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MVM Powerplant RC1 (Reupload)

By Gadget

  1. Gadget

    aa Gadget

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    Here's some progress on the design after another 10+ hours of detailing - still much more to do before it's done. The neon sign is just a placeholder and the cooling tower props are not final yet. There's probably going to be one more alpha version before it goes into beta.

    [​IMG]
     
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    Last edited: Apr 6, 2013
  2. phi

    aa phi Dreaming Is Sinking /// Waking Is Rising

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    That looks really, really nice. Some areas are a little dark but I presume you'll fix that before the next update.
    The only thing that bugs me is that the only place where there is detail sprites is on the grass that's actually blending with the concrete. Looks a little awkward and I suspect you'd either want to make it so that all the grass has detail sprites or none, cause having sprites in just those locations looks a little silly.
    Nice work so far and I look forward to the next playable version that we can test.
     
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  3. JeanPaul

    JeanPaul L4: Comfortable Member

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    Wayyyy too many lights.

    Its a clusterfuck and my eyes arent drawn to any area in particular. Look at how bigrock first area is lit. Much fewer spotlights that highlight important areas.
     
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  4. RaVaGe

    aa RaVaGe

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    Keep it well lighted like that, but forget about the point_spotlight, or use them sparingly.
    EDIT: same with the env_glow.
     
  5. Gadget

    aa Gadget

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    Grass detail sprites will be addressed later (probably removing them at all for performance) as well as the smoothing of the lighting, when I'm done with the brush work and texturing. It's going to be part of the "cleaning up" process for the beta when I'm fixing all the small things.
     
  6. Gadget

    aa Gadget

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    Updated to alpha 4, now looking much better. I know the style still feels a bit mixed and I'm not satisfied with all areas yet (especially textures and lighting) but I'll give my best to smooth that for the upcoming beta version. Check the original post for more screenshots.

    [​IMG]
     
  7. Gadget

    aa Gadget

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    I'm working on the beta and I'm pretty much finished with the robot spawn. Here are some "new vs. old" screenshots:

    [​IMG]

    Here's an animation to better show the difference:
    [​IMG]


    [​IMG]

    Here's an animation to better show the difference:
    [​IMG]
     
  8. Gadget

    aa Gadget

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    Updated to Beta 1 now with improved layout for the second half of the map. See the first post for updated screenshots.

    For testing purposes I have included one of the Rottenburg missions. It's compatible with the Mannhattan missions, too, although the gate bots don't work. I have to further look into the gate logic in the future.

    If you have a custom server running this map please let me know.
     
  9. Potato Uno

    Potato Uno L1: Registered

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    The map looks amazing. Looking forward to putting it on my server in the next couple of days and play testing it.
     
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  10. Snowbat

    Snowbat L4: Comfortable Member

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    Got to play this tonight with a couple of buddies.
    For me, as a Demoman, this map was very enjoyable. I had good spots to plant stickies from and ammo recharges were adequate.
    Just two things I would change:
    - As you saw, that chokepoint makes it too easy. I'm not sure what your pan with it is, but having a chokepoint is ok as long as there is a wide path too. I would send about 20% of bots through the choke and the rest through the wide path.
    - A forward upgrade station would be nice :)

    More feedback will follow when we test more.
     
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  11. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Feedback!
    [​IMG]
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    [​IMG]
     
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  12. Gadget

    aa Gadget

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    I have implemented the feedback and updated to Beta 2 now.

    [​IMG]
    [​IMG]
    [​IMG]
     
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  13. Potato Uno

    Potato Uno L1: Registered

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    I see you put in my suggestion for the forward upgrade station (I was there when you played the map with Alias).

    My one question is: Is this not going to be a gatebot map anymore?

    Also, for whatever reason, it seems like the map is a lot smaller and more crowded now than it was before (no idea why). I'll post actual feedback whenever I get around to playing it for real (or if Alias holds another play day soon).
     
  14. Potato Uno

    Potato Uno L1: Registered

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    So we played the map today (10 PM EST) and it actually went a lot better than I predicted. Now that right spawn is no longer a chokepoint that can be easily camped to kill the bots in a cheap manner.

    - However, we noticed a huge problem:

    [​IMG]

    The sentry gun can be placed on top of those boxes. As a result, this happens:

    [​IMG]

    The sentry buster blows up at its spawn because it cannot reach the sentry. That is something you should patch immediately, as it makes the game way too easy for the engineer.

    - Gatebot pop file for a non-gatebot map is not really a great idea. If anything, you should have kept it to a rottenburg mission instead. For one, the hats are distracting (since seeing a gatebot hat immediately rings "gate defense" to most competent players), and in addition, they cannot pick up the bomb. So they just awkwardly camp at the bomb hole and attempt to kill players as they come out. That doesn't make it hard, but makes it broken. If your map is not going to be a gatebot map, stick to non-gatebot missions.

    - I don't know if you do this already, but you should make the robots cut through the path that's right next to the 2nd upgrades station (and the little house-like building with the health pack - see Alias' screenshot #2 to know what I mean). I actually liked that as a flanking route, since players cannot just blindly watch only the main path. They have to pay attention to both paths or else something will sneak up from behind to deploy the bomb (or ambush players from behind).

    That being said, I did notice some flanking going on, but it wasn't that great of a flank. Like maybe 1 robot went down that path for every 10 that went down the standard path. However, what I wanted to get to is that you should make it an actual possible bomb carrier path. That is, make it a path that most the robots can go through, and allow the bigger, longer path to be used as a flank route. That can help change up the game by a lot.

    - Not a whole lot of robots are utilizing the used-to-be chokepoint path, or the middle spawn. Maybe it's because of the pop file mostly spawning bots at the spawnbot marked on the left path, but variety would be nice.

    - WRITE YOUR OWN POP FILE! Part of the fun in custom maps is the custom mission that comes with it. We have played all valve missions to death already, so new waves would be amazing.
     
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  15. Gadget

    aa Gadget

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    • Mostly completed the art pass
    • Added soundscapes
    • Added nobuilds
    • Added more observer cameras
    • Fixed bot navigation paths
    Still left to do:
    • Optimize fade distances
    • Clean up visleafs
    • Menu screenshots
    • Another pass on the lighting
    • A bit of tweaking on the details

    Read the rest of this update entry...
     
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  16. doopey

    doopey L1: Registered

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    thanks Gadget!
     
  17. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  18. Gadget

    aa Gadget

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  19. doopey

    doopey L1: Registered

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    thanks!
     
  20. Gadget

    aa Gadget

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    • Added support for engineer bots
    • Fixed forward upgrade station not working after wave reset
    • Fixed middle bomb route not being used by the bots
    • Completed the art pass
    • Optimized visleafs
    • Optimized prop fade distances
    • Tweaked the lighting

    Read the rest of this update entry...
     
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