[MAP]Outer_Space


(dwe_flame) #101

[QUOTE=stealth6;226376]I just downloaded it to hear the sounds since I like hearing custom ones :smiley:

I must admit they are very original and the most sound good, but some are too distorted that I really have to concentrate to understand them. But nice map and i am glad that you said in the readme that people can use the textures since I like spacey textures :smiley:

EDIT: hehe your dutch accent is still clear though despite the voice changing stuff :D[/QUOTE]

hahah damn, really tryed to avoid that :smiley:

Was looking for one of those programs where you can write text and some voice says it. i know they exist, but couldn’t find those.


(stealth6) #102

lol? they it is standard software in windows and Mac (not sure about linux) Check out “text to speech” or just TTS

The windows version is worse and thus sounds more robotic :smiley:


(dwe_flame) #103

[QUOTE=stealth6;226378]lol? they it is standard software in windows and Mac (not sure about linux) Check out “text to speech” or just TTS

The windows version is worse and thus sounds more robotic :D[/QUOTE]

lol i can only find the config for that :stuck_out_tongue:


(Diego) #104

I loaded the map up but I decided that I would not put this on our work server after running through it. The reason is that it the map needs more clarity. When people play a new map for the first time, they have a short attention span. They want to be able to understand the objectives quickly. If they don’t, they won’t bother playing it. You do not want the first time people play your map to be the last. In my map Hell on Wheels, I knew the objectives were horribly complicated, so I put in those instructional billboards to help players learn how the upgrade system works. Even if this was a beta version and you intended to fix those areas, people might not give your map a second chance. So I wanted to give you the chance to fix things before we give it a shot.

  1. You have not included an Objective Data file so nobody knows what the objectives are in the Limbo menu. Ergo, you also don’t have objective cameras to help players find the locations.

  2. You have a big interior space on the second ship, I guess that is for the allies. But it would be helpful if the corridors for that ship were included in the command map.

  3. It would also be helpful if you had some signs to guide people in the right direction. The map Bergen is a very confusing maze, but it does at least have signs to guide you to the transmitter and the generator.

  4. Audio commands, Reading some posts above, I guess your map is supposed to have them. The Limbo menu did play the “News” that you made. But I didn’t hear any audio commands throughout the rest of the map.

  5. When dealing with maps like this that are VERY different from a typical WW2 map, you need to make sure that the objectives are easily to recognize. I was running around the first ship for a while before I realized the east and west crystals are on the OUTSIDE of the ship. I expected them to be inside and was running all over the place looking for an objective. Also, their is a Big door, and a Cracked wall that need to be blown. These are hard to see. You should put more light on them so that when a player runs into the room, the first thing they notice is what you want them to destroy.

Regarding the look of the map, I think the reflective textures that you are using are very nice. I would like to see more variety in there. The starting Axis spawn has a nice wall texture and warm lighting. But that is really the only place in the map that has it. Everything else is either blue or green. Also, with a space map, you really need some special effects and sound for the teleporters.

If you can make the objectives and the routes to them more understandable, I’ll put it up for us to try the gameplay. But nothing is more frustrating than a map that has no objective data, or a poor command map.


(dwe_flame) #105

thanx for the feedback.
i will take it in account for a possible next release.

although i dont want to agree with the whole objectives description / signs thing.
imo i want to keep at a bit realistic in the way of not putting signs all over the place saying : hey dude, if you wanne destroy us, this is the way =)

for playing a new map, i think it does not matter how many signs you put up there. people need to just get to know it. its not like in oasis there are signs all over the place saying (Wall second turn left) and same for the fueldump.
if somone just takes at least 2 seconds to look at the command map, they would see the dyna logo’s (axis team) or custom limbo icons (allies)
than i expect from the player itself to use a bit of common sense what they should be able to do.
commandmap is pretty much detailed i think, and hallways pretty much forward, so its almost impossible to get lost.

objective camera’s and objective data, i just forgot about that i must admit.
bit more playing with the lights and special effects i can and should also do in a possible next release :slight_smile:

ps, about that point 5.
how can you miss a crystal that big :tongue:


(Diego) #106

[QUOTE=dwe_flame;226396]thanx for the feedback.

ps, about that point 5.
how can you miss a crystal that big :tongue:[/QUOTE]

Yeah, I was referring more to the cracked wall and the door. I’ll concede your point about signs and stuff. Too many signs can be a sign of poor design. If you need a lot, better to rethink the layout. But I don’t think your map has that problem. I think it would be helpful to have the hallways in that first ship represented in the command map somehow, but mostly getting the objective data in there will be a big help.


(CyburK) #107

i just had a little walk around and i like it. what about some jumppads and less gravity? maybe some floating objects (boxes, cans…) would make the feeling of outer space better? some computer noises and screens in the hallways would also add to the atmosphere.
all in all i like it. keep it up. the voice messages are also really cool!


(dwe_flame) #108

[QUOTE=CyburK;226525]i just had a little walk around and i like it. what about some jumppads and less gravity? maybe some floating objects (boxes, cans…) would make the feeling of outer space better? some computer noises and screens in the hallways would also add to the atmosphere.
all in all i like it. keep it up. the voice messages are also really cool![/QUOTE]

i tried to figure out how to make certain area’s have different gravity settings.
too bad that was not possible as far as i know of :stuck_out_tongue:


(stealth6) #109

you can get a similar effect by using a target_push with a very big trigger zone and a small strength.

For instance a creative idea would be to make a “lift” with an airlock, so you walk in the doors close and then the trigger is activated so you “float” upwards.

You could also then trigger some boxes to start bobbing for extra effect :smiley:


(UJERebel) #110

Maybe 2 triggers push into eachother, 1 pushing upside, the other down, and the downpusher with a bit more strength… maybe:p


(ailmanki) #111

There is only one thing you can do with gravity… change it when the map progresses…

E.g. first part in outer space… then everyone spawns inside… e.g kill em outside, and change gravity by mapscript.
But … most will not appreciate that kill … so making 2 maps would be probably better…

edit: with some creativity you could make a team construct a gravity generator, then gradually change gravity… that sounds cool :stuck_out_tongue:


(dwe_flame) #112

i still wonder about the 2 teleporters, are they not too hard ?
any1 have experience with that now on a server and did a few games/rounds with it ?