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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Wed Apr 06, 2011 5:29 pm
Post subject: Re: ] The CrystalMine 3 [ |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Sun Apr 10, 2011 11:27 pm
Post subject: Re: ] The CrystalMine 3 [ |
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rork 
dU.Staff

UT Name: Rork UT Since: 2003 Joined: Feb 13, 2011 Posts: 218
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Posted: Mon Apr 11, 2011 9:34 pm
Post subject: Re: ] The CrystalMine 3 [ |
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The last few pics start to look good. Some of the rooms in the previous page look to cubical in my opinion.
Please mind to cut up surfaces (e.g. walls, ceilings, the tubular mining halls), if it's too large and you don't want to loose yourself in repeating detail use proportional windows like in CrystalMine2.
Some irregularities and structural support in a mine would be nice (and probably a good BSP challenge), this looks like a TBM was used.
In the last picture you used some pillars you could make the room higher and add some support for the roof there. Use the z-axis, not only for the floor but also for the roof (and gameplay ofc). Otherwise it looks good.
Design of the ceremonial chamber floorplan and the crystal monument thingy look nice, |
The best way to kill skaarj is to flak it while it leaps towards you. |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Wed Apr 13, 2011 10:25 am
Post subject: Re: ] The CrystalMine 3 [ |
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rork wrote (View Post): | The last few pics start to look good. Some of the rooms in the previous page look to cubical in my opinion.
Please mind to cut up surfaces (e.g. walls, ceilings, the tubular mining halls), if it's too large and you don't want to loose yourself in repeating detail use proportional windows like in CrystalMine2.
Some irregularities and structural support in a mine would be nice (and probably a good BSP challenge), this looks like a TBM was used.
In the last picture you used some pillars you could make the room higher and add some support for the roof there. Use the z-axis, not only for the floor but also for the roof (and gameplay ofc). Otherwise it looks good.
Design of the ceremonial chamber floorplan and the crystal monument thingy look nice, |
Ok thanks, I will change some parts then.
Progress 95% till first beta |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Wed Apr 13, 2011 8:01 pm
Post subject: Re: ] The CrystalMine 3 [ |
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Terraniux wrote (View Post): | |
This part is no more. I decided to use this part in another map.
Sorry if you liked the screenshot. |
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POTS 
Joined: Jul 23, 2010 Posts: 195
Reputation: 51.9   votes: 4 Status: Offline




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Posted: Mon Apr 18, 2011 3:02 am
Post subject: Re: ] The CrystalMine 3 [ |
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DELETED |
Last edited by POTS on Sat Sep 01, 2012 7:37 pm; edited 1 time in total |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Mon Apr 18, 2011 10:30 am
Post subject: Re: ] The CrystalMine 3 [ |
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POTS wrote (View Post): | Terra just a couple of things I'd like to point out before you release the map:
First: please do not use Coronas as primary light source to reveal hidden spots, secret paths and so on. Many players have both Coronas and Volumetric Lighting disabled to enhance the game performance so those areas will look totally dark to them. I'm thinking of that secret redeemer in MH-AdventureNight where you have to fight the pupae boss for example.
Don't forget you can always add Searchlights/Flashlights as an extra-aid.
Second: no more redeemers and amps hidden everywhere. A secret is fine and nice, but many redeemers and amplifiers can ruin the gameplay and make the maps unbalanced.
An example: the redeemer hidden in a crate in your CrystalMine2 map: if a player manages to get it, there are like 30 skaarjs ahead he/she can easily kill with one shot and get 30k points or so.
Just my opinion though and hope it helps, keep up the good work. |
I hate flashlights somehow, you can not turn them on/off in MH. I prefer to make everything a bit darker to make everything a bit more exciting. Not dark as SkaarjDungeon.
And yes, I think I placed to much deemers and power ups in my maps I will work on it.
Thanks for input so far. CrystalMine 3 is still 95%. |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Mon Apr 18, 2011 10:52 am
Post subject: Re: ] The CrystalMine 3 [ |
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Perhaps I should make a second video, instead of posting 10 screenshots.
What do you guys want for the final release some screens or a video? (or both?) |
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Supa_Angel 
dU.Staff

UT Name: dU.Supa_Angel UT Since: 1999 Joined: Jul 21, 2010 Age: 34 Posts: 463 Location: Budapest Reputation: 89.3   votes: 6 Status: Offline




