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RoelerCoaster USER: MMI
i4Games Trustee | Posted: Do Apr 12, 2012 at 21:11 | |
| Screenshot is not your fault, it seems something seems to go wrong with the screenshot-extractor once in a while |
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p-a-w-e-l USER: P-A-W-E-L
Godlike! | Posted: Do Apr 12, 2012 at 20:36 | |
| Well done with getting more pro at mapping Ozma, although I'm not a fan of this project. Layout is weird, lightning isn't as decent as it could be in several parts ( I just noticed you keep using torches from other your maps like LavaTeaParty or PostModern ), first three dodges with targets are indeed kinda repetative, CTTT room requires too much from us as we need to precise like 9 jumps to get on the top. That luckdodge is point of map, definitely it's horribly annoying to manage ( doesn't matter if with lame long jump or with luckdodge ). So far I noticed two shortcuts, one skips whole room with small-mover liftjump right after water exit and another one with big crusher and some leafs floating on a water ( glad they don't floats over nothing though ). Further in map boxes room isn't totally rushable, we again need to precise our jumps to manage this endgame's part. Small lift with three targets is nice, imo it isn't laggy so well done here. I like originality of the rest. Some minor announcements: Some targets are bigger than they actually looks, screenshot is messed up ( maybe ask Roel for adding completely new one?? ) and lift after CTTT room moves and stays open for too long. My first cap was np but when I had to cap -v2 which isn't harder than it's older sister I struggled for like two revotes. O_o Overally it's 5.5/10. The conclusion is I don't like a bit ugly textures in your maps nor DJSonik's soundtracks, however keep comming with your newer ideas. I think I got my critism enough constructive. \o/ |
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}ElitE{Mike` USER: DINOMITE
Godlike! | Posted: Do Apr 12, 2012 at 19:09 | |
| Not a bad map, some interesting parts. The theme doesnt seem very consistent to me. Its like, grey and blue/green colours. The first 2 rooms should have been reduced to like 1 of those dodges. Then the ctt could be half that amount. Otherwise its just boring, and players tend to clog up the jump room from falling. The weird dodge to crate takes some getting used to. Then the long movers all seem to lag behind. After you grip the mover by standing on the water pad, there is a mover with 3 shots. All 3 are in same position? Usually that kind of obstacle varies the place of the target so you have to aim, 3 in a row in same place is kinda dull, although i guess the lag makes it a challenge! I felt the use of ceiling lifts was getting excessive. The effect is pretty cool for the first time, but dont use it too much. The end box room is kind of annoying. Boxes generally are annoying to jump from as you cannot walk on them, and the edges feel nasty. Probably the best I have played of yours however, enjoyed learning it and glad its on server. Again though, please thoroughly test maps. It seems every map i play of yours requires a further version |
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Ozma777 USER: OZMA777
Dominating | Posted: Do Apr 12, 2012 at 18:14 | |
| so in photoshop I would just index (in the photoshop menu) to 8 bit 256 colors?
I found indexed color so what do I set it to?
It defaults to palette = local (selective), colors = 256, forced = black and white, transparency (checked on), options: matte = none, dither = diffusion, amount = 75%, preserve exact colors (checked off).
should I change black and white to primarys or web and turn dither off? Should I preserve exact colors? |
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SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: Do Apr 12, 2012 at 17:18 | |
| Not sure if palletizing is the same as indexing. Indexing is a process you can perform in photoshop and I have always used this method for converting images into textures for UED. |
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Ozma777 USER: OZMA777
Dominating | Posted: Do Apr 12, 2012 at 15:58 | |
| indexed color? I just converted from 24 bit to 8 bit.
I have an old paint program (I have photoshop but it is really really old so I don't use it).
Do I have to palletize it like I used to do for Q2?
How do I create a screenshot that will work?
I'm not going to do a v3 just for that but I'd like to know for future reference. |
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SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: Do Apr 12, 2012 at 15:05 | |
| Did you set the image to be indexed colour?
