Author Topic: DM_SpaceStation  (Read 7167 times)

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Offline BlueBerry Pie

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Re: DM_SpaceStation
« Reply #20 on: October 29, 2007, 10:34:08 am »
It doesn't look as good with all the of new scenery like the barrels and the space ship.  Remove them because they're too big and make the pathways look crowded.  Visuals really can't be improved because it's already good as it is.  Just concentrate on fixing some polygon bugs and bouncy polygons and take everyone else advice on it.  Looks great though. ;)
BlueBerry Pie was here.

Offline Mr. Domino

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Re: DM_SpaceStation
« Reply #21 on: October 29, 2007, 01:49:52 pm »
Well i see your point about the fake 3dness, and the polygone problems. I would love to make a 3d map out of polygone, but It is impossible to acheive that kind of 3d with polygone, since they do not allow gostek movement over them, (polygone behind the player)

You're right that Soldat doesn't support the placement of polygons behind the player; however, you do not need to use giant scenery files for the solid portions of the map. Something I've done which I personally find works better is to just go ahead and create everything normally then make scenery files from those polygon structures, using the minimum background imagery needed to achieve the 3-D effect. That way you get polygon structures and PNGs which seamlessly blend together. Again, on a simple map such as yours, you could easily take blank.png (and perhaps fade.png) and recreate what you have here with a vastly smaller map file size, albeit with a slight hit on detail.

As far as placing the transparent polygons over the middle of the walkway, yes, that does make it look more 3-D, but it makes for a poor playing map. Being able to tuck and roll, leap with jet for additional speed/height/etc. and so forth require the kind of precise timing this map won't allow as the actual ground isn't immediately noticeable. I would say the graphics greatly hinder gameplay, and this map will not see much play as a result. While it doesn't give as much of a 3-D look as what you've done here, I'd strongly suggest keeping the playfield easily detectable by using visible polygons for the terrain and leaving any 3-D enhancing sceneries solely as decoration, not for the actual map. I understand this is a test and that layout could be improved with a similar approach as used here, but this particular map still remains a poor playing, convoluted DM map that just looks spectacular due to the entire rendered level graphics.

Also realize that size concerns come from Soldat being a game known for running well on older, inferior hardware. You alienate a good portion of the audience when creating such a sizable download. For those on dial-up or with lesser PCs, your map is near unplayable. You've done well to make those scenery files as small as possible, but it still doesn't change that this is a 1.5+ MB download for a small DM map where most DM maps clock in at about 60 KB or so. No need to limit yourself appealing to the lowest common denominator; just still something to consider if you want to see such maps actually played for all the effort you put into creating them.

Offline pinOi32

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Re: DM_SpaceStation
« Reply #22 on: October 29, 2007, 03:13:28 pm »
man everytime I try to play on this map, the game just closes O_o WTF
Pls use my amazing interface:
http://forums.soldat.pl/index.php?topic=27584


I WIN!!

WHY MY KARMA SUCK??

Offline di0xygen

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Re: DM_SpaceStation
« Reply #23 on: October 29, 2007, 06:44:44 pm »
As far as placing the transparent polygons over the middle of the walkway, yes, that does make it look more 3-D, but it makes for a poor playing map. Being able to tuck and roll, leap with jet for additional speed/height/etc. and so forth require the kind of precise timing this map won't allow as the actual ground isn't immediately noticeable. I would say the graphics greatly hinder gameplay, and this map will not see much play as a result. While it doesn't give as much of a 3-D look as what you've done here, I'd strongly suggest keeping the playfield easily detectable by using visible polygons for the terrain and leaving any 3-D enhancing sceneries solely as decoration, not for the actual map

Well thats exactly that statement that hit me the most. You state that for playability, you need to see exactly where the polygones are. Alright I admit, it's easier to see the polygone, but play this map 5 minutes and you will understand exactly where the polygones are, its pretty much simple honestly. I don't see someone after a while playing the map saying.. oh feck, i always forget where the floor starts on that map... It's not that hard it starts at the middle.... so anyone giving it more than 2 seconds and actually exploring (the whole point of this map, it has small ledges here and there that are only visible to those who know how to looks), Will have a blast playing it im sure. The layout is crap i admit tho, I dont like it either, so next one will be much more complicated layout wise.

Also realize that size concerns come from Soldat being a game known for running well on older, inferior hardware. You alienate a good portion of the audience when creating such a sizable download. For those on dial-up or with lesser PCs, your map is near unplayable. You've done well to make those scenery files as small as possible, but it still doesn't change that this is a 1.5+ MB download for a small DM map where most DM maps clock in at about 60 KB or so. No need to limit yourself appealing to the lowest common denominator; just still something to consider if you want to see such maps actually played for all the effort you put into creating them.

Meh that's the last of my concern honestly, We are in a nextgen era, not being able to download 1.5 mg is a crime, anyone with a dialup should be shot. I don't see anyone whining about the size of a counter-stike map and still millions are playing it, and some even on dialup.
man everytime I try to play on this map, the game just closes O_o WTF

what's you're specs and do you have all the sceneries in the game?
« Last Edit: October 29, 2007, 06:46:44 pm by di0xygen »

Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #24 on: October 30, 2007, 05:47:37 pm »
Quote
what's you're specs and do you have all the sceneries in the game?

