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Beta test ready for download.
Posted: Wed Sep 07, 2005 8:45 am
by Uknowme
The
Beta test is ready for your viewing.
This is currently in
OBJ with 2 objectives to complete, after beta testing any errors will be repaired and it will also include
DM.
you can grab the
beta here
http://download.filefront.com/4105490;7 ... 74fff38b43
PS For beta testing purposes the script is such that you can test the map by setting the bomb on your own.
Feedback would be most welcome, some known issues are included in the read me.
Critisism is fine but please keep it constructive.

Posted: Sat Sep 10, 2005 2:19 pm
by Cobra
Page not found.

Posted: Sat Sep 10, 2005 3:04 pm
by Uknowme
Cobra wrote:Page not found.

Oh thats odd Cobra, works for me... ill check.
Thx for taking an interest anyway, doesn't seem like anybody else is

Posted: Sat Sep 10, 2005 3:21 pm
by Mj
Sexy SS; You have a great flare for industrial, i love your style s***e
I'm a cod mapper through and through now, but since its you seere...
I'll take a peek
Posted: Sat Sep 10, 2005 4:53 pm
by Uknowme
Mj wrote:Sexy SS; You have a great flare for industrial, i love your style seere
I'm a cod mapper through and through now, but since its you seere...
I'll take a peek
Hehe shshhhh im quite annonymous!
Funny you should say that but I have just moved to cod myself, I may be asking you for advice

Posted: Sat Sep 10, 2005 10:58 pm
by Mj
My MSN is always open
As for the map:
A little too dingy, a few more lights would increase the atmostphere tremendously - but i think this is a personal thing; also, some railings are too thick and blocky - i have a love-hate affair with railings...

Anyhow, the water flashing can be dealt with by just nodrawing the bottom of the brush (make sure the rest stay water or it will take on the stone surfaceparm
Some pillars stop at the mesh above - make them go up to the top; pillars are more substantial than mesh, and therefore wouldnt stop
Some walls are beautifully detailed (alla SS pic), but some are so dingy its cringy! Use some decals, perhaps - or just some rogue pipes; or even make some sexy crates to dash about; for aesthetic value, not just for play. Also, the inside of the trains?
Anyhow, great looking map overall; and beautifully structured!
Posted: Sun Sep 11, 2005 3:35 am
by Uknowme
MJ, you are one of few of which opinions I realy respect, some of the obvious faults I am aware of but many thx for pointing them out.
I would like to take on a map/project with yourself, I have admired your work for some time and I would be delighted if you would be interested in combining our skills.
pls pm me
Posted: Sun Sep 11, 2005 11:34 am
by At0miC
Yesterday I played this map with a few of us to see how the gameplay was.
First I was alone with JV, and the main thing we saw was that the map was a bit too big for just 2 players, so it was getting bored too soon

. Later when there were about 5 to 6 players it was better. But the axis team still had trouble with the bombs if both of them are set, they could scarcely get to the bomb under ground. So this map has to be played with a lot of people to give it a nice gameplay.
I must say the lightning is fine for me how it is like now. Also the textures you used are really great.
I agree with MJ about that some brushes are a bit too thick. The custom tables you made are also too big.
I saw that just some places need a bit more detials, it looked a bit empty or simple. Except of the under ground areas, the detials there looked very great.
The smoke of the chimneys on the background looked a bit weird and I also recommend you to use some less smoke because it sucks FPS. In some spaces I had a low FPS which was average arround 30 to 40, so it was just alright. Sometimes the screen shocks a bit, but that's only if there are more players in the map.
Just put some more energy in this one, because it's a very nice map and it looks great. It just needs a bit more improvements and fixes, I know your other works and your skills so I know you really could do a bit more on this map.
But however, I must say the map is really looking good already.
Great job m8, and good luck

Posted: Sun Sep 11, 2005 11:47 am
by Uknowme
Thanks Atomic,
Your quite right about many of the things you say and yes it can and will be improved.
FPS can also be improved but for a beta test I just wanted to get it out there to see if people liked the concept of the map before spending endless hours improving performance.
If it proves to be liked then I will take the time to improve many aspects of the map for example, Allied spawn will be improved (visualy) and also I may toy with the idea of blowing 1 of the trains to move the obj nearer to eachother.
For beta testing purposes all brushes were detailed with oh...bout 25 vis leafs for ease of compiling so I am confident that can be readily improved.
Thanx for taking the time to look over it m8, I appreciate it.
I have around 5 maps that need tidying up and finishing and then im off to the land of COD in readiness for COD2.
Posted: Sun Sep 11, 2005 8:44 pm
by panTera
I checked out this map yesterday and although it needs some more work I think it looks good so far. Those sharp (high detail) textures work great in MoH and give the map a sense of 'photo' reality, but IMO some of them are a bit too gritty, when compared to the rest.
It took me awhile to get a feel for the layout but after noclipping in topview it made sense. I don't think it's too big but it may look like it is because of the ventilation shafts and other extra (perhaps abundant?) routes. I could be wrong since I haven't actually played it but that was the feeling I got. Still I think it's one of the better layouts you've done so far and it was easy to remember after only a few minutes.
A few things:
The bleeding light. I know, MohLight is to blame for it, but there is something you might want to try in order to prevent light from bleeding through walls. What I usually do when the sunlight is bleeding is replace the outer caulk textures with the caulkshadow texture. (this works just the same as normal caulk but it creates shadows, in theory:) I have done this before with success but of course there's no guarantee it will work in all cases.
For beta testing purposes all brushes were detailed
Oh I see, that could be part of the cause.
Smoke FX. If you plan on keeping the smoke it might help performance a little if you just use it on one chimney. Personally, I would get rid of it.
Shaderparms. This stone texture -> textures/mc/51 uses surfaceparm wood.
It's always good to let the textures do most of the work and although some rooms/corridors/stairwells are pretty much empty they do not really look empty due to the quality of the textures. So thumbs up to the texture choice.
Posted: Mon Sep 12, 2005 12:14 am
by Uknowme
Good comments and realy helpful, its good feedback like this that makes it just about worth it
I actualy knocked that map up (once I got into it) in around 3 weeks so probably rushed it a little.
I will take the extra time to polish it up and possibly make a change or two, its such a crying shame that the majority dont appear to be interested in custom maps (in general of course not this site).
As said in a previous post I need to tidy up a few maps, release them and get going in readiness for COD2 where hopefuly there will be more demand.
Once again thx PanTera
Posted: Mon Sep 12, 2005 9:03 am
by Cobra
I have try it out and it looks very nice. The lighting & shadows are really ncie and the admosphere is the most inportant thing in a map i guess. The water have a high FPS but i saw this will be fixed.
Well done