Topic: lade-wswdm1 - [Finished]

Hallelujah, your calls for a dm map have been answered! But it's in need of Beta testing. This release is a very basic layout test and I need some input from you Warsowians on what needs fixing and how things should be tweaked. I'm looking for input on anything from item placement to gameplay flow and room layout.

I basically just threw some items all over the place so there hasn't been much thought put into balancing and such. Try it out against some bots, or friends if you're lucky, and tell me what you think so far. I'm aiming for it to be a TDM map but if it will play well as one is another story. I have a lot of ideas myself but I would like to hear from you guys before I start fine tuning the sucker. smile

(Please ignore the bland placeholder texture and general uglyness, it's a beta after all.)

-
It is done!

Screenshots, a brief description, promotional video and a .pk3 can be found here.

http://img2.imageshack.us/img2/401/ladewswdm1.jpg

Last edited by Ladelulaku (2009-04-30 08:04)

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Re: lade-wswdm1 - [Finished]

well im not a DM player but i walk a little bit around the map.

looks quite good even if im not the best to judge, but i have a small bug on the floor window dont know if it is only by me or if anybody else have it

here is the demo

or screen of what is see (some wall or floor become dark depends on the angle of view)
http://jmuhr.free.fr/Warsow/divers/ladewsw00006.jpg

oh here is missing a texture tongue
http://jmuhr.free.fr/Warsow/divers/ladewsw00007.jpg

maybe a little bit less bright could be good.

May the Jerm's power be with you tongue

Re: lade-wswdm1 - [Finished]

I know about that weird glass bug. Didn't bother trying to fix it for this release. smile I agree about the brightness, I'll dial down the lights for Beta 2. \o/
Does the map feel particularly big or small when you're moving around?

4

Re: lade-wswdm1 - [Finished]

im also not a dm player
but if i compare this map to wmd1 or other duel maps
i think the corridors are a big to large
or maybe everything is a bit too big.... i donno smile

blubb

Re: lade-wswdm1 - [Finished]

I'll keep that in mind. These brushes are just the outer shell though so when I start adding detail on top of them that problem might go away.

Re: lade-wswdm1 - [Finished]

Beta 2 released!

Didn't get any layout or item placement related feedback in Beta 1 so I didn't change much for Beta 2. I did however add a lot of health and armor shards because it felt a bit low in that department when I played against bots.  The major addition in this version is a teleporter from the rocket launcher room to the other side of the map. I felt those two areas needed some lovin' so after some thought I decided a teleport path might be what was missing.

Oh, and I pulled back the intensity of the light entities as suggested. I also experimented with modifying the shape of the hallways slightly. Some of them have this interesting effect right now where you can dash to the sides and do a loop inside the corridor. Could make for some interesting dodging techniques in these confined spaces.

If anyone disagrees with my decisions, now is the time to speak up. smile I'm very open to doing drastic layout changes at this stage if anyone feels the layout is awful. I know there are people out there with strong opinions on what works and what doesn't. wink♦

This release can as with all my releases be downloaded directly from my website, ladelulaku.com. Enjoy. smile

Re: lade-wswdm1 - [Finished]

Beta 3! Which actually is the last Beta. I haven't seen much feedback on Beta 1 or 2 so it feels pointless to keep releasing Beta versions. Full and Final version will probably be released in two weeks or so. If anyone has any input it's time to speak up. smile Go to ladelulaku.com for info, pk3 etc.

Re: lade-wswdm1 - [Finished]

Looks wdm3ish.

Re: lade-wswdm1 - [Finished]

what a feedback there, goochie
i cant say much aswell, i only think that the octagonal corridors are to narrow compared to the big halls or was it cuz i had fov 90 oO? anyway the entrance to the elevator feels a little bit to small, if it isnt for a reason...

[edit:]i would recommend what has been emphasised for cpma maps, according to structure... "no complicated forms" therefor really try to avoid octagonal corridors, although, i know, wsw aint cpm.

