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View Full Version : Playtest CTF-Malicious please :)


Chrysaor
21st Dec 2001, 04:37 PM
Here's some enticing picks :)

http://www.chrysaor.org/malice1.jpghttp://www.chrysaor.org/malice2.jpg
http://www.chrysaor.org/malice3.jpghttp://www.chrysaor.org/malice4.jpg
http://www.chrysaor.org/malice5.jpghttp://www.chrysaor.org/malice6.jpg
http://www.chrysaor.org/malice7.jpghttp://www.chrysaor.org/malice8.jpg
http://www.chrysaor.org/malice9.jpg

And here's the map CTF-Malicious (http://www.chrysaor.org/MaliceBeta.zip)

Also tell me which one of those pics above would work best as a screenshot.

StoneViper
22nd Dec 2001, 12:50 AM
http://www.chrysaor.org/malice2.jpg
If this a custom sky┐ those stars look like the constellation Orion

http://www.chrysaor.org/malice4.jpg
this would make a good title screenshot

im downloading now

StoneViper
22nd Dec 2001, 01:47 AM
the stars lookes kinda boxy, and don't use zonelighting in the skybox, rather place a large light (make sure the light radius doesn't go past the edge of the water texture) and keep the stars unlit.

http://www.justwebit.com/sites1/42617/mal01.jpg
http://www.justwebit.com/sites1/42617/mal02.jpg
http://www.justwebit.com/sites1/42617/mal03.jpg
http://www.justwebit.com/sites1/42617/mal04.jpg
http://www.justwebit.com/sites1/42617/mal05.jpg
http://www.justwebit.com/sites1/42617/mal06.jpg
http://www.justwebit.com/sites1/42617/mal07.jpg
http://www.justwebit.com/sites1/42617/mal08.jpg

the map looked pretty cool! I love the flag rooms.

Chrysaor
22nd Dec 2001, 01:52 AM
GREAT FEEDBACK :D

I did the flagroom early this week, but hadn't planned out the center. They're kinda different :-/ but i like the flagroom a lot too :)

I see you hopped into the trashbarrels :) hehe...

back to work tho, thx for the input :)


The sky isn't custom, i just put flares on it to make some constellations, i've got orion and the big dipper as those are probably the easiest to make :)

StoneViper
22nd Dec 2001, 01:59 AM
Originally posted by Chrysaor

I see you hopped into the trashbarrels :) hehe...

i was wondering if you'd notice

Hourences
22nd Dec 2001, 08:57 AM
shots look nice, youre getting better d00d :)
ill look when i find time

totaly change the skybox texture btw, that white dot texture sux, same texture like used in ctf-noxion or something, just use the normal genfluid stars

StoneViper
22nd Dec 2001, 04:18 PM
btw, haven't seen the red flag room, but the blue one is epic quality. Only one gameplay issue i don't like is the rail of the balcony looking into the flag room blocks my view. try lowering it or even getting rid of it.

Hourences
22nd Dec 2001, 06:36 PM
played it, your getting better dood, but stuff that not cool in there

-when you enter the blue or the red base, forgot wich one, you have this totaly misalgined pillar richrig textures, the dirrection of the vertical pillar is wrong with the ceiling one
-you have a green texture near the both flags on a ceiling, very ghey
-star texture sux like said
-you have cusotm textures, thats fine, but give them detail textures ! its blury and ugly when you come close to them now, i want to see detail textures on it
-weaponplacement wasnt bad, havnt really lookt at it, only the invisble looked stupid, you dont put something like that on a place like that, so easily, remove it totaly, or place it somewhere very hard
-maybe a wave movement for the water ?
-crane is cool
-i could fall behind the crate near a light and the crane by the water
-you have inside the bases a upper route, dark catwalk, wich has a masked floor, you can see lava or water below you, its way to dark, empty and boring, boring cause its too straight, to straight lines, but that is overseable, but certainly too dark, wich also makes it boring, you need light there, small cool light, like small lights in the trim in the ground on the catwalk, on both sides, or something, but not like this
the water and lava is ghey, you have a map that is realitisc, not too realistic, but pretty :), and then you disturf the theme with something that unrealistic, lava and weird blue water totaly doesnt belong there
-the water texture by the window where you see the moon should move, animated texture or something, and put a tree there and let the moon shine harder on the ground or something
-the machines where cool everywhere
-floorplan is pretty good
-the beds, and the table by the invis are wrong scale,d way to big, the table reached my head, imagine such a table
-havent checkt bots
-sounds looked ok
-the texture used by the entrances for the bases is ghey, its texture for a erm container, or dunno how it cals in english, a big crate, not for a door, looks wrong
-light was generaly good, but nothing special
-i didnt liked those lights, with 2 bars above each other, like in dm-seed i thought, give it a totaly plain white texture maybe then it looks better, but not with these black lines trough it
-havent checked zonenames but i suppose the map has them ?
-cant think of anything else