`Chr1st-BLS" said...
Never knew i could stand on leafs though :p |
Jesus walked on water, so leaves should be np  |
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Ozma777 USER: OZMA777
Dominating | Posted: Do Apr 12, 2012 at 14:39 | |
| lol screenshot fail again...why? its 256 colors 256x256 pcx and mipmaps is on
That box dodge is really hard, and lame if lots of people on the server and you fail and have to go back.
Like I said I should have put the first part (made a year ago) in the middle so less people get there all at once.
And the leaves have blockalls under them so you can stand on them. I think as long as you don't do masked and create an actual brush (not a sheet) you can stand on them but if you add special and say masked wall or decoration it will not let you stand unless you add blockall actor underneath. But that texture will default to masked so if you just add a regular brush it will show up masked even though you do not set it. |
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`Chr1st-BLS USER: CHR1ST
Rampage | Posted: Do Apr 12, 2012 at 13:13 | |
| The map was not bad to be honest, I liked it. The dodge to the box shown in the screenshot is a bit of a pain, but the map is good Never knew i could stand on leaves though :p |
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| CTF-BT-Old-Shipyard > CTF-BT-Old-Shipyard-v2 |
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Ozma777 USER: OZMA777
Dominating | |
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MarekN USER: MAREKN
Player | Posted: Do Apr 12, 2012 at 09:35 | |
| To be honest, ur best map so far. thats ur first maps - with differned obstacles, not only jumping and jumping. GJ |
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RoelerCoaster USER: MMI
i4Games Trustee | Posted: Do Apr 12, 2012 at 08:12  | |
| "Try %o was frozen. %k " (or the other way around, I keep forgetting...) |
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Ozma777 USER: OZMA777
Dominating | Posted: Do Apr 12, 2012 at 05:56 | |
| I don't understand,
I did test a whole lot and never spawned on the other side. (but I didn't test online with lots and lots of players)
Everytime I spawned I was on the team I should have been on, but there was indeed one player start with the wrong team set. (I have no idea how it happened)
I will make v2 tonight. I was so sure this was going to be v1.....damn, oh well.
As for the flow issue, I know....Those rooms were made like a year ago (like I said on the original post), and found them on my friend's computer and decided to take it from his house and make it in to an actual map.
I should have put those rooms in the middle though. That way there wouldn't be so many people there at the same time and less annoying.
I did %k was frozen. I guess I have to do %o? So how should I label the death string so it says the person's name?
(I just changed it back from specialdamage to frozen {why I changed nitrogen zone from frozen to specialdamage so that I would have to muck about with %o's and %k's I don't know})
I like the dodge though it is really hard. You have to dodge and guide away from the dodge onto the box. Semi annoying I know but if the box was closer so you could dodge easier you would be able to jump it instead.
btw there is a new texture pack (from q2 I think) that I found on my computer and converted.
tp-geocomp.utx
Download Link for V2: |
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}ElitE{cRuNcHeR USER: CONOR
Killing spree | Posted: Mi Apr 11, 2012 at 22:41 | |
| In b4 Ch1st.
According to Chr1st the teams mix and stuff. Needs a v2. Looks like a cool map though. |
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Zanmato USER: ZANMATO
i4Games Trustee | Posted: Mi Apr 11, 2012 at 21:49 | |
| I think its a decent map. Thought the lighting was good in places. I'm afraid it may need a v2, as I was in blue put spawned in the red side. |
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SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: Mi Apr 11, 2012 at 21:30 | |
| Player starts need to be rotated so you're not facing walls when you spawn.
There are so many movers at the start of a map, you really should think about flow issues, because this kind of thing screws it up.
Your death triggers are screwed too, all I see is 'was frozen' with no player name.
Then there's that awful luck dodge to the box in the water room (the one in the screenshot).
Then I saw a red player on blue side.
Seriously, do you test your maps before releasing them, either offline or online? |
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