're the last one so it's not like you're holding anyone up. Just remember that you'll get plenty of time to polish later so the detailing and gameplay doesn't have to be all there first time around. Good luck, but try to get it in before the end of the weekend  :P
Title: Re: Map progression
Post by: William gee on 23 April 2012, 02:43:31
Hi here is what I have done so far, Its needs alot more work I didn't really do much cause I just didn't get the time I thought I would, Its not bad though and can be finished, once everyone is finished adding game play it can be finished. Otherwise I'm just slowing the project down too much.
Title: Re: Map progression
Post by: Micky C on 23 April 2012, 13:25:18
The map still doesn't have a proper ending. We need to have a think about what we're going to do with that.

The original plan was for Duke to somehow end up in the central spire and an escape sequence will occur while the city is "being destroyed". But at the moment I can't see any way to get the player from WG's section to the spire, then having an escape cutscene without making it look kinda forced. (I don't like the idea of making the player move all over the city just to get a keycard to get into the middle spire where you start off. If I were Duke, I'd just blow the door off the thing).

Any thoughts?
Title: Re: Map progression
Post by: Forge on 23 April 2012, 13:30:19
Unless I missed something, it looks like WG's & Quakis' sections still need quite a bit of work.

So is Mike or Micky going to go through this, set the start point, clean up loose ends, set the flow & direction, then send it back around for tuning?
Title: Re: Map progression
Post by: Forge on 23 April 2012, 13:35:02
Quote from: Micky C on  23 April 2012, 13:25:18
The map still doesn't have a proper ending. We need to have a think about what we're going to do with that.

The original plan was for Duke to somehow end up in the central spire and an escape sequence will occur while the city is "being destroyed". But at the moment I can't see any way to get the player from WG's section to the spire, ...

Any thoughts?

Who said WG's section has to be last?

Start the player down the sewer first (after the apartment) to get the jet pack which allows access to Quakis' part. Somewhere in WG's section unlocks the area leading to the dam. Go through that entire area to get to the bar where something unlocks the spire. The bar exits into the hub where the spire is, so no forcing anything and the flow is relatively smooth.
Title: Re: Map progression
Post by: quakis on 23 April 2012, 18:00:04
Or something in Will's part could unlock the spire.

I originally made a police station to keep in mind that the area has a security terminal nearby to grant access / watch that specific spire.

Will's part could even unlock my police station to gain access to that spire.

There's many possibilities from what we currently have due to it's non-linear layout.

edit; and after checking the map it appears as if most of the spritework in my area just vanished. :P Ghosts, I say.
Title: Re: Map progression
Post by: MikeNorvak on 23 April 2012, 20:04:18
Here's a corrected map with all your spritework back Quakis.

Let me try the map out to feel the flow, maybe I can come with something up.
Title: Re: Map progression
Post by: Micky C on 24 April 2012, 14:39:53
I added some details and gameplay to my section. It still needs a few bugs ironed out, but I'm quite busy for the next 2 weeks so I can't really do much more at the moment. I'll let Norvak decide what he wants to do with the map right now.

I used about 90 more walls, so I'll have to cut some back next time I polish my section. Also, what happened to the tags used file?  ???

Everyone should give the first few minutes of the map a go, it's quite a blast  ;D
Title: Re: Map progression
Post by: Forge on 25 April 2012, 22:30:48
Is Mike going to clean this up and send it back around in the same order for polishing?

MAPPER ||||||||||||||||||| WALLS USED
----------------------------------------
1-Norvak ------------------ 1515
2-Micky C ----------------- 1679 +90 (131 over the limit  ::))
3-High Treason ------------ 1163
4-Mister Sinister ----------- 1631
5-Maarten van Oostrum ---- 1638                                 
6-Merlijn van Oostrum ------ 1457                                 
7-Captain Awesome -------- 1592                               
8-Forge ------------------- 1625                                           
9-Quakis ------------------ 1144
10-William gee-------------  497

AVAILABLE WALLS SO FAR                             
--------------------------- 2353

Title: Re: Map progression
Post by: MikeNorvak on 27 April 2012, 21:46:20
Okay. Sorry for slowing the project down. It's just that I haven't been on house recently, or I've been a little busy with other stuff. I'll take a look at the map and play it right now.

Quote from: Forge on  25 April 2012, 22:30:48
Is Mike going to clean this up and send it back around in the same order for polishing?

MAPPER ||||||||||||||||||| WALLS USED
----------------------------------------
1-Norvak ------------------ 1515
2-Micky C ----------------- 1679 +90 (131 over the limit  ::))
3-High Treason ------------ 1163
4-Mister Sinister ----------- 1631
5-Maarten van Oostrum ---- 1638                                 
6-Merlijn van Oostrum ------ 1457                                 
7-Captain Awesome -------- 1592                               
8-Forge ------------------- 1625                                           
9-Quakis ------------------ 1144
10-William gee-------------  497

AVAILABLE WALLS SO FAR                             
--------------------------- 2353

I think is the best.

EDIT:  Mhhhhh editing power!!!!! :D

I played a few minutes of the map, and the first thought that came to my mind is: where the hell Micky C put so many walls? I'm not sure but I think many walls could be used on different ways to decrease the wall count.
Can I modify some of your part Micky?

On other topic, I'm confused about what render should be used/recommended for this map and definitely it must not be Polymer, about polymost.... well..... so Classic mode is the way to go? also the elevator on Micky's part looks buggy both with Polymost and classic.

Right now I have to to go eat, I'll come back later...
Title: Re: Map progression
Post by: Micky C on 28 April 2012, 01:16:35
I have no idea where all the walls went  :o I might be able to convert some level geometry into sprites but probably not too much.

Yes you can edit my section. I have a lot of major assignments all due this week so I don't want to waste time mapping. If you think you can add more details without using extra walls then go ahead. And if you can fix that lift, I'll be very grateful, I'm not good with sprites in classic mode, and that lift was never properly finished anyway. Two glitches I've noticed with my section: One of the sectors around the kitchen in the middle doesn't rise up with the others, and the forcefield texture is still visible outside my windows even though it's been deactivated.

I just played through the entire map, and classic mode seems to work fine in regards to TROR (can't wait to rub that in Gambini's face!) So classic will be the recommended renderer, with polymer being a suitable alternative for those who can run it. It was also really epic  ;D
Title: Re: Map progression
Post by: Micky C on 28 April 2012, 02:53:48
And I forgot about the misalligned floor and ceiling textures on the rotating bits, those are going to be a hideously long pain in the ass to fix since they have to have their relativity bit set. Hopefully an easy solution can be found there.

BTW I listened to the ogg you created in-game, and I now I think it suits very well  8)
Title: Re: Map progression
Post by: Forge on 28 April 2012, 02:56:03
Quote from: MikeNorvak on  27 April 2012, 21:46:20
Okay. Sorry for slowing the project down. It's just that I haven't been on house recently, or I've been a little busy with other stuff. I'll take a look at the map and play it right now.

Finally some action! Get this train rolling, my time is precious. (says the retired guy  ;))
Title: Re: Map progression
Post by: MikeNorvak on 28 April 2012, 03:51:13
Quote from: Micky C on  28 April 2012, 02:53:48
And I forgot about the misalligned floor and ceiling textures on the rotating bits, those are going to be a hideously long pain in the ass to fix since they have to have their relativity bit set. Hopefully an easy solution can be found there.

I've alredy fixed that

Quote from: Micky C on  28 April 2012, 02:53:48
BTW I listened to the ogg you created in-game, and I now I think it suits very well  8)

The idea is to make the track with 3 or maybe 4 parts: a "happy" intro with a futuristic touch, don't know if I achieved this o_O, an atmospheric part with space and futuristic sounds and a climax part. Maybe I can mix orchestral elements to make it more epic, in fact the song I posted is just an idea, I was playing with different melodies, so isn't the final idea.

Quote from: Forge on  28 April 2012, 02:56:03
Quote from: MikeNorvak on  27 April 2012, 21:46:20
Okay. Sorry for slowing the project down. It's just that I haven't been on house recently, or I've been a little busy with other stuff. I'll take a look at the map and play it right now.

Finally some action! Get this train rolling, my time is precious. (says the retired guy  ;))

Yeah, sorry (again) for the delays. Anyway I´m a bit confused about how to implement the gameplay...

Title: Re: Map progression
Post by: Micky C on 28 April 2012, 09:42:38
This really should be in the gameplay thread but oh well.

I think the best way is the following:

1) Leave the gameplay in my section largely untouched (I might tweak some enemy placements a bit) with him jumping out the windows with the explosions and landing in the pool.
2) Have the troopers spawn at the same time as the explosions, and Duke can take care of all the troopers around the hub with either the shotgun or pistol.
3) High Treason's sewer will have a manhole cover which requires explosives, so the player needs to enter Mr Sinister's section. The gameplay there is pretty good how it is, but the chaingun should probably be added to the left side rather than in the secret area (and replace the chaingun there with an RPG) since that area is a little light on ammo (but not too much).
4) Gameplay in Maarten's section is also ok I think, as well as Merlijn's section.
5) By this stage the player should have ample explosives (if there aren't any pipe bombs in any of the above areas they should be added), so he would then enter HT's section and fight through to Captain Awesome's section. There should be at least 1 viewscreen pointing to HT's sewer entrance. Probably in Mister Sinister's corridors where you teleport to the roof of the dam). Captain Awesome is also ok with the underwater section below the big square metal room be linked to the square metal room with TROR, which will look cool. I trust you're familar with TROR joining. It's on the wiki anyway.)
6) The player should definitely have a (near) full jetpack by the time he's finished with Forge's section and should be back in the hub, he would then need to fly up to Quakis' section. (Also needs a view screen, which will easily suit Forge's section). So he fights through that and unlocks WG's section.
7) At the end of WG's section, the player can teleport to a small important-looking control room beneath the tower, which has a rising platform in the middle, so Duke then rides that platform up to the room inside the spire (the lift can push the player through the TROR) where there's a switch disguised as a Nuke button. The player then hits the switch, and lots and lots of explosions happen outside the windows, and the windows start closing a la the missiles launching in Area 51.
8)Then Duke can ride the elevator back down to the control room where a door has opened revealing an escape pod that Duke can take. The player then enters the pod sector, which flies away along the underside of the city and the level ends somehow.

Title: Re: Map progression
Post by: Forge on 28 April 2012, 14:14:56
All you need to do Mike is check the flow of the map at this point. If the map is supposed to progress like Micky says, then it need to be verified that the player can get from point A to point B without any problems.

examples:

If the player is supposed to get explosives in Mister S' section, then it needs to be checked that the player has to go through Maarten & Merlijn's sections and not straight back to the hub through that water tunnel (one way green walls or whatever method)

If the player is supposed to get the jetpack in Captain A's section, then it need to be checked that the player has to go forward through Forge's section instead of back through High T's section (a locked & auto closing door with an activator switch available only on one side or whatever)

Place appropriate/necessary cameras & view screens

This is the time when you make sure all the key locks have cards, the cards are placed appropriately, extra cards are discarded, doors work, locks work, elevators work, set the start point, etc.

edit: the other option is to send it around for polishing now and fix everything later

@Micky's suggestion of riding a platform up, then back down the spire would annoy the shit out of me as a player. Just teleport the player to the top of the spire (or have something in Quakis or WG's section unlock the top of the tower & the player can jet pack over to it), hit the fake button, ride the platform down to an awaiting shuttle, then do the end sequence (if any resources are left after Micky gets done "polishing" his area ;D)
Title: Re: Map progression
Post by: MikeNorvak on 02 May 2012, 02:39:21
Here's the map, technically I still have 18 walls left to reach the limit, but I don't think I'm gonna build anything

I just added some stuff and tweaks sorry for kidnap the map for so long, and no much was done :(
anyway I think is better if someone else starts his polishing stage. Who's interested?

BTW Forge could you try the map out and look for bugs or stuff to fix?

Also I think is better if anyone with some free time have a go and start adding stuff/finishing these specific zones (even the mapper himself) :

* Willy's part
* Quakis's part
* Captain Awesome's sewer

I think finishing those areas is the priority now.

Again sorry for slowing the project down, I hate when this kind of things happens :/

Due the lack of free time I don't believe I can still work on this map, maybe testing and adding minor stuff, I just don't feel inspired to map...

About the music I can finish the track soon, and choose some music to replacing barmusic and 2bwild, I was thinking to use the star wars bar music I posted before.

BTW Micky: I don't understand what's exactly the point of making the player explode when he jumps out of the windows?

EDIT: Well, maybe when everybody finish their parts I can take care of making the last scaping scene and the control room inside th spire.
Title: Re: Map progression
Post by: Micky C on 02 May 2012, 08:50:54
Quote from: MikeNorvak on  02 May 2012, 02:39:21
BTW Micky: I don't understand what's exactly the point of making the player explode when he jumps out of the windows?

It doesn't really have a point. It's just meant to be so over the top it's kind of funny, with a touch of epic thrown in. How many maps are there where you can jump from an exploding sky scraper into a pool in outer space?

I was thinking of making a reason for it, something like a sign saying "as a safety protocol, all vertical forcefields are disabled in case of heating system overloading", and a thermometer for the heat system which raises past critical when both switches are pressed. But I'll definitely have to cut back on some walls if I want to put that in.

Someone else will have to do the polishing. I don't have any time for the next week or two either. Forge is probably the next-closest to being a leader in this project  ;)  ;)

Edit: Wow, I love what you did with my appartment. It's amazing how small things can make it look a lot better. And also thankyou for fixing the misaligned textures.
What was your reasoning behind removing the trooper and pigcop from the corridor? was it to shift focus to the mood and the alcohol dispensors? And IMO the forcefields on the windows ought to be transparent (not invisible) so that the player can know when they're deactivated.
Title: Re: Map progression
Post by: Mister Sinister on 02 May 2012, 14:01:39
I have enough time to polish my part and, in fact, I'll finish it in one day. Can I do polishing now? BTW is it okay if I'll use another 30 or 40 walls?
Title: Re: Map progression
Post by: Micky C on 02 May 2012, 14:48:08
You can definitely polish it now, no one else is doing anything. But try not to go over your original limit. If there are walls left over at the end then maybe you can use some of them. I know I'm being a hypocrite since I've probably gone over by at least 100, but I'm trying to cut back, I swear  :-[ .

All that's really left to do in terms of building is finish off WG's section, add some detail and gameplay to Quakis's section, and some detail to Captain Awesome's section. That, and the central spire thing and the escape sequence. I might do the spire next week.

Hopefully one of those 3 guys volunteers to work on their section next.
Title: Re: Map progression
Post by: High Treason on 02 May 2012, 17:12:24
Is it alright if I come here and snicker at the childish comments made in certain other forums? Ah, well, guess I just did.

I'll let you know shortly when I will be able to polish my section up, I've not got much to do besides remove the keycards, maybe tweak some shading a little, add protective boots and glue my name to something.
Title: Re: Map progression
Post by: Forge on 02 May 2012, 19:14:14
I blew my back out so I'll probably be out of the loop for a week. I'll pick up the latest version when I'm capable of sitting in front of the computer for more than a few minutes and do a bug test.
Title: Re: Map progression
Post by: MikeNorvak on 02 May 2012, 20:08:04
MAPPER ||||||||||||||||||| WALLS USED ||||| WALLS LEFT FOR POLISHING
---------------------------------------------
1-Norvak ------------------ 1637 ------------ 1  ::)
2-Micky C ----------------- 1769 -32 -------- -99
3-High Treason ------------ 1163 ------------ 475
4-Mister Sinister ----------- 1631 ------------ 7
5-Maarten van Oostrum ---- 1638 ------------ 0 [No need for polishing stage I think]                               
6-Merlijn van Oostrum ------ 1457 ------------ 181 [No need for polishing stage I think]                                 
7-Captain Awesome -------- 1592 ------------ 46                             
8-Forge ------------------- 1625 ------------ 13                                         
9-Quakis ------------------ 1144 ------------ 494
10-William Gee-------------  497 ------------- 1141

AVAILABLE WALLS SO FAR                             
--------------------------- 2263

@Micky: I don't think you can cut back 99 walls, I've already cut about 32 walls on your part and use them on other areas of the map, mostly on my zone. Although you can remove some pillows.

@Mister Sinister: I don't believe there's any problem if you use 30 walls more, the point here is that I don't think your zone needs too many sector work, use them only if you think is necessary at all (also I've already modified some things on your part)

For example I think Forge and Captain A could break the wall limit to improve their parts. And since HT isn't gonna use all the 475, he can lend us some of them.

@Quakis: I'm sure you can finish your part with 494 walls

About the 1141 walls left for William, these can be used to finish his area keep the same size as it is now, build the interior of the spire and the final scape sequence, where we must focus most of the walls left.



