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  3. GregBoffins

Posts by GregBoffins

  • Released - cp_crazedacre

    • GregBoffins
    • October 17, 2007 at 7:34 PM

    OK I checked the map out, couldn't get anyone interested enough to play it with me, so it was a solo run and I tried to imagine gameplay taking place.

    First off I noticed the map had the same colour scheme (basically the same texture) everywhere, which made it, initially hard to navigate at first. I found my way around after a few runs, but there was nothing in different areas of the map that stood out to help navigation. Because of the lack of variation in colour I wasn't able to tell which base I was in =)

    If you make the bases really distuiguishable, it's a lot easier to play a map.

    The map itself feels really flat (seems to be a really common occurence). I know you have ramps that go up and down, but it doesn't really do anything for gameplay in the way you had it, as it didn't really offer and advantage or disadvantage.

    I was also able to see from one end of the map to the other almost which as a sniper gave me a clear view to their capture point, not a very good design choice. In general there wasn't much though gone into the capture point placment and what tactics are needed to capture them. In my opinion I don't think you should be able to have capture points see each other. Too easy to camp etc.

    I see you placed some of these concrete blocks as cover, good attempt, but you may also want to try and place some variation in the cover, smaller, shorter, wider etc. This can vary the combat and make the game a bit more interesting for both teams.

    You also want to keep in mind that this is a class based game, therefore try and design small areas to keep people playing those classes happy. Place platforms or create areas that give someone like the sniper a good advantage point to sniper from. You want to also keep an eye out for spots that may make good gathering/healing points for engineer supply units, always handy in the heat of an attack.

    I wouldn't quite go to town like you have on model placement, while it may seem fun and enjoyable to add heaps of cool models it doesn't always make the map better =) Always put a bit of thought into model placement and offer up a story to every model you place, why are these tyres here? "oh, that is because jimbo was changing the tyres on the truck" etc. This will help create a more believable scene

    When placing models, either place it flush against a wall with minimal gap, or far away from the way where the player can run past it and the wall. I found a few models that were placed I though I could run between from a distance, and if you're being chased by someone and you get caught between a model and a wall it can be very very fustrating.

    There were a bunch of floating models throughout the map, most noticable were the boom gates, the truck outside the boom gates and some crates.

    The god rays that were placed near the first capture point for each team didn't really work, at first I thought there was something wrong with my screen but then I realised what they were.

    Try and make sure you test your map buy running around it, and clipping things, I got stuck on some models along the walls. All it needs is a small box to engulf the model and a few small bevels on either side. Also never use a team based clip brush to block the enemy it is a very very lame thing to do (sorry for being harsh but I can't stress this point enough) use team doors and create the spawn areas in such a way that it gives the home team a major advantage over spawn campers.

    Over-all performance seems to suffer a bit in comparison to TF2 maps I run the game with maximum settings, 1280x1024 with 4xFSAA and 8xAF and I get flawless performance, but I got 40-50fps in this map. You may want to keep performance in mind when building a MP map you want other people to play. Low FPS = no play.

  • Released - cp_crazedacre

    • GregBoffins
    • October 17, 2007 at 6:08 PM
    Quote from curman

    Protip: Explain why this "Looks poor...".

    Give me about 15 or so minutes I writing up feedback.

  • cp_lazytown - the first custom tf2 map

    • GregBoffins
    • October 17, 2007 at 3:11 PM

    I heard this is a test map, but in saying that the gameplay is not too exciting and there are some really basic mistakes that have been made which are easy to fix.

    The map is basically one flat plane apart from a few ramps which don't add any real advantage to any class. Adding variation in height (not huge like 256 units) like 32 units can just add a bit of character to the map. Also adding stuff like water is cool, because it allows you to hear foot steps from your enemy. This could be useful against spys, but I am not sure if you can hear their footsteps in the water.

    Playing as a engy I couldn't find any good places to put a turret or a supply case. Try and have higher areas that area accessible via ramps to help give engineers a height advantage, also forcing you to employ tactics from other classes like the demo man, to use his pipe bombs against the engineer, etc etc.

    The lack of cover around the CP near the wire fences seemed a little odd, and the direct view of 2 CP's near the spawn is not too good, especially as it can be easily covered by snipers, while they have cover.

    All the hallways felt the same size (didn't measure the levels in units so I don't know exactly). This isn't really a bad thing, but it can offer some good variation when adding bottle necks, and increase game play suspense if used correctly.

    I can't recall if there was any ammo or health in the map (ran around it in about 5mins). But a good thing to do is have areas or room near a CP which are easily remembered, so if a player is in dire need of supplies he can quickly whip back there and grab the supplies he requires.

    There were a few simple mistakes, like using a team clip brush across the ramps to stop the opposite team enter their base, that is a big no-no. I noticed there were no doors at the spawning areas, which is better to use than a clip brush

    Also try and use clipping in such a way that it prevents the player from getting stuck along walls with models on them, I got stuck along walls with the electricity box, and your corridors with the wooden trim stick out too much, which you can get caught on too.

    There didn't seem to be any forward spawns, when the teams were capturing CP's they could spawn a bit closer to the action, making it more enjoyable, and making it quicker to get into the action.

