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Posted: Wed Jan 10, 2007 6:21 pm
by }TCP{Coco
Hi Marcin!

First of all: I solved the mystery concerning the redirection of files. For some reason, I had JumpShipObjects.usx and JumpshipTextures.utx installed already. The JumpshipTextures.utx file that I have has 12.999.295 bytes of length while the one included in your archive has only 11.869.698 bytes. The file lengths of the meshes files are identical. I think that's the reason why only one file (the one with the different length) was redirected.

I also experienced a texture error in an edge of the map at the sky. I think that was because of the different version of the texture file that I have installed. I made a snapshot of it:

Image

Did you notice that the nodes are displayed slightly outside the map? I think, it would be nice if you could fix this somehow.
}TCP{Marcin.B.Black wrote:Coco thx for your opinion. To take in one your comments and guys from Titan I can start making V2 of Weapon Outpost. Things I want to fix/add:
turn on fog (now its truned off by accident)
botpaths
more vehicles
more hills and some static meshes to make a better cover
fix some bugs like floating things
upgrade weapon lockers
I think, these are really good ideas. I'm sure that WeaponOutpost has great potential and I'm looking forward to play the final version already. :-)

Here are three further remarks:

1. For some reason, the music in the map is extremely loud when I play it locally (Instant Action). I tried reducing the music volume in the settings menu but it had no effect, even when I set the volume to 0. :? To be sure, I played some other maps after yours, but the volume was ok there. And when I returned to yours, it was loud again. I had to reduce the main volume of my PC that much that it was almost impossible to hear the normal game sounds then.

2. For my taste, the two buildings at the core are a little too geometrical. They are just cubes, especially if you go to their backside. Maybe, you can improve their look a little?

3. I expected to find something nice at the roof of the central node in the middle of the map. But there was nothing, not even a turret. I think, it would be nice to add something there (although I've seen that there are some nice goodies in the lower floor of the building :-) ).

Regards,
Coco.

Posted: Thu Jan 11, 2007 8:33 am
by }TCP{Marcin.B.BlackT32
Well I know why music is loudly. I just little increased volume of it. I will just lower it again to normal state. To the Power Core rooms: Well Im not sure about changing look of it, coz I don't have idea. So Coco do you like my map? I suppose that not, but I just want to ask :).

Posted: Thu Jan 11, 2007 10:15 am
by Meledictum
}TCP{Marcin.B.Black wrote:Well I know why music is loudly. I just little increased volume of it. I will just lower it again to normal state. To the Power Core rooms: Well Im not sure about changing look of it, coz I don't have idea. So Coco do you like my map? I suppose that not, but I just want to ask :).
You know, im sic at the moment and I have many time, so... ;) (Constructing new core buildings should take only few hours.)

Posted: Thu Jan 11, 2007 11:07 am
by }TCP{Coco
Hi Marcin!
}TCP{Marcin.B.Black wrote:Well I know why music is loudly. I just little increased volume of it. I will just lower it again to normal state.
Ok, as it seems, this setting is somehow absolute as volume changes in the settings don't seem to have an effect any more. So I think it would be wise to set the volume back to normal again.
}TCP{Marcin.B.Black wrote:To the Power Core rooms: Well Im not sure about changing look of it, coz I don't have idea.
Hmm, I was just thinking about it. Unfortunaltely, I'm absolutely no graphics man. I never could paint or imagine well. I'm more into music... So I thought about it from the logical side. The whole setting is a military one (as the map name states as well). So I would add some military elements to the buildings around the core.

Consider the thought that the core is the object to protect. To me, in a military environment, it would make sense to make a high security zone out of it. Apply warnings at the walls like "Zone A", "Zone B", "Top Secret", "High Security Area" or something like this. Maybe, with a cumulation towards the core. And how about adding red alert lights that start flashing if an opponent enters the core building? Such lights could be applied to the outside walls as well to break the pure geometrical design a little. I think, you should add a big logo with black military style letters saying "Hangar 32" or something like this to an upper corner of the start building's outside walls. And maybe, you can apply a texture with a better look of concrete to the outer walls?

