in this thread you can write down all of you thoughts, bug reports and improvements to my new maps. I have to know everything you encounter to create great maps and fix errors.
This time we start with TheForest_Winter. Thanks for your help!
Your The Forest...map is fantastic looking. It's not so big, yet with houses, hills and basements I think it is one of the best looking VC maps around.
I would be awesome if you would add a COOP-mode also.
I ran around for 10 minutes... couldn't fin any bugs.
Well done!
Hi, your new map is absolutely amazing!
I think, this map is one of the best maps in VC I've played.
I like sounds of the transformers , its pretty cool. This show how you played with the details of map. Also undeground is done very well!
How long did you that?
PS: I found this ahead of entering the underground
THank you very much. It took me a few weeks of work, did a lot of testing and changed everything over and over again.
But the flying rock is not a gamechanger!?
map seems great, the work also ... nobody globally cares about feelings of one player in community of course - but only one thing: I can not put myself in game when I have to see vc character in shorts and sandals while country is snowy ... I hope you will make maps in great quality for more vietnam theme too
Really nice work apfelbaum! A lot of work and care have been put in this map, without a doubt!
It's interesting to see what the Ptero engine is still able to do... A snowing map!
However, I would have prefered to see a "Vietnam looking map" but this is just my opinion, it takes nothing to your work...
Concerning the bugs, I just made a quick run and found some:
- The M1 close the VC jeep has the wrong ammo, I think you put the ones for the M1 sniper gun, not the M1 carabine as it should be.
- I advise you to increase the LODs of your trees because when we aim, we can see them "changing" or "poping" still (for some).
- I also advise you to increase the LODs of your jeeps because it's disturbing to see the snow suddenly (dis)appearing on them.
- The wash-basin has a clipping problem (when we watch from the closets).
- The "engine" in the little court (close the big wood pile) has a clipping problem.
- About the boxes (for the guns) put on the map, are they used as an object? If yes, I advise you to calculate their LM (or check the little box in the editor? Sorry but I forgot the name of it...) for a better immersion. You could also increase their LODs?
- The snow is passing through the "canopy" of a hut.
- Personally, I would delete the text above the radio. It kills the immersion and we can still see the text from the game anyway.
- I also suggest you to use some invisible walls as "ramps" (kolizepomo...) to help players to walk on "steps" or smaller objects on the ground (for a better gameplay).
- For some bushes without collisions... If you want some, I advise you to use plants from the game by placing the "effect sphere" right into them. Then, set the clip distance of the plant to zero. You now have a "slowing down" when you pass through them and some leaves will fall down also...
- I also advise you to use a soundswitch for each respawning point, and not only for the "entries" of buildings or many sound bugs will appear. If you have many "out" on the map, I suggest you to use only one soundswitch that will "cover" many respawning points (if possible) by increasing its size. It will avoid you to have to place too many soundwitches.
BETA testing CooP version now 54 VC VET style some FPS readings just below 40fps when looking from 1 side of map to the other but other than that no problems yet....... finishing waypoints and will upload soon!
THANK YOU SIR! OK Ran thru the map twice no bugs to report. Super hard CooP Only thing that needs addressing is the underground I overdid the waypoints so all the VC just gather at and towards the ladder So will remove/change waypoints and add some barrels, boxes underground and test once again.
TRAVX wrote:
BETA testing CooP version now 54 VC VET style...
54 vc "VET style" for a small map, isn't too much?
TRAVX wrote:
...Only thing that needs addressing is the underground I overdid the waypoints so all the VC just gather at and towards the ladder ...
In the tests I made in the past, I remember there was an option we must NOT use for the bots (sorry but I don't remember which one) or whatever their position, once they will appear on the map, they will start to run towards the leader of the group to form a "bunch of vc"... Maybe it's the case with your bots?
I made a quick test and here are my observations and bugs report...
- At the selection screen, the sky is too bright for the background... It's very hard to read and select the class and the gun, even if we can still see it on the picture at right.
Decrease the brightness of the sky just enough so we can make an easier selection, or find another camera view for a darker background.
- Add an ambient sound without to forget the soundswitches for the containers. Having some "shore sounds" would be cool also.
- Put some kolizepomocna at the bottom of the containers, to step more easily inside them.
- Put a "metalic plane" inside the containers because when we walk inside them, we can hear the ground sound...
My trick is to create such a plane in max, having the correct collision, and to set it at the right place. I advise to NOT add a texture to keep the plane "white" and so, it will be a lot easier for the eyes to see if we place it correctly. Once done, set the clip distance to 0.1 and it will be invisible!
- Increase the grass "clip distance" to the maximum because some are still clipping...
Note:
I don't know who made it but it's one of the best looking grass I have seen so far!