    Try and avoid making the map very samish everywhere, making sure each "room" have some unique looking landmark makes it so much easier to navigate and for players to learn your map. The quicker and easier it is for people to learn your MP map, no matter what game style/mode the more people will like it. But in say that, you don't need to make it a dead simple layout, just easy to navigate.

    Hope at least 2 words of that helps to some degree.

  • Released - cp_crazedacre

    • GregBoffins
    • October 16, 2007 at 4:15 PM
    Quote from Bunion

    did you go to hl2world then to the mapping section? there's a tutorial.

    How do you think I got them working in the first place?

    I went to the tutorial place before my original post.

  • UT3 Editor

    • GregBoffins
    • October 16, 2007 at 2:08 PM

    No bioshock didn't ship, and it will not ship with an UE3 editor.

  • UT3 Demo leaked early!!

    • GregBoffins
    • October 16, 2007 at 9:59 AM

    Yeah method, there could've been certain circumstances, harsh memory limits that can cause noticable tiling, I wouldn't be so picky.

    Everyone's work has flaws, even your own, so chill out

  • Released - cp_crazedacre

    • GregBoffins
    • October 15, 2007 at 8:30 PM

    I kind of them got them working but I can only see a few textures. Some textures I can see underneath the purple checker which is odd, it's as if it is missing a stage or something.

  • Released - cp_crazedacre

    • GregBoffins
    • October 15, 2007 at 8:01 PM

    Hey man did you have any initial issues with getting the TF2 content working properly in Hammer? I can see the preview image OK in the texture browser, but when I apply to a brush face, I get purple and black checkers.

  • Unity 2.0 released, get FarCry graphics in your browser

    • GregBoffins
    • October 13, 2007 at 6:37 AM
    Quote from MrH2o

    First (when the demo had loaded like 50%) I was like "Oh right, Far Cry graphics my ass" but after seeing and walking around Its not that far from Far Cry really, sure its a lot difference but being a browser game is certainly impressed me. Makes me wonder when handhelds should be able to do this

    It may sound cool that a browser can do this, but it's just a plugin that runs something that has downloaded to your pc, just like a normal game. Not awesomely new or exciting.

  • Call Of Duty 4 demo

    • GregBoffins
    • October 12, 2007 at 10:10 PM

    It looked in game like that screenshot for me.

  • Portal - secret code/area? *spoiler?*

    • GregBoffins
    • October 11, 2007 at 4:08 PM
    Quote from generalvivi

    so i was playing and saw this one area and wanted to read all this stuff . I nocliped in and read it and found on the opposite wall a code....I got really excited when i saw this so I never read the entire paragraph. I just took a screen

    You know you can just use the portal gun to access this area right?

  • Crytek under attack!!!!

    • GregBoffins
    • October 8, 2007 at 12:35 PM
    Quote from insta

    A bit of chlorine gas is nothing compared to the natural funk of a game developer. I'm sure they didn't notice anything out of the ordinary.

    Sex, drugs and rock'n'roll?

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • October 7, 2007 at 2:45 PM

    Doesn't look half bad. I like the underground logo

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • October 7, 2007 at 2:34 PM
    Quote from MJ

    I'm making Q1 maps for albut 8 years so don't tell me about limits - I'll just use TyrBSP and everything will be fine. I have different way to make a map. I'm not making a layout and then add details. I'm making complete atriums from scratch to finish and go to the next part... All idea is in my head...

    Excuse me.

    u got told, buddeh

    I aint got told shit! Just arogance.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • October 6, 2007 at 12:03 PM
    Quote from seir

    I'm making Q1 maps for albut 8 years so don't tell me about limits - I'll just use TyrBSP and everything will be fine. I have different way to make a map. I'm not making a layout and then add details. I'm making complete atriums from scratch to finish and go to the next part... All idea is in my head...

    Excuse me.

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • October 6, 2007 at 8:47 AM

    Just be aware you may struggle and run in to limitations with standard engines if you whole map is that detailed.

    And depending on compilers, you could run in to problems as well.

    But you haven't even built the map yet, how do you know how the gameplay is? But you're detailing O_o

  • Some Angry Gamer

    • GregBoffins
    • October 6, 2007 at 12:49 AM
    Quote from Evert

    Garth little fella...I never say stuff like that, you old austrian guy.

  • Some Angry Gamer

    • GregBoffins
    • October 5, 2007 at 11:37 PM
    Quote from dux

    That's Quake time at GRIN if I'm not mistaken.

    Actually that's Evert, but exchange those words for things like, hora, javla subba etc.

  • dm_walkway

    • GregBoffins
    • October 3, 2007 at 2:57 PM

    Looks cool but that isn't an aztec settin, more late medieval.

    This is aztec:

    [Blocked Image: http://www.relaischateaux.com/IMG/rubon693.jpg]

    [Blocked Image: http://www.geocities.com/architecture_aztec_america/america/aztecTOT.jpg]

  • WIP in WIP, post your level screenshots!

    • GregBoffins
    • September 27, 2007 at 12:44 AM
    Quote from Skjalg

    im really digging your 3d skybox.. more pictures pls (make your own thread perhaps?)

    Was that aimed at me by some chance?

    I will be working on the other side of the skybox which is a cracked moon being sucked in to the vortex this weekend, so i guess I can do a new thread with wip shots, get feedback and shit.

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