
The Official [FGS] Beta Map Feedback Thread
- [FGS]Kalman
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Re: StrangeDocks beta bug
I know this bug, I hope I could fix it, thanks for the feedback 

- ShadowRunner
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Re: StrangeDocks beta bug
I like very much the fact the TNT respawns after being shot.
Re: StrangeDocks beta bug
unrealscript ftw!
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
Re: StrangeDocks beta bug
DTCrate? man that thing is so old, I'm surprised you know of this now.ShadowRunner wrote:I like very much the fact the TNT respawns after being shot.
That Resident Evil Mod
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~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
- chin.democ.
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Re: The Official [FGS] Beta Map Feedback Thread
I've merged your post here Anax, ontopic - I did notice the ladders on DXMP_NoExit_beta2 were slightly away from the wall surface.
Re: The Official [FGS] Beta Map Feedback Thread
yeah i think i was getting some epic bsp errors from them if they touched the walls, so i moved them 0.1 point away from the surface. 

AKA Knifeworld on Discord etc. Frozen brains tell no tales!
- [FGS]Kalman
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Re: The Official [FGS] Beta Map Feedback Thread
ye, DTCrate, but it seems buggy, maybe because I duplicated them
Re: The Official [FGS] Beta Map Feedback Thread
do'h. I MENTIONED THE NAME WRONG.
It's DTRCrate.

EDIT: was searching for DTRCrate and found an old topic of yours Kalman:
http://www.gravity-world.com/viewtopic. ... as+My+Idea
how's the stuff? have you tried any of em' and had any lucks or so? and sorry for going off-topic

It's DTRCrate.




EDIT: was searching for DTRCrate and found an old topic of yours Kalman:
http://www.gravity-world.com/viewtopic. ... as+My+Idea
how's the stuff? have you tried any of em' and had any lucks or so? and sorry for going off-topic

That Resident Evil Mod
————
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~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
- ShadowRunner
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Re: The Official [FGS] Beta Map Feedback Thread
DTRCrate, I know from Twinz? Well, I thought he had done it himself, still it's a nice addition.
Re: The Official [FGS] Beta Map Feedback Thread
some thoughts on Turnpike Pre-Final, forgot whose map it is
these phones fall at the very start of the map! i'm guessing you didn't set the Physics to None?

The Lighting around here looks like overkill, when i turn on showall i see a ton of light actors. it Feels like the area under the "train track" ? lacks a dark shady atmosphere.
i saw the inset area had a nice metal texture on it, but unless you shine a light aug it doesn't show up by default, not sure how you could fix it or if you want it to be visible? play around with the lights next to the pillars and see what happens. Alternatively you might aswell chuck some downward facing lights inside there, on the ceiling bit. Just an artistic approach of mine i suppose.

this marble pillar thing would look nicer if Mirror is set to true, i think there is another property that allows the texture to still be visible, but the combination of settings means it's shiny at the same time.
the steps leading upwards could be shuffled around, they don't seem equal in position to eachother, there's one step that pokes out.

i think you might be overusing this brush for light sources, i reckon you could save a lot of space in data and in-game by only keeping the ones above entrances and windows?
for example that blue sign, if you make a hollow metal surround for it, with an unlit light texture on the inside, you could have the sign itself as transparent or unlit. Like a holographic sign maybe? i dunno lol.
great BlockPlayer placement! something i haven't tried yet, the whole edge of NoExit will need them, to punish grenade bug jumpers!

not sure the single gray texture fits with the rest of the floor? you could convert that space into a floor mat or entrance air vent, or whatever else architects plonk infront of doors in 2027 or whatever XD

make the doors into useable movers and put some rooms in here!!!!!!oneo1111

and here!

This place outside the gates is done really well, the lighting is spread out and doesn't kill the mood like the lights under the train thing.

