[WIP] Praetoria


(iwound) #1

That fourth pic I’d like to hang on my wall, it’s like an oil painting… a good one that is. can we have an ETA.


(Diego) #2

I had a variation of hint brushes in the map that did give me some improvement in framerate, but I know the map needs more attention in that area later. The second half of the map seems to have a higher steady frame rate so far. And the 2 sections are isolated so that 1 half never draws while you are in the other.

I would welcome suggestions on how to improve the Vis before I make any kind of public release. Right now, I want to concentrate on finishing the terrain, and getting the objectives working for the second half. I’ve locked any changes to the first half until I can see how both sections play together. My co-workers and I will give it good workout to see if the fun holds up.

That will determine if I actually try to build the 3rd section :eek2:


(Diego) #3

Haha. No.

I have no desire to release even an alpha version that is not ready. No sense in making a bad first impression. Too many mappers release Betas or first playables that don’t even have the basics like a command map that matches the grid working properly.


(kamikazee) #4

Actually, “first playable” means pre-alpha for most people.


(Diego) #5

True. And in a situation like that, bugs are likely to pop up quite a bit. My own “first playable” of the first section had a lot of problems with the capturable spawn and the tank barriers. The tank barrier bugs did not interfere with the gameplay, but the spawn issue essentially crippled the map.

I just want to make sure that issues like that never make it to the public. I would not want my map to be called a “first UNplayable” release.


(mrfin) #6

you could sell postcards from this place - v nice - looking forward to a run about in it


(Panzergrenadier) #7

When you do this map, don’t make it a downlaodable alpha/beta, work to version 1.0 and then test it THOROUGHLY (constantly people aren’t bothered to spot bugs, but play the game) and then it is bug city, so I say to make it the super map we hope for, delay it longer even if it means waiting till the next game is out.


(carnage) #8

When you do this map, don’t make it a downlaodable alpha/beta, work to version 1.0 and then test it THOROUGHLY (constantly people aren’t bothered to spot bugs, but play the game) and then it is bug city, so I say to make it the super map we hope for, delay it longer even if it means waiting till the next game is out.

i think warbell shoed the best way to realse and test the map. using ETpro mapscripts gameplay tests were able to be carried out without the risk of the map being leaked into the comunity early. this without a doubt gave esential feedback that helped make the map so damn good to play. building a map to version 1 before you start testing is just like praying that you map plays well. the futher into development the more work it becomes to change things

in the planing stage its almost no work to alter a route to the objective
when the map is almost done your looking at a hell of a lota work


(macbeth) #9

hopefully we are still having great maps designers to can play enemy territory
i am playing this game since july 2003 with some friends and dobt that without some great maps we will be around ,managing clans,servers
so thanks again


(=PoW= Kernel 2.6.5) #10

McBeth - Nice to see you around still.

Diego - I’ve spent over a year on my first map (still in developement) and you are light years ahead of me.
Sweet looking map. I feel so inferior I shall crawl back into the hole from which I came.