2MB Mapping Challenge: DXMP_Basment_Flood

The time is right for a suicide!

What is your view on the map

No Changes Needed
0
No votes
Spawn added to generator room
0
No votes
More space in which to fight
1
20%
water removed and spawn added downstairs
1
20%
heavy weapons
0
No votes
one-way movers for spawn exits
0
No votes
the gameplay idea for this map is no good
1
20%
open up the basment exit and have an upper floor and spawns to boot
2
40%
This Map is total poo
0
No votes
 
Total votes: 5

HDD21
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Re: DXJM_Basment_Flood Honest opinions needed

Post by HDD21 »

Okay, double post of me. The map is working very well, I must say, and I think the map is well on its way to completion, apart from adjusting floor height and fixing any bugs which may exist and to fine-tune all crucial details.

Weapons are now in proper racks, and DXMP is the map prefix. There is an upper floor with respective spawns, vents linking places, ammo crates, a drop down from B1 to B3 climbable with a rope, and sources for the map's light. As per chinny's suggestion the doors now have a move time of 0.5, i prefer that myself after comparing.
I have a beta hosted, please check this out and see what you guys think so far

thanks :)

EDIT: in MP one of the vents is too small to get off the ladder within, that needs to be fixed, and might make a new rope and widen it by one or two units to make you less likley to fall off. Any more bugs, do say!
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Sonny
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Re: DXJM_Basment_Flood Honest opinions needed

Post by Sonny »

's looking good just a couple of things, I think might help it, Firstly the rope, I'll be blunt it's a pain to climb, as I said in the game, maybe make an invisible ladder just to make it a bit wider? Secondly, it feels like the map is just a corridor and some rooms maybe put one bigger room in it just to give the map a feeling of more space? It's entirely up to you, but yeah other than that its looking good, also Manderly looks "COOL" (Sorry had to)
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Re: DXJM_Basment_Flood Honest opinions needed

Post by Magus »

Odd, I made a post on this topic and it's vanished... I suggested using a Trigger for your doors instead of collision...
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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HDD21
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Re: DXJM_Basment_Flood Honest opinions needed

Post by HDD21 »

I tried the wider rope, if that hadn't of worked I would have done the invisible ladder... I am pleased to say, the wider rope works and I have not fallen off yet! have fixed the buggy vent, as for more space I might unblock the end of the passage in which the big hole in the floor is to give more space, if need be. I have tested it out in MP again, the buggy rope and ladder have been fixed! Now all I need is fine tuning, the basic layout of the map is now complete :) As for more space I do not know if I should unblock the end of the tunnel on B1 and widen that out a bit, or leave it blocked off.
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ShadowRunner
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Re: DXJM_Basment_Flood Honest opinions needed

Post by ShadowRunner »

Magus wrote:Odd, I made a post on this topic and it's vanished... I suggested using a Trigger for your doors instead of collision...
I suggest using this suggestion, because Unreal doors are just too much of an intelligence test for the average DX player.
HDD21 wrote:Are we allowed seperate package files?
Yes. You can hand in a complete mod if you like, if it is LESS than 2049kb in total.
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Re: DXJM_Basment_Flood Honest opinions needed

Post by HDD21 »

Am setting up the door triggers, I will also make the doors one-sided to prevent people going back into the spawn after leaving it :)
Unfortntely I only found out about the challenge with barely 2 weeks left to go, but will do my best :)
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ShadowRunner
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Re: DXJM_Basment_Flood Honest opinions needed

Post by ShadowRunner »

Don't worry it's not a contest, but a challenge from Chinny to make something in under 2mb, so in a way, the competition is fun, but the real challenge is challenging yourself.

We're probably going to give awards for highest in each category, overall highest, runner up and/or best newcomer and then a "wooden spoon" award. This way, newbies have a chance to win at least a category, if not the whole thing. We felt it should recognize the efforts of newcomers, those who improved the most, or things like this. It's been a real pleasure and one of the highlights of the DX community in recent years perhaps, a real positive thing going on to see many mappers at it and sharing their thoughts and information on each other's work.

I like the spawnroom no entry thing, sounds good.
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Re: DXJM_Basment_Flood Honest opinions needed

Post by HDD21 »

I do like the fact that it is embracing a game that was designed by the creators of the game to be modded in so many ways. On topic, the triggers for the doors have been set-up, the doors are only one-sided now it would prevent someone going back into the spawn at any rate!
Ill upload a copy of the map for you all to see, so far! That is the foundations done now all it needs is some fine-tuning :) I might be putting some dips in the floor, but am undecided on that, as of yet. Shadows suggestion of making the floor not 100% level comes into play here but I would like to see opinions on the map so far.

I won't be protecting the final version, however I have wiped all the brush actors from this one, and made all actors bhiddened=true I would rather the map did not fall into the wrong hands when uploading copies on public forums, I left it openable to enable testing via loading in the editor to avoid the problem shadowrunner had in the previous page
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DXMP_Basment_Flood_Beta5.rar
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[FGS]Chees
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by [FGS]Chees »

Hard to give my opinion as most stuff is missing like you stated. Less than 2 weeks left good luck JM.
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HDD21
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by HDD21 »

Thanks :) What do you think of the actual map in game so far? Any bugs that should be fixed? I can then remedy the bugs and fine tune what needs to be fine tuned :) I ask people who dl this to check for ANY bugs ingame no matter how small and post them here, so I can remedy them :)
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ShadowRunner
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by ShadowRunner »

I wondered if you should randomize some of the rock texturing alignments in the crevice.
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by [FGS]Chees »

Just played the map. I notice things I would change that simply don't look right due to small area design to actor ratio and lots of other thing as well, Textures are questionable in some places. If you want my opinion PM me tomorrow I will state them after a better look at the map. I'm no expert like the others but my opinion is all I can state tbh. Basement Flood a Nice idea I must add :)
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HDD21
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by HDD21 »

which crevis do you mean? Do you mean use different textures for different areas of it?
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ShadowRunner
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by ShadowRunner »

no the texture is fine, but where there was some rope between floors, I noticed there were a lot of cuts around the hole, but the texture was default alignment on each surface, so it doesn't look so natural. Sometimes when you shift a few alignments in craters and holes, the rocks start to look more random, natural and realistic. It's a really minor observation.

Even if it wasn't finished, I'd probably hand it in anyway, it's worth it just for the feedback from Face.
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Re: 2MB Mapping Challenge: DXMP_Basment_Flood

Post by Alessi »

Oh this is for the challenge..?*facepalm* silly me! :-D Goodluck!
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