Mirrors Edge : Source Source Project (April 23rd 2011)

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

Re: Mirrors Edge : Source ***PLAYTEST SOON***

Postby LordDz on Sun Apr 24, 2011 12:24 am

Awesome ping :) .
User avatar
LordDz
May Contain Skills
May Contain Skills
 
Joined: Mon Sep 01, 2008 12:28 pm
Location: Hammer Crash Logs

Re: Mirrors Edge : Source ***PLAYTEST SOON***

Postby KILLA-COW on Sun Apr 24, 2011 12:29 am

Okay so in terms of feedback.

1) Get rid of the TMP and replace it with something else because it's rubbish!

2) I think marks mentioned it during the game and I was a victim of it, if someone gets the AWP (or another sniper) they can immediately shoot you if you turn left out of the terrorists spawn and you're by the little ladder bit, so all in all you're alive for about 2 seconds.

3) Sometimes its confusing when you spawn in the life and you end up spinning around trying to work out which way is out, however I think this could be due to my retardness rather than the direction of the spawn.

4) Maybe add an AWP or something at the top of the arc of the jump over the middle bit, so there's a bit more incentive to jump.

5) Don't let meotwister play the map because he kills me too much.

Other than that I thought the gameplay was pretty good, was good fun indeed.
KILLA-COW
Veteran
Veteran
 
Joined: Sun Jun 12, 2005 1:37 pm
Location: The Island of britania!

Re: Mirrors Edge : Source ***PLAYTEST SOON***

Postby Stormy on Sun Apr 24, 2011 12:33 am

Well.

First thing that needs attention I think is the jump bit in the middle. I had a ping of ~300 so it was obviously going to fail for me, and I guess you don't really want to map for the people with archaic internet. I'm sure if it was on an aussie server there would have been netter performance. HOWEVER. I joined and just assumed that I couldn't jump over there, since it was so far. I saw the little ramps there and I assumed that they were just for show. I think a perfect way to demonstrate that the gap is jumpable would be arrows on those ramps. I assume you're planning that already though.

Some dudes were saying that they could snipe from the spawn, I didn't see it but maybe you could look at that? I liked the spawn having the three ways to exit, each into a different environment (one into the the offices, one into a lobby sort of setup and one outside), I thought that added some nice variety.

There are some good paths to follow, but that room in front of the spawn got my goat. I assumed there would be a path in there but there wasn't, it seems like a useless room, was it a buy zone or something? Some of the paths are also very perpendicular to the way you want to travel, for instance to get to those sniping towers you have to go far right and then far left, all the while with no cover and then when you do get to the tower you have no cover climbing it. So it's very hard to get into that position. The position itself is open enough to prevent anyone from camping there really effectively, perhaps you could put the ladder on the spawn side of the tower for cover?

The map is very small and intense, which I liked about it, although it was a bit hard to spot and identify the team members. This might just be a CSS thing though, since I never play CSS I'm not really used to it. I think once you texture the map with the colour scheme of mirrors edge the player models will stand out a lot more.

I liked the lighting, it was very mirrors edgy, the HDR and really bright colours. The open roof in the spawn was a nice aesthetic touch too, I think it sets the lighting mood as soon as you load in.

I'm a custom content whore though so I'm looking forward to seeing if you put in any sexy models.

I think the map plays well enough that the highly distinguished, aged and educated masses that play counter strike would accept it fine, but with the amount of polish that you're putting into it I think it might sail right over their heads. Which is a good thing.

Short version: Nice map dudemanson!
User avatar
Stormy
May Contain Skills
May Contain Skills
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby Generalvivi on Mon Apr 25, 2011 6:21 pm

Thanks for the feedback guys
Generalvivi
Irrational Games
 
Joined: Fri Feb 18, 2005 1:41 am
Location: Boston

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby MayheM on Mon Apr 25, 2011 7:26 pm

Firstly... Hooray!!! I made the screenshots and it was not me getting owned! Which was contrary to what actually happened. I took quite the shellacking...

