Construction Community Map Dev Thread


(SebaSOFT) #261

That’s why I suggested you upload the latest ramp. Either way (from the fort) going ouit with a Badger through the side door took me at most 10 seconds to reach the University entrance. And that’s without touching any new developed terrain/pathway.

After this, we should consider the amount of time required to transmit. I have no further concerns about gameplay.


(SebaSOFT) #262

Don, I compiled the map and took out a couple of railings (see pic) to allow more creative vehicle stunts from the fort, I will test it over the weekend. I hope you don’t mind.


How are we for a release candidate?
My guessed todo:

[ul]
[li]Give some Strogg feel to the “hacked” transmission console[/li][li]Tower stairway to the Digg site[/li][li]Slum block appearing in the missing block between the warehouse and the Hotel[/li][li]New Subway entrances terrain hole - DONE[/li][li]Faster way for GDF to reach the generator hole (stair of containers)[/li][li]Playtest and release[/li][/ul]
:stroggbanana:


(Donnovan) #263

I don’t mind Seba, fell free to change it.

I’m here with a shining Player_aas and Vehicle_aas. Will make some tests and commit.

I will make the slum block, and the terrain hole is already done.


(SebaSOFT) #264

TODO Updated

My guessed todo:

* Give some Strogg feel to the "hacked" transmission console
* Tower stairway to the Digg site (Volator?)
* Slum block appearing in the missing block between the warehouse and the Hotel (Don)
* New Subway entrances terrain hole - DONE
* Faster way for GDF to reach the generator hole (stair of containers) (Seba)
* Blocked tunnel exit on the lower right?
* Green fences over the tunnel entrance blows when the barricade blows
* Playtest and release

(SebaSOFT) #265

Changelog:

  • Added containers for BRINK style acceleration to the Digg building
  • Moved the ramp to correctly reflect the changes in the scaffolds






:stroggtapir: WHAT A MAP WE HAVE HERE :stroggtapir:

TODO

  • Give some Strogg feel to the “hacked” transmission console
  • Tower stairway to the Digg site (Volator?)
  • Slum block appearing in the missing block between the warehouse and the Hotel (Don)
  • New Subway entrances terrain hole - DONE
  • Faster way for GDF to reach the generator hole (stair of containers) DONE
  • Blocked tunnel exit on the lower right?
  • Green fences over the tunnel entrance blows when the barricade blows
  • Playtest and release

(Donnovan) #266

[QUOTE=SebaSOFT;230945]Changelog:

  • Moved the ramp to correctly reflect the changes in the scaffolds
    [/QUOTE]

Seba, i have added a horizontal pole to the top of the scafolding, to maintain ramp position, some days ago, just don’t commited it yet.

I believe that maintain ramp horizontal position is better so this ramp is not just a place to pass by, but a postition to fight people on the ground. People tend to use it more like a position. Can i commit this scafolding with the pole on the top and the horizontal ramp?


(SebaSOFT) #267

ok, no problem


(Donnovan) #268

Thanks Seba. We have only 2 gigabytes on Googlecode, but i remember you saying to us not worry about that, so i will commit things more offten. More frequent and small commits.


(SebaSOFT) #269

We have 2 GB to the source code (currently only 22% used) and 2 GB for the releases (currently only 6% used), so no problem with that at all, just keep each commit as playable as possible.

Commiting as much as possible and updating before starting to work is always the best way to work.


(Donnovan) #270

Well, here is the tunnel after explosion. Before explosion there is a model covering perfectly the rumble.

Thanks to Violator work on the destroyed barricade, that helped me a lot.


(SebaSOFT) #271

Don, I just commited some stuff in the main consite.map

Please see if you need to merge my changes…


(SebaSOFT) #272

Changelog:

  • New GUIs for the Data Brain Transmit and the Generator Hack!!!
  • Made the Tranmission Console kinda stroggish

Some pics:





Don did you take Fog out of the Atmosphere?


(SebaSOFT) #273

Updated TODO

  • Give some Strogg feel to the “hacked” transmission console - DONE
  • Tower stairway to the Digg site - DONE
  • Slum block appearing in the missing block between the warehouse and the Hotel (Don)
  • New Subway entrances terrain hole - DONE
  • Faster way for GDF to reach the generator hole (stair of containers) DONE
  • Blocked tunnel exit on the lower right?
  • Green fences over the tunnel entrance blows when the barricade blows
  • Hacking the Generator should be quicker, it needs to take less time to hack
  • Playtest and release

(Donnovan) #274

I merged your changes in consite.world with mine, Seba. Finally i’m learning to use SVN correctly, after made you pull your hair off many times :slight_smile:

Already done:

DONE! * Slum block appearing in the missing block between the warehouse and the Hotel (Don)
DONE! * Green fences over the tunnel entrance blows when the barricade blows

Other images:

What is this TODO, bellow?

  • Blocked tunnel exit on the lower right?

And no, i have not take the fog out of atmosphere.


(SebaSOFT) #275

Don, it’s just a suggestion, remember when we talked about the fort ramp and I suggested that it should be another tunnel exit (bloqued) that would count for realism, to take away the feeling of isolation of the city?

Changelog

  • Halfed the time to hack. It was too much IMHO

TODO:

  • Give some Strogg feel to the “hacked” transmission console - DONE
  • Tower stairway to the Digg site - DONE
  • Slum block appearing in the missing block between the warehouse and the Hotel - DONE
  • New Subway entrances terrain hole - DONE
  • Faster way for GDF to reach the generator hole (stair of containers) DONE
  • Blocked tunnel exit on the lower right?
  • Green fences over the tunnel entrance blows when the barricade blows - DONE
  • Hacking the Generator should be quicker, it needs to take less time to hack - DONE
  • Playtest and release

(SebaSOFT) #276

Purging TODO list and adding some stuff

TODO:

  • Blocked tunnel exit on the lower right?
  • Add more details, (abandoned cars, more trash containers, etc.) to the city
  • Rethinkg about deploy spots, with the new layout
  • Bring back the peasant lines to the streets :frowning:
  • Half the height of the planting brush at the barricade to prevent trick-planting
  • Playtest and release

All of this shouldn’t take more than an hour. And that means we are fine tunning this map :stroggbanana:

This is the current layout.



(Donnovan) #277

I will upload the megatexture with peasant lines. It just need some tweak before.


(SebaSOFT) #278

Don, if I make the corrections to the deploy mask, would you make the corrections to the markers in the megatexture?


(Donnovan) #279

Yes Seba! This is done really easy! You just need to commit the change.


(SebaSOFT) #280

Thanks man