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Re: Inf_dm1 Alpha
Posted: Fri Oct 02, 2009 5:05 pm
by AEon
After testing the map some more I started to wonder why the bots so rarely take the upper level paths, i.e. starting at the top end of the bridge all the way around, right to the LG.
Because there is almost nothing up here. Except the LG and 2x25 at the 2nd TP. Some health, ammo, and maybe a powerup (e.g. a MH), on the upper paths would motivate the bots to roam more.
The PS next to the 2nd TP is problematic. The bots respawn and immediacy leave the PG room via TP, abandoning that arena.
Re: Inf_dm1 Alpha
Posted: Sat Oct 03, 2009 8:56 am
by Infernis
That I didn't notice. Suggestions will be implented in a new version.
Thanks!
Re: Inf_dm1 Alpha
Posted: Sat Oct 03, 2009 6:08 pm
by AEon
OK, cannot bear to see you guys have all the fun

, starting a template based map for fun as well. I will very carefully try to avoid copying anything you or fKd created.
On the interesting side I started to create new template textures. E.g. a new fully functional AP shader/texture based on the id designs and also recreated an orange/black fan. I'll look into other designs and try to create a template version for them too.
If you are then interested you'd be welcome to use them in your own map. Here the very first textures:
Re: Inf_dm1 Alpha
Posted: Sat Oct 03, 2009 8:07 pm
by Pat Howard
Looks good, AEon, they fit nicely. A teleport shader would be useful too, and maybe some item markers? I'm gonna start pumping out some alphas as well soon now that Q is basically done. Probably won't use these textures though. They're nice but it gets confusing with every map looking the same.
Infernis, I just played a game in this map. Sadly I can't give you that much info. I'm already testing all the other alphas right now. I will say one thing though: The biggest thing I noticed is that the grenade launcher is insanely powerful in this map. With bots the way they are now, there are very few instances where it's even worth it to switch to a different weapon. I can't imagine how it would be with more than three players. Anyway, I'd think about that. You could add some gutters along the perimeter of the floors to catch a few strays, or open some hallways up a little more.
-pat
Re: Inf_dm1 Alpha
Posted: Sat Oct 03, 2009 9:24 pm
by Infernis
@AEon:
Looking nice! Really handy to have as well
You can copy whatever you want as far as I'm concerned.
@Pat:
I'm glad you pointed this out to me. The GL is indeed too powerfull in this map. The gutter idea is nice. I could add those to the 2 atriums and the RA room. That should minimize it's overall effectiveness.
Re: Inf_dm1 Alpha
Posted: Sat Oct 03, 2009 10:09 pm
by AEon
Sofar did some 16 textures... if you have a wish for a specific one, provide a list of texture names, and I'll look into those.
As a preview... (should create a new thread for these):
- [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures.png[/lvlshot]
Re: Inf_dm1 Alpha
Posted: Sat Oct 03, 2009 10:13 pm
by fKd
i'd take whatever textures you have made for temp01

Re: Inf_dm1 Alpha
Posted: Sun Oct 04, 2009 7:22 am
by Infernis
I second that.
Not that I mind though, but I would create a seperate thread for the textures to get them more exposure.
Re: Inf_dm1 Alpha
Posted: Wed Aug 28, 2013 6:46 pm
by AEon
Now I remember... that was the time I actually "created" textures of sorts. Looking forward to more work on this map.