Thread: danger_of_collapse (part 1 of 5)

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  1. #26
    Normall Morqueland's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    Map was pretty cool.. Quite original map idea and the gameplay was good too

  2. #27
    a person RNG's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    hmm i havnt played that map yet. Im just too tired to download maps from here, i should try that someday

  3. #28
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Thanks.
    @ Skacky: I will update that, except the light. My gamma is 3.0, brightness 3.0 and lightgamma of 2.0.
    Default lightgamma is 2.5 but note it makes lights brighter when lowered.
    EDIT: Updated, although I called the previous version final already, but Skacky was right.
    Now whatever else anyone has to complain about the map I will not update anymore.
    I am done with this first map and have to work on the follow-up. If there should really be
    something important, I will see to get another update in the official SC 3.5 Mappack.
    Last edited by Silencer; 29-06-2007 at 12:24 PM. Reason: Fixed missunderstandable phrase

  4. #29
    _-=~=-_ [FHC]Pep84's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    great map, played through it with 1 other person in about an hour. great use of dual buttons. i'm also glad to hear you're moving on to other projects. the map is great so please put your efforts into creating another quality map.

  5. #30
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Thanks. I think you missunderstood the previous post. I meant that this map is done, not the whole map series of course.
    There will 4 more maps come but with less of the snow style, since if having a look at the story you have to get deeper
    into that complex. (better: base)

  6. #31
    Level Designer at Streum On Studio Skacky's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    Can't wait for the other maps

  7. #32
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Thanks!
    And before I forget:
    Quote Originally Posted by Hezus
    3. Best Of Map Showcase
    Do you think that the map you've just tested is good enough for the Best Of Map Showcase ? Then send an email or PM to one of the Showcase Forum Moderators (Hezus or PD-KC). We'll consider your Best Of Map Showcase nomination.

  8. #33
    d-|-b o.O
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    Re: danger_of_collapse (part 1 of 5)

    to be BOMS first we will have to see the other maps.

    Oh and i had trouble with this map, it crashed to desktop with ED_Alloc no free edicts error when i got into the vents after the big grunt fight and the gonomes.
    --Sven co-op Commando team journal--
    Mission: Failed.
    Location: Ravenholm.
    Situation analisys: EXTREMELY hostile.
    -Distress call: Connecting...Calling...Sending...Main base out of range...Re-sending to all bases...awaiting response...
    No response...

  9. #34
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Quote Originally Posted by emma
    to be BOMS first we will have to see the other maps.
    That makes no sence, since you are only nominating this map, not the whole series.
    Also I have not even started with 2 of the other Maps and they require SC 3.5 based Stuff.
    On top of that I do not see that rule anywhere.

    Quote Originally Posted by emma
    Oh and i had trouble with this map, it crashed to desktop with ED_Alloc no free edicts error when i got into the vents after the big grunt fight and the gonomes.
    Run the Map with a maxplayers amount of at least 2. If that does not fix your Problem you either
    have a very old computer or your Sven Coop Server specific Data like its DLL is corrupted.
    Last edited by Silencer; 01-07-2007 at 09:30 AM.

  10. #35
    Angel of Dragon´s Aod's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    Hello Silencer,
    I just played your map with my Friend, and I can say: It is awesome.
    It is the first real coop map for SvenCoop

    Some words in german, because my englisch is bad^^:
    Also ich muss schon sagen, du hast ne super map gebaut Silencer

    Wenn die nächsten parts auch so gut werden wäre es voll cool
    Besonders da es mal eine richtige Coop map ist. Inzwischen gibts ja zig maps wo man nur zu zweit weiter kommt, weil man zwei knöpfe drücken muss, aber so wie du es umgesetzt hast, ist es viel besser eingearbeitet, und nicht einfach nur stumpf zwei schalter.

    Wenn ich mal fragen darf, wie weit biste schon mit der zweiten map?
    (Kanns kaum noch abwarten die fortsetzung zu spielen^^)
    Last edited by Aod; 01-07-2007 at 10:44 AM.

  11. #36
    QPU-aligned Silencer's Avatar  
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    Thumbs up Re: danger_of_collapse (part 1 of 5)

    http://www.dict.cc/?s=awful
    As I can ready from your german words you probably meant "awesome":
    http://www.dict.cc/?s=awesome
    But note that it is not the same in British English and American English. ^^
    Thanks for the compliments!

    Let me translate your text into English:
    Quote Originally Posted by Aod (Translated into English)
    I really have to say that this is a great map, Silencer.

    If the next parts of it will be that good, too, that'd be cool.
    Especially because this is a very cooperative map. So far there are thousands of maps where
    you can only proceed with two people because you have to press two buttons simultaneously,
    but the way you implemented cooperative work is much better than just two dumb buttons.
    May I ask how the work on the follow-up of this map is going?
    (I can't wait to play it ^^)
    In English: The follow-up so far only has 3 rooms and I have to decide what style I may pick because
    the style that is being introduced in the last room of this first map does not give me many chances
    to add nice details and eye candy.