Further ideas:

- What do you think about making a nuclear reactor pile out of the core building (the smaller one left of the bigger one where you usually spawn)? I hope you know what I mean: such a building with cylindric form that tapers from the bottom to the top with a soft wave, emitting lots of steam at its wide open top. This would remove the cubical form from at least one of the buildings. I think, it's ok if the bigger building will stay like this then. I hope, you got it, it's not that easy to explain in English.

- A security area would need a security fence in my opinion. I think, you should surround the core building with such a military fence with barbwire on its top. It should have just a few entry points (but definitely more than one as it will be impossible to attack otherwise). And what I think would be funny is to create a little labyrinth with the fences so that you don't just enter the entry and are in but have to fight your way through. Maybe this labyrinth should be closed towards the sky as the defenders would simply kill you with the raptor when you're going through it. But this would give the map a touch of DM as well at the end of the way.

- Even if you add more vehicles, it can always be possible that someone who spawns at the start location won't find one. So it could be good idea to add jumppads that enable you to get from node to node quicker when going by foot. Just take a look at the ones in ONS-Echo-103[ECE] that bring you from the core to the nodes and then from node to node, to check out what I mean.

- A tunnel system below the ground between at least some nodes would also be nice in my view. This way, you would have a battle above and one below the ground. This also adds more tactical elements and would fit into the military style. But maybe, some further evaluation is necessary to be sure that the gameplay still works.

- I would add a small bridge from the big building where the players spawn at the start to the core building. Otherwise, it's quite a long way to get there when you get killed and the core is under attack. Maybe a surrounding path below the ceiling in the core building with a connection to the bridge would a good idea, too.
}TCP{Marcin.B.Black wrote:So Coco do you like my map? I suppose that not, but I just want to ask :).
Marcin, I can completely understand how you must feel. It's hard to spend months of work into a project and then get almost no feedback. Just look into the guestbook of my cache extractor: just 3 entries since its release. :-( But I learned that many more people use and like it than I'd think from the feedback. And in the end, I'm doing it for myself as well, so it's worth the effort.

Just the same counts for you. My answer to your question is: yes, I do! I really do! I like the fact that WeaponOutpost is big and wide. I just love maps like these. I think, the link setup is good as well as the cross-connection between the middle nodes lays more weight to them (otherwise they would just lie on the way without further importance). This way, you must defend there as well instead of simply attacking, because the front node might get isolated otherwise.

I hope, you're not disappointed from all the suggestions that I made. Please take it as positive criticism and not as a general "this isn't good, that isn't good". It's just what I think would improve the overall map design. Anyone else may have a different opinion. But still, in my view, the map needs some optical improvements. Especially the buildings (and also the one in the middle of the map) just have an irrealistic grey look. I think, some textures would do well here.

Unfortunately, I can't say much about the gameplay. I just played it alone against Splatter and Wargirl when the server became impaired. And the local matches against the bots didn't reveal anything about the gameplay as they don't work because of the missing botpaths. But as I said above, I think the link setup will be nice to play.

With a far too long post again,
Coco.

Posted: Thu Jan 11, 2007 11:12 am
by }TCP{Coco
Hi Meledictum!
meledictum wrote:You know, im sic at the moment and I have many time, so... ;) (Constructing new core buildings should take only few hours.)
Oh, I'm sorry to hear that. I hope you're getting well soon!

What dou you think about some of my suggestions? Complete nonsense or considerable? Since I'm no map designer at all... :-)

Coco.

Posted: Thu Jan 11, 2007 11:41 am
by }TCP{Marcin.B.BlackT32
Coco you have nice ideas. Maybe Im gonna use them. I like idea with fence the most :). Well I focused on military things mainly in Weapon Outpost ( I mean not as a map, but its also a name of that building in center of map), but I can put such ideas in other building as well :). For me most important is turn on fog and raise little road between nodes and also add some big stones to make better cover for PN and also for player running on foot to some Node.

Posted: Thu Jan 11, 2007 12:16 pm
by }TCP{Coco
Hi Marcin!

Just feel free to use them! I'd be happy to see that something I came up with would appear in a map. :-) I'm sure, your map will be real fun to play in the end!

Coco.