Title: Re: Map progression
Post by: Mister Sinister on 02 May 2012, 20:53:33
Mike, I just want to make a small room with a combination of switches inside which will unlock the dam. I guess it's okay?
Title: Re: Map progression
Post by: MikeNorvak on 02 May 2012, 22:22:48
Are you aware that the player has to go from the hub zone falling though the dam to your zone?, and not vice versa?

I think you should play the map as it is right now, so you can tell us if it flows logical.

Here's the list of things I modified on my last go:

*Micky's Bachelor pad textures, fixed missaligned textures, deleted some enemies (I forgot to put them back) and many other fixes on that zone.

*Added minor stuff to my part, some spritework and sectors here and there.

*Change some stuff on Mister Sinister's part architecture, added a viewscreen and a button to unlock Marten's part

*Modified some architecture and stuff on HT's part, also I added a tagged cover to the manhole, and a view screen on Merlijn's part pointing that zone out.

*Added water texture on floor of Captain's last sewer part and a "nice" ;) space view in a window...

*Blocked the dam with convayer belts and 1-side blocking walls
Title: Re: Map progression
Post by: Mister Sinister on 02 May 2012, 22:41:54
So I finished polishing my part. Here is the list of what I've done:

* A few monsters and items to Mike's part
* Changed monster and item placement in my part
* Added a new secret in my part
* Replaced that giant sign of mine with a different one :)
* A new room in my part with a little button puzzle to solve
* Fixed a few texture misalidgments in my part
* Water in my part is floating now
* Added a few details
*Fixed that 'Weclcome' sign in Marteen's part :)
Title: Re: Map progression
Post by: Forge on 02 May 2012, 23:44:33
Quote from: MikeNorvak on  02 May 2012, 20:08:04
For example I think Forge....could break the wall limit to improve their parts. And since HT isn't gonna use all the 475, he can lend us some of them.

I frittered away my portion of the resources so I don't intend on adding any more sector work. Only want to put in some invisible ooze containers & master switch tagged to the reactor to blow up by the exit door in case the player is looking through the view screen while destroying said reactor.
Also put a camera up by the entrance to Quakis' part that's tagged to the view screens by the reactor.

@Mike: If you want to add to or take away from my section, be my guest.
Title: Re: Map progression
Post by: MikeNorvak on 03 May 2012, 02:24:24
@ Forge: Okay. Hope you'll feel better soon :)

The thing here is that I don't have many time to map right now, so the rest of the week could be used for individual polishing until I found some time/motivation to map again, is just that these days haven't been so good.

So, who's up for his polishing stage?

Edit:

Quote from: Micky C on  02 May 2012, 08:50:54
Quote from: MikeNorvak on  02 May 2012, 02:39:21
BTW Micky: I don't understand what's exactly the point of making the player explode when he jumps out of the windows?

Edit: Wow, I love what you did with my appartment. It's amazing how small things can make it look a lot better. And also thankyou for fixing the misaligned textures.
What was your reasoning behind removing the trooper and pigcop from the corridor? was it to shift focus to the mood and the alcohol dispensors? And IMO the forcefields on the windows ought to be transparent (not invisible) so that the player can know when they're deactivated.

The problem with the exploding windows is that the player can die while jumping, which isn't cool :D

Yeah, sometimes shading and texturing gives a different aspect to things (btw some parts aren't correctly shading right now around the map)

The reasoning behind removing the trooper and pigcop from that corridor is that they were very annoying while testing the area and I forgot to put them back also with other enemies on the upper room, but yes, they were distracting elements to enjoy the alcohol dispensers so it should be kept that way.
Title: Re: Map progression
Post by: MikeNorvak on 03 May 2012, 02:52:56
Hey what about invite Supertanker to this thread.... maybe he can make somethign interesting with the map, even make that final sequence.
Title: Re: Map progression
Post by: Micky C on 03 May 2012, 07:23:23
Send him a PM, and maybe he'll get notified via email.

Does that mean that the 'final' boss fight is going to be in WG's section? I feel as though there should be something else in the spire than just pressing a button, watching some explosions, going down a lift then taking an escape pod. There should be a bit of action at the end.

Maybe the corridor starts slowly collapsing while he has to fight through the last handful of aliens to reach the escape pod, once he's entered the final corridor that is.
Title: Re: Map progression
Post by: Captain Awesome on 03 May 2012, 09:25:39
I'm trying to keep up, but I'm lost. What's the deal? Has everyone had their first round yet? When are we starting the polishing stage?

TL;DR: I'm stupid, what's going on?
Title: Re: Map progression
Post by: Micky C on 03 May 2012, 09:55:05
People are currently polishing their own sections. No one else has posted anything, so you can download the map from Mister Sinister's last post, and work on your section if you want. Norvak solved the problem with the giant room's floor having no detail by making the room flooded, but that room could still use some detail. Maybe some vents and ventilation stuff on the roof and walls could be added. Use sprites instead of walls where you can just to be on the safe side.
Title: Re: Map progression
Post by: Mister Sinister on 03 May 2012, 10:20:30
Hm, player can quickly ran out of ammo during the Forge's part, maybe we should add some and an additional medkit?
Also when player finishes the first loop of the map after defeating mini boss we can spawn some enemies in Mike's part.
Title: Re: Map progression
Post by: High Treason on 03 May 2012, 13:46:14
Looks like I'm not going to have anything too important coming up, so I'm free to work on polishing whenever I'm needed.
Title: Re: Map progression
Post by: Forge on 03 May 2012, 14:15:33
Polishing stage:

Current: Captain Awesome
Next: High Treason

MAPPER ||||||||||||||||||| WALLS USED ||||| WALLS LEFT FOR POLISHING
---------------------------------------------
1-Norvak ------------------ 1637 ------------ +1
2-Micky C ----------------- 1737 ------------ -99
3-High Treason ------------ 1163 ------------ 475
4-Mister Sinister ----------- 1662 ------------ -24
5-Maarten van Oostrum ---- 1638 ------------ 0                             
6-Merlijn van Oostrum ------ 1457 ------------ 181                               
7-Captain Awesome -------- 1592 ------------ 46                             
8-Forge ------------------- 1625 ------------ 13                                         
9-Quakis ------------------ 1144 ------------ 494
10-William Gee-------------  497 ------------- 1141

AVAILABLE WALLS SO FAR                             
--------------------------- 2232
Title: Re: Map progression
Post by: Forge on 03 May 2012, 14:22:11
Quote from: Mister Sinister on  03 May 2012, 10:20:30
Hm, player can quickly ran out of ammo during the Forge's part, maybe we should add some and an additional medkit?
Also when player finishes the first loop of the map after defeating mini boss we can spawn some enemies in Mike's part.

I can add a few more supplies, but that can be tuned during beta-testing.
We could spawn more aliens in the hub after my section (& Merlijn's section?), but as far as after my part we should wait and see what Quakis does first. Maybe the gap in action as the player jetpacks around the hub will be a welcome break before getting hammered again.
Title: Re: Map progression
Post by: MikeNorvak on 03 May 2012, 16:31:52
@Captain Awesome.

You can fill that area with slimer eggs and that green alien floor with women pods a la E2L1 and increase the ceiling height and low the shading to make the room look bigger and darker.

Hope you like what I did to your part :)
Title: Re: Map progression
Post by: Captain Awesome on 03 May 2012, 18:29:20
Whoever shifted around all the floor and ceiling textures in my part can suck a fat one. ;)
Title: Re: Map progression
Post by: Forge on 03 May 2012, 23:26:52
Quote from: Captain Awesome on  03 May 2012, 18:29:20
Whoever shifted around all the floor and ceiling textures in my part can suck a fat one. ;)

lol

i was going to suggest to everyone about submitting a pm to Mike with a blurb about your section/experience/whatever that you want included with the template. Apparently things are getting "shifted, moved, and modified" so I suppose we can all write, "I made some stuff and Mike fixed it."  ;D

&that's what Mike gets for being project manager  :)

edit: okay, it was a poor attempt at humor when pain clouded my judgement. moving on....

I still hold Mike responsible for the overall quality of this project, no matter how crappy my part is....
Title: Re: Map progression
Post by: Micky C on 05 May 2012, 13:19:20
I take it Captain Awesome is currently polishing his section, and High Treason is next?

Forge is also not polishing his part, and the Oostrum brothers' sections don't need any polish IMO.

So who's after HT? Quakis or William?
Actually Quakis, if you have time you should probably polish after HT because William's section is last.
Title: Re: Map progression
Post by: Forge on 05 May 2012, 14:19:50
I want to add a minor explosion effect by the exit from my section and a camera aimed at the entrance to Quakis' section, both of which will take less than ten minutes. I can do that anytime. Maarten & Merlijn haven't said anything one way or the other since we've gotten into this stage, but if either one of them would like to do some touch-ups, they should feel free to do so.

The priority should be to get Quakis and WG into the rotation to finish their sections after Captain Awesome, since their sections need the most work. Free time can be very precious so I would recommend to everyone who's left to be willing to step back and let them finish their respective sections if either one of them come forward with a specific time frame in which they can get it done.
Title: Re: Map progression
Post by: Merlijn on 05 May 2012, 14:54:56
Hi there, it's true that my part is completely finished.

I did come across one texture mistake I would like to fix though, it will literally be a matter of minutes seconds. Just let me know when I can fix it.
Title: Re: Map progression
Post by: Forge on 05 May 2012, 15:19:39
Quote from: Merlijn on  05 May 2012, 14:54:56
Hi there, it's true that my part is completely finished.

I did come across one texture mistake I would like to fix though, it will literally be a matter of minutes seconds. Just let me know when I can fix it.

The rotation can go like this unless someone objects:

Captain Awesome
-Quakis or WG should have priority to jump in at any time after Cpt A-
High Treason
Merlijn
Forge
Maarten (?) - & he can jump in before me if he wants
Title: Re: Map progression
Post by: Forge on 07 May 2012, 01:39:41
any status update Capt. A?

-it kicks ass when someone disappears for four days and nobody even knows if he's even working on the map-
Title: Re: Map progression
Post by: Forge on 07 May 2012, 21:44:38
If Capt. A doesn't say anything in the next couple of days I'd suggest High Treason grabbing the last copy and do his polishing.

edit: I've seen Capt. A over at Duke4 as recently as yesterday, but he hasn't logged in here since the 3rd of May. I have no idea if he knows he was supposed to be polishing or not.
Title: Re: Map progression
Post by: Captain Awesome on 08 May 2012, 06:22:45
Yes, I've been kinda working on it. I've mainly just been fixing the floors/ceilings which were all fucked up. I'm gonna go ahead and pass it on.

[attachment deleted by admin]
Title: Re: Map progression
Post by: Forge on 08 May 2012, 12:16:59
Looks like you spent most of your time putting everything back to what it was before somebody started tinkering with it. I kinda like your way better; it didn't make sense to me to have a sewage dump jutting into outer-space located in what appears to be a fresh water holding area. You also reclaimed some walls which is a good thing.
Title: Re: Map progression
Post by: Forge on 08 May 2012, 12:21:14
Polishing stage:

Current: High Treason
Next: Merlijn

Que:
-Quakis or WG should have priority to jump in at any time-
Forge
Maarten (?) - & he can jump in before me if he wants

MAPPER ||||||||||||||||||| WALLS USED ||||| WALLS LEFT FOR POLISHING
---------------------------------------------
1-Norvak ------------------ 1637 ------------ +1
2-Micky C ----------------- 1737 ------------ -99
3-High Treason ------------ 1163 ------------ 475
4-Mister Sinister ----------- 1662 ------------ -24
5-Maarten van Oostrum ---- 1638 ------------ 0                             
6-Merlijn van Oostrum ------ 1457 ------------ 181                               
7-Captain Awesome -------- 1549 ------------ +89                             
8-Forge ------------------- 1625 ------------ 13                                         
9-Quakis ------------------ 1144 ------------ 494
10-William Gee-------------  497 ------------- 1141

AVAILABLE WALLS SO FAR                             
--------------------------- 2275
Title: Re: Map progression
Post by: High Treason on 08 May 2012, 13:22:03
Okey-ckoey, I'm polishing now... wait... wtf... Who the hell fucked my section up? How long do I have? It's gonna take me all my time to put this shit right and as you can see, my frame-rate is now ass so this will not be easy.

Edit: Completely fucked my section over, whoever it was, there are overlapping points, some ceilings are freakyy heights meaning I've had to learn controls I didn't know existed to correct them and there's a corrupted stack and some overlapping points in my subway, I am VERY tempted to erase my section at the moment as I don't really want my name put to something that doesn't work. The map is apparently corrupted as I deleted a sector too, so now I have to start over with my polishing.

Oh, and whoever connected me to the the TROR layer... remember when I said "I do not want to connect this via TROR." - I was being serious.

Edit 2: Well, I've decided to simply laugh it off and now it's my turn to be the joker. I shouldn't be long at all with my polishing, just a couple of last minute bodge-ups. I have removed my yellow key, you now only need the red one and the tanks are deeper as they are connected underneath via a pipe. I've not used many walls to achieve this and probably won't be using any more at all, total wall count is 14150 at present - can't remember what it was when I got the map. I can't locate the source of the low frame-rate at all so I'm just gonna blame someone else or my computer for that.

[attachment deleted by admin]
Title: Re: Map progression
Post by: Forge on 08 May 2012, 14:42:09
I don't know who messed with your section, but it shouldn't be too hard to go back through the updates and find where the change occurred.

If your part is all screwed up, take your time and fix it. If your section has been connected by tror, mine probably was too. Listening to your horror story I'm afraid to go look at my section 'cause it's probably all messed up too.

Title: Re: Map progression
Post by: Forge on 08 May 2012, 14:54:22
The change occurred between MickyC http://www.scent-88.com/forum/index.php/topic,79.msg2236.html#msg2236 (this one is still good)
and Mike http://www.scent-88.com/forum/index.php/topic,79.msg2282.html#msg2282 (this one is messed up)

I see that some of your sector work has overlapped into my sector work for an unknown reason. I haven't checked the effects in game, checked the sector height differences, or looked at it in 3d mode, so I don't know what the effects will be in that area until further analysis.

At least my area wasn't violated with tror

Title: Re: Map progression
Post by: High Treason on 08 May 2012, 15:11:40
Your section doesn't seem to have changed, also seems it wasn't connected to the TROR system. As I said, I've gotten over it and found a compromise halfway between my original design and the modified version.

The corruption message disappeared after loading a newer version of Mapster32 (I've been using one from a few months ago). I may even be able to hand the map back today as the gameplay and detail for my section is to a standard I am happy with, I'm just in the process of trying to break things in my section. I'm not that fussed about who tampered with most of it, I'm not sure what happened to the subway, but it's fixed now, the oddest part of that was some of the cars being completely black.

- Ah, you responded while I was writing this, I noticed the overlap (hard to miss as it makes it very difficult to work with) and I have been very careful not to interfere with anything in your section, though in my section some SEs were at the wrong height so I had to move them. I also noticed that Captain Awesome's underwater transport SEs do not work as one would expect them to, I'm not sure wether I should fix those or not.

I'll probably be handing the map back in a couple of hours.
Title: Re: Map progression
Post by: Forge on 08 May 2012, 16:07:11
If Capt A's SEs are not working correct, you might as well go ahead and fix them now if you want. (also the misoriented texture on the ceiling in his big room).

Who ever tampered with your section is between you and him, I just wanted to make it more convenient for you to find when the change occurred so you could go back to the latest previous version in case you needed to check it for reference.
Title: Re: Map progression
Post by: High Treason on 08 May 2012, 18:50:46
Well, that's as much as I can be arsed to do, I'd rather have my subway at the height it was but I daren't select all the sectors in case I mess up where it overlaps the city and I really don't have the motivation to do it one-by-one as it wasn't me that put it at a weird height to begin with. It can now be left as it is as a mark of what I feel was a poor decision, I also  haven't bothered with a misaligned brick texture that was alright before I handed it in last time, luckily it is barely noticeable unless the player sits right on top of it.
Title: Re: Map progression
Post by: Forge on 08 May 2012, 20:41:01
Polishing stage:

Current: Merlijn
Next: Forge

Que:
-Quakis or WG should have priority to jump in at any time-
Maarten (?) - & he can jump in before me if he wants

MAPPER ||||||||||||||||||| WALLS USED ||||| WALLS LEFT FOR POLISHING
---------------------------------------------
1-Norvak ------------------ 1637 ------------ +1
2-Micky C ----------------- 1737 ------------ -99
3-High Treason ------------ 1163 ------------ +434
4-Mister Sinister ----------- 1662 ------------ -24
5-Maarten van Oostrum ---- 1638 ------------ 0                             
6-Merlijn van Oostrum ------ 1457 ------------ 181                               
7-Captain Awesome -------- 1549 ------------ +89                             
8-Forge ------------------- 1625 ------------ 13                                         
9-Quakis ------------------ 1144 ------------ 494
10-William Gee-------------  497 ------------- 1141

AVAILABLE WALLS SO FAR                             
--------------------------- 2234


when it gets to my turn I'll probably do a walk through and fix what I can without doing any modifications to people's areas. If I find something that requires any kind of in-depth adjustment, I'll post up about it and leave it to whomever made that location to fix it.

edit: & I'm moving that subway sector out of mine. it's doesn't cause any visual problems, but you can hear the rail clacking sound in my area when it goes by.
Title: Re: Map progression
Post by: Captain Awesome on 08 May 2012, 22:44:38
Everything worked when I finished my section. It got all royally fucked up after someone copied and pasted it in a weird spot. I was actually really disappointed that someone would completely trash our areas and not even bother to fix misaligned floors and ceilings, instead leaving us to spend most of our polishing on that.
Title: Re: Map progression
Post by: High Treason on 08 May 2012, 23:47:59
I remember them working too, because for reasons I can't quite put my finger on, I really like the room they are in. It was an easy fix, all I had to do was tag the sectors as water again, otherwise the player was teleported to the underwater section (with blue flashes and everything) with no way out. I did try to align the ceiling textures in the room at the end of your section as well, somebody might want to look at it with the HRP though as I can't and I'm not sure they'll be aligned properly with the high-res textures. It was rather annoying because that part of the level is not sitting on the grid in the way it was designed to and those sectors are built in such a way that hitting R on them doesn't make the problem disappear.

