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Re: Fight map

Posted: 04 Dec 2014, 10:23
by anax
ShadowRunner wrote:Thanks and take your time.

Here is a final pre-hosting beta version DXMP_BlackMesa.dx

- Changed music to Versalife.umx Song Section 1 (cutscene music)
- Removed patrolling robots
- Added more triggerlights
- Removed bio to 6/4

http://www.filedropper.com/dxmp-blackmesa
Some screenshots and a texture file are included.
Very nice work.

That cabinet door is still spazzing out though

The robot could do ewith the ability to attack or defend, i remember getting some unatco troopers to shoot at one time, i don't remember how yet.
Try playing around with its A.I. and other settings to make it more awesome, jump to "Alliances" click on "+1" or "+0" whichever one is first, and set it to -1, and fill the field with "Player."

Biocells are perfect for now, but make sure they are not close to biobots. Same for if med kits are close to medbots too.
Make sure lockpicks are not too close to cabinets also.

Some of the doors have a very loud and startling mover sound and they seem to close instantly, not sure why.

Hazmat suits, rebreathers and ballistic armor are okay for SP, but for MP of course, augs do the same things, no need to delete them though, could be tactical.

Reduce the number of TNT crates a little bit, maybe 6, and keep them in tactical elevated areas.

On some textures that are reccessed or too dark when they shouldn't be try putting the scale to 0.5
Check Lo Shadow Detail and / or Bright Corners respectively.

Re: Fight map

Posted: 05 Dec 2014, 00:26
by ShadowRunner
Thanks again for some detailed comments. I haven't sorted the screen textures either. I agree with all these changes and it was just oversight that I didn't look at doors and triggers. The cabinet seems to need deleting before every rebuild.

Re: Fight map

Posted: 05 Dec 2014, 00:37
by anax
it's really strange, i've never known a cabinet door to do anything like it! Never seen anything like it in Deus Ex at all.

https://www.youtube.com/watch?v=hAAlDoAtV7Y

Re: Fight map

Posted: 07 Dec 2014, 22:41
by [FGS]Chees
I wouldn't change anything apart from what already been stated. it looks great. The only thing i notice wrong is a zoning brush that's jumped away from where it should be an the cabinet door in the same room opens inwards an the other one you know about. Apart from that top stuff Shadow

Re: Fight map

Posted: 07 Dec 2014, 23:15
by ShadowRunner
Well spotted and thanks for confirming Anax's comments. I should be able to get these changes done in the next few days.

Re: Fight map

Posted: 08 Dec 2014, 03:04
by [FGS]Chees
No prob mate took me some time to see and focus so sorry for time wasting.

Re: Fight map

Posted: 08 Dec 2014, 22:18
by ShadowRunner
none wasted, gf's laptop is ropey so she is constantly hijacking my PC and I have been too lazy to configure the spare one and give it to her.

Wondering what to do for a next ATDM/0-aug map... something a bit more sci-fi hi-tech, undersea labs...

Re: Fight map

Posted: 09 Dec 2014, 01:38
by anax
ShadowRunner wrote:none wasted, gf's laptop is ropey so she is constantly hijacking my PC and I have been too lazy to configure the spare one and give it to her.

Wondering what to do for a next ATDM/0-aug map... something a bit more sci-fi hi-tech, undersea labs...
Something inside a mountain or caves, but deus ex style atmosphere based on where you fight Simons underwater, maybe.

Re: Fight map

Posted: 11 Dec 2014, 14:55
by ShadowRunner
Never done that, sounds fresh...

Just been offered a job, so will gear up for some servers and be hosting STUFF soon.

Re: Fight map

Posted: 11 Dec 2014, 18:25
by anax
ShadowRunner wrote:Never done that, sounds fresh...

Just been offered a job, so will gear up for some servers and be hosting STUFF soon.
Nice one!

Re: Fight map

Posted: 17 Feb 2015, 00:17
by Saroyen
I like the map but when can we play on it? :alc:

Re: Fight map

Posted: 18 Feb 2015, 21:18
by Magus
ShadowRunner wrote:The pipes were there really for some mostly out of bounds scenery to give a feel like Black Mesa or Half-Life. Some doors are custom, very simple ones.

I think it was Magus who came up with the idea of a map entirely constructed from movers. It would be an absolutely brilliant thing. I watched AvP and Mazerunner and films with constantly shifting sets and I am none the wiser what the design should be. Would be fun to set the movers "crush when encroached".
Yea, I was thinking along the lines of having an arena full of static pillars and then preset configurations of connecting walls which could be raised or lowered to change the overall layout, either cyclically or with distributed buttons around the map.

Ah, the memories...