Old, unused, or irrelevant topics regarding development.
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Minijar
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by Minijar » 22 Sep 2015, 17:13
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Infernus
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by Infernus » 22 Sep 2015, 17:34
Looks nice. You should name your map Z.1-otherstuff since we want that to be the first Z-level. Otherwise it would shift all maps down by 1 level
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SecretStamos (Joshuu)
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by SecretStamos (Joshuu) » 22 Sep 2015, 19:43
I might change some of the floor tiles to make it look distinct from the jungle map. The caverns might make some people think they're on the Colony.
Other than that, looks fantastic!
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Lostmixup
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by Lostmixup » 22 Sep 2015, 20:08
I say reduce the amount of 1 tile hallways in the caverns 'cause there's so many that it will be really hard for people to move around. Perhaps have one or two major cavern halls that are a bit larger and are connected together by the smaller paths, so it's like a main mine shaft and then a bunch of smaller mine shafts (abusing dead ends might be a good way to screw with people). You said it's supposed to be a mine, but it kinda doesn't look too miney. Adding a little more wood around and some more mining equipment might help. Boxes too.
Also, there's a major lack of windows. Maybe add some on the second floor, -keeping the bottom floor free of the window scum- and make it so if you hop out of the window you fall to the bottom z-level kind of like when you jump out of the traveling drop pod.
Spooky ghost could probably use vents to travel around the house, and maybe even underground, easily and quickly.
I like how condensed the overall size of the map is. It'll make the rounds played on it a lot shorter in general. I like the predictable paths that you know people might take allowing marine and aliens to plan out their moves better.
Obviously none of this has to be done, just some suggestions.
-Edits have been made
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SecretStamos (Joshuu)
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by SecretStamos (Joshuu) » 22 Sep 2015, 21:54
I wonder if we could get Rahlzel to get some spooky sounds for this. Ambiance might be cool.
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Minijar
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by Minijar » 23 Sep 2015, 02:29
I'll work on the mines a tad more, but I've made the upper floor exterior Windows unbreakable since I'm not quite sure how to send someone to the lower floor but I'll ask about. Thanks for the feedback!
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coroneljones
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by coroneljones » 23 Sep 2015, 04:44
Lostmixup wrote:
Also, there's a major lack of windows. Maybe add some on the second floor, -keeping the bottom floor free of the window scum-
Actually,it looks like the bottom floor has multiple windows,but also black curtains covering them,wich can be toggled ingame,nice detail actually.
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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Kyrac
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by Kyrac » 23 Sep 2015, 14:24
Great stuff, hope this becomes the event map!
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Caryl
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by Caryl » 26 Sep 2015, 06:35
Looks good, would love to try it soon!
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Feweh
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by Feweh » 26 Sep 2015, 17:16
remove the one-way tile's and youre good
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apophis775
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by apophis775 » 05 Oct 2015, 04:32
Is the haunted House map finished?
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Allan1234
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by Allan1234 » 05 Oct 2015, 04:45
the map seems a bit small to house upwards of 40 players...
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Minijar
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by Minijar » 05 Oct 2015, 07:47
This map is pretty much done. Just needs testing.
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Lostmixup
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by Lostmixup » 05 Oct 2015, 08:01
Heinrick Archsider wrote:the map seems a bit small to house upwards of 40 players...
I thought that too until I took another look at it.
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Allan1234
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by Allan1234 » 05 Oct 2015, 08:26
not the map but the house its self