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-   -   New map ready for beta testing (alliedassault.us/showthread.php?t=6551)

-=[XTC]=-Body Bagger 08-10-2002 02:15 PM

New map ready for beta testing
 
I have just finished my first map, 2 months work!!!
I have it ready for beta testing if anyones up to it.
Please let me know your comments.
you can download it here
[url:502a3]http://www.craigdelahaye.supanet.com/Harbourtown.zip[/url:502a3]

And here are a few Screenshots to temp
[img]http://www.craigdelahaye.supanet.com/shot01.jpg[/img]
[img]http://www.craigdelahaye.supanet.com/shot02.jpg[/img]
[img]http://www.craigdelahaye.supanet.com/shot03.jpg[/img]

Thanks
Craig

Rakavolver 08-10-2002 04:46 PM

hi,

I just wanted to let you know that ive just downloaded your map...and i will check it out. Ill give my personal comments and or errors that i found as soon as possible...
Greetz Bas

Rakavolver 08-10-2002 05:56 PM

hi again,

I couldnt wait to test your map...so i allready tested it for a couple of minutes. First of all: i think your map looks pretty good since it is your first one. The sounds are good too.

However I did found a couple of errors. I´ll tell you what ive found so far:

1) A few doors open the wrong way if you ask me.....I think they should allways ´open away from the player´ select your door brush and nit "N", that will bring up a box now look in the box and the 1st line says value, type in "alwaysaway" and the next line below that where it says Key type in "1". Hit enter and now you just made a door that always opens away from the player.

I just think it is better 4 the gameplay in a map....

2) You made a few big sandboxes outside... in that I noticed some moving bushes. In my opinion it looks a bit too unrealistic.

3) I noticed you used the ´caulc´ texture to close certain routes....so nobody can pass that route. I wouldnt use that in this case...I think a simple fence looks better and more realistic.

4) In one of your houses....the roof doesnt touch the floor...so everybody can look outside between the roof and the floor. Just enlarge the floor a bit so it touches the roof again. In another house...(the roof is broken)... you used a few wood brushes....but the fly!!! They dont touch something else but air :)

5) You have made an underground passage...with ladders going up at the other side of your map. I think you should use more ´climbsteps´, cause if you dont....it looks pretty silly if someone climbs up that ladder...his feet and hands will pretend to touch many (like 20) ´climbsteps´ but you ladder only has around 8 :)

There is also a very small texture error on the ground or the underground passage. If you walk through it...you can see a grey/white stripe.

6) I found 1 door with the ´origin´texture (the hinge) placed on the wrong side of that door. Just flip your door texture or place the ´origin´texture on the otherside.

7) THIS IS THE MOST IMPORTANT THING: your map is SLOW :cry: . Make sure you use as many ´caulc´texture as possile and only textue things which can be seen by players...so DONT texture things players cant see. Also try to NOT to use too many brushes!! (but im sure you allready knew all of this shit :wink: )

Maybe you can also try to make your map faster by making it smaller. An average level contains enough space for lets say 32 to 64 players max....your map has enough space for about 100 :):)

Well thats it 4 now. If you want me to send pictures of the small errors that ive found...just give me your emailaddress then :)

Mine is leipieo@hotmail.com

Last thing to say: I really like what youve done!! And I only gave my opinion on some small things in your map....so please dont be angry!!! I am just very critical if it comes to maps :)

Greetz Bas

-=[XTC]=-Body Bagger 08-11-2002 01:03 AM

Thanks,
I have sent u e-mail.
Craig

=[DOA]=VonMeyer 08-11-2002 07:13 AM

Nice map can you make it for about 18 to 24 players? One thing i saw was my fps in the red the whole time outside. inside the tunnels my fps were higher then outside. Make it so the fps arent showing in the red! nice map btw

Taz the Maniac 08-11-2002 07:30 AM

Seems like a nice map Craig ;)

I'll download it when your map is complete so please tell me :D

-=[XTC]=-Body Bagger 08-11-2002 08:30 AM

Thanks for the comments,
Any idea how i can improve the fps? I have tried thick fog, but it needs to be really thick to make good fps and i don't like the look of it.
How about if i used hint brushes? If you stand in front of a hint brush can you see the other side of it, or can anyone explain how to use the vis brush?
Thanks
Craig

redsoccerdevil 08-11-2002 01:26 PM

Excellent Map, I notcied all the problems stated before, so I have nothing to add, but can you PLEASE send me that health bar I've been looking for it for ever! redsoccerdevil@yahoo.com
thx
Redsoccerdevil

-=[XTC]=-Body Bagger 08-11-2002 01:45 PM

its in the mail

Taz the Maniac 08-11-2002 02:11 PM

Can you also mail me the Healthbar please ? :D

tazthemaniac2@hotmail.com

Mr. Jingles 08-11-2002 03:24 PM

Nice Map
 
This is a nice map but it does have it's problems... mainly the FPS but you can fall in the water and get stuck in there... also it would be cool if you could make this an Objective Map... so one side will have to get past that bunker thing at the other side of the bridge.... and if you do make it an Objective Map don't make it respawn, please! Good design though and some cool parts :D

-=[XTC]=-Body Bagger 08-11-2002 04:16 PM

I'm working on the fps at the moment :o , I do want it to be an objective, its just in its beta stage at the moment and when its finished you'll drown if you go in the water as it is over head height.

imported_Sitting_Duck 08-11-2002 06:36 PM

quack
 
I love the map idea, yes the fps is very low, I am only running a G4 MX 440 64MB, but this should be enough. I wish I had the answer for the raising of the fps for you. It sounded like the guys above had the right idea though, reduce the number of allowable players.......ok but I would like to ask you to be sure to include a tdm version. Or if you are staying with just an objective map, could you include a respawnable version?
I ask because the server I assist admin on, DK666=CKR=, runs mainly TDM, but we are adding in a day of Obejective Respawn Maps. Have you thought of making the objective like cityhall push? I know its the same idea as in Day of Defeat, but its a very very popular objective map by our players.
Well keep up the great job.

-Sitting Duck

DK666 server admin

Dura lex, sed lex.

[DWC]_Master Error 08-11-2002 10:20 PM

I second SittingDucks opinion.... huge maps like these would be really fun with push or similiar style objectives..
As for the fps... the water is see is actually flowing... ive noticed flowing water in some maps can cause some real slow downs... you have a lot of open water as well as some terrain work (the back of the map where there are hills) try to reduce those and check the fps..


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