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12-24-2009, 12:33 AM | #1 |
Join Date: Sep 2007
Posts Rated Helpful 2 Times
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k_thegame testing
Im looking to test K_thegame.
Im almost done,With this map.And need some testers.For any bugs in the map. Ill be running the map on ff-dark-ages server.off and on for a few days. The map is not done yet.Just need to know if every thing is working. Every one is welcome. server IP:207.45.179.46:27014 Discription: K_thegame is a remake from team fortress classic.Escape style map. Civilian class only. Testing starts at 9:00 pm eastern time. |
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12-24-2009, 01:24 AM | #2 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Is all I need to say!
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12-24-2009, 02:36 AM | #3 |
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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fuck yes!
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12-24-2009, 03:57 AM | #4 |
OHH! OHHH NOOO!
Wiki Team
Beta Tester Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Oh shit a christmas miracle.
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What was left of my sanity implored me not to enter...but that voice was just a whisper now. |
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12-24-2009, 06:54 AM | #5 |
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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I have been telling a lot of my friends that you were working on this, b/c i remembered you mentioned it a long time ago. But you should keep us up to date more on you're processes so we don't sit here to long in the dark, maybe some screen shots or any kind of news would be cool. Just like any other mappers on here, they just open a thread up in the mapping section with the maps name and ppl post and reply on them for critical opinions.
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12-24-2009, 12:01 PM | #6 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Sorry I bounced out on you last night.... as soon as I got on, my girlfriend sent me a text asking if she could come over for a while. Well, I'm not going to refuse a request like that.
But, from what I saw of it..... very well done!
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03-18-2010, 04:12 AM | #7 |
Join Date: Sep 2007
Posts Rated Helpful 2 Times
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Late reply:
Sorry about the late reply.The first test.for ff_k_thegameb1,Had fatal errors. With respawns and the fps was very low.Lagg central. The map was unplayable.Example you would join game.Then respawn to the end.Total time of game play.2 minutes. I had to put the map on hold.Was buisy with work. Last week i had a chance to get back to work on ff_k_thegameb2. The map is 99% finnished.But i needed to fix this respawn issue. I believe,Ive almost got it fixed.Ill be testing it with a friend.Tommorow.If the respwans work.Ill unlock the server.to test with any one who joins.to see if theres any issues with more then 1 player,Playing. If every thing works.Im hopeing to have the map finnished.in the next week. Ill update the progress.As it goes. When ready to test Ill send a thread.on the time and the IP of the server. I made a map called escapebasex1.And remade Heavymachinery.As far i know Im the only one making these, style maps.At the time. Could use some more help.If there any mappers that are intrested in Escape maps.Start makeing them lol Last edited by VEXEMP; 03-18-2010 at 04:27 AM. Reason: more info |
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03-18-2010, 04:47 AM | #8 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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I would make one, problem is that those maps, requires advanced maping skills. like logic stuff and etc, that i dont know how to work with D:
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04-03-2010, 09:15 PM | #9 |
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 09:30 PM. |
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04-03-2010, 11:33 PM | #10 |
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, 05:34 PM | #11 |
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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03-20-2010, 08:28 PM | #12 | |
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 10:33 PM. Reason: Clarification. |
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03-27-2010, 07:43 AM | #13 |
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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