It's a shame in the dragunov video, the recording doesn't do justice to how loud these things are.
A guy swaggered into the range we were in and started firing off rounds from some sort of M4, and it was making me wince through my ear protection.
It's a shame in the dragunov video, the recording doesn't do justice to how loud these things are.
A guy swaggered into the range we were in and started firing off rounds from some sort of M4, and it was making me wince through my ear protection.
I honestly don't know of any tricks, at least none that don't involve lots of recompiling with various nodraws applied and then superimposing the images.
I do rough approximations based on my own knowledge of the layout in whatever image editor. It doesn't have to be perfect, just clearer in development stages.
@Michael Greenwood maybe I misunderstood what you were after then. There's a section there regarding layout, specifically Ben's Bible on Multiplayer Level Design that I thought would help.
You don't have to be present for the playtest, but it is helpful and appreciated. When you can hear what people are saying, you can hear how they say it, text can only convey so much meaning. We use a feedback plugin that captures everything typed, as well as a demo (which you can use on some websites to create a heat map) and make the files publicly accessible. A separate file is stored from text specifically prefaced with "!fb" or "!feedback" so you can get right down to what you can see people have said without sifting through the entire chat log.
Quote from GuniI feel like visiting the 7th moon of Jupiter at this point.
Is this now some sort of mini-mapcore meme? lol
I'm not a fan of ill-thought out or sloppy names. I personally don't have too much against warehouse, the issue with it is that there are another 500 maps going by the same name. You'll do what you want with the name at the end of the day, and I'm sure your feedback was supported by a lot of "lols" and "topkek". I'm sure they were all mappers as well.
I hear what you're saying about the link to GIGN and their audio, but a name can conjure immediately where something is and what it's setting is. The CT faction you've chosen could be swapped out very easily. Part of this reason is why I support the theme change for mirage, and why I like the season update as well.
To use my map as an example again (not because I think it's perfect, it just mimics my thought process): Strada simply means "streets" in Italian. Yes, it's not very exotic, but it should give you the idea of some streets in Italy which is where the map is based. That's the power a name CAN have. Maps like overgrown and mist described their environment's state, but didn't do much in the way of telling you where it was. Blackgold immediately conjures up oil, that could be a few things, but an oilrig is definitely one of them. Chinatown, Bazaar, Workout all have that quality (kudos to @Skybex for catering to my compulsion).
This has already drawn to much attention away from your map. name it what you will. my next map will be called de_bictory after how the separatists say victory
(last dig i swear). If you could maybe edit the overlay to show interior paths, and paths that go over/under each other it would be nice to see what's going on. My statement still stands regarding B, but otherwise it looks like you've got a good number of routes and bombsite entrances :elrey:
Yeah... can't say I'm really a fan of the name. Also, is that meant to be a giant flashbang on bombsite A?
B looks like a sniping haven and far too open, but I haven't run around it yet to have any authority in that statement.
Quote from SymixAlready noticed bots having trouble going up the stairs at CT spawn, not sure what to do about that.
Bots are the least of your concern for the playtest, but have you used nav_edit before? when you turn it on, the mesh you are looking at plus those it's attached to are drawn on the ground. I can't see a screenshot of your stairs, but I've had problems in the past where bots will try and jump up the edge rather than just taking the fucking stairs. I had to "nav_delete" a couple of parts where the nav_mesh allowed the bots to jump/traverse slightly obscure terrain, and that fixed the problem. you can also use the "npc clip" tool texture to block bot movement which I have done over a low fountain in my map as they just loved jumping all over it like they were stamping something to death.
Excellent ![]()
I had so much fun when I went to one of these places in Florida (near a prison, seems safe right?). I was able to fire the P226 9mm, Thompson, fully auto .45 and my lifetime achievement: The Desert Eagle .50AE (which had an extended barrel, making it look more like a bloody rifle!).
You should find an answer to most your questions there
If anyone is wondering, there's a good chance @Upperdawg has suffered a grizzly space related death by now.
What's stopping you from carrying on?
I don't know what you are doing for reference pictures, but I feel the theme lacks in consistency. You've used the wooden log piles in a few places (ideally suited to being against walls, partly because it's got a bad hit box and shows body parts all around it), followed by stacks of bricks and then large boxes laying on their side in corridors they probably have no place being in?
I'll tell you what it feels like looking at it right now, a quake map in some parts.
I'm unable to comment on gameplay other than it looks a bit small. The use of "bot_show_battlefront 1" would be interesting as well as some rough info on timings.
Depot? Come on man, you're pulling my leg right?
[Blocked Image: http://i.imgur.com/DCLTtV6.png]
You get (2 pages worth of) the picture. Which is an improvement on 9 pages worth of "warehouse". And just for reference:
[Blocked Image: http://i.imgur.com/Etsu5Pz.png]
Aside from some shameless self promotion, it doesn't hurt to help your map stand out.
But seriously, let's get some screenshots up in this bitch. We've only got an overview to go by right now, and that doesn't give too much away! There's more to your map than just the name, but it's something people don't give anywhere near enough consideration.
It's hard to get a good idea for scale, but judging from the screenshots I would think that it looks like the map itself might be quite small, but the main areas of play are quite expansive? It's possible if these paths were closed down a bit the map might feel larger.
Early brushwork looks good, but interior areas look a bit too dingy and could do with some lighting up. Natural light would look best, but a few flickering candles could be a nice touch.
Get it tested boiiiii
@Thrik web admin is full time work! no holidays for you!
but srsly, welcome back to the shitstorm ![]()
Perhaps we can get the MapCore TS3 details added to the OP?
(and give my name a lower case "j" in the playtest team post, it makes me burst into a fit of OCD-induced rage each time I see it! thanks)
@Upperdawg This is the perfect time to provide gameplay feedback. We're hoping this is the last large gameplay iteration, so everything from here on out should be minor adjustments while we start the art passes.
The flowerbeds in mid are going to cause some problems and will need balancing. The props on the bombsites are a little repetitive, I'll give you that, but we'll vary the look as we progress.
Thanks for the feedback ![]()
Darn, looks like I was slow on the draw and just missed the mark! ![]()
The search is useless (and capped at 1 search every 6 seconds?) so I tend to google the thread im looking for as a faster option, on top of that, pages are very slow to load, especially the "new content" page.
A minor gripe I have with the mobile side of things, I'm not sure if it's just me but I'll post my specs anyway:
Nexus 6 Build number LMY47Z, Android 5.1.1, using latest build of Chrome (43.0.2357.93) at time of writing using the default Google Keyboard (My prefered method of entry is swiping, but I think this irrelevant).
So the problem I'm having is autocorrect, specifically on this website is a car crash. When you opt to change the word to what is correct, it just slaps the autocorrection down wherever the cursor is, often in the middle of the word. You then try and backspace this and rely on autocorrect again but it does something else crazy. So imagine this problem nested and that's sort of what my text entries look like before I give up and type letter by letter. Also while typing, the cursor will jump up or down lines seemingly at random.
Let me illustrate my frustrations:
[Blocked Image: http://i.imgur.com/ABYOpLI.png]
I was struggling to replicate it, and had originally writen: "Hello how are you today, this is a boring message" and then proceeded to autocorrect each word in turn as I couldn't organically reproduce my frustrations. You can see where it's fallen over on "today" which insert "to say" right in the middle of it, as well as "message" having "messiah" plonked in the middle of it. It's really hit and miss.
I'm not expecting a quick fix, just wanting to make people aware.
What do you class as basic optimisation?