BocaBurgers BETA 1.5 *New Update*

Reveal what you have made so far and get feedback on development.

Postby im.thatoneguy on Thu Jul 14, 2005 8:25 pm

Lol. Well not just on a random FTP. I mean if someone has a very specific intention, there is no reason I should hold back further development to whatever game they want to play it on. However, I would be perfectly happy to provide all custom Models and materials (SMDs .Qcs etc) Just PM me if you see something you want.
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Postby Dead-Inside on Thu Jul 14, 2005 9:08 pm

Tbh I'm impressed you even got as far as you already did. There's some serious custom content in there.

Anyway, I'll be waiting for you to hand me the map then ;).
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Postby im.thatoneguy on Fri Jul 15, 2005 12:53 am

Tbh the custom content is what comes easily to me. I have years of experience as a character modeler, this whole architectual thing is what is really hard for me. :)


Looking at the layout, making this into a CSS map isn't going to be a piece of cake, however I think I see what you might be able to do. When I get some free time I'll be able to point you in the right direction, but you'll probably be making some fairly significant changes to meet CS requirements. Or it could always *cringe* be am Aim map, however I might object to my work being bastardized like that ;)
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Postby Dead-Inside on Fri Jul 15, 2005 12:58 am

It's only ment as an aim_map.

Otherwise, if you make it DE or CS, you'll just have a sniper feast. Which will suck ass anyway. (You could, though, give the playes aim_ style weapons and still give them objectives, to make it mixed. Though emphezise on the objectives!)
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Postby im.thatoneguy on Fri Jul 15, 2005 7:21 am

NEW UPDATE
10:30 PM PST 7/15/05
DM_BocaBurgers Beta 1.5
A Turkeyburgers Remake.

Download It!
Mirror 1

Major Problems:
- Need 3d Skybox Outside of Window
- Finish Unpopular Science Magazine
- Need to make more book covers

Roadmap:
Finish Beta 1 series: Fix major bugs and gameplay
Release Beta 2 series: Finished content, Optimization and polishing.
Release Final (Early August)

Known Glitches:
Jumping into Red Teleport from the top of Bookcase results in self telefrag.
Lighting could use some attention.

What I would like:
Critiques, go ahead be vicious, the more you find the more I can fix.
System Specs and performance impressions.
Online testing to check for abnormally high lag.
Testing Telefrag (Kind of hard to do by myself).
Ideas.
Impressions.
Solutions.


Screenshots:
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
Screenshot 6

Thank you for your time, and PLEASE critique the hell out of it.
Last edited by im.thatoneguy on Sun Jul 17, 2005 9:03 am, edited 11 times in total.
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Postby DarkMortar on Fri Jul 15, 2005 7:27 am

how do u scale ur models liek dat?
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DarkMortar wrote:If you copied and pasted this in notepad, you may be a nerd. If you just highlighted this, you may be intelligent. If you read this like it is, you may become blind.
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Postby im.thatoneguy on Fri Jul 15, 2005 6:20 pm

The models are either reecompiled, or made custom.

Note. It would appear that if you download it and do not change the name, back to BocaBurgers_Beta1.bsp, the Cubemaps will not work.... I'm checking to see what will happen if I rename it. I dont' see why uploading it would break cubemaps, so I'm assuming it's the name.

Confirmed At least on my computer, Deleting all the extra crap in the file name fixes the cubemap issue.


EDIT:
I compressed the file and added the relevant mirror. This should alleviate any sort of renaming issues since the file inside the zip will remain unchanged.

Mirror 1 (Compressed.)
Go try out some of 'dem BocaBurgers! It's MMm Mmm good.

http://www.snarkpit.net/maps.php?map=2162
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Postby im.thatoneguy on Fri Jul 15, 2005 6:30 pm

Yeah sorry, I was busy trying to get the compile done etc.

After this map, I'll have to see where I'm at. I'm not actually that much of a mapper, I just reallllly wanted to play this map and nobody was interested, so I learend to map by mapping this map for this map, if you get my drift ;)

I definetely wouldn't be able to start until September 12ish if I ever do start, Believe it or not I'm still in school ;) and I don't like to start new projects in the middle of a term. I have your PM saved though so I'll be sure to get back to you in the future.
Go try out some of 'dem BocaBurgers! It's MMm Mmm good.

http://www.snarkpit.net/maps.php?map=2162
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Postby im.thatoneguy on Fri Jul 15, 2005 8:57 pm

A big thanks to everyone who is providing feedback it has all been really helpful so far.

Where it's at right now.

I'm adding clipping brushes, In my noobish state I didn't even think of putting in clip brushes to smooth out detailed areas.

The Red Teleporter's momentum gate was too small trapping people inside.

At somepoint I actually managed to make a copy of the desktop which was causing overlapping.

This is a two fold help request: First off a repeat of my previous problem which is essentially solved with a hack and that is, how do you stop a player, so his momentum doesn't carry him off a cliff exiting a teleporter.

Secondly, Ideas on how to implement telefragging.

I swear, I don't think Valve even intended their teleporters to be used, they are the most difunctional game teleporters I think I've ever encountered.

How about two check boxes: "Stop player, telefrag", There are some flags I wouldn't mind having.
Go try out some of 'dem BocaBurgers! It's MMm Mmm good.

http://www.snarkpit.net/maps.php?map=2162
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Postby cur_sed on Sat Jul 16, 2005 3:54 am

Alright, just hada walk through your map, and I've got to say I'm very impressed. But, as you said you wanted us to bitch and whine, let the bitching commence.

