Author Topic: dm4/ dm7 -fix?  (Read 15254 times)

Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #30 on: July 12, 2005, 06:57:31 PM »
argh such a tease!
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Offline daelmun

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Re: dm4/ dm7 -fix?
« Reply #31 on: July 12, 2005, 07:34:11 PM »
Damn, yeah, lol. Come on pan!!! You can't just post that and say you will upload it tomorrow! That's not even remotely fair :( I wanna get it up on a server and play it 1v1 right now. Not tomorrow morning. You know this! ;D
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Offline Admin

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Re: dm4/ dm7 -fix?
« Reply #32 on: July 12, 2005, 08:03:04 PM »
I'd put it up on the tastyspleen servers tonight if I could get my hands on it!!!  ;D

I'll be gone most of the day tomorrow... :(


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Offline Laurelin

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Re: dm4/ dm7 -fix?
« Reply #33 on: July 12, 2005, 08:27:55 PM »
No!
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Offline daelmun

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Re: dm4/ dm7 -fix?
« Reply #34 on: July 13, 2005, 09:19:26 AM »
Can you upload the map now!!!!! Please ;D
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Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #35 on: July 13, 2005, 09:32:32 AM »
was hoping itd be uploaded when i got up.. guess not :(
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Offline m0n0LiTh0

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Re: dm4/ dm7 -fix?
« Reply #36 on: July 13, 2005, 10:38:30 AM »
Ahem..
« Last Edit: July 13, 2005, 10:47:06 AM by m0n0LiTh0 »
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Offline Laurelin

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Re: dm4/ dm7 -fix?
« Reply #37 on: July 13, 2005, 10:40:03 AM »
BTW Pan,

Could you link me to the BSP-converter you're using?

Thankfully,
Laurelin
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Offline daelmun

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Re: dm4/ dm7 -fix?
« Reply #38 on: July 13, 2005, 01:23:36 PM »
Still waiting :)
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Offline PANTONE 7717C

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Re: dm4/ dm7 -fix?
« Reply #39 on: July 13, 2005, 01:36:51 PM »
Argh dangit :P
Truely sorry for the delay, waiting sucks. Yesterday it was getting real late for me (like 3.30 AM over here in Holland:) and this morning I didn't have much time... but nevertheless here's the link to the map and some info:

http://home.versatel.nl/djbloot/q2dm7/


(@Laurelin: it comes with the Gladiator Bot files and is called winbspc.exe)
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Offline daelmun

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Re: dm4/ dm7 -fix?
« Reply #40 on: July 13, 2005, 02:19:06 PM »
Just checked it out. Intresting work, nicely done pan. Think removing the side trims only served the map good, it makes the map flow better as you said. Also nice to keep them on the top of the slope by the stimpacks, as that makes the jump to upper rl easier as it is identical to the old one. Intresting twist with RA in the slime, wonder how that will turn out during real gameplay. Certainly makes the RA less a dominant force, and also pretty much changes the way the map will be played. The armor in the niche by grenade feels natural, it's well balanced placement as it is on the oposite side of the map to the other yellow armor. Also liked what you did with the lower rl, locking it in a haflway down position, making the slime disappear when hitting the button. It takes some of the annoying factor away from the map. Adding the 25 health by hyper was a smart move too, especially now that you changed the 10 healthpack by the old RA (now YA) to a grenade. Think the adrenaline will really shine through on this map now, making it an valuable item. And as I said, will be intresting seeing how RA will be used, if it will be picked up at each spawn, or just picked up once in a while, but controlling the spawns of both YA to keep it from going low, while just launching attacks whenever opponent goes for it. Not getting stuck in slime will certainly be the biggest benefit from this map, that is extrememly annoying. The corridor by mg can get annoying when being stuck at those things in the roof coming down, but it's always been like that so guess it just takes some to get used too. Also being able to grab the YA, where RA were before, from the side will make it better.

