Library 2 WIP "spiritual successor to my last map (nothing to do with libraries)"
#1 Posted 14 November 2010 - 03:45 AM
In the past 2 weeks since I started this project, I've noticed a distinct lack of new maps being announced in this section, so I'll be generous with the screenies:
It's early enough in the project that I'm open to advice and friendly criticism, or just a comment really.
This post has been edited by Micky C: 14 November 2010 - 03:56 AM
#2 Posted 14 November 2010 - 08:44 AM
#3 Posted 14 November 2010 - 12:58 PM
#4 Posted 15 November 2010 - 01:15 PM
#5 Posted 15 November 2010 - 01:22 PM
#6 Posted 15 November 2010 - 02:18 PM
Micky C, on Nov 15 2010, 01:22 PM, said:
I guess this means there won't be any strippers in your school library.
#7 Posted 15 November 2010 - 03:18 PM
#8 Posted 15 November 2010 - 05:26 PM
Micky C, on Nov 15 2010, 03:22 PM, said:
I'll hold onto the alpha for now. Just give me an updated version later on.
#9 Posted 18 November 2010 - 12:15 AM
DeeperThought, on Nov 15 2010, 02:18 PM, said:
What kind of library do you go to?
#10 Posted 18 November 2010 - 03:37 AM
This post has been edited by Tetsuo: 18 November 2010 - 03:40 AM
#11 Posted 18 November 2010 - 01:16 PM
#12 Posted 20 November 2010 - 03:22 PM
#13 Posted 26 November 2010 - 03:19 AM
The problem is I'm running low on inspiration for this map, I might have to change direction to keep my interest up.
#14 Posted 28 November 2010 - 02:01 AM
I decided to make the outdoor area more complicated
Anyway have an update: I'm not going to spoil things with more pictures, but I've been working on it pretty solidly for the past 2 days now that exams are over, and several new areas have been constructed, puzzles and triggered events have been put in place, it's all starting to come together and I have a vision of what I want the final thing to look like. Architectually, there isn't going to be a lot of effort put into small, consistent details, since more of an emphasis is going to be placed on exploration and atmosphere.
There will be 2 almost completely different ways to finish the map, such that it will almost be two maps in one.
On another matter regarding this map, I desperately need help with figuring out how to make a water current so that it's dormant at map start and can be toggled to move by a switch. I've tried everything and the water current always starts off already moving at map start.
Ok maybe you can have one screenshot. This is the level of detail I'm aiming for the majority of the map.
This post has been edited by Micky C: 28 November 2010 - 02:24 AM
#15 Posted 28 November 2010 - 03:36 AM
I'll poke around with currents the next time I am in mapster (later today I expect) and let you know if I figure anything out, I have an idea that may work if the switch won't, this idea involves placing a touchpalate at the map start that will switch the current off, though this could be a problem as I don't know what else you are triggering.
#16 Posted 28 November 2010 - 03:59 AM
As for the wireframe, you have to get the latest mapster32 it is awesome! Helixhorned put in a sideview mode (toggled with F3) which is what you're seeing. You can rotate the view with Q and W but it's still experimental and there could be bugs. It looks cool, but I can't seem to do anything in that mode except look around. I'm guessing it's some kind of precursor for other features like true ROR but I'm not sure, I'd love to hear what helixhorned has to say about it.
Another huge improvement is that now you can copy sectors directly into a room without having to make a null space cut-out! It'll save so much time!
#17 Posted 28 November 2010 - 09:46 AM
BTW nice shots Micky, a shame i can´t play with Polymer...
This post has been edited by Norvak: 28 November 2010 - 01:11 PM
#18 Posted 01 December 2010 - 04:22 PM
Mikko_Sandt, on Dec 1 2010, 11:35 AM, said:
@ Micky C: U should improve the level design for those that can´t play with Polymer by disabling poly from time to time when u´re mapping, and so u could focus on general layout instead of just focus on how the things look better with polymer lights imo...
This post has been edited by Norvak: 01 December 2010 - 04:24 PM
#19 Posted 02 December 2010 - 04:52 AM
I do believe though that performance will be somewhat better in this map, at least indoors. I'm using far less spot lights in favour of point lights, this map is less action oriented so less enemies - higher framerate, the indoor rooms are quite hidden from eachother in comparison to my last map which had large areas and amounts and a huge amount of sectors visible in a small space. I find it dishearting that some people such as yourself can't run polymer, which is a shame as it runs fine with lights on my computer. Can you not run it at all or just not handle many lights?
Perhaps when I'm nearing completion I'll open it up to a few beta testers to provide feedback on performance and gamplay.
#20 Posted 02 December 2010 - 11:00 AM
Micky C, on Dec 2 2010, 06:52 AM, said:
It´s just my graphic card does not support this feature
#21 Posted 03 December 2010 - 02:29 AM
Norvak, on Dec 2 2010, 01:00 PM, said:
My doesn't support it either. Right now, I have a TNT2 since I have some issue with GeForce 3 & FX5200 cards not working right.
#22 Posted 03 December 2010 - 02:48 PM
#23 Posted 23 January 2011 - 10:17 PM
I've run out of inspiration and to a degree, motivation for this map. I'm definitely going to finish it and release it within the next 6 months, but the length and quality is what I'm worrying about.
So far this is the size of the map relative to the size of the grid. At the moment texture use is repetitive and details are fairly low. Has anyone got any suggestions or tips of any kind? I could organize some kind of limited alpha release if anyone's interested in helping.
#24 Posted 24 January 2011 - 04:42 AM
Micky C, on Jan 24 2011, 08:17 AM, said:
I say forget about trying to expand the map. Focus on detailing. It looks empty already, a problem you'd only exacerbate if you were to add more locations. If you're in no rush to finish it, just open the editor once a day (even once a week would be enough if you're going for the six-month goal) and start adding little details there and there.
#25 Posted 03 March 2011 - 02:37 AM
I've decided to paste the final boss battle from another map I was working on a while back, of course I'll have to make a few visual changes. Forgive the quality, I couldn't be bothered opening up eduke.
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Don't expect it to be on par with most maps being released today by veterans, but I'll give it my best shot. If you make your expectations really, really, really low, you might actually have a really good time
This post has been edited by Micky C: 03 March 2011 - 02:38 AM