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Posted: Mon Apr 18, 2011 1:39 pm
Post subject: Re: ] The CrystalMine 3 [ |
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Terraniux wrote (View Post): | POTS wrote (View Post): | Terra just a couple of things I'd like to point out before you release the map:
First: please do not use Coronas as primary light source to reveal hidden spots, secret paths and so on. Many players have both Coronas and Volumetric Lighting disabled to enhance the game performance so those areas will look totally dark to them. I'm thinking of that secret redeemer in MH-AdventureNight where you have to fight the pupae boss for example.
Don't forget you can always add Searchlights/Flashlights as an extra-aid.
Second: no more redeemers and amps hidden everywhere. A secret is fine and nice, but many redeemers and amplifiers can ruin the gameplay and make the maps unbalanced.
An example: the redeemer hidden in a crate in your CrystalMine2 map: if a player manages to get it, there are like 30 skaarjs ahead he/she can easily kill with one shot and get 30k points or so.
Just my opinion though and hope it helps, keep up the good work. |
I hate flashlights somehow, you can not turn them on/off in MH. I prefer to make everything a bit darker to make everything a bit more exciting. Not dark as SkaarjDungeon.
And yes, I think I placed to much deemers and power ups in my maps I will work on it.
Thanks for input so far. CrystalMine 3 is still 95%. |
I agree with pots, the deemers are a bit unfair - it always ends with everyone rushing for them and the lucky one can get all the score. Other idea if you make a short BT - like on godz maps for example, and put the deemer at the end of it.  |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Mon Apr 18, 2011 2:44 pm
Post subject: Re: ] The CrystalMine 3 [ |
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Other idea if you make a short BT - like on godz maps for example, and put the deemer at the end of it.
hm.... yes. That is actually also an option. Some caves with deep pits and holes, broken statues and pillars.
Excellent situation for my 'surprise' traps.
hmmmmmmm...... interesting.
Let's do it.
Keep posting Ideas ppl! : ) |
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POTS 
Joined: Jul 23, 2010 Posts: 195
Reputation: 51.9   votes: 4 Status: Offline




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Posted: Tue Apr 19, 2011 1:13 am
Post subject: Re: ] The CrystalMine 3 [ |
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DELETED |
Last edited by POTS on Sat Sep 01, 2012 7:32 pm; edited 1 time in total |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Tue Apr 19, 2011 2:15 pm
Post subject: Re: ] The CrystalMine 3 [ |
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hm.............. yes also very interesting......
"The miners placed several tnt packs to discover new caves and crystals..... but suddenly they discover an ancient temple....."
hmm..... good ideas, very nice.... muahahahahahahaaaa  |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Tue Apr 19, 2011 7:00 pm
Post subject: Re: ] The CrystalMine 3 [ |
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Well, as I said before, I make 2 versions. A normal primary editon and a special editon.
Perhaps I should put all these nice things(the ideas from the users) in the special editon..... because the normal version is already quite huge.. a low end pc can barely play it. |
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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: Thu Apr 21, 2011 5:57 am
Post subject: Re: ] The CrystalMine 3 [ |
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As rork said there's a nice atmosphere on your screens but it would be so much better with z-axis, especially with multiple floors. |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Sun May 01, 2011 12:35 am
Post subject: Re: ] The CrystalMine 3 [ - completed - |
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Beta completed! See first post. |
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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 May 01, 2011 8:51 am
Post subject: Re: ] The CrystalMine 3 [ - completed - |
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It's on test server.
I gave it a go already. The only bug I found is that the spawn teleporter to point B2 has no destination once activated.
Will do an in depth review later. |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Sun May 01, 2011 1:55 pm
Post subject: Re: ] The CrystalMine 3 [ - completed - |
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I have also tested it and your right, other than that the maps runs smooth. : ) |
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HellFire 
UT Name: }ElitE{HellFire` UT Since: 1999 Gender:  Joined: Jul 20, 2010 Age: 31 Posts: 548 Location: The Netherlands Reputation: 315.9   votes: 6 Status: Offline




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Posted: Sun May 01, 2011 3:14 pm
Post subject: Re: ] The CrystalMine 3 [ - completed - |
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Before I'm going to give some suggestions and little bugs I found I'll start with something else.
First of all I liked the gameplay of this Crystalmine more then the others, even if others might have looked better in some ways this one was more fun to play imo.
Secondly the Boat ride was nice, really liked it.
And the third compliment was for the end cave, gj on that.
Now over to the bugs/suggestions;
The ''research'' part with the piece out of the wall just after start had this small bug;
You can't see it well on the picture but in game I did.
Then the button in the same part isn't going the right way as you'll see;
(Also can push it more times then one, wasn't your intention I think)
Front door has nice trim;
Then the back has nothing;
And the same counts for a bit earlier in the map.
And last the ''window''? in the storage room with the boxes etc;
Might forgot the ''fake backdrop''.
Overall it could use some more trim and decorations but like I said it's fun to play which is the most important.
Btw: the end with the puzzle part was good tho, nice ending. |
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