Maps

NouveautésCTFDMBTMHAuteursCommentairesCTF-BT-Mechanic-RC2 
BT-MechanicBT-Mechanic-RC2
BT-Mechanic

Auteur: Bloeb
Ajouté :lun. janv. 16, 2012 at 20:35
Téléchargements :155

Télécharger (15,30 Mo)
13 commentaires
Commentaires
irridium77
USER: IRRIDIUM77

DominatingDominating
Posté : jeu. mars 20, 2014 at 02:57

dit is gek! meest awesome addition to BunnyTrack ever.
When i'll cap it. i give bug report. (it might be a bit late but anyway)

great job
Bloeb
USER: BLOEB

RampageRampage
Posté : lun. janv. 13, 2014 at 14:46

It's called binary, not bindary. Numbers can be represented using a different base/radix (see http://en.wikipedia.org/wiki/Radix). People mostly use the decimal system to represent numbers. Digital systems often use a binary system. Here's a simple table with the numbers and the corresponding states of the levers/handles.

decimal <-> binary <-> levers (left, middle, right)
0 <-> 000 <-> down, down, down
1 <-> 001 <-> down, down, up
2 <-> 010 <-> down, up, down
3 <-> 011 <-> down, up, up
4 <-> 100 <-> up, down, down
5 <-> 101 <-> up, down, up
6 <-> 110 <-> up, up, down
7 <-> 111 <-> up, up, up

Even if you don't understand the binary system, you should still be able to pass the obstacle relatively fast. There are only 3 levers/handles. So that means you only need to check 7 states (not considering the starting-state when you enter the engine-room).
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posté : mer. janv. 08, 2014 at 18:23

Well gj on video, nice offline gaming through the map ( shoting target on the bridge without delay ;p ). But I think this is already overdiscussed. Who was able to cap just did it. Even though I still dont get the bindary system, LOL. But since I capped once I dont bother anymore.
Bloeb
USER: BLOEB

RampageRampage
Posté : mar. janv. 07, 2014 at 18:37

I made a simple video to show the map:


Also, here's an explanation on how the engines work near the lava-basin. The engines have 3 displays and 3 handles. The handles represent a binary-number. If a handle is up, it means 1. If a handle is down, it means 0. For example, if the left-most handle is up, the midle-handle is down and the right-handle is up, the binary-number is 101. This number is the same as 5 in decimal. The decimal number that corresponds to the handles is rendered on the middle display. The left-most display shows another number. This number is chosen randomly. You have to match the two numbers on the displays. When the numbers match, the aerial-lift starts to move, a new number is chosen for the left-most display and the arrow on the right-most display will go to red (in order to indicate the match).
`Chr1st-BLS
USER: CHR1ST

RampageRampage
Posté : ven. juil. 27, 2012 at 16:07

Oh, I didn't mean a bad flow Smile I think the flow's fine. Museum-like feeling isn't a bad thing, more of the contrary in this case. I just didn't know whether it was your intention or not Wink But the map itself feels realistic. No rooms with obstacles following each other up by only one dodge. It feels more like an actual complex / construction. And then again, some crazy obstacles, crazy in the positive sense of the word!
Bloeb
USER: BLOEB

RampageRampage
Posté : ven. juil. 27, 2012 at 14:14

Thanks for the comments Pawel en Chr1st. It's a pity though that you guys don't like the 'flow'. I actually like the flow myself, because I can take my time inbetween obstacles. Maybe you'll start to like the flow a bit more when you can cap the map in one go, but if you won't there's not much I can do to imrove the flow. Just remember that some running-parts can be rushed using the ImpactHammer.

Pawel, the theme is indeed based on DM-Grendelkeep (and DM-Corrugation), the layout is quite different though Wink

The 2 hammerjumps before the 4th valve aren't actually as difficult as you think. After seeing Bonket and you play, I think you're making them very difficult for yourselves. You're trying to do all sorts of rapid twists and dodges I can't even do myself. The trick with the 1st hammerjump is to run backwards against the wall, aim against the wall and then hammerjump off the wall. The trick with the 2nd hammerjump is to run backwards over the button, aim to the button (under an angle) and then hammerjump off the platform.

I agree that the engine-rooms and the aeriallift over the lava-basin is a bit confusing at first. However, I also think players should've more patience. Even if you don't understand binary you should be able to figure out the part. Unfortunately some players just pull the levers in a random order without paying attention to what changes.