Anyway, I agree, some of the guns are useless for sure. The TMP is like bringing a bb gun when everyone else has bazookas. I have never liked the AWP, in fact it has been banned on the server I play on. No one likes to get shot in the toe once and dying. It is just lame.

I do miss some of the inside areas.

The jump pads need to be bumped up a bit. I jumped and missed countless times.

I did mention it in game, but there was a spawn in one of the elevators that was turned around. In fact I am certain there are two spawns in that elevator.

The weapons need to have more bullets. I grabbed the mossburg and only had 8 bullets. Needless to say,that round did not end well for me.

It is a lot different from the older versions. it played a lot faster than past versions. I did prefer the map with more routes. The lower halls and the inside areas were really nice in the old versions. I think it could stand to have some of those elements brought back in. They would help counter the insta-awping from spawn sicne you would have routes to take that had more cover.

All that aside, i had a good time even though I was getting WAXED! Thanks again for the invite...
Image
User avatar
MayheM
Veteran
Veteran
 
Joined: Tue Oct 16, 2007 7:46 pm
Location: Lancaster SC

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby Performante on Sun May 22, 2011 3:55 pm

it looks amazing!!
Performante
Member
Member
 
Joined: Mon May 09, 2011 1:46 am
Location: Canada

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby Kanine01 on Fri Jun 03, 2011 12:07 am

Man, this is awesome. Needs the eye raping bloom in order for it to look like Mirror's Edge though.
User avatar
Kanine01
Regular
Regular
 
Joined: Wed Apr 20, 2011 7:10 pm

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby Sathor on Wed Oct 12, 2011 12:09 pm

Hallo guys,

Sadly, Source is becoming a very old engine now, which becomes so obvious after playing things like the Battlefield 3 BETA or almost any other new game.

I don't honestly know how Vivi is seeing it, but I see no way to finish ME:S. I can not claim to have the motivation anymore to spend those countless hours I used to on modelling stuff.

I have learned a lot ... my latest progress were those small animations like the rotating camera, but now even that is a very long time ago. I have greatly improved in modelling (I think), but still there was so much to do, so much to create ... and unfortunately, no one was willing - dispite our tries - to help us out.

Since this Thread - before I posted - was still on Page 1 (or 2?) of the Under Construction, I guess Source is slowly dying.

Please tell me your opinions, whether ME:S should be continued (I can't speak for Vivi here, he may still be willing to work on it, but honestly, we haven't talked about ME:S in detail for quite a time).

I would be willing to make public all my assets I have so far created to the public, for anyone to mess with the models and textures I have created.

Perhaps one or two of you still will answer :wink:
User avatar
Sathor
Senior Member
Senior Member
 
Joined: Sat Jan 20, 2007 10:31 pm
Location: Germany

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby srredfire on Wed Oct 12, 2011 1:31 pm

I think it should be continued if not for the sole reason that it'd be nice to see it finished, but looking at the fact it's been over TWO YEARS and it's not done, would kind of lead down that path that it was never going to get finished in the first place.
srredfire
Veteran
Veteran
 
Joined: Sat Jul 22, 2006 10:44 pm

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby Mr. Happy on Wed Oct 12, 2011 9:30 pm

I think you should finish it! The assets were looking awesome. You don't have be too extravagant if you don't want to make tons more assets, just use what you've got!

You should definitely open source it if not, that's a really nice thing to do.
Image
-You've just been happified!?
User avatar
Mr. Happy
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sat Dec 30, 2006 9:20 am
Location: Flyin' thru "da cloud" in the MotherShip

Re: Mirrors Edge : Source Source Project (April 23rd 2011)

Postby Generalvivi on Thu Oct 13, 2011 5:58 pm

I think the scope of the maps needs to be cut down. Most of the maps were really big and started to get out of control. The one map I worked on for the most part was fun to play, but the layout didn't feel like a real building could ever be built like that. I think if we ever picked it up again, we would need to create a small Fy map and see how that goes first.
Generalvivi
Irrational Games
 
Joined: Fri Feb 18, 2005 1:41 am
Location: Boston
Previous

Return to Under Construction

Who is online

Users browsing this forum: No registered users