beta testing -1 reply

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ping117

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17th April 2004

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#1 14 years ago

does anybody want to beta test maps? i will post maps here (as attachments) and anybody with ef1 can test and report bugs on the thread this map is not done but its a starbase i will post it on www.effiles.com when its done :) thx for testing:)




[RRE]Fvillha Radaik

Praetor

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25th April 2003

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#2 14 years ago

I am willing to test and help with recommendations for fixes, ideas, ect...




ping117

Elite Force Modder

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17th April 2004

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#3 14 years ago

thx heres the map its name is "Level_2_sb1" you have to go to the console and type it in it comes with a .map so feel free to mod it, just post the mod in a zip with a list of the changes. thx :)




ping117

Elite Force Modder

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#4 14 years ago

comeon anybody report the bugs




uss-R

I don't spend enough time here

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7th February 2004

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#5 14 years ago

I couldn't play your map, com_hunkmegs came up many times in the end i'd already done enough trying, so i didn't get to play it.:(




Paracyte

Slightly cooler than a n00b

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10th February 2003

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#6 14 years ago

Well, after playing through I can definatly see this is one of your first maps. So I'll go extra easy on this one :)

I will add in all the screenshots soon! First off, it seems your learning quite a few of the entities. So good job w/ that. Keep experimenting, I'm sure you'll find theres a lot of neat stuff you can do with some of them.

Gameplay: I found myself running into countless deadends all over the place. But one thing you should learn is that dead ends are a very bad design for gameplay purposes. Nobody likes to run around the map and suddenly run into a wall, or run from someone and get cornered like that. If your going to have any deadends in your map at all, it's best to only use them for powerups. A deadend is a dangerous place to be in the middle of a holomatch map, but it shouldn't be around every corner.

To fix this, I suggest you add in teleporters, or just more pathways connecting some of the rooms together. Getting some really good gameflow will require more than just that. But its a start.

A deadend here: Another deadend: This appears to be a secret (had to destroy a wall to get to it), yet theres no reward once you make your way in- Just another deadend. This teleporter (the red one) just led me to the surface below. Whats the point when I could just as easily jump down? This teleporter on the right teleported me into a ceiling where I could see the rest of the map, and I had to use noclip to get out of it:

Another problem I saw was item placement. Man, you have got to work on this one big-time. You seem to like to place all the items in 1 room. But it best to scatter the weapons around the map so you can pick one up near you each time you respawn, and to keep players and bots moving around the map to pick up their favorite weapon. Also, what I like to do is place the ammo for each weapon on the opposite side of the map from where I placed the weapon. Or scatter the ammo around the map. This'll also help keep things flowing as players try to refil their ammo. And lastly, you need to put in health, to keep players alive longer, make them tougher to defeat if they know what they are doing.

A little excessive here dont you think? Yet not even a 5-health hypospray in any other place in the map:

Technical:

The very first thing I noticed was that your map has no lighting! It's all fullbright, and that can be hard to look at after a while. I very highly recommend you look into lighting up you map and experimenting with light entites. It will make the map a lot more pleasurable to look at.

A few textures were missing when I loaded the map. Just be sure to include them when you release it: textures/holosim/brwall2 textures/naturals/grass textures/signs/holo

The skybox that you choose looks aweful on any map. I suggest you choose a diffrent one, I don't even know why they decided to include that one, its just terrible IMHO.

You can see where these two brushes meet together. This goes for all the corners you used this force field texture on. To fix it, select the face you want to be invisible by holding SHIFT+clicking on the surface in the 3d-view, then set the texture to 'textures/common/nodraw'. Once you view it in-game, you'll have a nice smooth corner:

A few missing models here:

The wall stuck out through the wall a bit here.

This door is completely hidden (had to shoot it w/ phaser to outline it). Might want to change the texture or something so ppl know how to get back inside.

These doors should be "team doors". That means that you need to select both doors, go to the entity window (press e) and give it the following information:

Key: Team Value: Door1

By doing that, both doors will open at the same time even when only one of them is triggered. Set the next set of doors to 'Door2' and so on and so fourth.

*phew* thats a lot of stuff.. well good luck.




Paracyte

Slightly cooler than a n00b

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10th February 2003

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#7 14 years ago

What, I can only modify my post within 15 min? Argh! I was going to proof-read and fix up some of the text as well as add in these images too :/ Sorry if some of its a bit hard to follow since I didnt even get a chance to re-read what I wrote.

Also, here are the images that I was going to post:

A deadend here: deadend1.jpg

Another deadend here: deadend2.jpg

This appears to be a secret (had to destroy a wall to get to it), yet theres no reward once you make your way in- Just another deadend: noreward.jpg

This teleporter (the red one) just led me to the surface below. Whats the point when I could just as easily jump down? teleport2.jpg

This teleporter on the right teleported me into a ceiling where I could see the rest of the map, and I had to use noclip to get out of it: teleport.jpg

A little excessive here dont you think? Yet not even a 5-health hypospray in any other place in the map: excessive.jpg

You can see where these two brushes meet together. This goes for all the corners you used this force field texture on. To fix it, select the face you want to be invisible by holding SHIFT+clicking on the surface in the 3d-view, then set the texture to 'textures/common/nodraw'. Once you view it in-game, you'll have a nice smooth corner: ffield.jpg

A few missing models here: missing2.jpg

The wall stuck out through the wall a bit here: wallstick.jpg

This door is completely hidden (had to shoot it w/ phaser to outline it). Might want to change the texture or something so ppl know how to get back inside: door.jpg

These doors should be "team doors" (as explained in the above post): teamd.jpg

Ok well that should be everything.

Edit: It just occured to me that you added in the .map file so we could help you out with some of the changes. Well, if theres anything here you need help with, then just ask and I'll do it for you and you can take a look at what I did.




ping117

Elite Force Modder

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17th April 2004

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#8 14 years ago

heres a (hopefully) fixed copy yeah u can change things on the map, i could use some help on those doors some of those dead ends are because im not quite done yet. thanx ping117




ping117

Elite Force Modder

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#9 14 years ago

heres a version with bot support sorry it doesn't work, if someone can make an aas id b happy