I believe I know who the offending party was anyway and I have retaliated rather childishly - what I did can be reversed in seconds by use of the Delete key and even if it wasn't them, I'm sure they'll see the funny side of it, or I hope they do anyway.

I just realised I forgot to add an ambient sound for the tanks in my section - not a problem, it can be thrown in later, I'm too tired to fire up the editor now.
Title: Re: Map progression
Post by: Forge on 08 May 2012, 23:54:29
Quote from: Captain Awesome on  08 May 2012, 22:44:38
Everything worked when I finished my section. It got all royally fucked up after someone copied and pasted it in a weird spot. I was actually really disappointed that someone would completely trash our areas and not even bother to fix misaligned floors and ceilings, instead leaving us to spend most of our polishing on that.

I moved that underwater section to build my section way back when, but I made sure everything worked and didn't get messed up. Did it get moved again or are you talking about a different section?

edit: i see, they moved a whole bunch of stuff around and didn't check for any damage they'd done

It looks like who ever did the tror connect to High Treason's section shifted almost the entire sewer area on that wing

(http://img717.imageshack.us/img717/2932/capt0003.th.jpg) (http://imageshack.us/photo/my-images/717/capt0003.jpg/)(http://img831.imageshack.us/img831/6156/capt0002.th.jpg) (http://imageshack.us/photo/my-images/831/capt0002.jpg/)
(http://img820.imageshack.us/img820/5678/capt0001.th.jpg) (http://imageshack.us/photo/my-images/820/capt0001.jpg/)(http://img225.imageshack.us/img225/1305/capt0000.th.jpg) (http://imageshack.us/photo/my-images/225/capt0000.jpg/)

this is fucking stupid. When I get my turn at polishing I'll do what I can to fix everything in our wing (i can't undo the tror), but other than that, I'm done with this project.
Title: Re: Map progression
Post by: Captain Awesome on 09 May 2012, 05:55:03
You may try your best, but I probably won't be touching my section any further. Much too peeved.
Title: Re: Map progression
Post by: Forge on 09 May 2012, 14:37:31
I have the time to make an attempt at putting our wing back to what it was before the tror connection if that's what you and High Treason want.

I'd have to copy the old section from a previous map and paste it into the new map so I can't guarantee how well that will work, and it'd mean you'd have to do the polishing again.
Title: Re: Map progression
Post by: Merlijn on 09 May 2012, 19:42:19
Here's my minimal amount of polishing: I fixed the small errors in my part and also that small bug in Maartens part (player would get squished because one of the outdoor sectors didn't have the sky set to pal 3).

Also, I tried playing the map and the first part had pretty good gameplay.. I would shrink the button puzzle down to 4 and maybe minimize the amount of turrets a bit (I don't really like turrets tbh).

However, someone needs to look at Capt. A's part again.. For some reason, there's a forcefield blocking the last big indoor area. The forcefield doesn't show up in build though. Am I missing something here? Also, the doors have no sound. In fact, the whole map could use some more ambient sounds.
Title: Re: Map progression
Post by: Forge on 09 May 2012, 20:52:24
Quote from: Merlijn on  09 May 2012, 19:42:19
However, someone needs to look at Capt. A's part again.. For some reason, there's a forcefield blocking the last big indoor area. The forcefield doesn't show up in build though. Am I missing something here? Also, the doors have no sound. In fact, the whole map could use some more ambient sounds.

Sounds like another thing that broke when it was messed with. The whole sewer system is so jacked up now all I want to do is nuke it and replace it with the original. The other guys may not feel like going back and doing their polishing again (and who can blame them), but at least it will be playable and not so full of bugs and other issues.
Title: Re: Map progression
Post by: MikeNorvak on 10 May 2012, 02:06:34
It seems I caused a fucking epic mess, I don't get the point to call me "someone" just be direct and tell Norvak fucked this map up. I didn't have the intention to piss anyone, neither break the map. So for now the only I can do is trying to fix the map and see what can I do (don't worry you don't need to continue mapping from the result if you don't want) So for now I think is better if no one keep mapping. I must fix this fucking mess.

EDIT: Well, the last trouble with the forcefield is solved now:
Title: Re: Map progression
Post by: Forge on 10 May 2012, 02:32:54
Quote from: MikeNorvak on  10 May 2012, 02:06:34
I don't get the point to call me "someone" just be direct and tell Norvak fucked this map up.

I wasn't going to make any assumptions. You may have presented the map with the major change, but that doesn't mean you did it. "Someone" could have did it and passed the map to you through means other than attaching it to a post in this thread.
Title: Re: Map progression
Post by: MikeNorvak on 10 May 2012, 03:27:54
Here's a version with other fixes.

I don't think there're so many troubles on mapping with this version.
Title: Re: Map progression
Post by: Micky C on 10 May 2012, 08:26:39
I've played it and here are some comments:

I think my area needs a few more respawns in the apartment area. Perhaps triggered by the sectors in front of the switches that deactivate the force field. (The octabrains can be removed if neccessary). The appartment is quite big but it feels like you're only fighting in a small part of it.

I got stuck at the end of Captain Awesome's part. How does that door to the manhole to forge's part open?

The player should definitely IMO have some pipe bombs before entering Maarten's part (or whoever the blue part belongs to), and also IMO definitely have the shrinker before Forge's part, which is really hard, and would lead to nice nice shrinker action on the lizmen and commanders. The map has a lot of lizmen and commanders so I think this is neccessary.

I liked how the liquids in High Treason's part were blue and red. Looked very futury, can they be changed back? Also, I loved the new message on the viewscreen, which I assume is what HT was referring to a few posts back  ;D
Title: Re: Map progression
Post by: Forge on 10 May 2012, 15:40:15
The door at the end of Capt. A's section didn't work because the sector tag disappeared when it was moved (like the tags to his water sectors)

fixed the last door in Capt A's section and increased the size of the sector with the touchplate so the player can't grab the jetpack without setting off the touchplate

added a switch & activator to the door after the keylocked door in Capt. A's section (last door before his big room). door now autocloses so the player can't go back that direction & through High Treason's section after grabbing the jetpack

added sounds to the last two doors in Capt A's section before the big room

Moved High Treason's subway back out of my sector. If I wanted subway car sounds in my areas, I would have put them in there myself

added camera aimed at the entrance to Quakis' area

fix some sprite placement/alignments in my areas

added explosions to the exit from my section

added some freezer ammo and some chaingun ammo in my reactor room

I'm done with.


Polishing stage:

Current: Quakis
Next: William Gee

MAPPER ||||||||||||||||||| WALLS USED ||||| WALLS LEFT FOR POLISHING
---------------------------------------------
1-Norvak ------------------ 1637 ------------ +1
2-Micky C ----------------- 1737 ------------ -99
3-High Treason ------------ 1163 ------------ +434
4-Mister Sinister ----------- 1662 ------------ -24
5-Maarten van Oostrum ---- 1638 ------------ 0                             
6-Merlijn van Oostrum ------ 1457 ------------ +181                               
7-Captain Awesome -------- 1549 ------------ +89                             
8-Forge ------------------- 1634 ------------ +4                                         
9-Quakis ------------------ 1144 ------------ 494
10-William Gee-------------  497 ------------- 1141

AVAILABLE WALLS SO FAR                             
--------------------------- 2225
Title: Re: Map progression
Post by: quakis on 10 May 2012, 17:46:34
Just in time for the weekend - I'll try not to hog the map for too long.
Title: Re: Map progression
Post by: Forge on 12 May 2012, 13:27:40
Quote from: Micky C on  10 May 2012, 08:26:39
I've played it and here are some comments:

...IMO definitely have the shrinker before Forge's part, which is really hard, and would lead to nice nice shrinker action on the lizmen and commanders. The map has a lot of lizmen and commanders so I think this is neccessary....

The devastator in the secret area in my section can be replaced with a shrinker & the devastator ammo can be replaced with half a dozen trip mines. That's if you want the player to "earn" the weapon instead of giving it away outright. But I would not load the player up on shrinker ammo; make them use it sparingly and wisely.

I'm still irritated about the map getting screwed up, but what's done is done. Just need time to cool off.
Title: Re: Map progression
Post by: MikeNorvak on 12 May 2012, 20:02:19
Quote from: Forge on  12 May 2012, 13:27:40
I'm still irritated about the map getting screwed up, but what's done is done. Just need time to cool off.

What was screwed up exactly? It seems you fixed, most of it.
Title: Re: Map progression
Post by: Forge on 13 May 2012, 01:56:35
I'm not trying to start a pissing contest, but nothing should have needed fixing in the first place.

You went against what High Treason wanted and connected his section to the rest of the map via tror which caused alot of problems. I know it wasn't your intention to break anything and you were probably trying to "fix" what you saw as a potential problem with the SE7s because the height of the upper sector was not above the height of the lower sectors. The problem is that it looked like you pounded a round peg into a square hole and then walked away from it leaving everything for the rest of us to fix. If you had taken the time to make sure everything was as it should be and in working order I doubt anybody would have said anything. As it was High Treason considered just deleting his section, Captain Awesome was so peeved he pretty much walked away from it, and I got so irritated at the perceived inconsideration that I considered walking away as well. But I cooled off some and knew your intent was well, but the execution was poor.
Title: Re: Map progression
Post by: Captain Awesome on 13 May 2012, 04:53:49
Quote from: MikeNorvak on  10 May 2012, 02:06:34
It seems I caused a fucking epic mess, I don't get the point to call me "someone" just be direct and tell Norvak fucked this map up. I didn't have the intention to piss anyone, neither break the map. So for now the only I can do is trying to fix the map and see what can I do (don't worry you don't need to continue mapping from the result if you don't want) So for now I think is better if no one keep mapping. I must fix this fucking mess.
No, no, it's not like that. I had no idea who did it either. I really haven't been paying too much attention to what's going. Even though I'm participating, I'm trying to keep my distance so I can still enjoy it when I play it. Thanks for trying to make things right by the way, we're cool.

And I probably came off more bitchy then usual (IMPOSSIBLE.), I've had mood swings like a girl lately and not been in the best frame of mind.
Title: Re: Map progression
Post by: quakis on 13 May 2012, 14:44:36
It's sad when something simple like this in Classic mode still has visual issues :(

(http://img.photobucket.com/albums/v220/deathquakis/th_cbptrorfail01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/cbptrorfail01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_cbptrorfail02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/cbptrorfail02.jpg)
Title: Re: Map progression
Post by: MikeNorvak on 13 May 2012, 18:33:57
So this map should be released as Polymer only? With the option of Classic with various glitches?

BTW how's the performance on Polymer with this .cfg file?

[attachment deleted by admin]
Title: Re: Map progression
Post by: Forge on 13 May 2012, 20:53:56
Maybe find a beta-tester with an average rig to try it with polymer and the cfg file to see if it has decent frame rate.

There are too many glitches to run it in classic
Title: Re: Map progression
Post by: Captain Awesome on 15 May 2012, 04:21:14
I thought the TROR worked just fine in classic? Maybe those areas weren't built properly? I'm not sure, I haven't been keeping up with modding as much as I should.
Title: Re: Map progression
Post by: Micky C on 15 May 2012, 12:58:39
Those areas ought to be working properly, I think think up a few places which are much more likely to cause glitches that look perfectly fine.

There are also non-tror related glitches in classic mode, such as sectors with very high slopes causing their textures to stretch weirdly when looked at a certain way, and my elevator to the apartment also has sprite clipping issues in classic, which will be hard to fix.

On a side note, we ought to at least start beta testing by the end of the month. So individual polishing should finish in a week or two, then we have to make the final escape sequence/tower interior area which is teleported to after WG's shortish section, and then some minor shuffling of items and things. Then betatesting.
Title: Re: Map progression
Post by: quakis on 16 May 2012, 00:18:29
I might have to hog the map for quite a while to make sure that my section feels as complete as it can be. Sorry about this, but it should be worthwhile in the end.
Title: Re: Map progression
Post by: Captain Awesome on 16 May 2012, 05:33:01
I found a picture of quakeyflakes.
(http://www.3drealms.com/duke4/images/pigcop2008.jpg)
Title: Re: Map progression
Post by: Micky C on 16 May 2012, 09:34:47
Quote from: quakis on  16 May 2012, 00:18:29
I might have to hog the map for quite a while to make sure that my section feels as complete as it can be. Sorry about this, but it should be worthwhile in the end.

Don't rush it, but don't take too long either.
Title: Re: Map progression
Post by: William gee on 16 May 2012, 11:40:29
I'm going away for a trip and wont be back till Tuesday anyway.
Title: Re: Map progression
Post by: quakis on 17 May 2012, 23:48:39
Should be plenty of time to get stuff done. Here's a few screens of some changes I've been doing to my part;

(http://img.photobucket.com/albums/v220/deathquakis/th_cbpq01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/cbpq01.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_cbpq02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/cbpq02.jpg) (http://img.photobucket.com/albums/v220/deathquakis/th_cbpq03.jpg) (http://img.photobucket.com/albums/v220/deathquakis/cbpq03.jpg)
Title: Re: Map progression
Post by: Forge on 18 May 2012, 04:20:35
Nice shading & logical detailing (thumbs_up.gif)
Title: Re: Map progression
Post by: quakis on 23 May 2012, 01:13:42
I'll be uploading the map sometime tomorrow as I'm currently working on the gameplay aspects and finalising the design. Sorry for taking so long to do this, but for the past couple of weeks its been hectic at work trying to get stuff done in time for an event and I even found myself falling asleep last night when I was supposed to map, so that took a dent in progress and been making up for it tonight. Once again, sorry for the amount of delays I'm causing here, but I would also like to see a good project come out of this even if that does take some time. :P
Title: Re: Map progression
Post by: quakis on 24 May 2012, 00:48:18
I'm sick of looking at my part now, so here's the map! Several ideas I wanted to do and design polish had to be cut, but the basic gameplay and flow is there. William just has to build his part and activate the gate leading to my police station from his. Added a switch which opens the main tower.
Title: Re: Map progression
Post by: Mister Sinister on 24 May 2012, 10:19:37
I like it very much, but there is not so many monsters comparing to other parts.  :(
Title: Re: Map progression
Post by: quakis on 24 May 2012, 12:44:47
Enemy placement was a rush job honestly due to time. Anyone is free to change/improve the enemy/supply distribution in my section.
Title: Re: Map progression
Post by: Forge on 24 May 2012, 14:29:11
wait and see what William does. He's pretty good about trying to kill the player so this may be the quiet before the storm.
Title: Re: Map progression
Post by: Micky C on 26 May 2012, 09:17:18
Has William started working on his section, and does he know what the plan is?
Title: Re: Map progression
Post by: MikeNorvak on 26 May 2012, 18:20:48
I sent him a PM at Duke4.net according to the stats he was online today.
Title: Re: Map progression
Post by: MikeNorvak on 27 May 2012, 19:31:53
It seems the reactor explosion triggers all the masterswitches, breaking Quakis' part. It should be replaced with another explosion sequence that doesn't use a reactor.
Title: Re: Map progression
Post by: Forge on 27 May 2012, 21:15:43
this has to be an eduke bug

I untagged the reactor and it still set off all seenine/oozefilters & master switches

I tried a tag number under 100 and it still set off all master switches and seenine/oozefilters

I tried changing the current reactor sprite to the other reactor sprite (1088 to 578 ?), tried it tagged, low numbered tag, & untagged, and it still set off all seenine/oozefilters and master switches
Title: Re: Map progression
Post by: quakis on 27 May 2012, 22:00:04
Who's this Quakis guy? :P Yes, I'm nitpicking...