1. Some things seem to me using odd materials. Why, when I shoot those cups, or the M&Ms, do they seem to be made of wood?
2. the trigger for the teleport sound doesn't seem to overlap exactly with the teleporter, so I sometimes walk next to the teleporter and hear the sound without being teleported.

3. More physical objects! I know its an MP map, and so you need to consider network overheads etc, but please let me knock over some of those books! Also, those are the densest M&Ms I've seen in my life. I'd love to see my rocket/grenade send those things flying, as opposed to just making them roll around a bit.

4. I can get stuck. There's a little rule/guideline in game design that says a perfect player should be able to complete a game to 100% without losing any life. Maybe you could do well to try and apply that here. The teleporter that takes me to the second top shelf of the bookshelf (the one with the 2 crates of rocket ammo behind the books), seems, as far as I can tell, to bring me to a point where, unless I jump/fall off and take the damage that brings, I can't get out of. Am I missing something? is there a way to get off that shelf without falling all the way to the coffee table or the floor?

5. In some places, scale affects playability. I found it -very- hard to jump up onto books. For example, I couldn't get up that stack of books that the chair is leaning on, as much as I tried. Also, it took me 6 or 7 shots to jump up onto the copy of The Simulacra that allows me to run along the top of the corkboard (I then tried to jump from the book onto the brick that pokes out from the wall and promptly missed and fell all the way to the floor). If I have that much trouble doing it as the only person playing, imagine if I try it on the run, while someone's firing crossbow bolts at me. Could get very frustrating.

6. Am I supposed to be able to run up that chair onto the desk? It occured to me that, possibly because of the above complaint, the connectivity of the level isn't great. It seem really difficult to get between certain places.

7. Why shotgun ammo on top of the bookshelf? especially if there's no shotgun around. I don't get it. The top of the bookshelf would strike me as the perfect sniper spot, yet I only get health and ammo for my shotgun (aka the least accurate long-range weapon) for getting up there.

8. Getting into the drawer with the CDs and teleporter was hard. I had to, like, crouch down and jump to get in there from the ladder from the floor.

Anyway, that's mostly it. I'm gonna keep an eye out for any servers running this map, as I'd love to try it out with other players. Congrats on a great map.
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Postby im.thatoneguy on Sat Jul 16, 2005 5:11 am

Thank you for the critique some of this I fixed in the latest compile (someone on Snarkpit gave me a great critique this morning and I got alot accomplished during the day.)

1. Hehe... Yes I had forgotten to fix that, thank you.

2. My Teleport triggers are cylindrical, my effect triggers are square, that would definetely be something to consider changing, I had actually just concluded that nobody would ever hit a corner, I was wrong, that's what beta test is for.

3. That's 3 votes for lighter M&Ms. If you the grav gun, they're the right weight, if you shoot them, they go nowhere... Somewhere there is a balance, I swear upon something of great importance I will find that spot.

4. Usually you won't leave a high place alive. It *is* possible to get down without getting hurt, just go down one level at a time. But that will result in your death. Best just to jump, although I don't know why you would want to leave. There are 3 different health packs you could land on. Falling will always only inflict 10, they give you 20, think of it as 10 for free.

5. Have you tried Jump+Crouch? It's necessary. The jump the brick is easier if you give yourself a little turbo boost, it'll double your jump distance. If you haven't been using Jump Crouch, give it a try, it still takes a bit of practice, but I rarely if ever miss a jump now. Also I'll take this moment to make a plug for HL DM Pro. It's ALOT better. http://hl2dmpro.free.fr/

6. Yes, you can get onto the desk. Again Jump+crouch.

7. The only way to get to the top level (until the Tau Gun is implemented in HL DM Pro) is via the ladder. On the second to top level of the ladder, there is a shotgun. The ammo is for it. Great for sneak attacks on the rocket shelf one down from top. There is a sniper rifle on the bulletin board's lamp (Ammo on top of the far bookcase) and an irifle + combine balls on the unpopular science picture.

8. Glitch Fixed in 1.5 Compile, go ahead and download it, everything is alot smoother now.

Thank you for your critique, I appreciate the feedback, and give the new update a try.
Last edited by im.thatoneguy on Sat Jul 16, 2005 5:50 am, edited 2 times in total.
Go try out some of 'dem BocaBurgers! It's MMm Mmm good.

http://www.snarkpit.net/maps.php?map=2162
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Postby im.thatoneguy on Sat Jul 16, 2005 5:16 am

Sorry for the double post but:

NEW UPDATE
10:30 PM PST 7/15/05
DM_BocaBurgers Beta 1.5
A Turkeyburgers Remake.
Download It!
||More info||

^ Edited previous post, see above for buglist etc. ^
Go try out some of 'dem BocaBurgers! It's MMm Mmm good.

http://www.snarkpit.net/maps.php?map=2162
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Postby Fragonard on Sat Jul 16, 2005 5:26 am

Gavin, just so you know, I hate you.
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Postby im.thatoneguy on Sat Jul 16, 2005 5:36 am

Watch out: I know where you live.

[Edit] Your FIRST post is "I hate you"!!! Wow talk about bad Karma.
Go try out some of 'dem BocaBurgers! It's MMm Mmm good.

http://www.snarkpit.net/maps.php?map=2162
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Postby Fragonard on Sat Jul 16, 2005 5:41 am

im.thatoneguy wrote:Watch out: I know where you live.

[Edit] Your FIRST post is "I hate you"!!! Wow talk about bad Karma.


LOL
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