Author Topic: CTF/DM - Ratsteroids v1.3  (Read 11413 times)

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Offline Sero

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #20 on: September 26, 2007, 01:32:06 pm »
Ye, sure outfit is nice but come on. No offence.. dont you guys know how to make playable map? Full of polybug, "roof" is totally horrible..  You could make it more like invisb, you dont die to it and you can shoot throuht it? Totally overestimated.
« Last Edit: September 26, 2007, 01:35:29 pm by Sero »

Offline Blacksheepboy

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #21 on: September 26, 2007, 07:58:04 pm »
Ye, sure outfit is nice but come on. No offence.. dont you guys know how to make playable map? Full of polybug, "roof" is totally horrible.. You could make it more like invisb, you dont die to it and you can shoot throuht it? Totally overestimated.

Is the roof of this map your only problem? This looks plenty playable to me, and if it's the same gameplay/polygon wise as your previous version, the polybugs aren't that severe. I personally like the way this map is set up. I'll playtest this again, downloading the new version of course, and I'll give you my critique Ratboy.

Offline RatBoy

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #22 on: September 27, 2007, 11:20:48 am »
As a piece of art I would give you 5/5 but as a soldat map, not really... This one got an atmosphere not gameplay. The layout is bad for gameplay: The "bottom way" is kinda useless... Also bad for gameplay are polybugs which there are everywhere which causes a a lot of spinning around and there is impossible to move smoothly...

looks: 2/2 + layout: ½/3 = overall: 2½

Fair enough, I'm trying every version to improve a little more the gameplay, but I don't really get any comments about it and how to improve it, so I'm making it as it goes.

Ye, sure outfit is nice but come on. No offence.. dont you guys know how to make playable map? Full of polybug, "roof" is totally horrible..  You could make it more like invisb, you dont die to it and you can shoot throuht it? Totally overestimated.

The roof, or that big invisible thing that sorrounds the whole map, is intended so you don't go too far away from the map itself, I didn't really know wether make it or not, other way you suddenly would respawn and I don't really like that idea. I figured the only way of making it was to close it and make them explode. Bullets go through since they are not organic, and they aren't affected by athmosphere, or something like that :P. I don't really get your post since you DO die to it and it IS invisible =\

About the polybugs, every version I make I try to look for them and fix them the best I can, if you wanna help a little you could tell me where are the ones you've found and I'll gladly make them dissapear somehow, I'm already working on v1.3 on this one.

Thanks you both for your comments, since they aren't simple "yur map sux0rz" posts ^^
« Last Edit: September 27, 2007, 01:18:33 pm by RatBoy »

Offline Suowarrior

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #23 on: September 27, 2007, 12:23:59 pm »
Well I see you are ready to give time to do this that's why Im posting this, cos this fixing needs some time. At first I introduce you how u could get rid off polybugs which r possible to get rid off...
This is the major problem:

There are two things which make this corner bug. At first the polygon is too thin which causes already bugs. Secondly the point of corner I've selected is on the walking line, that means if the soldat player runs over this point, it may propably bug (in this case spin or get stuck). So here's the solution

As you can see the polygon is now broad and the soldat player don't run over polypoints they just run edges of polygons which don't cause polybugs. I know you want to keep this map beautiful as it is and doing this to polygons will mess up the look. So I did also a solution to this which may satisfy you.

What am I doing here? Im overpolying. So Im doing the same that the last screen but now Im adding the poly and when the poly is ready... Arrange it and send back (you can also make it invisible), now the fixed poly is behind your look and doesn't mess the look. In addition, the look polys might be sensible to change "doesn't collide" cos you'll have that way a polys which soldat can move on, so you don't have 2 of them, and also it makes easier to check which poly you are touching at. This is just a solution you can use it, or don't, but this kind of polygons u'll get rid off.

I must say something about the roof. I give u hint: as sero said make it invisible and only player collides... If you really want to keep it deadly, mark it somehow... I guess some haze or smoke could fit on this...

Offline RatBoy

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #24 on: September 27, 2007, 01:50:14 pm »
Dude, you solution is really, really cool, I'll get to it right away. I thank you for the time you took making those screens and explaining them, it won't be wasted time dude ^^

Expect a new version on a week or so. I'm also working on a brand new map called Erosion, wich I like a lot how it looks. Bye!