Toward the right in my section is a triangular room where I used a masterswitch. Had trouble with getting the hole to open up right after the closest explosion happens, not before, so tried out some method which seemed to work. I didn't know that reactors would effect unrelated masterswitches though, so I didn't put much thought into it :/
Title: Re: Map progression
Post by: Forge on 27 May 2012, 22:16:19
i tried putting a brand new reactor (untagged) in a different sector and it still set everything off.

This is a bug and could affect older maps.

Somebody with some time (and endurance) should report it over at Duke4
Title: Re: Map progression
Post by: High Treason on 27 May 2012, 23:38:32
I'm sure I made a note of this whilst working on my last map - I would reccomend someone else point it out over at Duke4 as nothing seems to come from any of my bug reports so I tend to work around them.

I also can't remember how I got around it.
Title: Re: Map progression
Post by: Forge on 28 May 2012, 15:58:03
The work-around is to give all the master switches not tagged to the reactor a high tag (i.e. 32, switch#)

so high tag all master switches except the one that drops the door to get out of my section and the one that drops the ceiling to cover the man hole to get into High Treason's section. leave those two master switches with a high tag of 0.

edit: also the master switched linked to the reactor that sets off the ozzefilter explosions in front of the exit door should be left high tagged 0
Title: Re: Map progression
Post by: MikeNorvak on 29 May 2012, 04:03:26
IIRC this it not a bug, this is the way a reactor is supposed to work, take for example lunar reactor map or whatever its name is, there's a reactor almost finnishing the map.

Also there's a function in mapster to search for sprites, just press ALT + F8 in 2D mode pointing at any sprite then on tile number in the second column put "8" ie masterswitch, then press ESC, and then use the same key used for sloping to browse through all masterswitches in the map.
Title: Re: Map progression
Post by: Micky C on 29 May 2012, 04:06:54
Looks like supertanker is back online, can he see this forum?
Title: Re: Map progression
Post by: Forge on 29 May 2012, 05:25:05
I did not know that untagged (or tagged) reactors will set off all master switches with a 0 high tag. I thought reactors only set off master switches that they shared a low tag with.

technically the only master switch that needs to be high tagged with a 32 at this point is the one quakis put in (if WG or the end area also put in some master switches those will need high tags as well). All other unrelated master switches will have been activated prior to reaching the reactor

Title: Re: Map progression
Post by: MikeNorvak on 29 May 2012, 07:29:29
@Forge: Indeed.

About Supertanker, I see him online a while ago, but I don't know if he's aware this thread even exists.
Title: Re: Map progression
Post by: Puritan on 29 May 2012, 08:14:27
Quote from: Micky C on  29 May 2012, 04:06:54
Looks like supertanker is back online, can he see this forum?


No, he can't.
He was removed from this membergroup some time ago.
Title: Re: Map progression
Post by: Micky C on 04 June 2012, 06:15:17
William are you working on this? Nothing much has happened in the last week or two and I'd definitely like to see this released before the end of next month.

If you feel as though you don't have much time to work on it please say so.
Title: Re: Map progression
Post by: Merlijn on 04 June 2012, 20:39:28
I haven't seen William online in ages, maybe something went wrong with his internet connection?  :-\
Anyway, if he doesn't respond soon enough: I have some time this weekend and I could finish the part for him. Then at least you guys don't have to do all the hard work. ;)
Title: Re: Map progression
Post by: Puritan on 04 June 2012, 21:22:33
He was online saturday 2'nd  ;)
Title: Re: Map progression
Post by: Micky C on 05 June 2012, 15:05:23
Quote from: Merlijn on  04 June 2012, 20:39:28
I haven't seen William online in ages, maybe something went wrong with his internet connection?  :-\
Anyway, if he doesn't respond soon enough: I have some time this weekend and I could finish the part for him. Then at least you guys don't have to do all the hard work. ;)

Yeah ok, if he hasn't responded by the weekend you can polish off that part. You don't really need to add any extra rooms or anything, the map is long enough as it is and we should save as many resources as possible for the final sequence. The map has already been bogged down too long.
Title: Re: Map progression
Post by: Merlijn on 05 June 2012, 18:52:22
No problem, in that case it should only take 1 day.
Title: Re: Map progression
Post by: Forge on 05 June 2012, 23:02:39
Polishing stage:

Current: William Gee
Next: End Sequence

MAPPER ||||||||||||||||||| WALLS USED ||||| WALLS LEFT FOR POLISHING
---------------------------------------------
1-Norvak ------------------ 1637 ------------ +1
2-Micky C ----------------- 1737 ------------ -99
3-High Treason ------------ 1163 ------------ +434
4-Mister Sinister ----------- 1662 ------------ -24
5-Maarten van Oostrum ---- 1638 ------------ 0                             
6-Merlijn van Oostrum ------ 1457 ------------ +181                               
7-Captain Awesome -------- 1549 ------------ +89                             
8-Forge ------------------- 1634 ------------ +4                                         
9-Quakis ------------------ 1644 ------------ -6
10-William Gee-------------  497 ------------- 1141

AVAILABLE WALLS SO FAR                             
--------------------------- 1725


if you use all 1141 of WG's allotted walls, there will be 584 walls left for the end sequence. I don't think you have to completely restrict yourself to what WG built; there's plenty of resources to add to it. (i think 500 walls is a good round number to use; that'll leave 1225 - plenty to detail out the spire and escape pod room - the escape flight shouldn't take too much - i'm under the impression that the player will be descending away from the bottom of the space city and that should not need alot of over the top detailing, but Micky's probably the better judge since he's building it)
Title: Re: Map progression
Post by: Micky C on 06 June 2012, 10:15:45
IMO William's section is in the perfect place for a shuttle docking station ;)
Title: Re: Map progression
Post by: Forge on 06 June 2012, 12:42:40
that's what I thought when I seen it. it'd make a good space port.

so what's the plan then? segregate WG's abandoned area from the rest of the map, have a transport elevator take the player from the spire to his section, and use it for the shuttle escape launch bay?

don't know if that'd make quakis too happy. looks like he put a good chunk of work into making the mech cannon that blows a big hole in the wall (and it looked cool too)

don't know 'cause I didn't look, but it may be possible to push WG's section out far enough to insert another section between his & quakis' that will serve as the loop back to quakis' area in lieu of WG's section as was originally intended. (i.e. have the tunnel blown into the wall lead into some indoor areas that match the ambiance of quakis' section, then loop back out at the police station) - this will still take up at least 500 walls minimum to make something decent, but the compensation is the shuttle bay is already mostly built.
Title: Re: Map progression
Post by: Micky C on 06 June 2012, 14:48:21
I just meant that it be left where it was and have a dock and shuttles added to it. We're still going with the original plan of the escape pod flying out from under the city. I won't be able to work on the map until next month though, with exams and everything.
Title: Re: Map progression
Post by: Forge on 06 June 2012, 16:15:22
That's cool. just throwing ideas out there as options (instead of making a new section for the escape pod, just use what's already there)
Title: Re: Map progression
Post by: Merlijn on 09 June 2012, 11:29:40
I can work on this tomorrow, if you guys still want me to finish WG's section I'll be happy to do it. :)
Shuttle docking bay it is.
Title: Re: Map progression
Post by: Micky C on 09 June 2012, 12:42:11
Yeah, might as well. If WG wants to contribute a full section he'll have to do so in the next CBP ;)
Title: Re: Map progression
Post by: Forge on 09 June 2012, 12:48:57
Quote from: Micky C on  06 June 2012, 14:48:21
I won't be able to work on the map until next month though, with exams and everything.

So this isn't going to get worked on until July?

What's the rush to get WG's section done if that's the case?
Title: Re: Map progression
Post by: Micky C on 09 June 2012, 15:14:15
I guess there is no real rush per se, I just get the feeling that when I finally am free to work on it, everyone else will be too busy. Besides, there's nothing saying other people can't work on the ending based on my prototype image.
Title: Re: Map progression
Post by: Merlijn on 10 June 2012, 20:55:32
Something came in between, so I haven't had the change to work on it today.. But Forge is right I guess? There isn't a lot of rush to finish the part?
Title: Re: Map progression
Post by: Forge on 10 June 2012, 21:07:58
This project is one stall after another (typical cbp), so it's in DNF mode: done when it's done.

Quote from: Micky C on  09 June 2012, 15:14:15
...Besides, there's nothing saying other people can't work on the ending based on my prototype image.

True, but it's almost a given that no one else will
Title: Re: Map progression
Post by: Merlijn on 10 June 2012, 22:09:30
BTW is the version from Quakis the latest version? It's already 2 pages back. Anyway, I've checked the map and I don't think the WG area needs to be expanded. It just needs to have some details. The idea to turn it into a docking bay is a good one. I'll try to finish it this week, mmkay?

And I really like what Quakis did with his part, looks really good.
Title: Re: Map progression
Post by: Forge on 11 June 2012, 04:10:15
Quote from: Merlijn on  10 June 2012, 22:09:30
BTW is the version from Quakis the latest version?

yes
Title: Re: Map progression
Post by: Merlijn on 16 June 2012, 22:44:14
Ok, here's the map again. I've finished WG's part.

I haven't added any extra locations, I just added details to the main area and turned the unfinished brown hallway into a small shuttle docking station (also added some unreachable scenery - you'll see).

Williams area is still pretty small, but at least it looks finished and polished now. :)
Title: Re: Map progression
Post by: Puritan on 17 June 2012, 02:55:49
Man, I haven't touched this map yet. I want it to be a nice 'surprise'.
But when I see that Merlijn is taking care of a WG's part it me makes me feel quite confident  :)
Title: Re: Map progression
Post by: Micky C on 17 June 2012, 03:47:51
Ok, if anyone wants to do any final polishing now's the time. On wednesday I'll start doing the final escape sequence. After that all the left over walls should go towards that big empty area captain awesome made.

Any progress with the song Norvak?
Title: Re: Map progression
Post by: Forge on 17 June 2012, 03:51:01
well it's good that the mappers sections are mostly done. The only major construction left should be the final sequence and I think Micky has it pictured in his head on how it should be made and executed.

Technically, aside from that last sequence, the map can be alpha/beta - tested (as long as Merlijn put some enemies and what not in WG's section)

edit: does anyone on the team have someone in mind to do beta-testing, or should we keep it in house? The only potential problem with that is everybody's probably had their hands on it more than once and know the map a little too well. What might now be real easy for us, 'cause we know where most everything's at, might be too difficult for someone who's never seen it before. (i.e. is the player going to be smart enough to jump out the apartment window and land in the pool, or smart enough to blow up a manhole cover, or jetpack up to quakis' section, etc)
Title: Re: Map progression
Post by: Puritan on 17 June 2012, 04:21:10
^My first thoughts was Mikko Sandt or Maarten v. Oostrum... ::)
Title: Re: Map progression
Post by: Micky C on 17 June 2012, 06:14:39
The thing about Mikko beta testing is that he'll also write a review later, and I'm not sure if he would rather approach it from a fresh perspective for that?

What about Loke or Gambini as beta testers? Although the fresh perspective on the final product thing might still apply... We should also get some non-mappers to test it from a gameplay standpoint as well. IIRC Green and Lunick beta tested my last map and might be willing to help.

I only have a vague idea how to pull off the final sequence. I'll have to play around with it a bit. And there's nothing in WGs section to open up Quakis's section at the moment.
Title: Re: Map progression
Post by: Merlijn on 17 June 2012, 10:53:24
I've put in enemies. You don't have to do anything in WG's part to unlock the police station, which means the shuttle area is optional. I personally think this is better then having another switch/keycard in there; there's more then enough of those already and having some optional areas adds more depth to the map.

I've added a atomic health there to reward the player who's willing to explore.

Before we send this to be betatested, maybe add a door and a temporary nukebutton to the spire? I do think gameplay needs to be polished here and there, but let's see what the testers say.

EDIT: Mikko is a very good betatester, most of my maps have been tested by him.
Title: Re: Map progression
Post by: Micky C on 17 June 2012, 11:43:56
Ok, here's what I've planned for the escape sequence. I have an exam tomorrow but I spent like 2 hours on this and it's only half finished :/
Quakis's police station unlocks the door to the tower, which you enter, and there's a teleporter to the top of the tower (Sector over sector) you then press the 'nuke button' and some nominal screens change into meltdown screens and explosions happen around the tower, suddenly the floor explodes and Duke falls down the tower into an escape pod below, which starts moving down and Duke should get teleported to an end of level sector.

Take a look and you'll get an idea (use god mode, 'use' the nuke button at the top, then shoot the crack):
If anyone else wants to take a stab at detailing the underside of the city in the meantime, be my guest. I definitely won't be able to work on it until wednesday.
Title: Re: Map progression
Post by: quakis on 17 June 2012, 12:30:16
And please, anyone can feel free to improve the gameplay/enemies in my section. This includes the room with the tower-switch. The work on these areas were rushed on my side to get the map uploaded.
Title: Re: Map progression
Post by: Forge on 17 June 2012, 18:56:41
things i've noticed:

quakis' area needs more enemies (maybe a few troopers -or pig cops- in the cannon area upon initial entry & same with the outside in front of the police station, a few more pigcops inside the police station - especially around where the blue key is)

what Merlijn did with WG's section is nice and works well with that general area

there should be a view screen by the switch in the police station showing the spire

the spire needs some sector work (above the windows) - it has a couple sloppy spots

the windows in the spire need to be blocked (or the player can fly right into it without going to quakis section) and one of them should be replaced with a door like Merlijn said

quakis' master switch still needs a high tag so the reactor won't set it off when it's destroyed


those walls in front of the tops of the waterfalls & that sign are still probably one-way blocking which allows the player to fly into them then can't get back out
Title: Re: Map progression
Post by: High Treason on 17 June 2012, 19:49:50
Hehe, I was wondering wether anyone would notice the present I left in the tower, upon their removal I was going to take the map for polishing and fill it with random spawners that slowly covered the city in feces but I have since thought better of this.
Title: Re: Map progression
Post by: Forge on 17 June 2012, 21:45:17
Quote from: Forge on  17 June 2012, 18:56:41
things i've noticed:

quakis' area needs more enemies (maybe a few troopers -or pig cops- in the cannon area upon initial entry & same with the outside in front of the police station, a few more pigcops inside the police station - especially around where the blue key is)

I can do this if quakis doesn't want to

Quote
there should be a view screen by the switch in the police station showing the spire

the windows in the spire need to be blocked (or the player can fly right into it without going to quakis section) and one of them should be replaced with a door like Merlijn said

i didn't notice if the door at the bottom of the spire was supposed to be used to gain access to the spire because I flew into the aforementioned windows up at the top, but if this is the case, then I can add a camera and a view screen showing that door by the switch in quakis' police station, as well as block the spire windows if quakis or nobody else wants to do it

that's as far as my lazy volunteering will take me. I'm not motivated to work on the bottom of the space station
Title: Re: Map progression
Post by: Forge on 18 June 2012, 16:29:02
quakis' area needs more enemies

there should be a view screen by the switch in the police station showing the spire door

the windows in the spire need to be blocked


i didn't get carried away with adding enemies to quakis' section - added three pigcops to the plaza with the cannon & added three pigcops to the area with the blue key inside the police station. If it's too much or not enough somebody else can check it and make the necessary adjustments
Title: Re: Map progression
Post by: Micky C on 19 June 2012, 14:51:32
Ok, I've finished the detailing of the underside of the city and the escape pod, and I've found out that my exam is actually on thursday not wednesday. I've made the floor of the pod TROR and hopefully I can rig it so the floor collapses and the player will fall into a black end of level sector after the pod has travelled a certain distance.

There is the problem that the player will have the jetpack and can fly up, but if he tries to leave the boundary of the pod, he'll die due to the parallaxed space floor. We could also use forcefields extending from the city centre to the pod to stop the player from dying like this (or maybe regular invisible walls)?

This is the last thing the player should see before the end: how does it look?

(http://i734.photobucket.com/albums/ww345/crimic01/spacecity.jpg)
Title: Re: Map progression
Post by: Forge on 19 June 2012, 15:19:51
Quote from: Micky C on  19 June 2012, 14:51:32
Ok, I've finished the detailing of the underside of the city and the escape pod, and I've found out that my exam is actually on thursday not wednesday. I've made the floor of the pod TROR and hopefully I can rig it so the floor collapses and the player will fall into a black end of level sector after the pod has travelled a certain distance.

There is the problem that the player will have the jetpack and can fly up, but if he tries to leave the boundary of the pod, he'll die due to the parallaxed space floor. We could also use forcefields extending from the city centre to the pod to stop the player from dying like this (or maybe regular invisible walls)?