Also, the map can be capped on both sides. The map has 2 flagrooms, one for blue and one for red. The teleporter at the end is a special BTME_Teleporter. It will automatically teleport the player to the right flagroom.
`Chr1st-BLS
USER: CHR1ST

RampageRampage
Posté : sam. juil. 21, 2012 at 17:20 Utile

This map is some fine art. Not just regarding decorations, also obstaclewise. However, it gives me some sort of 'Museum-like-feeling'. "Alright guys, let's move on, up to the next construction". I mean, the constructions in the map are INCREDIBLY detailed, and in between, there's lots of running.

But damn, this has some fine looks yeah.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posté : sam. juil. 21, 2012 at 12:22 Utile

First of all
As we played it together with Bon yesterday, I changed my mind about this map ( and even hit capzor Very Happy ). All I think about it is completely new kind of gameplay, kinda simmilar to a key map but it isn't BT+ at all. I love connection of Assault and NWBT bunny track. That's why I said it is new entertainment of BT. This makes map fun to explore aswell.
Now let's go through map inside
So, very decent layout, ( like DM-Grendelkeep part a lot ), lightning is a bit dull but comparing to theme I would say it's alright. Flow is one of the points I dislike because first of all there is too much running and secondly some rooms requires a lot of time to sit in so other players can steal movers for example. Terrain section is trully amazing, some brushers ( like aeroplane one ) are very complex and I think you spent more time than few minutes during building them. HUD and whole BTME mod you've created is so original, I was impressed when I figured out how does it work exacly.
What obstacles are really hard
For me only two hammer jumps before 4th valve are insanely sick. Ceiling is just too low and when player hit it, he rather die. Of course there must be some proper technique to do this trick however I think trying which way is the best for that would take a very long while to figure out. Besides that part, machine with 3 levers is confusing until players will discover its bindary. Also in that area, a big lift is lagging a bit because players must shot earlier than target looks and if he fail, whole sequence must have been done. Rest is quite easy to learn.
As it is very large map, obviously there are also issues
One of them with mutator. HUD doesn't show every time but players have to reconnect and suicide few times to get it when they don't see it in a first attempt. Another bug I want to mention is about first sequence with button, bouncers and 3 shots. Last target becomes invisible sometimes. Other problem is when players reach second machine with levers. 3rd screen is a bit delayed. Also in that big area, lift is lagging as I wrote above. Further, it's a stupid warpzone which freezes player for a couple of seconds and might cause ut crash. After reaching this part, there is bsp hole in mountain like someone in comments said earlier. In bunker with one tool box is also buggy. When moving it after a couple of seconds player is inside it where he isn't. This issue made me laugh though. And at flagroom - blue flag is above red so map is capable for red only. Fortunately me and bon were in red at that time....
Conclusion
Map is filled by issues but I will consider it the least as map is still in fixing process. I look forward to the final version of this project.
Giving 8/10 because this map fully deserve it and who knows what -vF will bring in future. Wink Overall astonishing job Jerome!!
Bloeb
USER: BLOEB

RampageRampage
Posté : lun. mars 05, 2012 at 18:32

Hiya Ray,

Thanks for your reply, it's much appreciated. It doesn't come across as too critical, afterall I specifically asked for it. Wink I just don't completely agree with you. Here are my thoughts:

1. When I reduce the zone-brightness, lighting artifacts become noticeable. By artifacts I mean dirty shadows in corners, split shadows on adjacent surfaces, unrealistic contrast differences between light-sources and the surrounding, black spots on terrain-work. I agree that most of my maps could use some improvement in lighting, but not in the way you suggest.

I hadn't thought of using directional lights. That could improve the lighting a little bit, but I'm pretty happy with the current way it's done. I only need to move them a little bit so the walls aren't equally lit (thanks).

2. I don't share the same opinion as you about detail either. I think the detail in this map is evenly spread. Obviously the cement-mixer and aeroplane have a little more detail in them, because they're decoration. I would've turned them into meshes if the software-driver could render them properly. Also, open spaces never bother me. They don't distract too much from the actual gameplay and it's what I expect within this game.

3. The pipes on the outside are just decoration. They are inpsired by a picture I found online. The 2 valves in the garage are simply deocaration as well (just focus on the objectives). I placed the BlockAll-actors to force people going the right way. The trim on the lowerdecks at the lava-basin where originally there, but it didn't look good so I removed it (trust me, this looks better).

4. The map doesn't really need to be double-sided. The BTME-mod has its' own AntiKill-feature. The i4g-policy is understandable, but I hope the admins can make an exception for this map. Afterall, the final version will be technically sound and players won't be able to kill eachother.