Last edited by VectorVanDoom (2008-12-07 22:21)

#define TRUE FALSE //Happy debugging suckers

Re: lade-wswdm1 - [Finished]

It is done!

Screenshots, a brief description, promotional video and a .pk3 can be found here.

Thanks for the input everyone. I'm now officially done with this project. It took me a bit longer than expected for several reasons, but now it's here. \o/
I'll be glad to hear any input anyone might have. Now please enjoy playing with yourself, but hopefully with some friends, and if you don't have any friends there is always g_numbot! smile

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Re: lade-wswdm1 - [Finished]

The screenshots look definately great.

No pigs were harmed in the making of this game.

¡Puxa Sporting!

Re: lade-wswdm1 - [Finished]

wow, looks like there's some great brushwork in it
Will test

#warsow.mapping
latest mapreview: ws-aztech by Torefos
WASD - WArsow Singleplayer Development

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Re: lade-wswdm1 - [Finished]

already testet
and
looks very nice
rly rly nice gfx and brush work
( it is like about 4/5 k brushes ? or even more ?)



the glass texture and one of textures from that quad place (@ your promo pic ) seems to be a fps killer ! ;D


Ladelulaku wrote:

2008-11-28 20:23
Final version will probably be released in two weeks or so

Ladelulaku wrote:

2009-04-29 22:45
it is done!

big_smile big_smile big_smile big_smile big_smile big_smile

Anthy
#warsow.mapping

Re: lade-wswdm1 - [Finished]

Thanks, I'm glad you guys like it. smile

@ .Orange:
gtkRadiant says 8652 brushes. \o/
You might be right about those textures, haven't given it much thought. It has always run fine on my old bucket of a computer. The real FPS killer is probably the layout of the central courtyard because when you are in it or near it there is way to much being drawn in the surrounding areas of the level. I ran into some issues myself when standing by the lift to the grenade launcher ammo at one point, but I fixed it by converting some detail brushes to structural and patching up a nasty leak leading into the ya room with all the shards.

It's a pretty detail heavy map so it's bound to give some of the older computers out there problems. If many people are having performance issues be sure to tell me and I might consider going back in and tweaking it at some time in the future. That goes for item layout and general buggyness as well. smile

15

Re: lade-wswdm1 - [Finished]

8k + seems to be to much wink
think many ppl will have problems with it coz not every one here have XXX pc ;D

anyyyway

if we talkin about that quad zone, it is true, we have a real fps killer there but that glass is killing it a bit too

btw that glass is not visible well, sometimes i think im walkin in the air coz i cant see that i am on glass atm

Anthy
#warsow.mapping

Re: lade-wswdm1 - [Finished]

what a random name is that? big_smile
the pic reminds me of cpmctf1(isit?)

#define TRUE FALSE //Happy debugging suckers

Re: lade-wswdm1 - [Finished]

well, it certainly looks nice, but i think there needs to be an RA and a few more weapons spawns. I would replace the foggy YA with an RA, and find another spot to put an YA. Also, stick a few weapons in some places, there only seems to be 8 or so weapon spawns.

otherwise, i think it could be an awesome map.

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Re: lade-wswdm1 - [Finished]

.Orange wrote:

8k + seems to be to much ;)
think many ppl will have problems with it coz not every one here have XXX pc ;D

speculation..? regardless, if you can't run a map like this on a game like this now, it's time to upgrade lol

if we talkin about that quad zone, it is true, we have a real fps killer there but that glass is killing it a bit too

btw that glass is not visible well, sometimes i think im walkin in the air coz i cant see that i am on glass atm

no problems on my old craptop with fps or visibility (including glass, dont play with an unnecessarily tweaked config tho but who cares anyway you know its there after you walked on it for five secs first time you see it)...
nice map bro hope people play it and not just ask for new maps but stick to base ones like usual. keep it up, vids are cool too

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Re: lade-wswdm1 - [Finished]

Bo$$ wrote:

speculation..? regardless, if you can't run a map like this on a game like this now, it's time to upgrade lol

standard number of brushes for wsw map (basewsw)  is like about 2/3 k sometimes more even up to 4/5
i dont need to upgrade my pc for such a game like wsw
so dont get whats your problem .  your huh.
anyway who the hell r u

Bo$$ wrote:

no problems on my old craptop with fps or visibility (including glass, dont play with an unnecessarily tweaked config tho but who cares anyway you know its there after you walked on it for five secs first time you see it)...
nice map bro hope people play it and not just ask for new maps but stick to base ones like usual. keep it up, vids are cool too

just reported my feelings. that why we have that forum. and thats why Ladelulaku asked about opinions ? isnt it ?