This is the last thing the player should see before the end: how does it look?

(http://i734.photobucket.com/albums/ww345/crimic01/spacecity.jpg)

looks good so far. will those "pod" walls also be lowering sectors? it would look more proper if they descended at the same rate as the floor the player is standing on.

the jetpack will run out of fuel eventually, so if they want to hover around, let them.

regular invisible walls. i don't think a force field would look proper.

couldn't you use an SE7 at some point to teleport the player to an end sector?

eidt: i hope you used the map i posted with fixes (version cbp8_9b), i don't feel like fixing them again
Title: Re: Map progression
Post by: quakis on 19 June 2012, 15:53:20
I'm really tempted to go through the entire map with an ultra fine tooth comb and polish the thing, but I worry I'd be holding the map up. :P
Title: Re: Map progression
Post by: Micky C on 19 June 2012, 16:20:58
Quote from: Forge on  19 June 2012, 15:19:51
Quote from: Micky C on  19 June 2012, 14:51:32
Ok, I've finished the detailing of the underside of the city and the escape pod, and I've found out that my exam is actually on thursday not wednesday. I've made the floor of the pod TROR and hopefully I can rig it so the floor collapses and the player will fall into a black end of level sector after the pod has travelled a certain distance.

There is the problem that the player will have the jetpack and can fly up, but if he tries to leave the boundary of the pod, he'll die due to the parallaxed space floor. We could also use forcefields extending from the city centre to the pod to stop the player from dying like this (or maybe regular invisible walls)?

This is the last thing the player should see before the end: how does it look?

(http://i734.photobucket.com/albums/ww345/crimic01/spacecity.jpg)

looks good so far. will those "pod" walls also be lowering sectors? it would look more proper if they descended at the same rate as the floor the player is standing on.

the jetpack will run out of fuel eventually, so if they want to hover around, let them.

regular invisible walls. i don't think a force field would look proper.

couldn't you use an SE7 at some point to teleport the player to an end sector?

eidt: i hope you used the map i posted with fixes (version cbp8_9b), i don't feel like fixing them again

Yes, I'm pretty sure it's the fixed version you posted, with blocked tower windows. With the SE7, does it work wherever the player is in the sector or does he have to be pretty much sharing the x-y coords? I did try an SE 7 but it didn't seem to work. Of course the walls of the pod will move down, I just haven't implemented it yet because getting the heights right is a bit finicky and the SE13s I used to make the pod floors normal (including the chairs) seem to be interfering. Its tedious and I'll definitely wait until all my exams are finished before I look into it properly.

@Quakis, go ahead, you have the rest of the month plus maybe half a week if you want. That big rectangular area Captain Awesome did can use some details, and there's 500 walls left over.
Title: Re: Map progression
Post by: Forge on 19 June 2012, 16:47:22
i could be wrong, but I think as long as the SE7 isn't on the "floor" the player will teleport when the SE7 is at "waist" height

i didn't look to see how you're doing the escape pod sector, but if the SE7 is "buried" in the floor, I have no idea if it will work.

maybe use a sprite based floor for the pod, position the lowering floor sector below it and some distance down from the sprite floor (so there's a big gap between the "pod" floor and the actual sector floor), then put an SE7 somewhere in between the two.

edit: i looked at how you built everything for this end section out of tror. i have no idea what i'm looking at or how to edit it so i'm not touching it

Title: Re: Map progression
Post by: MikeNorvak on 19 June 2012, 19:10:22
Quote from: quakis on  19 June 2012, 15:53:20
I'm really tempted to go through the entire map with an ultra fine tooth comb and polish the thing, but I worry I'd be holding the map up. :P

I say: Go ahead! Yeah maybe this was a 1-week / 1638 walls per person project but I'm most of an everyone's work map defender than a "look at my part" museum map, so don't hesitate to add anything to my part if you want.

BTW:

www.mikenorvak.com/audio/CBP8_10a.map.ogg (http://www.mikenorvak.com/audio/CBP8_10a.map.ogg)

It isn't finished yet though...
Title: Re: Map progression
Post by: Puritan on 19 June 2012, 20:04:51
Cool music, Mike  8)
It suits a space theme I believe.
Title: Re: Map progression
Post by: quakis on 20 June 2012, 08:59:50
Since you guys don't mind then, I'll get to work asap probably starting tonight. Going to be as thorough as possible and make a note of the changes I make.
Title: Re: Map progression
Post by: Forge on 20 June 2012, 14:36:53
there are two atomic healths in a secret location in mister sinister's area. because the map uses polymer, they give off a glow. they are too close to each other and until one is picked up they cause the rest of the sprites in that location to have black boxes behind them. - basically they need to be moved farther apart

one of the T's in the word scent in the hub area towards the top clips into the wall when view from certain heights or angles

i think I mentioned these before, but they were never fixed during polishing

there's more, but i can't remember off the top of my head

edit: when exiting the bar & club to go back to the hub - directly across from the blue locked force field to get out of that area is some kind of electrical junction box. if the player jumps on it they get squished. - the walls that make the junction box need to be blocked to keep the player from jumping on it
Title: Re: Map progression
Post by: Merlijn on 20 June 2012, 19:24:58
? I thought I fixed that last bug. Oh well, just block the walls then, easiest solution.
Title: Re: Map progression
Post by: Forge on 20 June 2012, 21:59:52
I could have swore I double checked after your polishing was done and i still experienced getting squished.

double check it for sure before you do anything else if you fixed it. I could be wrong (wouldn't be the first time)
Title: Re: Map progression
Post by: Merlijn on 20 June 2012, 22:46:49
Just checked, Duke doesn't get squished anymore. So yeah, you're wrong.  ;)
Title: Re: Map progression
Post by: Forge on 21 June 2012, 14:46:41
Good Luck on your exams Micky
Title: Re: Map progression
Post by: Forge on 21 June 2012, 14:47:49
Quote from: Merlijn on  20 June 2012, 22:46:49
Just checked, Duke doesn't get squished anymore. So yeah, you're wrong.  ;)

I'm always wrong. Just ask my wife  :)
Title: Re: Map progression
Post by: Micky C on 21 June 2012, 16:40:56
Oh I have  ;) :-*
Title: Re: Map progression
Post by: Mister Sinister on 21 June 2012, 21:18:04
So it seems like the ap is going to be ready soon, right?
What about difficulty settings? Are we going to make them or leave it as it is now?
Title: Re: Map progression
Post by: Forge on 21 June 2012, 21:25:47
Quote from: Micky C on  21 June 2012, 16:40:56
Oh I have  ;) :-*

so then you know she wants me for my body, not my mind  ;)
Title: Re: Map progression
Post by: Forge on 21 June 2012, 21:44:46
Quote from: Mister Sinister on  21 June 2012, 21:18:04
So it seems like the ap is going to be ready soon, right?
What about difficulty settings? Are we going to make them or leave it as it is now?

define "soon"

quakis is going around and fixing things now & he's not exactly known for a quick turn around time. Micky still needs to fix the escape sequence & he wants the left over resources to go to Captain Awesome's section. Since Cpt A hasn't been around in nearly ten days, then it's going to be tossed around about who's going to do the work, if anybody. Then the work may get done. Then there's beta-testing, adjusting & fixing, more testing, final polish...

I see no reason to add difficulty levels...and the additional work of adding a bunch of enemies and supplies for a specific difficulty(s) will only cause further dragging out to the build time of an already delayed project in my opinion - but if everyone else feels that it's a good idea, then go for it

I understand shit happens, but if we'd stayed even remotely close to being on schedule this thing should have been done and released around mid to late May (about four to maybe five weeks ago). And here we are talking about mid July now.
Title: Re: Map progression
Post by: Micky C on 22 June 2012, 11:06:56
Yeah I don't think we need to implement difficulty. It's not like the map is easy, there's plenty of enforcers and commanders and things. People will either have to shape up or go home.

I've been thinking and I'd like to put in a bit of a pattern to break up the textures on the underside of the ship, so I'm going to need about 100 walls left over when I get the map back.
Title: Re: Map progression
Post by: quakis on 22 June 2012, 12:06:11
I'm starting to find that the map is very very difficult to work on with the addition of the underside of the city. Everytime I want to move somewhere quickly in the hub via 2D mode, I've been placed underneath the city in 3D mode far too many times. The hub area is already very cluttered as it is, could the initial drop down, after the floor is destroyed, not just use traditional SE7's and then the underside can be moved AWAY from the main map? It's not like TROR is needed for that particular drop afterall. TROR is good and all, but in cases like this the editing process just becomes frustrating...  :(
Title: Re: Map progression
Post by: Micky C on 22 June 2012, 13:28:37
If you want, post up what you've done and I'll move the city underside elsewhere and attach it back when you're done. The one thing I'd rather use SEs for over TROR is getting the player to an end of level sector at the end of the sequence. Hopefully I can still do that.
Title: Re: Map progression
Post by: Forge on 22 June 2012, 15:44:52
I was having the same issues as quakis. Only tror knowledgeable people can do any serious editing in the hub area.

I still think you can get away with using an SE to get the player to an end of level sector if you make the floor of the escape pod out of sprites instead of a tror sector (expand the size of the pod so the inner edge of the seats line up with the hole the player falls through and make that inner edge blocking so the player can't leave the floor sector - make a lowering sector below the sprite floor and put an "air" gap between the lowering sector and the sprite floor - put the SE somewhere between the sprite floor and the lowering sector) I was going to try this to test it, but I couldn't figure out how to get rid of that pod floor sector and put a normal lowering sector at the bottom of the shaft
Title: Re: Map progression
Post by: quakis on 22 June 2012, 15:51:48
Quote from: Micky C on  22 June 2012, 13:28:37If you want, post up what you've done and I'll move the city underside elsewhere and attach it back when you're done. The one thing I'd rather use SEs for over TROR is getting the player to an end of level sector at the end of the sequence. Hopefully I can still do that.

I'd appreciate that, thanks. Here's the map, I'll continue where I left off once you're done.
Title: Re: Map progression
Post by: Micky C on 22 June 2012, 16:52:39
Problems solvered.

@Quakis, it was a bit tricker than I thought, but I've separated the underside and moved it to the top left of the map so it's out of the way.

@Forge, I removed the TROR floor of the pod so you should be able to work on it normally now. I'm still hoping to keep the pod how it currently is (with the sector floor, no sprite floor), and that a buried SE will work. If not we'll have to go with your idea. Test it out if you want, but it may be easier to build a quick sample map and test the effect there first.
Edit: I've never been any good at getting sprites to move up and down when I want them, in my experience it's almost random whether they move or stay where they are.
Title: Re: Map progression
Post by: Forge on 22 June 2012, 17:25:42
that's what I just did and came here to post what I found

putting a lowering sector with a sprite floor and an SE7 in between does not work as anticipated

Touchplate - on lowering sector floor
SE31 - buried about 50 clicks below lowering sector floor
Activator - on lowering sector floor
sprite platform (only partially covering the hole so I can see what's going on below)
SE7 halfway down shaft (matching SE31 in its own sector)

if I walk off the platform and start to fall i will teleport - (even if the platform is at the bottom of its descent and I'm now below the original level of the SE7) -this is because the SE7 travels with the sprite plaform during decent

the only way to make this work would be to blow up the platform at some point during its descent with delayed explosions

EDIT: did the same set up with an elevator down sector (minus the SE31 of course). for some reason when using a sprite platform above an SE7 in lowering sectors it makes the SE7 lower with the rest of the sprites (even though it's not supposed to be tangible in the game)

hopefully you can come up with a tror trick to get it to work - maybe do what you did with the floor in the top of the spire so the player can fall onto the SE7


Double Edit: just tried burying an SE7 in the floor of a lowering sector and I believe its failure to work is the same as the reason above; the SE7 travels down with the floor. Even set the lowering sector off with a button, waited for it to get to the bottom, jumped in, and nothing - just fell all the way to the bottom.
Title: Re: Map progression
Post by: quakis on 22 June 2012, 19:46:28
Quote from: Micky C on  22 June 2012, 16:52:39Problems solvered.
@Quakis, it was a bit tricker than I thought, but I've separated the underside and moved it to the top left of the map so it's out of the way.

Cheers! Much less hassle now.
Title: Re: Map progression
Post by: Forge on 22 June 2012, 19:56:00
more experiments

doing the "opposite" seems to have more favorable results

using the same setup as above, but have the sector floor coming up the shaft and keeping the sprite floor stationary

the act of the floor coming up "pushes" the SE7 up, and as long as the player stays in that sector the SE7 will intersect them and cause a teleportation

push come to shove, you could SE7 the player from the bottom of the shaft in the station to a new sector with a pod & station bottom - keep the pod stationary and have the bottom of the station moving up and away from the player while also having a shaft below the pod's sprite floor lifting an SE7 up at them. (unless there's some way to have a tror floor in the pod and have an SE7 pushed up through it using pretty much the same method)
Also somehow put a blocking glass ceiling on the pod with tror if possible to keep the player from jetpacking out would be a bonus, but the player will run out of fuel eventually, and when they fall they will still hit the SE7 if it's been pushed up through the floor by that time

                                        |                                                       |
               POD --->             |                                                       |
                                        |                                                       |
                                        |_________touchplate________________| <--tror pod floor
                                            |                                              |
                                            |       SE31 (one click down)         |
                                            |                                              |  <---shaft below tror pod floor
                                            |                                              |
                                            |                                              |
                                            |       SE7 (30 to 50 clicks down)   |
                                            |                                              |
                                            |                                              |
                                            |                                              |
                                            |                                              |
                                            |                                              |
                                            |                                              |
                                            |                                              |
                                            |____Activator_________________| <--bottom of shaft 100 clicks down

something like this and see if the SE7 gets pushed through the tror floor

and  :P at you for making fun of my ASCII drawing
Title: Re: Map progression
Post by: quakis on 22 June 2012, 22:15:14
Just wanted to clarify because it has some part with polishing, do people mind if I make minor tweaks to their areas? This would include some shading to add a little more depth where suitable, and other little tidbits for consistency, etc. There are also many potential wall-saving possibilities which can be put to good use elsewhere, without causing any major changes to the existing design.
Title: Re: Map progression
Post by: Micky C on 23 June 2012, 02:02:00
I doubt anyone would mind with shading. Minor tidbits probably wouldn't be a problem either, you can certainly do what you want to my section.

Ok, I've thought up a way that's relatively easy to implement and guaranteed to work with getting the player to an end of level sector. Firstly, the pod stays where it is, that thing is too difficult to manage properly. There will be an SE7 teleport as the player falls down the tower (might still use TROR to make the transition completely seamless), then the player lands in the pod, and the underside of the city moves up, giving the impression of the pod falling down, then after a certain time, the TROR floor collapses and the player falls into the end of level sector  8)

Yes I can make the roof of the pod glass and blocking quite easily. I'm not sure if the SE7s are supposed to move with sectors like that. I remember fairly recently helixhorned made a change that made polymer SE lights move up and down with elevators, I hope this didn't effect all SEs.
Title: Re: Map progression
Post by: Forge on 23 June 2012, 04:37:03
lol

great idea, you're a friggin' genius. we sure are lucky to have you on the team  8)

i tested it out with raising & lowering sectors (& platforms), and indeed the "invisible" SE7 moves with the floor (up or down respectively). is it a bug? couldn't say, but if it isn't then that "quirk" has some nice possibilities for effects and sneaking transitions/teleports on the player. Maybe it could work for delayed enemy spawns as well.

I just couldn't test if it would push through a tror floor the same as it does a sprite floor.

if the SE7 is right below the collapsing pod floor, the transition out should be close to seamless (as long as they're not jetpacking at the time)


@quakis - i don't think there's much you could do to make my section worse, so fix what you see fit
Title: Re: Map progression
Post by: Micky C on 23 June 2012, 04:48:09
I was thinking that the sector below the pod itself would be the end of level sector. I should have thought of this solution sooner but I was too caught up in using TROR for everything  :-\

I played through it again, and I still think some pipe bombs should be added to merlijn's space bar if they haven't already (at one point I suddenly realized I had pipe bombs and didn't realize where I got them), and a shrinker should be added to the end of captain Awesome's section (in the sector where you jetpack up maybe). Those enforcers in Forge's section rip me to shreds every time, and I like to save explosive ammo for bigger enemies, so the shrinker will come in handy. There's already more than enough attrition action in the map.

