O…My…God!
Thanks you guys.
Kat
I forgot the config file, I noticed that I had to re-set my keys but didn’t clue into why. I will make sure I add this to the readme next time.
The flak guns went through several changes. They were an octagon shaped rock block, but as they were the first things I built, I had them embedded into the terrain which was causing major vis problems. I then made them into what they are now but had camo draped off of them but this increased my poly count which I couldn’t afford, they ended up as they are. They will go through a redesign when I release map 2.
I need to raise the water level again and rework the foam below the falls. This will fix getting out of the water. The “features” at the base of the dam had a grating over them but it was giving me ghosting nightmares so I removed them.
The notebook (n)? Oops I didn’t put the proper scale on the text.
The cellar door was working great, I don’t know what happened to it.
I’ll be fixing all the AI
I have over 60 light Juniors all over my map…I believe that they work dependent of real light placed by them? I had a hell of a time with the lighting. I’ve learned alot (what NOT to do) and will be implementing it into the next map.
Ladder guard
“The designer must learn to step back from his work and see it as a player in order to properly judge its effectiveness as an interactive experience”
Guilty! Won’t happen again
Thanks for testing it Kat
Sock
The bomb blast was designed to be geometry but I found that I was too high on my poly count so I scratched them. I should have gone back to square 1 with this element and started again.
Good idea about the camera cut for the door.
Not to take from the story but in the second map you find out what the skeletons are and what’s happened to them
The flamethrower was originally designed to catch himself on fire and fall into the scene but I could get the scripts to do what I wanted so I adjusted his friends to lessen the challenge of the area.
There was originally a whole other battle that was to happen after the 3 soldiers were killed. A trigger volume by the well was to have another attack happen but I scraped it.
The flak guns were removed as an objective as I had the main door to the cellar be a 1-way door which wouldn’t allow the player to backtrack to the guns and destroy them should they neglect to blow them up to begin with.
I had a whole other ending planned but couldn’t pull it off for this map. I will be placing it as part of map 2. I will work on making this ending more cinematic.
I will make sure way ahead of my release that the loading times are in-order.
I wasn’t aware the “slick” texture was needed for the bots. This will be fixed and incorporated into my future maps (thanks )
I will be focusing on scripting my ai with far greater intelligence for the next map (as well as correcting this map) I felt I needed to move on from this map as I was spinning my wheels on it.
It started as one thing and has ended as a completely different thing. I attribute this to it being my first attempt as radiant/quake mapping and will take everything into account while I paper design the next maps.
Thanks for all the feedback Sock and Kat, every comment has helped me a great deal, as a matter of fact having someone take this kind of time to help me out has stoked my creative juices again and I can’t wait to dive into map 2.
Map on…