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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Sat Jan 19, 2019 5:28 am
Post subject: Re: Working again |
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Alright so, compliments first, I think the map is fun to play and nicely balanced.
I like the idea of jumping between buildings by dangerous paths. It looks like you went the wrong way and missed the correct easy path, before realizing the dangerous path is the only one.
The brush ships are really well made, and the squid projectile is funny.
The deemer secret is nice, but I was hoping to find more. I jumped in some more hidden places but found nothing.
I did play all 3 versions, and the problems I noticed aren't really solved:
- Monsters don't always die after falling from buildings. If you have trouble to fix that I can help.
Also the death line should be placed higher so that players can't fall on a lower building with boots and survive. Same for monsters.
- Map ends for me with 502 monsters not spawned.
- Some monsters around the starting point of the map can become invisible online because of brushes hiding them, particularly the skaarjs:
The best way to fix this is to recreate the obstacle brush as a Mover (except it doesn't need to move), as Movers are see-through online.
- The crates added to hide the troopers don't really stop them from being triggered and sniped.
The only way to prevent them from being killed too early is to spawn them later like MH-ShootingGuys does.
Now for less problematic things that you may want to improve :
- Doors and lifts in the map crush the player. Not sure if the exit ship still does.
It's less frustrating for players if Movers are set to IgnoreWhenEncroach.
- Intro text says "Blue Orale" instead of "Blue Oracle".
- You may want to change Blue Text Messages to Green (MH messages). They last longer on screen so players have more time to read them.
- Some brutes with default projectile will shoot bio with dUMH and be useless from distance.
- Why didn't you reuse more Star Wars monsters from your previous maps like the Droids?
And finally, I was surprised and sad not to hear Star Wars music in the map. I think it's the most important part of the atmosphere to make the map feel like you're in Star Wars. Star Wars music please!  |
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THUNDERBOLT 
dU.Mapper

UT Name: THUNDERBOLT UT Since: 1997 Gender:  Joined: Jul 22, 2010 Age: 46 Posts: 260
Reputation: 200.6   votes: 2 Status: Offline




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Posted: Sat Jan 19, 2019 6:52 pm
Post subject: Re: MH-(dU)CoruscantCity |
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Well first, just say that the only version that interests me is the last one.
The secrets in the maps are to discover them not to reveal them, the map only has one way and 220 monster so no secret areas are necessary, since in the secret zone I only put redeemers and a boom would end with a great amount of monsters, also, tends to be a sniper map, so the map will end faster than an open map.
I could notice the exceeded amount of monsters also when I entered the mapping server, and discovered that it was due to a factory of monsters that was not even active or configured (fixed matter)
I want to clarify that the tests are carried out offline many times (ammunition and limited health), and that the online test only performed when they upload the map. (At no time do I wait for the comments of other players, since being the one who made the map, I am directly responsible for looking for their mistakes) I appreciate every comment, but I do not depend on them.
The problem of the monsters that disappear after a brush is exclusively online, this does not happen offline, so I'm not going to worry much.
MH players do not appreciate an adventure map or missions, they only look for maps with many monsters and many births of them, just for the score. I rely heavily on the game mode of the Unreal 1, so I totally scorn maps like ShottingGuys
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Karlthegreat 
UT Name: Karlthegreat UT Since: 1999 Gender:  Joined: Aug 29, 2017 Posts: 63
Reputation: 28.1   votes: 4 Status: Offline




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Posted: Sat Jan 19, 2019 9:43 pm
Post subject: Re: MH-(dU)CoruscantCity |
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THUNDERBOLT wrote (View Post): | Well first, just say that the only version that interests me is the last one. |
At that moment it was the current version on server. Moot point on your side, we can't comment on what haven't seen yet.
THUNDERBOLT wrote (View Post): | (At no time do I wait for the comments of other players, since being the one who made the map, I am directly responsible for looking for their mistakes) I appreciate every comment, but I do not depend on them. | Then you should act like you do appreciate it. Sticking out your tongue, even if via a smiley is just an unnecessary kick in the nuts, let alone talking about being in the loser team. Say thanks, or ignore it, but don't be rude just to show you don't want to consider a comment..
THUNDERBOLT wrote (View Post): | The problem of the monsters that disappear after a brush is exclusively online, this does not happen offline, so I'm not going to worry much. | Sure, but your map will be played thousands of times on servers, much less so in an offline environment. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Sun Jan 20, 2019 8:29 am
Post subject: Re: MH-(dU)CoruscantCity |
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Diplomacy, gentlemen.
TB you're aware that dU has a test/mapping server because maps play differently offline and online, even more so if the server has specific mutators like dUMH.
It's great that you look for errors yourself offline (and not everyone does it so thank you ), but you also need online testing if you want dU players to enjoy and keep voting the maps you make. If not, what's the point of the (dU) prefix in the maps' names then?
And so I uploaded Test4 on the mapping server, and surprise, there's a huge framedrop issue in this version (it's unplayable) because of the interaction between dUMH and actors with astronomical collisions ().
Indeed, it's dU's fault, and I hope it can be fixed later.
But it's also bad mapping manners, and fortunately there are better methods.
Like in Test3, the Trigger and SpecialEvent aren't needed. Just replace the VacuumZone with a CloudZone (default collisions), rebuild all, and it should be ok.
CloudZones are better than VacuumZones because they kill the victim instead of doing damage.
Also put the ZonePortal higher so players and monsters die before they can see below the buildings.  |
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kokok 
UT Name: moobs Joined: Jan 31, 2011 Age: 19 Posts: 76
Reputation: 114.5   votes: 1 Status: Offline