@Quakis or Forge, can someone make it so the 'nuke button' switch only works once, and that a repeating sound like an alarm starts when you press the switch. And that the room changes colour from normal to red? I'll then work on finishing up the rest of the escape sequence like the movement and the explosions. Good job on alligning the nuke button properly btw  :D
And maybe some troopers and enforcers spawned on that path back to the HUB with the mars warfare 4 sign.
Title: Re: Map progression
Post by: Forge on 23 June 2012, 15:23:49
Quote from: Micky C on  23 June 2012, 04:48:09
I was thinking that the sector below the pod itself would be the end of level sector. I should have thought of this solution sooner but I was too caught up in using TROR for everything  :-\

I played through it again, and I still think some pipe bombs should be added to merlijn's space bar if they haven't already (at one point I suddenly realized I had pipe bombs and didn't realize where I got them), and a shrinker should be added to the end of captain Awesome's section (in the sector where you jetpack up maybe). Those enforcers in Forge's section rip me to shreds every time, and I like to save explosive ammo for bigger enemies, so the shrinker will come in handy. There's already more than enough attrition action in the map.

@Quakis or Forge, can someone make it so the 'nuke button' switch only works once, and that a repeating sound like an alarm starts when you press the switch. And that the room changes colour from normal to red? I'll then work on finishing up the rest of the escape sequence like the movement and the explosions. Good job on alligning the nuke button properly btw  :D
And maybe some troopers and enforcers spawned on that path back to the HUB with the mars warfare 4 sign.

i understood what you wrote the first time, but discussing SE7's so much had me on a one track mind so I put SE7 when I meant end of level sector  :P

pipebomb in merlijn's bar = yes there should be & a view screen of the manhole cover if there isn't one already (i don't remember)
I suggested replacing the devastator in the secret area I made with a shrinker & replace the devastator ammo with tripmines
Title: Re: Map progression
Post by: quakis on 23 June 2012, 15:28:50
I'll keep these suggestions in mind. One thing I'd also like to do is make the appearance of an explosive weapon near the manhole more natural, so it didn't just conveniently spawn there or such. I'll figure something out.
Title: Re: Map progression
Post by: Forge on 23 June 2012, 15:39:07
that's why I like the view screen and explosives in Merlijn's section. It doesn't look forced.

question:

those parameter lines in the cfg file: r_shadescale 1.0 & r_pr_lighting 0

is there any way to use them as command lines in a bat file?
Title: Re: Map progression
Post by: Micky C on 24 June 2012, 03:07:09
I'm sure there's a way we can get them to load just for our map. I'm just not sure how. I hope it's possible that we can keep everything (map, music, cfg file) all in one zip, drop the zip file into the autoload folder and just have everything work automatically, that'd be nice and neat.

Edit: I've asked over at Duke4.net. If it isn't possible yet, I hope helix or hendricks could rush it forward a bit so that the feature is ready by the time this is released.
Title: Re: Map progression
Post by: High Treason on 24 June 2012, 03:36:06
I thought autoexec.cfg was automatically loaded from any zip file passed to EDuke32 at the command line?
Title: Re: Map progression
Post by: Micky C on 24 June 2012, 03:41:07
If that's the case, than that's good. I was just under the impression that the feature wasn't complete yet and needed some work. At any rate, one of the eduke devs will tell us exactly how to do what we need.
Title: Re: Map progression
Post by: Micky C on 26 June 2012, 16:45:32
QuoteAt any rate, one of the eduke devs will tell us exactly how to do what we need.

Well, that idea backfired. I guess we'll have to try out the autoexec.cfg thing. Although IIRC the zip has to be in the autoload folder instead of the main directory.

Still, if we can get this map working 99% in classic mode, there probably won't be a need for special polymer modifications in the first place.
Title: Re: Map progression
Post by: Forge on 26 June 2012, 17:18:58
whoever is doing up the template needs to add instillation and playing instructions for the different modes, and then all in the world will be fine

people who don't read templates then bitch when they can't get it to work the way they want can be told to shut their cunt

question:

if we bundle this all up in a nice neat zip, then the player drops it in their autoload folder, won't that also launch HRP?

maybe bundle this in a zip and have it in its own directory, that way the player can choose that folder for "custom game content directory"
- if they want HRP, then they can move the zip to the autoload folder -

if the cfg file disables polymer lights for a more classic feel, maybe there should also be accommodations for the player that wants to use polymer lights
Title: Re: Map progression
Post by: Micky C on 26 June 2012, 18:04:04
I would love to add polymer lights, but given the scale and openness of the map, it'll make things unplayable. Actually I'll add them anyway for the future when polymer is optimized, and disable lights for the mean time (lights from things like trooper lasers don't really add to the map anyway). I won't add lights until after the initial release since that'll unnecessarily hold up the map for no good reason. We're not disabling lights for a classic feel, we're disabling them to preserve the frame rate, at least that's the impression I got.

If people have the hrp, they're going to use it anyway. If they don't have the hrp, it'll make no difference to the auto load folder. If they do have the hrp but don't want to use it, they can disable hi res textures and models in game very easily.
Title: Re: Map progression
Post by: Forge on 26 June 2012, 19:12:27
Quote from: Micky C on  26 June 2012, 18:04:04
We're not disabling lights for a classic feel, we're disabling them to preserve the frame rate, at least that's the impression I got.

makes sense. so that eliminates having to screw around with the cfg. if people want their switches and trooper lasers to have light, they can remove the cfg manually on their own accord.

Quote from: Micky C on  26 June 2012, 18:04:04
If people have the hrp, they're going to use it anyway. If they don't have the hrp, it'll make no difference to the auto load folder. If they do have the hrp but don't want to use it, they can disable hi res textures and models in game very easily.

to prevent bitching about "too many steps to make it work" from lazy fuckers who don't want to do the extra clicking it takes to disable things in their game we should probably just go with this:

bundle this in a parent zip and have it extract in its own directory (i.e. C:/Duke3D/CBP8/cbp8.zip)

- that way the player can choose that folder for "custom game content directory"
- if they want HRP, then they can move the zip to the autoload folder
Title: Re: Map progression
Post by: Micky C on 26 June 2012, 19:32:36
Won't it get messy when mods like dukeplus are involved?

The way I see it with the auto load situation is that it's ok if they don't have the hrp, and if they do have the HRP they'll probably use that anyway so it doesn't make any difference? Avid hrp users aren't going to not use it just because we tell them to. They'll use it unless maybe it runs too slow.
Title: Re: Map progression
Post by: Forge on 26 June 2012, 23:54:44
I have HRP, but I do not use it for everything. Usually only when a map calls for it or says it's optional in the template.
I have DukePlus, but I do not use it for everything. Usually only when a maps calls for it or says it's optional in the template.

I was completely unaware that we were making this map specifically to be used with mods (like DukePlus).

I thought we were making this map to be stand alone level, and if players wanted to use mods or special textures and video modes, then that was on them to make it work on their system.

My approach was to make it easy for the casual player to be able to drop it in their base directory and play without having to go into their game menus and change settings or into their folder directory and move a bunch of files around. I put the file moving and setting changing on those who want to use things external to the basic game. Imo using the autoload folder (which is the dumping grounds for the eduke32 developers for music, art, textures, etc.) has the potential to create undo hassles and conflicts.
Title: Re: Map progression
Post by: Micky C on 27 June 2012, 03:38:43
We arent making it for any mods, but we shouldn't do anything to stop it being used with them. Btw, is the r_shadescale 1 necessary? We all mapped in recent mapsters didn't we?

@Quakis, what percentage are you done with the map? I'll be back from a trip late on the 3rd and can work on it from then, however I should be able to work on it any time from tomorrow for minor stuff like finishing the final sequence.
Title: Re: Map progression
Post by: High Treason on 27 June 2012, 03:39:09
I'm not sure why we'd need to go near the autoload folder. I haven't tested but I am quite sure that EDuke32 will use any autoexec.cfg that is in the root directory or specified ZIP. So all we should need to do is make a zip contatining the map, template, music, autoexec.cfg and then have a batch file telling EDuke32 to use that zip file. Assuming this works, it is a wise idea to include in the instructions that any .cfg with the same name in the root directory will override the one in the zip.

If people want to use the map with DukePlus or something, they can just work it out for themselves as I don't believe the map was designed to work with the mod, my section certainly wasn't.
Title: Re: Map progression
Post by: Micky C on 27 June 2012, 09:53:46
Would you mind testing it when you're free? If I had time for trial and error stuff the end sequence would probably be finished by now.
Title: Re: Map progression
Post by: quakis on 27 June 2012, 11:23:09
Quote from: Micky C on  27 June 2012, 03:38:43@Quakis, what percentage are you done with the map? I'll be back from a trip late on the 3rd and can work on it from then, however I should be able to work on it any time from tomorrow for minor stuff like finishing the final sequence.

Not sure If I can say, I'm mostly going around fixing anything that could be fixed and noting down potential minor additions/improvements. If you want to work on it when you get back, I can try and get it up by then.
Title: Re: Map progression
Post by: Micky C on 27 June 2012, 12:05:14
Oh ok. Try and do as much as you can before the 4th, after which I'll finish the final sequence, and look at those potential improvements/additions you're making a list of. Any bugs or problems that haven't been fixed by then will be taken care of in the beta testing period. On the non-mappers side, Lunick and Green have agreed to test it. Oh, and the lift is indeed fixed, good job  :D
Title: Re: Map progression
Post by: High Treason on 28 June 2012, 01:58:30
I've invented a solution.

We create a file called autoexec.cf_ that is placed in the EDuke32 folder along with a batch file;
@echo off
title CBP-8 Launcher
cls
echo CBP-8 Preparing to launch...
if exist autoexec.cfg ren autoexec.cfg autoexec.old
if exist autoexec.cf_ ren autoexec.cfg autoexec.cfg
ping 127.0.0.1 -l 4 > nul
start /wait "eduke32 -map cbp8.map"
echo Closing...
if exist autoexec.cfg ren autoexec.cfg autoexec.cf_
if exist autoexec.old ren autoexec.old autoexec.cfg
exit
Title: Re: Map progression
Post by: Micky C on 28 June 2012, 15:36:23
My knowledge of code is pretty much limited to writing DEFs but I can kinda follow that and it seems neat. I was kinda hoping we wouldn't have to overcomplicate things with multiple files and bats and things (we still might not need them if the map becomes completely classic friendly and someone actually explains to me why we need r_shadescale 1, as I've been playing default and it looks ok to me), but that definitely seems a viable work around.

I'm on holidays now and I'm itching to polymerize this badboy up to the point where you won't be able to play it for 10 years  8) Ok not 10 years but I'll do my best to make it look good.

Edit: Did a demonstration. Thoughts? I think it's pretty good, especially when you see all the pulsating lights in game which compliments it nicely.
(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-06-2823-27-01-32.jpg)

2nd Edit: Once ye pop ye can't stop  :-[
Now you can see why performance is impossible to work with. The framerate is already quite low, and you'll be able to see Norvak's hub and Mister Sinister's section with all their lights as well. Still, I think in the long run it's worth it. I'm going to stop now in case I have to start from scratch in the final version, but if no sectors were changed from polish007 then they should be easily transferred.
(http://i734.photobucket.com/albums/ww345/crimic01/mapster322012-06-2900-01-02-76.jpg)
Title: Re: Map progression
Post by: quakis on 28 June 2012, 18:10:18
I kind of like the first screen because it adds to the nightclub atmosphere, except I'm not liking the yellow lighting and intense red in the food dispensers. As for the second screenshot, I feel that the lights don't add anything to the scene at all. If I'm honest, it makes the room quite ugly and they seem pointless, especially with the amount of colour going on already.
Title: Re: Map progression
Post by: Forge on 28 June 2012, 22:36:13
i'd hate to see what the frame rate would be in that section i did with all the different pal's and cycling lights
Title: Re: Map progression
Post by: Micky C on 29 June 2012, 03:17:12
@Quakis, really? I thought the bachelor pad was supposed to be colourful and full of lights? It's where you seduce girls afterall. It looks pretty groovy with ambiant light turned down as well. I must admit it was difficult to add lights to this section the way it was designed. If I were to add lights to your section for example, it would look much more natural.

@Forge, yeah like I said, I'm not really aiming for performance, but actually I don't think your section would be that bad compared to some of the larger areas.

Edit: Well done Forge, 30 frames per second!  :D
The green needs more yellow to match the pal better, but other than that, any more thoughts? What do you think Quakis?

(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-06-2910-57-42-71.jpg)
Title: Re: Map progression
Post by: Forge on 29 June 2012, 04:14:50
that looks like a hippie having a bad trip. the color clashes hurt my eyes before, now I think i'd go epileptic if it seen it live
Title: Re: Map progression
Post by: Micky C on 29 June 2012, 04:48:00
It seems as though no one likes my lighting efforts  :-\
Title: Re: Map progression
Post by: MikeNorvak on 29 June 2012, 06:12:51
Gambini has agreed to betatest the map, just so you know. BTW sorry for being apart from this project, when the map is on betatesting stage I'll finish writing the template and the soundtrack, right now I'm on exams.

Oh and BTW I don't think is a good idea to add dynamic lights on maps that weren't planned that way, I'm not against having polymer lights implemented on the map though, it doesn't hurt anyone, only you maybe, for spending time on a feature no one is able to play with in the present. And for the shading set to 1, is only to prevent future changes on Eduke, if all you think the map looks better with default scale, let's keep it that way.
Title: Re: Map progression
Post by: Forge on 29 June 2012, 15:12:43
@Mike you can leave out the shade scale, but put a note at the bottom of the template on how to add it to the cfg if it the default goes through another series of changes and screws everything up (once again)

@Micky - you did a good job with the lights, but the setting they're in with all those different pals side by side....it was originally intended to look ugly and confusing, but now it's even more so.

so blame me for making it that way

Title: Re: Map progression
Post by: Micky C on 30 June 2012, 05:47:08
Quote from: Forge on  29 June 2012, 15:12:43
it was originally intended to look ugly and confusing

I didn't want to say anything initially. When I first saw it in 2D mode I was like "ooo this big circular thing looks interesting I wonder if it's a donut shaped thing like a large hadron collider or.. *enter 3D mode* oh.."  :P
BTW I tweaked the colours in your section and I think it looks better. At least see it in game before you give your final comments.

I might just go ahead and light the whole thing anyway (when I get the final copy I mean), even if for some reason everyone wants to discard the lights (which is kinda pointless since lights will be deactivated and even if they aren't, no one will be able to play the map anyway". I find lighting one of the more fun aspects of mapping, so I'm prepared to waste the time.

Hopefully the polishing will be finished within 4 days.
Title: Re: Map progression
Post by: High Treason on 30 June 2012, 07:36:16
I'll make it clear before you spend time with my section though, I already lit that, so there is no need to go in there.

I actually always have a polymer light when I am mapping, it allows me to see what I am doing more clearly in dark areas, so the lights that are there are actually just the ones that were left behind from that with proper colors and positioned where they should be.
Title: Re: Map progression
Post by: Micky C on 30 June 2012, 08:47:44
Because your section has moving parts and sprites with holes in them, I think your area could really benefit from a spotlight. What do you think? It's not a huge change.

(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-06-3016-08-53-23.jpg)

With low ambiant light: (http://i734.photobucket.com/albums/ww345/crimic01/th_eduke322012-06-3016-08-31-30.jpg) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view&current=eduke322012-06-3016-08-31-30.jpg)

This other thing is much more subjective, why was the green light only at one end before? If the water's somehow emitting the light should it not be more continuous like this?

(http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-06-3016-05-08-88.jpg)
Title: Re: Map progression
Post by: Forge on 30 June 2012, 16:54:11
Quote from: Micky C on  30 June 2012, 05:47:08
BTW I tweaked the colours in your section and I think it looks better. At least see it in game before you give your final comments.

change it all up, leave it, remove it, tweak things, whatever. it matters not to me what's done with my section. As long as what is done doesn't mess up the flow and level progression, i don't care. rebuild the whole thing, put in the template that i made some crap, abandoned it, and left it for everyone else to fix.
Title: Re: Map progression
Post by: Captain Awesome on 01 July 2012, 20:50:09
Nevermind.  :P
Title: Re: Map progression
Post by: Micky C on 03 July 2012, 08:11:21
I'm back. Just about ready for action?
Title: Re: Map progression
Post by: quakis on 03 July 2012, 13:49:52
I'll be uploading the map sometime tomorrow, still some touching up on my list to do - mostly relating to the design in Capt's section and gameplay for the finale (from my section and respawns toward the tower).
Title: Re: Map progression
Post by: Micky C on 04 July 2012, 04:25:11
Alright, sweet. It's about noon here right now. With any luck, I can finish the escape sequence today.
Title: Re: Map progression
Post by: quakis on 04 July 2012, 21:01:45
About time I upload it. I polished as much as I could, but I've probably missed a ton of things our beta testers will hopefully pick up. I made a few fixes with assumed typos on wall-text, which I hope wasn't intentional. I'm leaving all the finale/tower stuff to Micky, including his earlier suggestions for alarm/lighting changes etc. I honestly didn't want to touch the thing with my limited TROR knowledge. :P

The list of changes below and map attached;

(MickyC)(Norvak)(Mister)(Maartn)(Merlijn)(Capt)(Forge)(quakis)(Merlliam)
Title: Re: Map progression
Post by: Forge on 05 July 2012, 01:53:43
looks like you've been busy. the final product should be pretty sweet  8)

i was admiring your handywork over in my neck of the woods (excellent what you did with the exterior view, btw), but what's with the few sloped ceilings (to the right of the entrance door) in the big round room with all the pals: started something and forgot or accident?
Title: Re: Map progression
Post by: Micky C on 05 July 2012, 02:34:54
Actually I think that was me when moving the city underside away. I wanted to see what it'd look like with a bit of a slope, I don't remember sloping them down though.