Hourences
22nd Dec 2001, 06:41 PM
ooh yah, while i looked at the pics again i got thought about this again

-i can get on the roof, i am being blocked yes, but not fast enough, i can sit on the border of the building
-the elevator is stupid, i can fall under it, and the border is so high i have to jump, this is iritating when you fall under it in a fight and you cant get out of it easily
-the masked floor texture, the collision hull has to be a bit lower, im flying above the floor a bit, near the flag, forgot where exactly

faderide
22nd Dec 2001, 08:09 PM
Just finished downloading. Be back with some feedback.

How do you do it bro?
You've released like 5 excellent maps during the time I've been
working on my second......lol.(damn I'm slow)
Screenshots look great.

lucifix
23rd Dec 2001, 12:55 AM
damn CTF maps...ihatem and couldnt give you proper feedback. the screens look real good though, all your maps do:)

StoneViper
23rd Dec 2001, 01:28 AM
just played your level again, and this time i noticed....

Angry HOM effects all over the place, most notably around those larger doorways. i encountered like 6 of em i think during my travels around the map not including the red base (haven't seem much in there)

I think it is just the geometry you are using. you can build the map to look exactly the same with different building methods.

about the lack of weapons in the warehouse with the vending machines.... That area is too big and no real reason to go in there (except the forever spawning invis. That is a huge waste of map to be unexplored. Try to make that area another way into the enemy bases for both red and blue more-so than they already are.

Chrysaor
23rd Dec 2001, 02:13 AM
Originally posted by faderide
Just finished downloading. Be back with some feedback.

How do you do it bro?
You've released like 5 excellent maps during the time I've been
working on my second......lol.(damn I'm slow)
Screenshots look great.

Well A) I have little Real Life (tm) at college. (I do have one at home tho)
B)I've been doing cad programs for 4 years, and UEd for just under 1.
C)I love it :)

This will be my last map for awhile, I want to learns some 3ds max b4 U2 comes out. I may do a few more for UT (like one for EO) but my mapping will slow down big soon...

Chrysaor
23rd Dec 2001, 02:47 AM
About the water and lava...any ideas on what to replace it with? That's why it's in there, is cuz I didn't know what to put there instead :/ I know it looks bad, but so does green goop. What about running water, that kills?

Hourences
23rd Dec 2001, 10:32 AM
make it dirty water, like leaked oil or something, not healthy too

faderide
23rd Dec 2001, 03:57 PM
Just played it. Other than things already mentioned by everybody else, I noticed a "Hom effect" near a garage door leading out to the suspension bridge from the blue side.
Noticed some light shining out from beneath the floor on the outside of the barracks.
Love the wooden ceilings in the barracks...sweet.
I also like the red lave and blue water near each base..imo it looks good.
Map plays and looks excellent.

StoneViper
23rd Dec 2001, 07:35 PM
Originally posted by Hourences
make it dirty water, like leaked oil or something, not healthy too

there are some cool, purple-ish/black textures that look good for tar/oil pools. make the fog black and make it hurt you (or if theres already a tarzone use it.

Chrysaor
24th Dec 2001, 02:28 AM
I thought about tar...couldn't get any animated textures that looked good tho. I do kinda feel like, the lava and water, would in real life serve absolutely no purpose, but coming up with something else is problematic. Currently I've got all 4 pools covered with Liquids.liquid8 texture, and a goopy-lava sound. but it looses some of it's color, not near as..."important" as it used to be. I dunno, I'll post an update tomorrow, how's that?

Hourences
24th Dec 2001, 08:47 AM
the purple texture from liquids.utx is much gheyer then all the rest, the watertexture from richrig is kinda oil-like, and you can work with multiple layers offcourse, 2 sheets above echother, differnce textures and stuff, will give nice effect

Chrysaor
24th Dec 2001, 06:45 PM
Try this please, I've updated and fixed everything I could.

http://www.chrysaor.org/malicej.zip

Lord Dill
26th Dec 2001, 08:53 PM
Played both versions and i see that you made alot of improvements on the second version.

problems i noticed.... You have some HOM errors on the door ways into the REC room. Think its due to zone portals?
can't remember any others

things that need improvement.
-The stair ways are too narrow, they should at least be as wide as ctf-november. Stair way to the right of the flag looks odd with the LOW entrance at the bottom... think that doorway needs to be higher, Stairway to the left of the flag has that short landing that may cause players to fall back down. I suggest putting a masked brush there and lowering the brick wall (to the right of the stairway) so that you can get over... or maybe just a hole... you should understand what im saying?!?!

