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

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

Re: Fy_Mirrors_Edge (wip)

Postby Zipfinator on Sun May 31, 2009 11:49 pm

I'm not too sure about that jump thing in the middle... People there would be way too open to be shot. Otherwise it's looking very good.
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Re: Fy_Mirrors_Edge (wip)

Postby Generalvivi on Mon Jun 01, 2009 12:40 am

There are many other ways to get across that were not shown in the video. There is a bridge and some other stuff . Also when the interior area gets built that will be a whole other section to the map people can run around in.

Personally I think having the big gap adds something to the gameplay. It's like... do I jump across and get to where I want to go really quick but be open and possibly get killed... orrrrrrr do I take it safe and go a longer route. :)

Either way! Play testing will solve most of these issues :)
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Re: Fy_Mirrors_Edge (wip)

Postby stoopdapoop on Mon Jun 01, 2009 12:50 am

Generalvivi wrote:There are many other ways to get across that were not shown in the video. There is a bridge and some other stuff . Also when the interior area gets built that will be a whole other section to the map people can run around in.

Personally I think having the big gap adds something to the gameplay. It's like... do I jump across and get to where I want to go really quick but be open and possibly get killed... orrrrrrr do I take it safe and go a longer route. :)

Either way! Play testing will solve most of these issues :)


well since it's a frenzy map, nobody's really trying to get anywhere :D
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Re: Fy_Mirrors_Edge (wip)

Postby spare8ball on Mon Jun 01, 2009 12:51 am

maybe since there is a gap call it fy_gap! woot
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Re: Fy_Mirrors_Edge (wip)

Postby TicTac on Mon Jun 01, 2009 1:17 am

My suggestion, in relation to that gap-jump, would be to replace the gravity trigger with either a local gravity trigger (func_vphysics_motion?) so that only those in the jump zone are 'lighter', or just have a push-trigger-brush (also a func_vphysics_motion). This way everyone doesn't go low-grav ;)
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Re: Fy_Mirrors_Edge (wip)

Postby Zipfinator on Mon Jun 01, 2009 1:53 am

If you had a trigger push to make it not low grav you wouldn't be able to go both ways though :/
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Re: Fy_Mirrors_Edge (wip)

Postby vcool on Mon Jun 01, 2009 2:03 am

How so? You could have a small (player size) brush with a strong push value up which would propel you. You would have two of these, one on each side. It would need a lot of tweaking, since the player speed in CSS isn't that big. Plus you can't sprint.
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Re: Fy_Mirrors_Edge (wip)

Postby Zipfinator on Mon Jun 01, 2009 2:10 am

Ah that would work, I was thinking horizontal pushes along with low gravity instead of the upward push like you were thinking.
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Re: Fy_Mirrors_Edge (wip)

Postby Chopium on Mon Jun 01, 2009 2:34 am

Image

What if you just put a trigger_push in the middle of the gap so that gravity for the clients will be less and they will be able to cross the gap. Also, this way, players can fall into the gap if they fail. :/
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Re: Fy_Mirrors_Edge (wip)

Postby Generalvivi on Mon Jun 01, 2009 3:54 am

Mr. Chop wrote:Image

What if you just put a trigger_push in the middle of the gap so that gravity for the clients will be less and they will be able to cross the gap. Also, this way, players can fall into the gap if they fail. :/


Yes, this is what I was going to setup. It will prob be a little inset inside of the gap, that way people wont accidentally touch it when they are trying to peek over the side or something :P
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Re: Fy_Mirrors_Edge (wip)

Postby Generalvivi on Wed Jun 03, 2009 6:38 pm

Day 5-6 :

So I went in and started adding place holder points in the environment for a lower area and some of the interior sections on day 5. On day 6 I put in a placeholder vista to help get some sizes down and match it up correctly to the environment. Today I got a really interesting idea to help Tie any other maps we make all together. I wanted to create an actual city, prob on an island in the center of a bigger city, we will use this as a bench mark of where all of our maps will go. So if your playing one map you could see the spot where the other map we created would stand. We already have several ideas for small quick really cool maps. I'll talk more about that when I have something to show but for now! Screenshots!

Screenshots:

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Placeholder vista - I seemed to have matched it up perfectly with the ground on my second try... this made me very happy :P

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Some things I would like to note as I'm making this map. I wouldn't normally have map holes everywhere like I do right now. That was the product of me trying to put a bunch of placeholder routes and geometry in all at once. It should be cleaned up soon and ready for it's first maiden voyage by the end of next week :)

Also we will be showing off Art from Sathor and PhilE in a couple of days so get ready for that!

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Re: Fy_Mirrors_Edge (wip)

Postby Zipfinator on Wed Jun 03, 2009 6:45 pm

Looking good! I think the building should be taller though, it doesn't look very scary now if you were on the roof.
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Re: Fy_Mirrors_Edge (wip)

Postby Generalvivi on Wed Jun 03, 2009 7:02 pm

Zipfinator wrote:Looking good! I think the building should be taller though, it doesn't look very scary now if you were on the roof.


In game it feels a bit scary when your on the side :lol: but yeah I think I will make them taller. It's prob just the angle I took the screenshots at though... should have taken one from the street level. which you can jump to your doom if you want to :D! It's quite fun
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Re: Fy_Mirrors_Edge (wip)

Postby no00dylan on Wed Jun 03, 2009 7:37 pm

Mr. Chop wrote:Image

What if you just put a trigger_push in the middle of the gap so that gravity for the clients will be less and they will be able to cross the gap. Also, this way, players can fall into the gap if they fail. :/


Ha ha ha, i thought it was a diagram on how not to die.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Habboi on Wed Jun 03, 2009 8:10 pm

Looking good mate. It's good to see you're thinking about gameplay rather than looks atm. Keep it up as I see nothing to nit pick.
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