03-20-2010, 09:28 PM | #21 | |
Escapist
Join Date: Mar 2010
Location: Canada
Gametype: Escape Posts Rated Helpful 0 Times
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Quote:
A few friends and I played your escapebasex1 last night, and though some of the puzzles were decent, there were several things we thought might improve the map as a whole. Firstly, practically all of your doors kill on close! We much preferred the slight damage taken in your remake of k_thegame if a door were to close on your head. The props are a slight issue as well - they fade out far too close to the players. We only needed to get between 20 and 30 feet away from a prop before it was completely invisible. Also, there were far too many jumping puzzles. I understand that those kind of puzzles are a staple of escape maps, however you had four(!) of them in a row. Variation is always good; utilize different types of puzzles to give the players more variety as they progress towards the end. As a side note to the above, you had sequential instances of other puzzles as well (the large, spinning wheel with the spinning drums right afterward). Mix up the placement of your puzzles a little; having more than one jumping puzzle is okay, but don't put two or three side-by-side. One last thing that choked us was a mix of false sense of direction, and too little feedback. There were several parts where we came across an obstacle thinking it was a puzzle - only to realize that we were supposed to ignore it. The best example of that would be the second floor in the room with the second turret you encounter. There was a pipe spewing damaging steam; however there was a valve in the centre of the pipe, as well as a door on the other side of said pipe. Thinking we needed to reach that door (why put a door you can't open on the other side of an apparent obstacle?), we tried to turn the valve on the pipe - only to discover that it does nothing. Through over 15 minutes of trial-and-error, we decided to leave that entire floor alone. As for the "lack of feedback", the switch in the hallway on the third floor of the same room had no indications as to what it was supposed to do. We had everyone in the map up there, thinking this way the way to progress - only to find out we had to push a switch that did something somewhere we were unaware of. It took several minutes to discover it was cutting power to the previous room. Remember that these are friendly criticisms from one mapper to another! Take them to heart when you create your next level, and I'm sure it will be better than the last!
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-Eccentricity Last edited by Eccentricity; 03-20-2010 at 11:33 PM. Reason: Clarification. |
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03-27-2010, 08:43 AM | #22 |
Join Date: Sep 2007
Posts Rated Helpful 2 Times
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Hey Eccentricity.
Thanks for the input. Escapebasex1 was the first Fortress Forevever map,And first escape style map i made.As i made the map.I was learning at the same time.Testing effects. One thing,Was trying to get the fps higher.By Fading the models/props. which turned out, Wasnt nesisary. And at the time.I was still learning about text messages.There are messages.When a goal is reached.But not enough info. Ill be updating the map. When testing,I use the server to test the map.Meaning any one who joins is a tester.So i get a bigger prospective. Of gamers.30% of the testers helped build the map.as i was building it. Everyone has there opinion on how a map should work. Bottom line,Just play the map. The traps in the map.Are challenging.From the input i got.It was asked for. Like any new map.You have to play it a few times.To figure it out. |
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04-03-2010, 10:15 PM | #23 |
Join Date: Sep 2007
Posts Rated Helpful 2 Times
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Finaly got the respawns, To work.will be testing.The next few days.
Some pics. http://img411.imageshack.us/img411/6...gameb20007.jpg http://img265.imageshack.us/img265/3...gameb20015.jpg http://img269.imageshack.us/img269/7...gameb20006.jpg http://img64.imageshack.us/img64/456...gameb20004.jpg http://img367.imageshack.us/img367/6...gameb20003.jpg http://img100.imageshack.us/img100/7...gameb20000.jpg Last edited by VEXEMP; 04-03-2010 at 10:30 PM. |
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04-04-2010, 12:33 AM | #24 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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looking good D :
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04-04-2010, 06:34 PM | #25 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
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Can't wait to play this, been excited since you mentioned of making this map.
So hurry up
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04-05-2010, 12:06 AM | #26 |
shloomp
Beta Tester
Join Date: Mar 2008
Location: UHEUHEUHUEH
Class/Position: hhehehheh Gametype: uAEHUAHEHUHUA Affiliations: [S&N] [2D2C] +M|M+ ^vi Posts Rated Helpful 2 Times
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Bad ass remake. I love it!
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06-27-2011, 04:12 PM | #27 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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VEXEMP, you still around? What's the status of this awesome map?
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06-29-2011, 11:43 PM | #28 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Last login for VEXEMP : 07-11-2010
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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06-30-2011, 12:00 AM | #29 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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You saw that too?
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06-30-2011, 08:16 AM | #30 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Yea, I really wish FF had a bigger mapping group
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 |
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10-05-2011, 02:39 AM | #31 |
Join Date: Sep 2007
Posts Rated Helpful 2 Times
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K_thegame response
Wow where does the time go.
Sorry for the late late response.Had to move a few times.And A few other issues happend. I had to do quite afew motifcations to the map.Seems players who no what there doing.Can friction jump.through most of the map.This has been a big problem.for these type maps.I think ive solved it.But not sure. The map is done.All that i need to do.Is replace the barral models with prefabs.And port some teamfortress textures. I also had to redo the lua file to get the respawns to work correctly.By using gunturrets.As triggers LOL.Go figure but it worked. Im currently working on a remake map for The PVKII mod.But ill put that on hold to get k_thegame finnished and playable.Im looking to get it done by mid to late october. As soon as it finnished ill send a post. |
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10-07-2011, 07:57 PM | #32 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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awesome news man
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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