Anyway, good thing you didn't overdo it (glad to see there is no rail), the map still has the dm7 feel, of little ammo and health, keeping the players on their toes at all times. Good work :)

Edit: and oh, didn't notice the tiny slopes added near the spawn below the upper rl. With some luck you can jump directly up to rl using only that slope :)
« Last Edit: July 13, 2005, 02:34:07 PM by daelmun »
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Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #41 on: July 13, 2005, 03:41:36 PM »
daelmun, lets play some duels here tonight when im able to play.. still haven't checked out the map but im looking foward to it, read ur description sounds alot better :D

see ya on a server or irc in a couple hours
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Offline Laurelin

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Re: dm4/ dm7 -fix?
« Reply #42 on: July 13, 2005, 03:45:34 PM »
Nice job with the trims, I also like how the brushwork has given more room (YA by HP, YA by nade & sidewalk to upper RL). Items additions and repositionning will surely, as daelmun pointed, change the pace of the game. I expect even more  more presence by hp & ra alley than by the lower RL.

Yet the map is so small that there might as well not be a shred of difference.

I personnally would have fixed the 'slime bug' by RA as it does obviously look like a brushwork error more than a secret place. RA could still have been there, except totally immerged. It's not much of a difference than blowing yourself up with a rocket to access an elevated RA (aerowalk RA for instance).

Overall - it's a nice mod. And like dael said, you didn't overdo it but simply changed minor details that might have a major impact.

Can't wait to play it on Mutant! Console!  ;D

(Pan: Yes, I got it on Fileplanet, thanks!)

Regards,
Laurelin
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Offline naymlis

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Re: dm4/ dm7 -fix?
« Reply #43 on: July 13, 2005, 03:53:21 PM »
can you add it to both of the tdm servers while you're at it? i would really like to 1v1 on it.. also can you make the timelimit voteable on the servers too? 15min is a lil long when theres people waiting to play next. if so, thanks alot! :)
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Offline PANTONE 7717C

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Re: dm4/ dm7 -fix?
« Reply #44 on: July 13, 2005, 04:26:11 PM »
Hehe, you guys seem to know your stuff, good observations and I'm glad you like most of what I've done with it.

Quote from: daelmun
The armor in the niche by grenade feels natural (...)
That's exactly what I was hoping for, I wanted to changed some things but still make it look like it was supposed to be there all along. See it's easy to convert a map, rip out some walls call it a remake, but it's a lot harder to expand/change a map in a natural way. The funny thing with a modified stock map is that everyone knows it and can therefore immediately tell if something is really out of place. Normally, when I make something from scratch I have nothing to hold onto because it's simply not there yet. I have to build it first to see how it turns out. But when modding a stock map the map is there, I already know what works and what does not so it's easier to make changes for the better.
Quote
And as I said, will be intresting seeing how RA will be used, if it will be picked up at each spawn, or just picked up once in a while.
I think the latter but it will most likely depend on the amount of players. Since you're exposed (to the slime and incoming rockets and what not) a clever player won't just dive in there without looking over his shoulder. If you go in there with no armor and 100 health and be really quick you'll come out with ~75 health and ~80 armor. Still better than just 100 health but there's always a risk someone sees or hears you going for it.

Quote from: Laurelin
I personnally would have fixed the 'slime bug' by RA as it does obviously look like a brushwork error more than a secret place. RA could still have been there, except totally immerged.
Actually I did think the same about totally removing the slime bug/secret and have actually tried it. But... when totally immerged in slime you lose about a good half of your health (starting full) and your armor, since the slime does not stop hurting you when you pick up the RA, have to turn around and make your way out. That's not the same amount of damage as when rocketjumping to the RA in aeroq2 (because then you'll still obtain the full 100 armor). Without the open space it's no use at all to put an item there unless it's the Environment Suit. But agreed, it looked weird in the stock map and it still does now but at least now it makes some more sense.
Quote
Yet the map is so small that there might as well not be a shred of difference.
I understand what you mean but I certainly hope you're wrong m8.:)

The corridor:
I'm aware of the corridor by the MG and thought about removing or clipping the ceiling decorations but somehow they're supposed to be there and add some visual interest as it's quite a boxy map. But if I would have to change that corridor I'd probably just take some of those ceiling things away so there will be at least a few less places to hit your head.

Oh and yes, it's absolutely possible to jump directly up to the upper RL using only that tiny sloped trim, you just have to jump a little earlier than you'd expect
« Last Edit: July 13, 2005, 04:41:00 PM by Pan »
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