Great 0 aug map, very playable from my perspective, my only major point is the lighting, there's way too much of it in a few areas where there needn't be more than a few bright lights. The lighting inside is mega bright, could just be my renderer though, i see an image of DXMP_Pool on a website for new dxmp maps which looks more neutral in birghtness then the actual map...
edit: in fact, would you mind posting an unedited sshots of parts of the Turnpike map that i can compare my own display with?

these phones fall at the very start of the map! i'm guessing you didn't set the Physics to None?

The Lighting around here looks like overkill, when i turn on showall i see a ton of light actors. it Feels like the area under the "train track" ? lacks a dark shady atmosphere.
i saw the inset area had a nice metal texture on it, but unless you shine a light aug it doesn't show up by default, not sure how you could fix it or if you want it to be visible? play around with the lights next to the pillars and see what happens. Alternatively you might aswell chuck some downward facing lights inside there, on the ceiling bit. Just an artistic approach of mine i suppose.

this marble pillar thing would look nicer if Mirror is set to true, i think there is another property that allows the texture to still be visible, but the combination of settings means it's shiny at the same time.
the steps leading upwards could be shuffled around, they don't seem equal in position to eachother, there's one step that pokes out.

i think you might be overusing this brush for light sources, i reckon you could save a lot of space in data and in-game by only keeping the ones above entrances and windows?
for example that blue sign, if you make a hollow metal surround for it, with an unlit light texture on the inside, you could have the sign itself as transparent or unlit. Like a holographic sign maybe? i dunno lol.
great BlockPlayer placement! something i haven't tried yet, the whole edge of NoExit will need them, to punish grenade bug jumpers!


not sure the single gray texture fits with the rest of the floor? you could convert that space into a floor mat or entrance air vent, or whatever else architects plonk infront of doors in 2027 or whatever XD

make the doors into useable movers and put some rooms in here!!!!!!oneo1111

and here!


This place outside the gates is done really well, the lighting is spread out and doesn't kill the mood like the lights under the train thing.

Great 0 aug map, very playable from my perspective, my only major point is the lighting, there's way too much of it in a few areas where there needn't be more than a few bright lights. The lighting inside is mega bright, could just be my renderer though, i see an image of DXMP_Pool on a website for new dxmp maps which looks more neutral in birghtness then the actual map...

edit: in fact, would you mind posting an unedited sshots of parts of the Turnpike map that i can compare my own display with?
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
Re: The Official [FGS] Beta Map Feedback Thread
I don't think thats a bug man, its like the original, I like it anyway!anax wrote:not sure the single gray texture fits with the rest of the floor? you could convert that space into a floor mat or entrance air vent, or whatever else architects plonk infront of doors in 2027 or whatever XD
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That Resident Evil Mod
————
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
Re: The Official [FGS] Beta Map Feedback Thread
Played this earlier, holy crap Chin! This is probably the most detailed DXMP map in existence. Even my laptop struggled a bit with this fps-wise. 