Well, if pinOi32 didn't have all the scenery, it would be your fault di0xygen ;). Yep, well I must say that anyone with dial-up, some people don't want/can't really pay for dsl or cable. Well, that's a small percentage but, you never know. I have some crappy dsl, but it's still dsl ;D. I can't argue.

Nextgen? Well, people still play Worms Armageddon online, and some people still play Populous online. Don't know what that had to do with anything, but some people seem to always appreciate the old stuff. Not too many though. So, yeah I see what you mean by "upgrading" to the nextgen, but with 3d maps? You can make 3d-like maps with the current way of polygon placement etc. I will make a map one day. It just requires some creation of scenery.

Also, you could make a 3d map many different ways, without just having one big background image. It would still involve invisible polygons though. So it wouldn't be much different.

Offline di0xygen

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Re: DM_SpaceStation
« Reply #25 on: October 30, 2007, 05:52:58 pm »
Quote
what's you're specs and do you have all the sceneries in the game?



Also, you could make a 3d map many different ways, without just having one big background image. It would still involve invisible polygons though. So it wouldn't be much different.

Well I'm completely against the whole 1 big image background, When i'm making a 3d map I always do each sections independently and then render them separatly, and adjust them with the editor. It's defenetly harder, but has some major advantage, like memory conservation, and faster loading. and if i want to update a section, I keep all my .max sceneries so i jus rerender after having made a small change and boom the map is updated.

But oh well, I started making concepts for a remade version of inf_abel

Offline Keron Cyst

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Re: DM_SpaceStation
« Reply #26 on: October 31, 2007, 07:05:59 pm »
I hope you only added scenery to that update at the bottom of the first page, 'cuz this was a real pain, what with all of the path-flipping of waypoints so close to each other. Just move over whatever you did to this one through prefabs. (or transfer my work to your own, although I also fixed a few polybugs).

Waypointed:

Offline di0xygen

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Re: DM_SpaceStation
« Reply #27 on: October 31, 2007, 08:30:53 pm »
I hope you only added scenery to that update at the bottom of the first page, 'cuz this was a real pain, what with all of the path-flipping of waypoints so close to each other. Just move over whatever you did to this one through prefabs. (or transfer my work to your own, although I also fixed a few polybugs).

Waypointed:

Wow thank you a lot. It's very appreciated. I'll take a look at you're waypoints and fix the path colliding with the barrels :D
I haven't worked on it since last update so i'll simply replace them over your waypointed version.

I'll give it a try in a bit, thanks a lot. I'll be sure to update the map description adding your name :D

Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #28 on: October 31, 2007, 11:38:15 pm »
Hmm, feeling...generous Keron? ;) What determines that you'll waypoint a map...either that the person can't waypoint it themselves, or the quality I'm guessin? 3D maps are so controversial. Or, just using invisible polygons for a map in general. Yup. I guess unless a person is determined to waypoint a map, or at least give it a try...have at it. Well, if you waypointed Keron Cyst, according to your reputation, it has to be good ;D.

Offline 1221995

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Re: DM_SpaceStation
« Reply #29 on: November 01, 2007, 03:27:12 pm »
OOOOOOOMMMMMMMGGGG THANKS!!!!

Date Posted: November 01, 2007, 04:25:55 pm
AAHHH can someon plz make a .zip? i cant use .rar ???

Offline Kagesha

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Re: DM_SpaceStation
« Reply #30 on: November 02, 2007, 01:48:16 am »
Here you go 1221995 :) Zip file of map Attached here!

Offline 1221995

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Re: DM_SpaceStation
« Reply #31 on: November 02, 2007, 03:51:34 pm »
Thanks alot ;D

Offline Keron Cyst

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Re: DM_SpaceStation
« Reply #32 on: November 03, 2007, 10:54:22 am »
... Well, if you waypointed Keron Cyst, according to your reputation, it has to be good ;D.
Heh. Not... "good" (although I don't mean to insult, either! :P)... just a revolutionary idea that I think should be followed into. I've really never seen the likes of such a map before, so I think subsidizing it a bit would be neat.

Offline di0xygen

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Re: DM_SpaceStation
« Reply #33 on: November 05, 2007, 08:33:35 pm »
FINAL BETA REALEASE!

It's finally over for now, I don't think i'm going back to it, with Keron Waypoints and the newly added scenery, i find the gameplay pretty fun. Teamdm is not really balanced, but still fun. Give it a try with the new sceneries.

Also I fixed all the polygones, there's almost no more bouncys, maybe I missed 1 or 2, but nothing important, also Somthing you can stuck in a wall or simply go through it, be careful when getting hit by a nade :P

Enjoy.

thanks for the positive and negative support everyone, i'll start working on a new map now, maybe a bit more defaultish, yet with 3d graphics. I also to make a lite version of it for those who don't like big sceneries with hidden poly




Offline Blacksheepboy

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Re: DM_SpaceStation
« Reply #34 on: November 06, 2007, 02:25:39 am »
You ought to post a screenshot of it, and update the first post with a new download, description and screenshots. It's better for new people looking at the thread. Also, I wouldn't have known that there was a new version download back here unless I had checked.

Offline Suowarrior

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Re: DM_SpaceStation
« Reply #35 on: November 25, 2007, 11:06:32 am »
The layout is crap i admit tho, I dont like it either, so next one will be much more complicated layout wise.

Emm I can't see the point why you should do more maps like this. I understand one map cos this is great soldat art, but nothing more. So I can't see the reason for doing samelike graphics for different layout.