Anthy
#warsow.mapping

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Re: lade-wswdm1 - [Finished]

It's huge!!!! smile excellently made map, wd.  but I don't think I'd ever play it tbh... too many corridors, and it's really big

How now warsow...

Re: lade-wswdm1 - [Finished]

thelawenforcer wrote:

well, it certainly looks nice, but i think there needs to be an RA and a few more weapons spawns. I would replace the foggy YA with an RA, and find another spot to put an YA. Also, stick a few weapons in some places, there only seems to be 8 or so weapon spawns.

otherwise, i think it could be an awesome map.

Some interesting suggestions. I actually considered putting a red armor in there but decided against it eventually and placed 8 armor shards along with the YA in that room instead. Might have been a bad call, but item placement tweaking is easy to do so it's certainly fixable if necessary.

The idea I had was that health and armor would be more scattered across the entire map and that players would have to be on the move constantly. The abundance of small health orbs and armor shards is supposed to counter-act the lack of a red armor. This was all in my head though and it's hard to know what will work in practice. smile

I also considered having the RA where the Quad is now, where there used to be a mega health. But I felt the need for a power booster to be the center of attention.

And about the weapons, I'm not sure where I would put them. There is a weapon spawn for each weapon and they are all in their own distinct areas. It's a pretty large-scale map (perhaps a bit too large) and I believe that high ups speeds is essential to get a good health/armor/weapon/ammunition flow going.

I'll keep your suggestions in mind, and wait for more people to have the chance to play it and express their opinions on the current layout. smile

Re: lade-wswdm1 - [Finished]

VectorVanDoom wrote:

what a random name is that? big_smile
the pic reminds me of cpmctf1(isit?)

It's the name I randomly came up with as I was prepping for release and needed something to call it in the trailer and on the logo. big_smile It's full of concrete walls and you can't escape because there are no exits (apparently), so it's called Concrete Deathtrap... Logical isn't it? smile

F081A wrote:

It's huge!!!! smile excellently made map, wd.  but I don't think I'd ever play it tbh... too many corridors, and it's really big

Thanks. smile I'll keep that in mind for any upcoming projects. -size -corridors +awesome = happy F081A big_smile

Last edited by Ladelulaku (2009-04-30 11:16)

Re: lade-wswdm1 - [Finished]

im thinking more about TDM, where for the game to have structure, you need to be able to control the important areas etc. the foggy YA area seems to be the best candidate for that, seeing as its a large room, and its got the teleporter that leads to RL nearby so its a good area to try and control. 

1 spawn per weapon is not enough imo.. i would keep it with 1 rl and 1 lg and 1 eb, but stick more PG RG and GL's around the map. Also, stick some MG on the map aswell...

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Re: lade-wswdm1 - [Finished]

Ladelulaku wrote:
F081A wrote:

It's huge!!!! smile excellently made map, wd.  but I don't think I'd ever play it tbh... too many corridors, and it's really big

Thanks. smile I'll keep that in mind for any upcoming projects. -size -corridors +awesome = happy F081A big_smile

LOL... sorry, it's just that I play DUEL and CA only... so my map preferences are based on that tongue

How now warsow...

25

Re: lade-wswdm1 - [Finished]

thelawenforcer wrote:

im thinking more about TDM.....

tbh law
lade dm1  seems to be to huge for tdm (4v4)
it is like 3x wdm7 ( and dm7 fits perfect imo for 4v4)

Anthy
#warsow.mapping