CDX - A huge Deus Ex Multiplayer patch
Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
Cozmo_RPG (v1 & v2)
MPConversations - A great tool for creating co-op or rpg content. It will never be used.
- chin.democ.
- chinny!
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Re: The Official [FGS] Beta Map Feedback Thread
Thanks for the feedback Anax, I'll reply in order;
The phones that have slipped are actually set to PHYS_None otherwise they would literally hit the floor, I believe the phones need to set as "static" true (right click phone >properties>advanced - static - true).
The bright area under the train track I wanted it bright to contrast with the rest of the map, however I can indeed make this area dark so it also contrasts with the rest of the map by standing out for being darker then the rest of the map. You make a good point about the metal strips and some small ceiling lights would work well here, also it would fit the theme better if dark because of the nearby concrete blocks saturated with graffiti, I'll have a tinker around, cheers.
I tend to stay away from shiny surfaces for fight maps as I did have a shiny floor on DXMP_Bound (behind the closed doors, out of bounds area) and I felt it gave the map enough of a fps drop for me not to use it again, perhaps I will use again in future but with caution! If anyone wants to know how to make a shiny floor you need to right click on the surface and tick the translucent and mirror checkboxes under the effects tab.
I'm not sure I want to mess around with the steps as that area was a bit of a pain, I'll take a look though as I know exactly what you mean, I'm just frightened a BSP hole may erupt hehe. The outdoor lights are used a ton I agree but I really wanted to emulate the original as much as possible, believe it or not the original did have slightly more so I have already taken out some! I'll take a look around and see if I can remove a few more. The sign idea is really cool, I'll see if I can do something with that idea, thanks.
The floor in the train station part is basically a homage to the original, I thought it was a quirky touch and something that I haven't seen before so I thought it was a cool addition. As for converting the fake doors into real ones - I would love to but I feel the map is big enough already and couple that with the fact that the map is getting pretty unstable now - I was very happy to get the map to the stage it's at now without having major BSP problems!
I did notice three more errors with the map which I will also sort out, I'll whack on DXMP_Turnpike_Prefinal3 shortly, hopefully the map should be pretty much final then, thanks again.
The phones that have slipped are actually set to PHYS_None otherwise they would literally hit the floor, I believe the phones need to set as "static" true (right click phone >properties>advanced - static - true).
The bright area under the train track I wanted it bright to contrast with the rest of the map, however I can indeed make this area dark so it also contrasts with the rest of the map by standing out for being darker then the rest of the map. You make a good point about the metal strips and some small ceiling lights would work well here, also it would fit the theme better if dark because of the nearby concrete blocks saturated with graffiti, I'll have a tinker around, cheers.
I tend to stay away from shiny surfaces for fight maps as I did have a shiny floor on DXMP_Bound (behind the closed doors, out of bounds area) and I felt it gave the map enough of a fps drop for me not to use it again, perhaps I will use again in future but with caution! If anyone wants to know how to make a shiny floor you need to right click on the surface and tick the translucent and mirror checkboxes under the effects tab.
I'm not sure I want to mess around with the steps as that area was a bit of a pain, I'll take a look though as I know exactly what you mean, I'm just frightened a BSP hole may erupt hehe. The outdoor lights are used a ton I agree but I really wanted to emulate the original as much as possible, believe it or not the original did have slightly more so I have already taken out some! I'll take a look around and see if I can remove a few more. The sign idea is really cool, I'll see if I can do something with that idea, thanks.
The floor in the train station part is basically a homage to the original, I thought it was a quirky touch and something that I haven't seen before so I thought it was a cool addition. As for converting the fake doors into real ones - I would love to but I feel the map is big enough already and couple that with the fact that the map is getting pretty unstable now - I was very happy to get the map to the stage it's at now without having major BSP problems!
I did notice three more errors with the map which I will also sort out, I'll whack on DXMP_Turnpike_Prefinal3 shortly, hopefully the map should be pretty much final then, thanks again.
- ShadowRunner
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Re: The Official [FGS] Beta Map Feedback Thread
Nothing bothers me except the lighting, it is too bright outside perhaps and there's sometimes not enough contrast between indoors and outdoors, otherwise I really like everything in this map. The lighting outside could be darker and more scary.
I like how the map is developing, but I think it is fair comment about lighting. You're a great mapper but there is a tendency to kill atmosphere with overlighting things, the best example would be Snow perhaps, it's night, but it's lit like a football field. Some other maps seem to strike the balance, e.g. Office is acceptable, it seems to work, on my gfx, there is enough texture and detail, it's not burned out.
I like how the map is developing, but I think it is fair comment about lighting. You're a great mapper but there is a tendency to kill atmosphere with overlighting things, the best example would be Snow perhaps, it's night, but it's lit like a football field. Some other maps seem to strike the balance, e.g. Office is acceptable, it seems to work, on my gfx, there is enough texture and detail, it's not burned out.
Last edited by ShadowRunner on 08 Aug 2012, 11:50, edited 1 time in total.
- [FGS]Chees
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Re: The Official [FGS] Beta Map Feedback Thread
^ What he said
I think less light out doors will bring more of an atmosphere and set the mood for the whole map.

I think less light out doors will bring more of an atmosphere and set the mood for the whole map.