-pingpong table is too high! :D maybe lower the bunks a little too... lower the table with the pizza and radio

-don't like that mover door that your using either... imo

-don't like the lowness of the ceiling by the left stair way... ouch my head hurts.

-outside feels empty.. you need some items (bet you just haven't put them yet)

map seems to be coming out nicely, like the lights you added on the high catwalk... however you may need some mor supports to the roof. Love the outside REC room

Lord Dill
26th Dec 2001, 09:19 PM
oh yeah... your skybox owns :D Love the constelations

StoneViper
27th Dec 2001, 02:42 AM
im playing your latest version now, ill be back with a very long what i think of it's flaws post later tonight

Djazaus
27th Dec 2001, 03:25 AM
have you tried the animated oily kinda tex from Fallout.utx?

StoneViper
27th Dec 2001, 03:39 AM
.....

StoneViper
27th Dec 2001, 03:40 AM
...

StoneViper
27th Dec 2001, 03:42 AM
..

StoneViper
27th Dec 2001, 03:43 AM
,,

StoneViper
27th Dec 2001, 03:44 AM
=-=-=

StoneViper
27th Dec 2001, 03:45 AM
00010010110101

StoneViper
27th Dec 2001, 03:46 AM
92929929292

StoneViper
27th Dec 2001, 03:47 AM
[][][][]

StoneViper
27th Dec 2001, 03:49 AM
\\\\

StoneViper
27th Dec 2001, 03:50 AM
hjkl

StoneViper
27th Dec 2001, 03:51 AM
qwerty

StoneViper
27th Dec 2001, 03:53 AM
asd

StoneViper
27th Dec 2001, 03:54 AM
mnh

StoneViper
27th Dec 2001, 03:55 AM
┐?┐

StoneViper
27th Dec 2001, 03:56 AM
uyo

StoneViper
27th Dec 2001, 03:57 AM
';';'

StoneViper
27th Dec 2001, 03:58 AM
cfd

TheRealFluffy
27th Dec 2001, 08:02 AM
few

Hourences
27th Dec 2001, 11:07 AM
the new version is much better
but you got 2 ****ing big homs like in the pic above, and dunno about the stars, dont kill 3/4 id say, thats syco, in real live you have alot too, kill 25 % or something, and do something else with the sky boig fat moon, a bright star somewhere, that kind of stuff

Call me Erdrik
27th Dec 2001, 01:46 PM
Some cloud cover would help make the stars look better.....

not alot tho....

Lord Dill
27th Dec 2001, 10:05 PM
geez StoneViper! You put alot of work into reviewing this map

StoneViper
28th Dec 2001, 01:14 AM
maybe an hour and a half for every photo you see in this thread is about what i spent reviewing it

StoneViper
1st Jan 2002, 12:26 PM
Originally posted by StoneViper
maybe an hour and a half for every photo you see in this thread is about what i spent reviewing it

wait i said that wrong, maybe an hour and a half for all photos combined.

StoneViper
1st Jan 2002, 12:27 PM
and when is this map going to be done?

Chrysaor
2nd Jan 2002, 10:55 AM
Sorry I just got back from vacation, I'll get back to work now :) Give me another day i think. Good suggestions again tho, thank you so very much :)

Twrecks
2nd Jan 2002, 12:25 PM
Nice map Chrysler.
Get rid of them HOMs and watch the distance you put those team texture masked brushes from the walls, too far and they look silly, too near and they'll shimmer/dissappear.
Over the top and straight in-n-out worked for the easiest caps.
Good work.

Chrysaor
2nd Jan 2002, 12:31 PM
hehe, CHRYSLER :)

Chrysaor
2nd Jan 2002, 12:50 PM
I forget who, maybe Lord Dill, but someone suggested putting more stuff outside, but to be honest I think I'm gonna leave it as is. Too much more stuff and I break my poly load, and if I obstruct the view with crates it affects the playability. I agree it is a little basic, but I'm kinda stuck with it. Unless you guys have a suggestion...