I've made two fixes. Forge's circular pals section now has ceilings sloped up a bit, and High Treason's rotary things are returned to normal height (I think I accidentally moved them down with the underside as well).

Should the floors in that section be sloped a bit as well?
Title: Re: Map progression
Post by: Micky C on 05 July 2012, 05:11:29
After 3 hours of tedious work the final sequence is finished, and the map should be complete. I haven't played through the finished thing yet, but it should all be good. I'll play through it now, hopefully someone else here can also do that soon, so we can hand it off to the beta testers.

Edit: I don't think we need the colour change and alarm in the top tower afterall since it's already pretty quick and intense.

2nd Edit: Hurry up with the music Norvak  :P

3rd Edit: Ok I fixed a bug in my section and made it so you have no choice but to jump out the window.
Title: Re: Map progression
Post by: Micky C on 05 July 2012, 11:01:41
Ok, so I passed on the map and WIP music to the casual player beta testers Lunick and Green, since the flow and everything should be pretty final, unless they feel otherwise, as opposed to technical things such as misalligned textures that mapper beta testers will pick up.

At first he got stuck at Mister Sinister's switch puzzle where I told him to look at the view screen again, and he managed to find his way.

Here's what he said:
QuoteI didn't like the music, it didn't seem to fit Duke much in my opinion and sometimes the music seemed to cut to another piece or something too fast?
Loved the hotel room. guest 69 and the drinks coming out of the wall.
Now here comes something pretty weird, I couldnt attack monsters on slopes and they couldnt seem to see me if I was on a slope either. I'm not sure if that is classic renderer bug or what.
If you kill the Octabrains on the damn part of area and they land on the water, every time the water rises and such the dead corpses will spew blood. It's nothing game changing but I thought it was a little weird.
I liked the secret area with the rocket launcher in the pipe sort of thing.
The 'Find the 8 buttons' sort of took away the atmosphere of that area as it was telling me what to do.
Throughout the map I saw heaps of doors and heaps of those doors didnt do anything. To me I don't like doors that look like they could be opened but are just nothing.
The slimes that spawn from the eggs in the Yellow key area seem to get stuck on the square sort of panel in that area and make no attempt to warp up to get out of the sector.
I saw some text: It's bowb your buddy week! Is it meant to be bomb?
I got some shrinker ammo during the map but never actually saw a shrinker?
And last note.... FUCKING TURRETS I FUCKING HATE THEM

Ahem, it was a very cool map and the end time was 50 minutes for me, I hope these points help out somehow

Everyone should read it and try to find things relevant to their section. Like that "bowb your buddy week" thing. It seemed he found his way ok most of the time. One of the gameplay things I'm concerned about from this is the turrets, which I assume he's referring to Mister Sinister's section. There are a lot of turrets there, and maybe some of them should be taken out, since I'm sure almost everybody feels the same way. What do you think about this Mister Sinister?
Title: Re: Map progression
Post by: Mister Sinister on 05 July 2012, 11:31:59
Well, I think that turrets can be removed except for the ones on the dam roof, where you deactivate the force field. But if they must be removed too I don't mind.
Also I'm surprised that players often stuck at my switch puzzle. Maybe I should reduce number of buttons or move the viewscreen?

EDIT
I think corpses spew blood because of floating water. That can be removed too, I just thought it will look better.
Title: Re: Map progression
Post by: Forge on 05 July 2012, 15:09:44
I didn't like the music, it didn't seem to fit Duke much in my opinion and sometimes the music seemed to cut to another piece or something too fast?

-I don't know what he means by cutting to another piece, but the high notes make it sound too chipper-

Now here comes something pretty weird, I couldnt attack monsters on slopes and they couldnt seem to see me if I was on a slope either. I'm not sure if that is classic renderer bug or what.

-tror bug. i noticed this too. he's talking about shooting at the troopers from the hub into the waterfall area (which is tror) and shooting at the enforcer down by the man hole (which is tror). another neat bug, try (DN) clipping from one area to a tror area = squish-

The 'Find the 8 buttons' sort of took away the atmosphere of that area as it was telling me what to do.

-maybe the clue can be put on a view screen instead?-

Throughout the map I saw heaps of doors and heaps of those doors didnt do anything. To me I don't like doors that look like they could be opened but are just nothing.

-nitpicking-

The slimes that spawn from the eggs in the Yellow key area seem to get stuck on the square sort of panel in that area and make no attempt to warp up to get out of the sector.

-now that this is brought up, i recall experiencing the same thing, no idea why, but it doesn't hurt anything since they are guarding the key-

I saw some text: It's bowb your buddy week! Is it meant to be bomb?

-this says exactly what it's supposed to say. if you don't get it, google it. It's bowb your buddy month, and we only have one month on this planet, Bub.
http://www.urbandictionary.com/define.php?term=Bowb


I got some shrinker ammo during the map but never actually saw a shrinker?

-if this seems to be a problem, replace the hidden shrinker back to the devastator & spoon feed the non-exploring types the damned weapon-

And last note.... FUCKING TURRETS I FUCKING HATE THEM

-they hate you too Buddy-
Title: Re: Map progression
Post by: Micky C on 05 July 2012, 16:28:59
Ok, I've been working at the map fixing some things and adding some things.

Mister Sinister
Micky C
Norvak
Quakis (Ammo/health added for gameplay balance, can still be tweaked if neccessary, as I agree with Lunick that it's lacking in ammo and health for the number and types of enemies used).
Still needs fixing:
Edit: There's still over 250 walls left, if anyone wants to add anything. I hope we can use more of them up if it means improving the map. Perhaps they can be used for secret areas.
That formatting didn't work as well as I hoped but I'm too tired to fix it now.
Title: Re: Map progression
Post by: Forge on 05 July 2012, 17:45:06
played it. there's unavoidable bugs (can get squished in Micky's rotating platforms, aliens partially disappear into the sloped water slide (tror area) between the hub & M Sinister's area), but nothing else major that Micky hasn't mentioned

game play wise, I'd change the 10 health to a 30 health behind the bar in Merlijn's section

if quakis' section is getting amped up with supplies (because I had no trouble with it & it was the first time i seen it after all the enemy adjustments), i would suggest spawning a mini-battle lord or some fat commanders (or whatever) to guard the exit door - since the player will now be loaded down with resources

as for a shrinker if you want to just give it to the player replace the one in my secret area with the devastator (again) & put one by the jet pack in Cpt A's section
Title: Re: Map progression
Post by: quakis on 05 July 2012, 17:46:25
Cheers for balancing out my area a bit more, I'll check it out again soon. I completely forgot about adding more health... :P
Title: Re: Map progression
Post by: Forge on 05 July 2012, 20:21:01
Quote from: Micky C on  05 July 2012, 16:28:59
I put in the sprites in the tower which should turn it red, but for some reason it's not working, and I can't understand why, can someone please have a look

the sprites and the sector they're sitting in have to be a different shade value. don't ask me why, but changing the sector shade from -13 to 0 and leaving the SEs at -13 worked.

Quote
Speaking of classic renderer bugs, I used some one sided glass sprites to stop the player from flying out of the escape pod, but they're clipping into the walls. I've tried different sprite heights but nothing fixes it.  :-[

sprite clipping in classic mode has been an issue with eduke32 for awhile now. Gambini brought it up several times at Duke4, but nothing was ever done about it. If you want classic to work with no sprite clipping problems get a snapshot that's a couple years old.

I suggest you issue out the cfg file (with the shadescale line edited out) to the beta-testers and tell them to play it in polymer since that's the way the final was supposed to be released 
an alternative is to remake the pod ceiling using different methods/sprite configurations
Title: Re: Map progression
Post by: MikeNorvak on 05 July 2012, 21:25:55
Damn that was a lot of work guys!!! You rock!! I'm gonna finish the template tonight, so if anyone wants to write something, send me a PM, right now only High Treason, Forge, Micky and Mister S have sent me their thoughts.

Also I'll finish the soundtrack, but again I ask if you think it really fits the map or it is too distracting or chipper as Forge said? Maybe I should get rid of the main lead?
Title: Re: Map progression
Post by: Forge on 05 July 2012, 21:43:59
i've listened to it a few times and conclude, from my perspective, that it's the fast drum beat that gives it the "chipper" mood, not the lead

-the tune is fine. some people will like it, some won't-

Quote
When falling into the pod, the parallax space floor which looks fine in polymer, shows up as a metallic texture.

maybe this is bleeding through in classic

-screenshot removed-
Title: Re: Map progression
Post by: Micky C on 06 July 2012, 07:28:32
Ok, I've worked on map some more.

Metalic texture in space in classic mode fixed.
Made 1 sided pod sprites invisible as workaround for clipping sprites bug.
Made sound when you hit the nuke button the sound that happens when you see the intro nuke symbol video when you start the game.
Made exit sign 3D.
Added viewscreen next to tower door showing police station and room with switch.
Added cool TROR secret to Norvak's area. You need to hit a small switch on that thing with the satellite dishes, then a hole opens up in the floor giving early access to the shinker (if they miss both shrinker secrets, they don't deserve to have it).
Added secret to the blue bar area. The toilet door now explodes with explosives, which is somewhat likely with commanders in the area, revealing destroyed bathroom with 1 RPG ammo.
Deleted sprites behind bar in my area as they were clipping in classic. Did general allignment fixes, and added message explaining "over using air conditioning may lead to explosions and power loss" next to the two switches.

I think it's ready to send to the mapper beta testers, but at least one other person here should play through the whole thing first. Try to find all 8 (well, 7) secrets  ;)

There's still roughly 200 walls left, last chance for anyone to come forward and add to their sections. Otherwise I might use them to add some decorative vents to the top of that big area in Captain Awesome's section.
Title: Re: Map progression
Post by: Mister Sinister on 06 July 2012, 11:33:22
Played it through, took me 35 minutes  :) Found all 8 secrets.

Here are a few things I've noticed:
(http://desmond.imageshack.us/Himg228/scaled.php?server=228&filename=eduke322012070612400805.jpg&res=landing)
There are no lights on the celling though the other one has.

(http://desmond.imageshack.us/Himg641/scaled.php?server=641&filename=eduke322012070612401337.jpg&res=landing)
Both of messages has letter "O" placed a little bit higher than other letters.

(http://desmond.imageshack.us/Himg96/scaled.php?server=96&filename=eduke322012070612573860.jpg&res=landing)
Is this door supposed to be open? Otherwise I don't really understand shading here.  ???

Also the map barely has ammo for devastator even though the player can get it in the beginnig of the map. Maybe we should add some? And I think we should place a medkit somewhere in Forge's or Quakis's part.
Title: Re: Map progression
Post by: quakis on 06 July 2012, 13:01:23
Quote from: Mister Sinister on  06 July 2012, 11:33:22Is this door supposed to be open? Otherwise I don't really understand shading here.  ???

The light isn't coming from the door. It was a quick, dirty job to simulate light from the big room bleeding into the darker section there.
Title: Re: Map progression
Post by: Forge on 06 July 2012, 17:04:48
switch too high for normal clicking - had to kick at it to get it to work

in Capt A's sewers, there's an invisible one-sided blocking wall on the left side of the tunnel where the metal trimming transitions to brick

-screenshots removed-
Title: Re: Map progression
Post by: Forge on 06 July 2012, 17:06:11
fun with classic clipping

-screenshots removed-
Title: Re: Map progression
Post by: Forge on 06 July 2012, 17:07:00
more fun with classic clipping


-screenshots removed-
Title: Re: Map progression
Post by: Forge on 06 July 2012, 17:07:45
and even more fun with classic clipping

Title: Re: Map progression
Post by: Merlijn on 06 July 2012, 23:32:34
I already played the beta2 version, will check the newer version later.

I think you guys did a great job and it's a fantastic map, but here are some things that need to be fixed or tweaked:

-the shuttle escape sequence at the end killed me! Duke fell through the hole and got killed when he hit the floor of the pod..
-speaking of the final sequence: it would be cool to add some explosions to the bottom of the city, to give you an impression it's slowly crumbling and falling apart while you escape.

-the added touches were great, I liked the enhanced unreachable scenery a lot.
-the battlelord fight in the big room in CA sections could use some extra health, it was pretty hard.
-overall, the amount of enemies sometimes was a bit too high (IMO). The Quakis area now has too much enemies.. removing 1 tank and a few pig cops would make it perfect I think. Also Forges big circular room has a shitload of enemies, this could be toned down a little. (I liked the newbeast fight though!)
-also, I was very low on explosive weapons all the time. I even ended up skipping the miniboss in Forges part.

Title: Re: Map progression
Post by: Forge on 07 July 2012, 03:45:45
@Micky: I understand your compassion to get this partial tror map to work in classic so you can rub it Gambini's face, but as you see from the few examples I posted - classic is broke - so you're wasting your time because Gambini's going to laugh at you anyway.

Maybe I've played this too many times, but I don't think there's too many enemies anywhere. If anything a couple pigcop tanks and/or a couple fat commanders need to be added to that hallway at the top of the elevator during the escape from quakis' area back to the spire. Such a weak resistance in that area was kinda anti-climatic. As for my area, there may be a bunch of enemies, but there's a load of supplies to go with them. If explosive are the problem on the way out and heading towards quakis' section, maybe throw a box or two of RPG ammo up next to the atomic health where the reactor is.

as for the pod at the end. the player can land on the edge of the top of the pod if they hug a wall on the way down so they won't fall all the way into the pod and reach the SE7, then they can sit there and look around at the bottom of the station or inside the pod (or jet pack back up into the spire). I think the SE7 should be raised up to the point where the player reaches just below the bottom of the station during their fall. Maybe at the pod end of the teleportation, have the player land on a health of some sort (probably atomic health so it will get picked up automatically - good chance the player won't be sitting at 200 - especially if one of the atomic is removed from the top of the spire) so they won't die.


edit: also add a couple devastator ammo boxes in the first room in my section - up in the door controls room
Title: Re: Map progression
Post by: Micky C on 07 July 2012, 06:08:33
Quote from: Forge on  07 July 2012, 03:45:45
@Micky: I understand your compassion to get this partial tror map to work in classic so you can rub it Gambini's face, but as you see from the few examples I posted - classic is broke - so you're wasting your time because Gambini's going to laugh at you anyway.

Well, considering that the glitches aren't TROR related I can still rub it in  ;)
So the classic renderer wasn't always this unstable? If so I ought to mention it again over at Duke4.net. They'll never do anything about it if people stop complaining.

I'll work on the map a bit more.

@Merlijn; I can add a few explosions, but only near the start since the underside of the city is moving up, and it'd be difficult to time the explosions so they're near the underside of the city.
@Forge, I usually jump to press the switch. I don't think it needs to be changed.

BTW in Quakis' section there's a sign that contains the word "unpinished", is this meant to be "unpunished"?
Title: Re: Map progression
Post by: High Treason on 07 July 2012, 06:30:16
Quote from: Micky C on  07 July 2012, 06:08:33BTW in Quakis' section there's a sign that contains the word "unpinished", is this meant to be "unpunished"?

What about "unpenished"?  ;D

I really shouldn't try to write posts at 5:30 AM.
Title: Re: Map progression
Post by: Micky C on 07 July 2012, 08:02:25
Ok here's the 4th beta.

Micky C:
Fixed:
The misalligned floor textures by changing the surrounding texture and lowering its floor.
Teleporters to underside of city made one-way so you can't fly back into the tower.
Changed blocked walls of the pod to match the drop from the tower.
The O's in my signs next to the switches are at the right height.
The "stay away from windows" sign in the tower no longer clips in classic.
Added:
Light texture above switch.
Quick flurry of explosions to the underside of the city.
Earthquake for the first few seconds as you fly away.
Need help:
There's a wall in the middle of my appartment thing around the kitchen, where if I try to paste a texture to one side, it pastes to the other side as well. Very annoying.
(http://i734.photobucket.com/albums/ww345/crimic01/th_wallproblem.jpg) (http://s734.photobucket.com/albums/ww345/crimic01/?action=view&current=wallproblem.jpg)

Captain Awesome:
Fixed:
Got rid of one sided blocked wall.
Added:
Network of vent sprites to roof.
Made columns destructible  8)
An extra 6 pack and pack of pipe bombs.
Some 10-packs inside the destructible columns (the player can't go back and use them after he's entered Forge's section, so I don't think it's excessive).
Need help:
I tried my best but the columns won't allign properly. They're fine after they're blown up but not beforehand. ??

