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Lost at Sea (kazdm5) beta 1

Posted: Mon Jun 28, 2010 3:07 pm
by Kaz
edit: i'm retarded, here's the link:

http://student.cs.appstate.edu/freemanc ... _beta1.zip

IMPORTANT: also grab the updated .bsp and .aas that fixes the overbright lighting, here:

Hello. I've come to a good stopping point in terms of detail, so I figured I'd get some more feedback on some things before charging forward. I tried to incorporate people's feedback from last alpha, but if something remains that you still think I should change definitely let me know!

Things that I'd like to improve:
r_speeds - highest is 18k or so, I might upload the .map file if people want to give me some suggestions on vis'ing.
lighting, some of the models are splotchy looking

Feedback I'm looking for:
Suggestions for making it feel more like you're "underwater?"
Item placement?
Bot play?
Layout?

Thanks for any suggestions/comments you might have! :)

Re: Lost at Sea (kazdm5) beta 1

Posted: Tue Jun 29, 2010 12:32 am
by 4days
more blue in the lighting? maybe some water running down the walls in places, or use puddles/water as noisemakers on given routes around the map? a few pressure gauges/pipes to support the shipping/submariner theme. that nifty 3d skybox thing that ydnar did could be really cool with an underwater theme - e.g. showing other objects further away on the sea bed.

Re: Lost at Sea (kazdm5) beta 1

Posted: Tue Jun 29, 2010 4:14 am
by Anthem
Feedback posted at the bottom:

http://maverickservers.com/forums/viewt ... 3&start=45

:)

Re: Lost at Sea (kazdm5) beta 1

Posted: Tue Jun 29, 2010 3:01 pm
by Kaz
Anthem: Thanks for the quick feedback! I'll respond to it soon, but I'm wondering if it's somewhat bright for everyone? I just got home to my big monitor where I'd been developing and the compile in the .pk3 seems way too bright to me. I'll upload a newer version whenever I fix it.

edit: yeah, seems like my compile was incorrect last time, I'm uploading a fixed .bsp and updated .aas now.

Re: Lost at Sea (kazdm5) beta 1

Posted: Tue Jun 29, 2010 6:09 pm
by Anthem
Yes, the fixes are much better.

Re: Lost at Sea (kazdm5) beta 1

Posted: Tue Jun 29, 2010 9:09 pm
by v1l3
I really like those texture, and the rest of the way it looks. It looks really original. I thought that it played really good as well.

Re: Lost at Sea (kazdm5) beta 1

Posted: Wed Jun 30, 2010 3:14 pm
by .:Z:.
add "in the water" fog and some fish
the animation on windows make it a little bit faster or "noisy"

nice map :up:

Re: Lost at Sea (kazdm5) beta 1

Posted: Wed Jun 30, 2010 4:53 pm
by Anthem
Woops, wrong topic... lol.

Re: Lost at Sea (kazdm5) beta 1

Posted: Wed Jun 30, 2010 5:05 pm
by Hipshot
Anthem wrote:I posted some feedback! I hope it helps. :)

http://maverickservers.com/forums/viewt ... 200#p18200
It might have served him better if you gave HIS level some feedback =)

Re: Lost at Sea (kazdm5) beta 1

Posted: Wed Jun 30, 2010 5:35 pm
by Anthem
Hipshot wrote:
Anthem wrote:I posted some feedback! I hope it helps. :)

http://maverickservers.com/forums/viewt ... 200#p18200
It might have served him better if you gave HIS level some feedback =)
Fail whale. :(

Re: Lost at Sea (kazdm5) beta 1

Posted: Wed Jun 30, 2010 7:51 pm
by Silicone_Milk
Hipshot wrote:
Anthem wrote:I posted some feedback! I hope it helps. :)

http://maverickservers.com/forums/viewt ... 200#p18200
It might have served him better if you gave HIS level some feedback =)
:olo:

Re: Lost at Sea (kazdm5) beta 1

Posted: Fri Jul 02, 2010 9:07 am
by Noruen
That's great, Especially I love railgun area :) I hope you are planning to add some details, because now are all corridors almostly same.

Re: Lost at Sea (kazdm5) beta 1

Posted: Thu Jul 22, 2010 11:28 pm
by monaster
Whatever your new versions may look like, here's something that bothered me and that most probably still exist in more recent versions:

Image
1st pic: try to seal off the space under the stairs, it's possible to get there (legally, no cheating necessary, although you have to try a bit) and for example camp out others coming down here.

Image
2nd pic: raise the upper part of the door frame I bang my virtual head every time I jump down there. No more aspirin!