Chrysaor
2nd Jan 2002, 03:32 PM
one more thing, anybody have a soundtrack suggestion?

StoneViper
3rd Jan 2002, 12:40 AM
Originally posted by Chrysaor
I forget who, maybe Lord Dill, but someone suggested putting more stuff outside,...

no i meant place something in that alley behind the warehouse. you need to make this map so that it is equally important to travel every place in the map. you don't want uneven-ness throughout the level where some parts of the map never get traveled, and some parts there is too much traffic.

it's part of the flow of the map.

Chrysaor
3rd Jan 2002, 02:22 AM
I'll post the latest versino... (hopefully hte lastest)

well, cum to think of it I'm tired, i'll do it tomorrow morning

Chrysaor
3rd Jan 2002, 06:12 PM
My vid card is still acting a little goofy, so my playtesting abilities are a little limited, would you all please test this one last (*crosses fingers*)version?

http://www.chrysaor.org/MALICEB.zip

StoneViper
4th Jan 2002, 01:02 AM
Originally posted by Chrysaor
My vid card is still acting a little goofy, so my playtesting abilities are a little limited, would you all please test this one last (*crosses fingers*)version?

http://www.chrysaor.org/MALICEB.zip

does that mean ill be posting another 8 pics revealing what's wrong, or did you really place something behind that warehouse and underneath those stairs??

:) :D

StoneViper
4th Jan 2002, 02:03 AM
WOW, this is much beter!!
here's all my feedback....

StoneViper
4th Jan 2002, 02:04 AM
;

StoneViper
4th Jan 2002, 02:06 AM
'

StoneViper
4th Jan 2002, 02:07 AM
.

StoneViper
4th Jan 2002, 02:08 AM
,

StoneViper
4th Jan 2002, 02:09 AM
]

StoneViper
4th Jan 2002, 02:13 AM
I can't wait 'til this map gets reviewed!!!!!
right now it deserves at least an 8.5 or better.

Listen to me, you must get rid of like half those stars. it will bring the whole score down. i like very faint stars. adding too many stars is newbish. a map this great deserves a better sky, besides, it will show that constelation a lot better without most of those stars.

Chrysaor
4th Jan 2002, 09:50 AM
Originally posted by StoneViper
I can't wait 'til this map gets reviewed!!!!!
right now it deserves at least an 8.5 or better.

Listen to me, you must get rid of like half those stars. it will bring the whole score down. i like very faint stars. adding too many stars is newbish. a map this great deserves a better sky, besides, it will show that constelation a lot better without most of those stars.

nah, 8.5?
I think I'm going to keep the stars. I was kinda gonig for an island harbor. WIthout any city light pollution the stars look about right IMO I wanted to do something different than just a cloudy sky with stars, cuz frankly the cloud textures that come i have available just don't work right :/
i like the elevators a lot, but i do see where your coming from...we'll see

StoneViper
4th Jan 2002, 10:50 PM
dude listen, those stars are killing you! I have rejected nearly every map i've downloaded with stars that look almost as bad as those. if you do the clouds right by making them very light/wispy and slow-moving it would really help the theme (being a dark map), maybe some purple ones to reflect polution in the air. the sky should mostly be black (night) not white. Honestly i love this map, but i really can't stand looking at a white sky that is supposed to be night out. i believe that is the last newb thing in this level and all you have to do is get rid of that whiteness and it will be a nearly perfect map.

maybe you don't see, but lots of others will (like me!).

Hourences
4th Jan 2002, 10:58 PM
yes eithout polution and too much light from buildings you would have that much stars, but i agree, maybe its a bit too much now, cause you have this partial realistic thing, but its set near a city or something, has to, so then you wouldnt see that much stars, and just stars alone are boring too, a star a moon, clouds under it, stuff like that

7-7.5 imo btw

StoneViper
4th Jan 2002, 11:03 PM
Originally posted by Hourences
yes eithout polution and too much light from buildings you would have that much stars, but ...

there would no way be that many stars in the sky. The only stars in the sky you would still see are the constelation ones an about twice as many very tiny ones. Chrysaor has about 95% of them being gigantic stars totally blocking out his awesome constellation. Please for the love of mapping and unreal get rid of half those white things in the sky!!!!

Hourences
4th Jan 2002, 11:04 PM
not the size, but the amount, its possible too have that many stars imo

Chrysaor
5th Jan 2002, 12:32 AM
ag, you ppl :)

I changed textures and scaling and released it, i'm sick of working on it. www.chrysaor.org/malicious.zip

or goto showcase...