    In German: Der Nachfolger hat erst 3 Räume und ich bin mir noch nicht sicher welchen Stil ich anwenden
    soll, weil jener der im letzten Raum von dieser ersten Map eingeführt wird nicht sehr viele Möglichkeiten
    bietet Details einzubauen.

  12. #37
    Angel of Dragon´s Aod's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    Yeah you're right, I wanted to say: It is awesome

    http://www.dict.cc/?s=sehr+gut
    I just read the half of the first entry, and tought that "awful" was the word I searched for, but it was not

    So, go working on the next map, because you are the only one who makes real coop maps

  13. #38
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Thanks, but for the other parts I need SC 3.5, because there are many new possibilities coming with it.
    I hope they don't need to much time. ^^

  14. #39
    Angel of Dragon´s Aod's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    Oh my God....
    You wait for SC 3.5 before you go on??

    We will never see the folowing maps....

    SC 3.5 is a legend.....It is a lie..... It is like Duke Nukem Forever....

    I heared about SC 3.5 the first time on July 2004.
    And which date is today? July 2007.....

  15. #40
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    That is not true. Since I've become a Beta Tester I see there are only a few things remaining that need to be done.
    Most of that are missing sounds and model work.

  16. #41
    Retired BlueFeena's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    I haven't given the map a thorough play through yet, so graphics are about all I can comment on apart from a few tidbits with the game play that I noticed.
    • Lighting felt a bit flat. Many areas were simply washed out or a bit too dark
    • The entity work with the ammo count on the laser and the entity work with the fan puzzle was very, very nice. Good job with that.
    • There didn't seem to be enough ammo for a mass of players -- I only went through the map by myself, though I couldn't help but I think I was squeezed with ammo quite often.
    • A few of the objectives and paths felt a little complex, even though in reality, they aren't. In the room with the super houndeyes, there is a switch on the ceiling -- I only found it through dumb luck. The bit with the broken airvent in the pitch-black cavern was simple, but I don't know too many SC players that are bright enough to look behind themselves and climb back over a vent.
    • Like Hydef said, spice up the spawn. It's really quite baren out there :/


    It may not be boms material, but it's still a nice map. Keep working on it bud

  17. #42
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Quote Originally Posted by G.Ballblue
    may not be boms material
    I am very surprised about that one seriously. From the beginning when I started with this Map like 8 Months ago I headed for the BoMS - I filled everything with Cooperative Stuff, Details, good usage of the Engine, Hilarious Entity Work and anything a Player could want and now my expectations are being fragged by a boring start area that you are located in for like 15 seconds of the Map. However, if the Map really does not make its way to the BoMS that would take away all my moral in building anymore Maps this life. I could do much better with less Engine Limits. I would build a start area with that nice looks all players would be camping there instead of leastwise looking at the next room. But I cannot spice up anything, or I would result in that ParseEntity Brace not found crap. If you have an ultimate solution that does not require me to delete half of the map then please let me know. Until then find the start area as boring as you want.
    Last edited by Silencer; 02-07-2007 at 04:04 AM.

  18. #43
    Administrator JPolito's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Sorry, but he is right. I couldn't tell you what is missing, but it is definitely lacking in the essentials for a BOMS map.

  19. #44
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Probably it is just far too short.
    You should know the only problem I have with one of my Maps
    not going to BoMS is that it will never get any popular then.
    All in all I think you are just too picky.
    Last edited by Silencer; 02-07-2007 at 06:04 PM.

  20. #45
    Silencer Lt.JC's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    If BOMS or not nevermind.

    Even so this map is one of the best I have played so far for svencoop.
    I played it now 2 times with Aod and it didnt crashed once.

    And btw: lol @ secret
    Born to Fight,
    Trained to Kill,
    Taught to Survive,
    and told to take no Prisoners.
    Visit http://www.youtube.com/NostalgicGames

  21. #46
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    Hehe. Yeah if JPolito and G.Ballblue find the Easteregg they may change their minds.

  22. #47
    The Omnipathic Tekker's Avatar
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    Re: danger_of_collapse (part 1 of 5)

    If you become too good a mapper, I'll have to slaughter you in the name of Hezus.

    Also, I stumbled on a great form of co-op while playing cassault1 (wewt Hezus )
    Using peonic morons to distract gargs so yourself and the one other good player can sneak by for explosives. Combative co-op is what alot of maps lack, thinking that having so many enemies that you need someone else's firepower is enough, when it soooo freakin' isn't. Keep co-op combat tactics in mind for future maps in the series.

  23. #48
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    Re: danger_of_collapse (part 1 of 5)

    Hey Silencer,

    it seems you forgot to update the download link in your first post. You are showing screenshots with the new sky and the changed turrets but the map in the archive you are are linking to is dated of 28th of June and still has the colorado sky and floating turrets.

  24. #49
    QPU-aligned Silencer's Avatar  
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    Re: danger_of_collapse (part 1 of 5)

    This is weird. I cannot imagine to have forgotten to upload and change the link.
    However, I uploaded it again and entered in the new link. Thanks for letting me know about that.

  25. #50
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    Re: danger_of_collapse (part 1 of 5)

    asdf
    Last edited by St00pid; 19-10-2011 at 03:13 PM.

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