My school library level [WIP] "a nearly done polymer map"
#1 Posted 21 September 2010 - 03:31 AM
This is my second official map, it's a level centred on one building based on my school library and makes heavy use of polymer lights, BUT there is a nice level of sector based shading for those who don't have the computer power. It's going to be out soon, definitely within 3 weeks (I'm going on holiday.) Although all that has to be done is multi-player related.
You might ask "well why are you spoiling the map by posting pictures?" my reply would be: those pictures are nothing compared to what it looks like in-game. I've positioned lots of point lights to emphasize the great specular and normal maps in the HRP (a big thanks to the HRP team), and a few spotlights where I could spare them. As I said before, there's nothing like seeing it in-game (if you can run it), and the design is much less linear and overall better than my first map Action Time on 7, probably because the layout actually makes sense
This was born out of the NBCBP, so I'd like to thank Oporix for pressuring me to get this thing done. Comments are appreciated
This post has been edited by Micky C: 04 December 2010 - 04:23 PM
#3 Posted 22 September 2010 - 08:59 AM
#4 Posted 23 September 2010 - 03:11 PM
#5 Posted 23 September 2010 - 04:15 PM
MusicallyInspired, on Sep 24 2010, 08:11 AM, said:
Do you want the crazies to throw him in the jail?! ^o^ Didn't we have a big discussion about the stigma against these kinda levels not long ago? Hehe.
Looking pretty good thus far though. ^^ Looks like it'll be good for some DMs Micky. ^^
This post has been edited by Jinroh: 23 September 2010 - 04:19 PM
#6 Posted 24 September 2010 - 03:52 PM
I should post a picture of the front huh, but it's the holidays and I don't really want to go back to school just to take a photo
However I have this old photo of the back, so I'll do the comparison for that:
Hmm I'll edit the back to make it look a tad closer to the original.
When I started this I tried to make it as close to the actual building as possible, but as you would have figured, when I got further and further in things started to prevent me from doing that, so I reworked the whole thing to make it only based on the building, plus a futuristic touch.
#8 Posted 25 September 2010 - 06:06 AM
Of course now's the time I'd really appreciate if someone would volunteer to play through it once or twice to confirm everything's as it should be. If anyone's willing to do this can they send me a pm? Otherwise I won't be able to release this before my trip and the testing phase could drag on the perspective of someone who doesn't know the level layout like the back of their hand is soooo helpful
#11 Posted 26 September 2010 - 07:21 PM
Hendricks266, on Sep 26 2010, 11:11 PM, said:
I was waiting for this comment...I was going to make it myself but declined.
#12 Posted 26 September 2010 - 07:41 PM
Captain Awesome, on Sep 27 2010, 12:46 PM, said:
I hope you meant that you *will* play it, not that you *would* play it, since I sent you a pm with the download link. So far I've sent the map to 3 testers; Captain Awesome, Jinroh, and Awesomebob. I really appreciate you doing this and if any of you need someone to beta test your maps, I'll be the first in line
Hendricks266, on Sep 27 2010, 01:41 PM, said:
There really isn't anything to worry about down under since they barely let us have any guns. In fact, the teachers would probably let me show the level to other students in class
Edit: I'll be leaving for Hong Kong for a week tomorrow, so I won't be able to release the map before then
This post has been edited by Micky C: 26 September 2010 - 07:43 PM
#13 Posted 27 September 2010 - 08:02 AM
#14 Posted 27 September 2010 - 12:44 PM
#15 Posted 27 September 2010 - 02:17 PM
This post has been edited by Captain Awesome: 27 September 2010 - 02:18 PM
#16 Posted 28 September 2010 - 11:03 AM
http://www.cnn.com/2010/CRIME/09/28/texas....rss_igoogle_cnn
#17 Posted 28 September 2010 - 01:46 PM
#18 Posted 29 September 2010 - 06:36 AM
Although I can't actually work on the map for the next 6 or so days, progress is still being done. Captain Awesome has given me an amazing list of tips for possible improvements and I'll try to work on as many if those as I can, of course at a point it becomes polishing a piece of glass, it'll never become a diamond
Jinroh has also sent me screenshots of misaligned textures, which my phone won't let me view ATM but I'll take a look at them when I get back.
Out of curiosity what difficulty setting did you guys use? I intended come get some to be suitable for the average experienced player, and I hope it wasn't too easy or anything.
#20 Posted 02 October 2010 - 12:40 PM
#22 Posted 02 October 2010 - 06:40 PM
Hendricks266, on Sep 28 2010, 02:02 AM, said:
They did make some Doom maps though. They're pretty crappy.
#23 Posted 03 October 2010 - 02:09 PM
#24 Posted 05 October 2010 - 03:28 PM
Edit: I'm back from holiday so I'll be able to release the map soon
This post has been edited by Micky C: 05 October 2010 - 03:29 PM
#25 Posted 05 October 2010 - 09:30 PM
Mr.Gerolf, on Oct 4 2010, 08:09 AM, said:
Oh just stop, its just a map -.-, I really don't see what the big fuss is about.
Micky C, on Oct 6 2010, 09:28 AM, said:
Edit: I'm back from holiday so I'll be able to release the map soon
Yes!
#26 Posted 06 October 2010 - 06:05 AM
This was designed with any openGL renderer and the High Resolution Pack. Captain Awesome pm'd me, there are countless graphical bugs in software mode, but there is sector based shading for polymost, and some good looking dynamic lights for polymer.
It hasn't been tested by me personally without the HRP, or with any mods such as DukePlus, but I'm guessing the combinations of textures I've used from the HRP wouldn't look good together/simply wouldn't look good with their 8-bit counterparts.
That's enough talk, here's the download: http://www.sendspace.com/file/7y3oxl
As always, comments are welcome (such as the choice of music for example). Enjoy
#27 Posted 06 October 2010 - 09:47 AM
There is too much weaponry to collect before entering the building which makes life too easy, though. Plus, many enemys behind the forcefield windows can be taken out by explosives. Once you have regained some build energy I'd suggest rethinking the weapon placement and adding a few fat commanders in the bigger rooms. I really enjoyed playing this map which I expect to be rated between 88 and 91 by the usual reviewers.
EDIT: I did a quick re-run with polymer/god mode enabled - the overall atmosphere improved as drastically as my framrerate dropped. (Once I had figured out where _not_ to look it was somewhat playable.) The fat commander proposal only makes sense as long as too many enemys can be killed from the outside, btw.
This post has been edited by LeoD: 06 October 2010 - 10:34 AM
#28 Posted 06 October 2010 - 02:26 PM
I'm half tempted to release my small part from the CBP, what's your opinion on this?
#29 Posted 06 October 2010 - 03:03 PM
@ LeoD, thanks for the mini review. Perhaps I'll make more of the outside weapons multiplayer only, and I'll put in some more fat commanders in let's rock and above; piece of cake is meant to be for noobs with come get some being recommended for experienced players.
#30 Posted 06 October 2010 - 03:11 PM
EDIT: IMHO a single player map should have a certain size otherwise there is not much replay value after presenting a few interesting aspects (like Sanek's maps for example). So if your part is less than say 2/3 of Micky's you should definetely force finishing the CBP or expand it noticably.
This post has been edited by LeoD: 06 October 2010 - 03:26 PM