Offline Sero

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #25 on: September 27, 2007, 02:23:42 pm »
I don't really get your post since you DO die to it and it IS invisible =\
I didnt really meant it that way ^^ I meant that maybe you should make it as just normal poly not death poly and you could shoot thought it, ye and it's invisible that is great :)

Offline RatBoy

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #26 on: September 27, 2007, 04:33:12 pm »
So. The issue about polybugs is now fixed, I'll be applying the method that Suowarrior showed me. But about the roof. I think it's ok the way it is, although I could make only the floor and walls deadly and the roof just solid to stop players from flying from flag to flag, which is the main concern. Or I could remove the roof and reduce the jet fuel so nothing bumps the way but you have no way of flying from base to base. I don't really know wich way to take, I think it's ok the way it is, maybe raise it a little more.

Offline Suowarrior

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Re: CTF/HTF/DM - Ratsteroids v1.2
« Reply #27 on: September 28, 2007, 04:12:32 am »
Well it's ok if it's deadly (but I prefer that "only player collides" roof, it's better in my opinion). It's just that you have to mark it somehow because the player must know it's deadly there "don't go there"... For example the fog could fit on there in this case...

There I've used cloud scenery which u have used there on background,  I have made a bit smaller than it's normal size. That way the player die's first there, and he learns: That violet fog is deadly so dont go into violet fog area. That was I meant with marking roof... Now the roof is there somewhere but player really doesn't where it is...

And a word about the Earth in background, it looks nice but it really does more bad for game play... When I flied that earth area it was tough for eyes to move from dark to very bright and got kinda shocked or what I could say that... Players can't see themselves as good as they see on the darker area... The Mars is better: It's smaller and it's darker... In other words delete the Earth or at least make it smaller and change it to another place, somewhere u don't have to see it all the time, somewhere outlying...
« Last Edit: September 28, 2007, 04:22:31 am by Suowarrior »

Offline RatBoy

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Re: CTF/DM - Ratsteroids v1.3
« Reply #28 on: April 23, 2009, 10:04:21 pm »
Finally v1.3 is up, details in the main post guys ^^

Offline Blacksheepboy

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Re: CTF/DM - Ratsteroids v1.3
« Reply #29 on: April 23, 2009, 10:43:20 pm »
Expect a new version on a week or so.

Haha, the underestimate of the century. 

Well I never did get back to you with a critique, did I... but I played it, and jumped around on it; stress-tested the floors... I guess I didn't have anything to say, so I never came back to comment.

I must say though, you blow me away.  I can't imagine how you are able to sit and nitpick your maps the way you do.  If I design a faulty map, it usually means that it's time for me to make a new one, using the failures of the past as reference for my don't do this's.



This looks like a waypointing nightmare... I was considering it, but I don't think I could get the job done to a satisfactory level.

Edit:

Btw, are these missing spawns? (Look at the spots with blue+red circles) It doesn't seem that the Alpha and Bravo spawns are exactly mirrored.
« Last Edit: April 23, 2009, 11:07:42 pm by Blacksheepboy »

Offline RatBoy

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Re: CTF/DM - Ratsteroids v1.3
« Reply #30 on: April 24, 2009, 12:13:23 am »
Damn, that happens when you take the time to sit and nitpick the maps, YOU FORGET SOMETHING xD

Anyhow I've just corrected that and reuploaded it, now it's bedtime -_-

Offline scarface09

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Re: CTF/DM - Ratsteroids v1.3
« Reply #31 on: April 24, 2009, 01:46:16 am »
Stunning, absolute stunning map. I hope this gets added to a number of servers. Just looks very good and sooo detailed!
Football is the other face of the world. If you don't like it, then you can get the hell out!

Offline Zischer

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Re: CTF/DM - Ratsteroids v1.3
« Reply #32 on: April 24, 2009, 05:18:21 am »
OMG oO... *speechless*.

Wanna play on it - is it already on some servers?

/th/ servers are unfortunately not very suited for a big map like this, I'm afraid.

Hrm.. perhaps WoOR..