One more thing, I know this map has some difficult HammerJump-tricks, but HammerJumping is not that difficult. Just do the following:
1. Charge the hammer completely by holding the fire-button.
2. Aim to the ground from where you want to jump off.
3. Release the fire-button while pressing the jump-button at the same time.
4. Practice HammerJumps using different angles.
5. Practice HammerJumping from walls and objects instead of the ground.

Hopefully I can release the final version soon, I've been occupied with other things lately.
Raylen
USER: RAYLEN

RampageRampage
Posté : dim. janv. 22, 2012 at 12:22 Utile

Hiya Bloeb <3

Firstly, please let me say that this is an amazing map. You have (and I think this is what you intended with NWBT) created your own game type, and made it fun, but challenging. It's another of those maps I'll personally never cap (mainly because I suck with hammer), but the rest of it is all good. I'm going to give you a few things to think about - I don't necessarily know the answers myself, but I always wish more people would suggest ideas and things to work on, so here we go:

1. Lighting. I find myself saying this a bit at the moment, and it's actually something that applies to most of your maps - they just look really washed-out and lacking in contrast. Try using a lower ZoneLight (yes, even lower than 6), and more light sources per lighting structure. For area lights you might have one source at 255 brightness and 10-12 radius, and then another at 30-40 brightness and 30-40 radius. I know you always used to use software rendering (I assume you still do) - I do too, and you can make stuff look OK if you consider lighting in more depth. In addition to this, the areas where you should be able to see sunlight need some kind of directional lighting. The sun (which I think needs lower saturation) is just East of North - so put some spotlights in to show this, or put light sources in this direction. The room before the first MechanicEngine has two walls that stick up and face East-West which are both equally lit! By the way, I think the hanging lamp lights looks fantastic.

2. Detail. I don't know what I want to say here. I often find myself feeling that I am playing in big, open, and fairly empty spaces, which as a mapper, are always hard to work with. I think perhaps you have too much fine detail, such as the lights and the brick archways (and not to mention the cement-mixer) that gets lost in the large open spaces. Even some of the pipes are starting to look a bit lonely Sad

3. Map-specific: I'm not sure you needed the pipes on the outside of the building by the runway. They just caught my eye as looking a bit out of place. This area in general though is superb. I can't really work out what is meant to happen at the two numbered valves...maybe I'll look harder. I don't know why you needed BlockAlls on the bridge, could it not just have fallen into the slime? The room with the AerialLift is missing some trim on the two lower sections where the SmokeHose vents are (just needs to be continued around the edge).

It's a shame the map won't ever get doubled too Sad


Well anyway, I hope this doesn't come across as too critical, and I certainly don't have all the answers myself. But I hope maybe it helps for future projects Smile
CTF-BT-Mechanic-RC1 > CTF-BT-Mechanic-RC2
Bloeb
USER: BLOEB

RampageRampage
Posté : lun. janv. 16, 2012 at 18:31

Thanks alex, Roel noticed the same thing with the music and I'll fix the bsp-cut later.

I've made a quickfix. The HUD should now work online as well (tested with ACE 0.8g) and the music shouldn't restart. Download BT-Mechanic-RC2 on Megaupload.
alexJjR
USER: ALEXANDR262

SpectatorSpectator
Posté : lun. janv. 16, 2012 at 07:43 Utile

Good job. Bug - when respawn done on this map music restart.
Black hole - http://s018.radikal.ru/i508/1201/00/c4b0928374be.jpg (found by Asterot)
Bloeb
USER: BLOEB

RampageRampage
Posté : dim. janv. 15, 2012 at 21:27

Miscellaneous information:
- This map is not finished yet, it's a Release Candidate. I have important exams for the next 3 weeks, but I hope to fix everything afterwards.
- The map is 1-sided and will remain 1-sided. Due to the amount of nodes it's not possible to double the map.
- I would appreciate some good feedback about the map (especially about bugs, errors and crashes).

Information about the obstacles:
- There's supposed to be an extended HUD and Messages. This HUD will show up when you play the map offline, but apparantly it doesn't show up on i4games. I'm not sure what the exact reason is, but I'll try to find this out. It could have something to do with ACE.
- The map has 3 objectives (they would normally show up on the HUD). You need to clear them (on every run) before you can cap the map:
1. Open 5 valves
2. Find 5 Tools
3. Kill 20 Rabbits (there's a sniper-rifle somewhere in the map)

- When you use CheckPoints you can explore the map, but it's not possible to cap.


edit:
I've found the reason why the HUD and message aren't showing online. Somehow ACE is taking over the HUDMutator and prevents it from drawing anything. I've found a way to fix this, but it's still a bit weird that the original method doesn't work.