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Posted: Sun Jan 20, 2019 6:23 pm
Post subject: Re: MH-(dU)CoruscantCity |
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some masked textures do not work (e.g. starships with black backround):
[img]http://www.destinationunreal.com/modules/Image_Repository/files/10139/undefined[/img]
girl is too bright, needs more girls:
[img]http://www.destinationunreal.com/modules/Image_Repository/files/10139/undefined[/img]
(again bad masking on or its only me?)
Moo,
cow
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Last edited by kokok on Sun Jan 20, 2019 7:27 pm; edited 1 time in total |
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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Sun Jan 20, 2019 7:13 pm
Post subject: Re: MH-(dU)CoruscantCity |
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@kokok, i have the masked problem,too.
btw.. your picture links are wrong  |
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THUNDERBOLT 
dU.Mapper

UT Name: THUNDERBOLT UT Since: 1997 Gender:  Joined: Jul 22, 2010 Age: 46 Posts: 260
Reputation: 200.6   votes: 2 Status: Offline




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Posted: Mon Jan 21, 2019 11:53 pm
Post subject: Re: MH-(dU)CoruscantCity |
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Well texture fixed, and vaccun zone too , but i need to test again  |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Tue Jan 22, 2019 3:32 am
Post subject: Re: MH-(dU)CoruscantCity |
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It's up. Not played yet but it seems to run fine.  |
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THUNDERBOLT 
dU.Mapper

UT Name: THUNDERBOLT UT Since: 1997 Gender:  Joined: Jul 22, 2010 Age: 46 Posts: 260
Reputation: 200.6   votes: 2 Status: Offline




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Posted: Tue Jan 22, 2019 10:21 pm
Post subject: Re: MH-(dU)CoruscantCity |
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online test number 5, I am satisfied with the result. , tested the falls in differents areas (with and without health and boots) work very well, and mercenarie fall and die. So i finished with this map
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-POTS- 
UT Name: *POTS* UT Since: 2002 Gender:  Joined: Nov 04, 2016 Posts: 22
Reputation: 68.5   Status: Offline




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Posted: Wed Jan 23, 2019 6:30 pm
Post subject: Re: MH-(dU)CoruscantCity |
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For those who are still experiencing masked textures problems (i.e. solid pitch black background instead of transparent for some textures), if you're using the high resolution S3TC textures, I strongly recommend opening your system console, type "preferences", then under the Rendering section set the "UseS3TCTextures" entry to False, then go to your UT installation folder and swap the Textures folder with the "CD 1" original textures.
I don't know what causes this, but having the high res textures support enabled on newer renderers messes up with some masked textures
For more detailed info read also
Thanks to Dem for the heads-up |
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kokok 
UT Name: moobs Joined: Jan 31, 2011 Age: 19 Posts: 76
Reputation: 114.5   votes: 1 Status: Offline




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Posted: Thu Jan 24, 2019 3:25 am
Post subject: Re: MH-(dU)CoruscantCity |
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TY POTS.
(I would keep my S3TC, any ideas for working renderers, prefs, or suggestions for mappers?) |
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-POTS- 
UT Name: *POTS* UT Since: 2002 Gender:  Joined: Nov 04, 2016 Posts: 22
Reputation: 68.5   Status: Offline




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Posted: Fri Jan 25, 2019 3:53 pm
Post subject: Re: MH-(dU)CoruscantCity |
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1) AFAIK this bug affects both new d3d and opengl renderers (haven't tested it with d3d10 though)
2) I tried messing with the precache, high detail actors and masked texture hack settings but none of those worked.
3) If you wanna stick with S3TC support you should ask the mapper to add an Alpha channel to the textures and force them being masked all the time, provided it would work.
Check
Quote: | MaskedTextureHack - [True/False]
Enabling this option can prevent rendering problems with masked textures when the same texture is applied to different polygons that do not have the masked attribute set consistently across all of them. Likely examples of masked texture problems are rendering errors with solid colored boxes around railings and trees that can often times be fixed with the flush command. There is some risk to using this option, which is why it's called a hack option. It's likely to be very safe, but not completely safe. Implementing it the completely safe way is a lot of extra work, so it uses the simple solution. If it does happen to fail, there will be some completely incorrect textures on some objects. |
and also and in particular:
Quote: | This release contains a fix for the annoying black squares that people sometimes encountered. Like the skyboxes i forced the planetsmoons to be masked at all time by adding an Alpha channel to the textures. Theoretically if the texture is being used as last texture in a skybox it could punch a hole to the universe and create a monster of a HOM. But i never heard this happen with the skybox textures, while they really pose a risk on that. Since it was succesfull on those textures, than its unlikelly this will happen on these. I doubt a mapper ever will add them as last texture in a skybox. |
TBH I'd just give up on the S3TC textures, way too many problems they cause. |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 654 Location: Palo Alto, CA Reputation: 363.3   votes: 2 Status: Offline




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Posted: Wed Apr 03, 2019 3:06 am
Post subject: Re: MH-(dU)CoruscantCity |
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All the download links appear to not be working. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Wed Apr 03, 2019 4:19 am
Post subject: Re: MH-(dU)CoruscantCity |
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Last link given on works for me |
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