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NeonDM
Jun 1, 2017 18:44:46 GMT -5
Post by Dranzer on Jun 1, 2017 18:44:46 GMT -5
͡° ͜つ ͡°
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NeonDM
Jun 5, 2017 16:35:11 GMT -5
Post by Razgriz on Jun 5, 2017 16:35:11 GMT -5
b8-4 notes
04 - I think it's slightly too large but the open-ness makes it a chaingun/railgun heaven map (if you can aim), if it can be scaled in just slightly on all sides it should be good actually. 06 - played much better, ready for detail (unless there was something i missed) 07 - suggested to bob to make the bridge part 3d,part bridge things, "fair enough" - bobs response 08 - It got the rangle touch and now is enjoyable, everyone also flocks to my rooms, suggested bob to make a lift for flow 09 - there were complaints about the sector coloring being too intense, making it hard to see players, also strange lag in certain sectors where only some players were affected. Aside from the sector colors being reduced, needs some more testing. I speculate there's so much going on in the map itself, that when projectiles and other weapon effects start taking place it causes some lag to certain computers, and since you can see straight through the lazers from one side of the map to the other, it's a contributing factor, but still need more tests. 12 - double check the other buildings are single sided linedefs 15 - arg fixed spawns, map plays very well, I think it should be ready for detail duty 16 - stop fucking texture scaling until 3.0 gets a stable release, otherwise good use of using the palette, good map still. 17 - didn't notice anything glaring, could be ready for detail, needs a second run through 20 - same as above 21 - nobody has said anything for the second time, confirmed for detail duty 22 - still played good, confirmed for 90% finished
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NeonDM
Jun 5, 2017 23:47:20 GMT -5
Post by goodusernamenowbob on Jun 5, 2017 23:47:20 GMT -5
real testing after mexicans left. idk all the maps are good enough i like evrything 04 - we already told arg stuff but here just in case. what rangle said + sg on gl spawn + try and make the slope curve less bumpy 09 - work with the mans on the sector lighting and lag stuff. these jump pads are too close to the wall and need to be slightly farther away so you dont hit the feets. worst almost ok the other one on the long side is perfect add a step here plz 12 - showed rangle how to reduce lag.com with good vanilla tricks. delete the detail building interiors to make them normal walls and just lower the sky around them to get them at the right height. = way less lag and no impact on player perception yay. also u dont have to detail the backs of buildings that literally nobody will ever see 16 - i wish the sky were bright and normal not putrid yellow lol. troll room and idk how these guys can play megaman but complain about the detail 21 - move the stair closer to middle for less travel time good maps guys idk maybe the picky people should test more i like doom
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NeonDM
Jul 8, 2017 2:50:19 GMT -5
Post by Razgriz on Jul 8, 2017 2:50:19 GMT -5
Alright so in lieu of the fact there was a huge fight and progress is slow, I figured we might as well stop and in the coming testing for b10 take a look at these guidelines I'm going to put forth. The fact is a lot of the maps in neon are suffering horribly with similar symptoms so what's gonna happen is if any of these maps are suffering, these steps will be taken:
- Propose and initiate fixes for the map - If the initial fixes still don't work out, have another member take a crack at it - If the map still doesn't work out despite multiple attempts from different members, it will be considered trash-able. The author can take as many attempts as they like to save a map, but if it begins to hold the project back it will be trashed regardless of any say aside from my own. - If it's a map considered to be finished and is suffering due to the nature of the detail done, and if the author no longer wants to work on it, it can either be taken up by someone else to attempt fixes, or considered for trash.
The other option is to roll back to a version with more potential and worked back up. It would take more time but right now there's no way we're gonna reach the deadline with even 16 maps, so we need to take the time to polish up what will most likely end up being the last major DM pack from us. I'm also not against bringing back maps with a lot of potential that have already been trashed due to the authors wish, like Dranzer's first map before detail duty, as long as someone is willing to pick it up and finish. I can understand that everyone has a vision that's also driven with the new palette for software in mind, but we do have to focus on making the maps good and enjoyable to play on, so here is the next part, the guidelines.
Layout stage
We're going to look at a few things here when it comes to layouts that haven't reached detail stage yet, we're going to start with the most important part: map flow
How does the map play? Are there any dead-ends? Is there any parts of the map that catch players while they're moving? Does the floor interfere with game play in any way? Do the hallways or other structures seem too cramped to the point where there is no smooth movement through them? Do the hallways or other structures protrude too far from the core of the map giving off the sense of the map being too wide? Does the map in general seem too wide to the point where traversing the map becomes bothersome and boring? If there are height variations, are the variations all-encompassing throughout the map? Do the height variations come off as excessive as a result? Does the map perform poorly without a focus point or a place of interest for players to gather to? Does the map come off as maze-like due to too many hallways or poor structure placement? Is there a gimmick and does it drive the map in the wrong direction? If the map has multiple floors, is the travel time between floors too long? Are the power-ups, player spawns, or weapon placements poorly placed? Is there an inappropriate amount of any of these for the given map size?
If yes to any of these, then the map must be critiqued and improvised to fix the offending issues. Some may get a pass for being very mild in nature, and that'll come with the testing territory, most likely it will be a case by case basis for many. Structure in this case is anything like buildings, stairs, and pillars, while gimmicks are anything from jump pads, teleporters, insta death floors, almost anything that adds a unique characteristic to a map. There's nothing wrong with gimmicks but they have to be done right, not poorly. If the author refuses to change or fix the map, depending on how bad the issues are I will decide it's fate, whether its to fix the map by myself, or it becomes trash-able. Remember we are still trying to make good maps to actually play on. We don't want to end up at the 1 year mark post-release date saying "yea I shoulda done this or that to make it even better". No Cata's or Dusk's are allowed to happen on this project.
Now for the last part, Detail stage.
Once a map has finished detail-duty, we'll look at some of the things that occasionally crop of afterwards. The list is smaller and there is small overlap too but it's important to iron out the following things:
Does the detail cause players to feel disoriented or make it difficult to look at certain areas of the map? Does any of the detail catch player movement in any way? Does the detail cause players to lag? Are there any textures that need alignments done? Are there any homs or strange anomalies present in certain sections of the map? is it view-able in either software or ogl? If any scripts are present in the map, do they need to have setactivator as -1? Do the gimmicks have problems working properly? Are there parts of the map that need to be made impassable? Are there spots in the map that don't insta-kill when they should? Are there any bugs present?
If yes then start rolling in the fixes for any of the offending issues. At this point it can be a headache but you're nearly almost done. Nothing should get trashed if you're diligent about getting fixes in. If there are any questions or suggestions post here so I can see them, but for the most part, as long as all these get followed and fixed it definitely will help bring maps that are struggling up to par. Also, nice shot weon.
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NeonDM
Sept 17, 2017 13:20:19 GMT -5
Post by goodusernamenowbob on Sept 17, 2017 13:20:19 GMT -5
damn my password was dumb
i quit (a while ago)
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