Forge:
Added:
Two RPG ammos inside reactor area.
Medkit next to reactor room opening switch. This can carry on and help people in Quakis' section too.
3 devestator ammos to the room near the start.

Ok guys I never thought I'd say this but this map is starting to seriously eat into my social life. Can someone else take over any remaining polishing duties? Maybe Norvak? I don't think there's anything else besides that wall thing and column allignments that I mentioned, besides gameplay balancing, which can be taken care of after Gambini and the others have tested it.

Who are our beta testers again?

@Norvak, did you get my PM with my updated paragraph?

Edit: It helps if I attach the file.
Title: Re: Map progression
Post by: Micky C on 07 July 2012, 09:43:21
Whoops, I forgot to mention that I added sector lotag 1 to all the pod floors to stop the player from taking damage. I also extended the earthquake all the way to the end.

There's about 22 walls left.
Title: Re: Map progression
Post by: quakis on 07 July 2012, 14:41:22
Minor updates;
Micky C - Fixed problem with wall texture (I hope)
Capt - Fixed pillar textures so they align in both states and other misalignments
quakis - Fixed typo and fixed texture misalignment near TROR vents
Title: Re: Map progression
Post by: Forge on 07 July 2012, 16:07:11
Quote from: Micky C on  07 July 2012, 06:08:33
So the classic renderer wasn't always this unstable? If so I ought to mention it again over at Duke4.net. They'll never do anything about it if people stop complaining.

Ask Gambini. I think it's one of the reasons he won't do anything with Duke anymore. They broke the classic renderer and ignored his complaints.

I'm not 100%, but I think they broke it around the time they started tror releases. 
Title: Re: Map progression
Post by: Micky C on 07 July 2012, 16:15:10
Ok, I'll ask him.

I've made some final minor tweaks:
Made some missed out vent sprites 2 sided in Cpt. Awesome's section. Added black sprites to ends of vents to represent continuing vent shafts. Added drips coming out of vent.
Added touchplates to more sectors in the pod so it's almost guranteed the drop will occur as soon as the player lands in it.

Here's the version I'll send to beta testers, including the music. I'll send it now.

http://www.mediafire.com/?t58aohgv85955e8
Title: Re: Map progression
Post by: Forge on 07 July 2012, 18:32:07
are we going to release this with the cfg file as well?

Maybe that mode should be tested as well if that's the case. It does work with no lag as far as I could tell on my tests with it, and it would make a nice option for those who would like to use it.

edit: using classic has that limitation of how high a player can look up which kinda takes away from the view in Mike's hub and the ability to look at the bottom of the station during the pod sequence.
Title: Re: Map progression
Post by: MikeNorvak on 08 July 2012, 02:19:41
I've played the map, and I think it has too many enemies on indoor areas, and almost any on open areas (like the main hub) I died several times due lack of explosive ammo, the map is too hard imho, I think we could get rid of many monsters, specially on the reactor part and the dam. About the "find the eight buttons" perhaps we can remove that puzzle, or decrease the number of buttons, I don't think it is to funny to search for buttons  just to extend the duration of the map, it is already quite long. Also I felt the final somewhat anticlimactic, maybe we could move all the respawns on Quakis part after opening the spire's door to the hub.

About the music, I think I need to stick just to one or two parts, right now it is very changing and has the risk to bring down/up the tension on incorrect moments

This is the version I sent to Gambini, he said he's gonna play it tonight. I fixed some bugs with the windows on Micky's part,  removed the turrets and reduced the number of buttons on Mister S. part.

www.mikenorvak.com/maps/CBP8_beta.rar

Title: Re: Map progression
Post by: Micky C on 08 July 2012, 03:49:38
I think there's just the right amount of ammo. At the end I looked at what I had, subtracted what I found in the secrets, and it looked pretty good (I was fairly low).

If there's going to be an update before public release, I'd add these things to the teleporter room at the base of the tower:
Shadow behind the teleporter pad on the ceiling.
The open door light up the room effect; if the player for some reason wants to close the door, the room should go dark.

Oh, and I still can't figure out why the room at the top of the tower doesn't turn red. The tags are correct and everything  :-\
Title: Re: Map progression
Post by: Forge on 08 July 2012, 04:28:20
I've mentioned before that the SE and (the floor of) the sector have to be different shade values for those red lights to work.


Quote from: MikeNorvak on  08 July 2012, 02:19:41
I've played the map, and I think it has too many enemies on indoor areas, and almost any on open areas (like the main hub) I died several times due lack of explosive ammo, the map is too hard imho, I think we could get rid of many monsters, specially on the reactor part and the dam.
Two mappers have said too many monsters, two mappers have said monsters are fine in relation to supplies. what do the beta testers say?
More explosive were added. Are you and Micky using different versions?

Quote from: MikeNorvak
About the "find the eight buttons" perhaps we can remove that puzzle, or decrease the number of buttons, I don't think it is to funny to search for buttons  just to extend the duration of the map, it is already quite long.

First person to mention 8 buttons too many. One person complained that the clue was too blatant.

Quote from: MikeNorvak
Also I felt the final somewhat anticlimactic, maybe we could move all the respawns on Quakis part after opening the spire's door to the hub.

Agree about anti-climatic, disagree about moving spawns  -add more spawns & in the hallway at the top of the elevator used to leave quakis' section-

Quote from: MikeNorvak
This is the version I sent to Gambini, he said he's gonna play it tonight. I fixed some bugs with the windows on Micky's part,  removed the turrets and reduced the number of buttons on Mister S. part.
Removed turrets? there were only like 4 left after Micky already removed several. Again, are you two on the same page?
Reduced the number of buttons in Mr S' puzzle? Then you changed that day-glow clue on the view screen right? I could stab myself in the eye with a sharp stick and still see that clue.

Changes being made without communication. (unless you two are PM'ing each other. naughty!)
Messing with that button puzzle was completely unnecessary.
You're going to do what you're going to do. Just try look around for things that may relate to what you're changing so that the mapper's section no longer looks silly and messed up (i.e. a combination on a view screen no longer making any sense)
Title: Re: Map progression
Post by: Micky C on 08 July 2012, 05:29:20
Looking at it, it seems that Norvak did build off my version.

I agree that reducing the button puzzle probably wasn't neccessary. I changed it so that the numbers were very, very easy to see on the viewscreen. It should be changed back, or if not, then at least the camera should be angled down more so it's actually pointing directly at the door, otherwise it looks off.

Lunick played Norvak's version, and he said that he was able to get through it just fine, he had enough ammo to fight off the guys at the end (unlike last time), and he didn't find any of the new secrets, which is a very good sign that gameplay is around the mark. He also said that the exploding columns make captain awesome's area much, much more interesting  ;D

Edit: whoops I must have missed your comment about the lights. I made the SEs a bit brighter, flipped the switch from the on to off position, and now it works fine.

I've fixed the lighting in the tower, and added the open door light effect to the teleporter room, not that it matters since it uses an activator anyway. I also applied the metal texture to the sides of the slope which were showing a little bit of tile 0. It's not a huge change, but any further updates should be made with this version.
Title: Re: Map progression
Post by: Forge on 08 July 2012, 05:35:01
here's how your red lights are supposed to work

take you a few seconds to implement (don't forget to change the end switch from an "on" type to an "off" type or the room will be red before the switch is hit
example:
floors shade value = 0
SE shade value = -13
Title: Re: Map progression
Post by: Micky C on 08 July 2012, 05:45:45
I already did, see above post  :D

And this is off Norvak's version, which has some bug fixes to my windows.
Title: Re: Map progression
Post by: Forge on 08 July 2012, 05:49:37
Didn't see that. Must have posted while you were editing
Title: Re: Map progression
Post by: Mister Sinister on 08 July 2012, 11:45:14
I think difficulty is okay and monster count is alright. But I agree that there isn't very much explosive ammo and we should add some, the only monsters that must removed is imho some newbeasts in Forge's part. Also some rockets must be added in Capt. A's area. Reducing the number of buttons in my part was pointless imo. Clue to this puzzle is already pretty obvious. About 8 buttons puzzle - perhaps we can replace that sign with a viewscreen, but in that case players can simply ignore this.
Title: Re: Map progression
Post by: quakis on 08 July 2012, 13:14:33
Quote from: Micky C on  08 July 2012, 05:29:20He also said that the exploding columns make captain awesome's area much, much more interesting  ;D

I honestly agree, that was a neat twist you added there.
Title: Re: Map progression
Post by: Forge on 08 July 2012, 15:11:19
really? i liked the newbeast battle. 's the only interesting thing about my part. ah well.
Title: Re: Map progression
Post by: Mister Sinister on 08 July 2012, 15:14:54
I said "some newbeasts". I like it too actually, but I think one or two of them should be removed. But that's my opinion, maybe we shouldn't remove anything at all. Let's see what betatesters will say.
Title: Re: Map progression
Post by: Merlijn on 08 July 2012, 18:05:00
I also liked that newbeast battle, we can keep that one as it is. I do think the part before that (before you onlock the doors to the reactor) has too many enforcers and troopers though. They're not difficult to beat, but having so many of them makes combat too repetitive.
Title: Re: Map progression
Post by: Forge on 08 July 2012, 19:39:45
That's why i suggested to add a few boxes of devastator ammo right before that. Proper weapon usage would make quick work of a good portion of them, but not everyone uses the same tactics. There's plenty of supplies in that area for balance, but sticking with conventional bullet weapons has the potential to drag it out. So what people experience in that section may depend mostly on their methods.

The number of enemies encountered at any one given combat sequence prior to that area wasn't very high, so I was trying to amp it up a little as part of the progression process. This is carried on in quakis' area.

If the consensus amongst the mappers and beta-testers is to change it, then obviously it needs to be changed.
Title: Re: Map progression
Post by: High Treason on 09 July 2012, 06:33:51
Sponsor has an incorrect spelling on the sign in the starting area.

Oh, and I sincerely hope the sky in my subway sector was a render bug and not another tasteless alteration.
Title: Re: Map progression
Post by: Micky C on 09 July 2012, 07:05:52
I think it's a renderer bug. I remember seeing it very recently but oddly enough when I checked it out in mapster it was working fine, then tested it in game and it was ok too.

Any word on Gambini? It's been over 24 hours since he said he'd check it out "tonight" so he should have played it regardless of what time zone he lives in. And are there any other mappers willing (not involved in this project) who are willing to test this? We should have at least one other than Gambini.
Title: Re: Map progression
Post by: Forge on 09 July 2012, 16:14:03
Double check ceiling and floor heights on the sectors quakis added as an exterior view in my first room and that they don't intersect your subway sector. I thought I might have seen flickers of parallaxed sky flashing in that area when playing in classic, but I couldn't get it to repeat.



If the number of beasties are judged to need reduction in my area, remember to reduce the resources along with them. For every two aliens - remove a crate of ammo (preferably shotgun since chaingun is more effective against newbeats - but don't remove all the shotgun ammo). For every four aliens - remove a +30 health along with more ammo. I would like to keep some semblance of a challenge.
Title: Re: Map progression
Post by: MikeNorvak on 10 July 2012, 20:23:48
Hi, my PC power supply burned and I can't do anything more for a while (one or two weeks?) I'm sorry, if you're planning to release the map in the next days, go ahead, I can't write the template nor finishing the soundtrack :( Maybe you could use the latest version I posted (the one I sent for betatesting in the zip) but I'm not sure :S

If someone wants to write the template, here's what some have sent me:

Micky C:


"I made my part second, in about 3 days. It's the interior of the Scent-88 building. I wanted to make an interactive and dynamic appartment that as you walked around, changed from a fairly innocent place into a full on love hub, somewhat inspired by Quagmire's house in Family Guy. I then integrated a simple button puzzle into the dynamic design which turned out well (Norvak did a bit of polishing such as re-texturing the floor and some extra lighting). Downstairs, I put a new spin on some classic Duke places like Tiberius Station and Polaris Outpost based on their logos, and an AMC TC reference (don't tell James). Finally, I designed the interior of the tower and the escape sequence where the city is destroyed and you fly away in an escape pod. It took a LOT of planning and work to figure out and implement a way of pulling it off then ending the level, but I'm happy with the result. I also touched up the level in various places and added a secret or two. I can't wait for the next CBP."

HT:

After spending some time in the nice shiny city, Duke jumps down a manhole and enters the not so shiny sewers, arriving at a sewerage treatment room, Duke must locate a key to allow him to progress (to Captain Awesome's section). In contrast to the sections that existed when I was handed the map, I tried to go more for the classic look and feel, partly because I've been plagued by technical problems, the section is not my best work, but I'm satisfied with the outcome overall. When I first built things, they looked different, the tanks were square with spritework linking them up, they also had transparent water but that killed framerate so hard that I couldn't work on it anymore, so eventually, we arrived at what we have now.

Forge:

"Made the section after the player jet packs out of Captain Awesome's sewer area and before they exit back out to Mike's central hub. Kill a couple aliens and figure out how to get back out to the hub area. Nothing special; just a few typical rooms. Easily the worst and dullest section of the map."

Mister S:

"Hmm.. Mapping process was great! I had an inspiration for mapping for the first time since December 2010.
I built that dam. Hope you'll enjoy it 
I don't really know how much time I spent on it. I had fun working with other members of this CBP and participating in it. :)"

I'll try to keep an eye to this forum from time to time, also I'm gonna buy a new power supply asap, hope other components haven't fucked up...

About Gambini, I've sent him a mail telling the situation, I don't know if he has already tested the map or is planning to do it, anyway I told him to send the result to Micky C.

Again sorry for all the drawbacks...

Mike.
Title: Re: Map progression
Post by: Mister Sinister on 10 July 2012, 20:51:38
I sound like 12-year old dork.  :D
Title: Re: Map progression
Post by: Forge on 10 July 2012, 22:15:52
Quote from: Mister Sinister on  10 July 2012, 20:51:38
I sound like 12-year old dork.  :D

I thought you were  ;D
Title: Re: Map progression
Post by: Micky C on 11 July 2012, 03:41:59
Ouch that sucks Norvak, sorry to hear that  :(

I can take over writing the template. I also invited SuperTanker to betatest since Gambini was apparently the only mapper tester, and Gambini hasn't said anything to me yet.

However, I'd much prefer to have some finished music with the release, as there's still a bit of a break in the middle of the track which I gather isn't supposed to be there. Or is it? I'm not a music oriented person.

At the very least the map needs to be released before the end of this month, but one or two weeks earlier will be great.
Don't be shy with those personal template submissions, people! PM me asap. If you don't want to make a submission, then tell me so.
Title: Re: Map progression
Post by: MikeNorvak on 11 July 2012, 20:40:38
I don't really feel like writing something for the template, just throw my name on the list and any more. :)
Title: Re: Map progression
Post by: Mister Sinister on 11 July 2012, 21:43:51
Could you please remove my words from the template? It would be very nice.
Title: Re: Map progression
Post by: Micky C on 12 July 2012, 06:05:14
I haven't actually started writing the actual document yet. You can write a new section if you want.

For those who don't want to submit a piece, I'll write up a sentence trying to explain which part of the map they built.
Title: Re: Map progression
Post by: Forge on 12 July 2012, 15:13:15
This has to be the worst turnout for a CBP template I've ever seen. Part of the fun in playing those old community maps is reading the comments they left.

You people suck!  :P
Title: Re: Map progression
Post by: Micky C on 12 July 2012, 17:00:21
It's hilarious when people rag on a member for hogging the map for ages and not doing much  :-X
Title: Re: Map progression
Post by: Merlijn on 16 July 2012, 15:43:50
Hi there, I just came back from my vacation, so I obviously didn't have any time to write something..

You can copy/paste this into the template:

Merlijn:

I created the entrance to the spacebar and the spacebar itself. Having a typical urban location in a space-station seemed like a fun idea to me. I pretty much made everything up on the spot, so the dominant blue lightning and the addition of a stage (including a reference to my own band) were all spontanious decisions. I think it turned out rather well, it's one of my better CBP contributions.
I also finished the section William Gee started by adding a small shuttle bay and some extra details to his area.
Title: Re: Map progression
Post by: Forge on 16 July 2012, 18:21:21
I like what I wrote for you better  :)

Quote from: Forge on  13 July 2012, 15:20:23
Text file additions:
...

Merlijn van Oostrum - did his thing, took up William Gee's slack, found one of his old pipes under the couch in the basement, cleaned it out for the resin, showed up afterwards talking backwards and in colors, so we all humored him with chips and mountain dew.

...
Title: Re: Map progression
Post by: Merlijn on 16 July 2012, 22:09:22
Haha, you can also add that one if you want to.  :D