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 Post subject: Re: Corrumpo
PostPosted: Tue 01 May 2012, 03:50 
Slippery Fish
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I'm kinda at a crossroad at where to stick the checkpoints, I'm sure that I want the person to jump the ramps in the middle to grab the battery in the middle of the wind tunnel/swirly beam thing. But I don't know whether to make it a simple go around the map and jump the ramp again to cap, Or to do a figure eight and have them jump the ramp. And some places need poles to fit the checkpoints, And I'm not sure how to do that without impeding vehicles too much.
Another thing, Since this map wasn't vehicle friendly to begin with, I'm not entirely sure whether or not a roadster will be able to zoom past all the checkpoints Even if I Make the roads and ramps 3-4m Bigger. If I make the whole map too big and have giant spaces the problem would be the open spaces (Filled with metal tiles, I might add) making it easier to kill everyone.


Edit: Actually, Writing this post made me think about a way to make it bigger and not look weird, But I'll have to redo the lights again... To the Editor!

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 Post subject: Re: Corrumpo
PostPosted: Thu 03 May 2012, 04:16 
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Glad to help you decide :)

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 Post subject: Re: Corrumpo
PostPosted: Sun 06 May 2012, 23:44 
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Alright, Since the forums are dead I will post what I have of Corrumpo so far.
Checkpoints are where I think they should be, But sci checkpoints need to be adjusted.
Forgot to add small staircase near rebel base, (Look at Sci base to see what I mean)

Would like Feedback on:
Lighting.
New objects.
Checkpoints.
Racing.
Effects (Whether it lags too much or not)

Known bugs:
Don't move while jumping the ramps in the middle, You might explode. Ben said it'd be fixed by next version though.


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 Post subject: Re: Corrumpo
PostPosted: Mon 07 May 2012, 04:42 
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Qwertybeef wrote:
Alright, Since the forums are dead I will post what I have of Corrumpo so far.
Checkpoints are where I think they should be, But sci checkpoints need to be adjusted.
Forgot to add small staircase near rebel base, (Look at Sci base to see what I mean)

Would like Feedback on:
Lighting.
New objects.
Checkpoints.
Racing.
Effects (Whether it lags too much or not)

Known bugs:
Don't move while jumping the ramps in the middle, You might explode. Ben said it'd be fixed by next version though.

Coulda sworn I helped you fix the ramp such that it wouldn't happen. Oh well...

Anyway new lighting looks good (although the team colours might be a lil bright).

Center effect lags me from 80 to roughly 35 fps, but keep it anyway since it doesn't offer an advantage.

The new places are quite interesting. The grid things could look less plain though.

Checkpoint(based on Rebels):
* Its a big map with a very long lap. High chance to stalemate.
* While within the map's inner area, it will be very hard to catch the racer.
* While around the perimeter, racer would move predictably and have limited place to dodge. Might help chasers catch the racer by planning ahead. Then again, vehicles have limited exits to access the perimeter.
* Notably easy to buy a Bazooka and intercept racer at the perimeter. Might encourage Gallant usage at least.
* Unlikely for there to be a Pickup chase as it is too slow to match the speed of racing cars like Roadster in a straight path. Not sure about Hornet; Roadster can outrun Hornet missiles even in a straight path, the rest is up to the racer's ability to turn at the corners.
* Car barricades are possible at spawn by jumping near the wall and then buying a car. Although easy to set up one car at spawn, it is difficult for you to get back to set up additional cars. Cars spawned this way have a tendency to slip off the map too.

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 Post subject: Re: Corrumpo
PostPosted: Mon 07 May 2012, 05:51 
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STM1993 wrote:
Qwertybeef wrote:
Alright, Since the forums are dead I will post what I have of Corrumpo so far.
Checkpoints are where I think they should be, But sci checkpoints need to be adjusted.
Forgot to add small staircase near rebel base, (Look at Sci base to see what I mean)

Would like Feedback on:
Lighting.
New objects.
Checkpoints.
Racing.
Effects (Whether it lags too much or not)

Known bugs:
Don't move while jumping the ramps in the middle, You might explode. Ben said it'd be fixed by next version though.

Coulda sworn I helped you fix the ramp such that it wouldn't happen. Oh well...

Anyway new lighting looks good (although the team colours might be a lil bright).

Center effect lags me from 80 to roughly 35 fps, but keep it anyway since it doesn't offer an advantage.

The new places are quite interesting. The grid things could look less plain though.

Checkpoint(based on Rebels):
* Its a big map with a very long lap. High chance to stalemate.
* While within the map's inner area, it will be very hard to catch the racer.
* While around the perimeter, racer would move predictably and have limited place to dodge. Might help chasers catch the racer by planning ahead. Then again, vehicles have limited exits to access the perimeter.
* Notably easy to buy a Bazooka and intercept racer at the perimeter. Might encourage Gallant usage at least.
* Unlikely for there to be a Pickup chase as it is too slow to match the speed of racing cars like Roadster in a straight path. Not sure about Hornet; Roadster can outrun Hornet missiles even in a straight path, the rest is up to the racer's ability to turn at the corners.
* Car barricades are possible at spawn by jumping near the wall and then buying a car. Although easy to set up one car at spawn, it is difficult for you to get back to set up additional cars. Cars spawned this way have a tendency to slip off the map too.

Thanks for the feedback. I made the checkpoints with that in mind, Either you need to be a very fast and agile roadster driver, or bunker down with a camper or flatbed. Meant for long matches. Pickup chases are possible if someone chooses to get a slower vehicle. Exits allow you to cut them off and/or sneak up behind them.
I don't exactly know what you mean by car barricades though...
Edit: Nvm, I know what you mean now..

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 Post subject: Re: Corrumpo
PostPosted: Mon 07 May 2012, 08:10 
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Alright, Made the base lights a bit dimmer and added ramp lights, fixed sci checkpoints, Removed vertical ramps on grid, made it look less bland, I made the effect in the middle now go away after 2s, And only have 5 things instead of 6. Will have pic in a second.
Image

Edit: Just noticed that I forgot 3/4 of the corner lights in teh picture.. The download is updated though...

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 Post subject: Re: Corrumpo
PostPosted: Mon 07 May 2012, 09:38 
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Damn dude just had a quick look at this and it's great! Nice and big, great for vehicles to zoom around in. I think the lighting is great too. I haven't been able to fully test it out yet (game modes, extraction zones etc) but looking really good so far.

I noticed a few random tiles were sticking up all over the place. Not sure if it's intentional or not but it looks like a little unpolished in that sense. If they're intentional maybe you could make them look more intentional, perhaps by placing a border or lights on them or something like that. Anyway looking good! Definitely can make this one official when it's done :)

EDIT: Also I've tested it with the new version and can confirm the following fixes in the code:
1) cars won't explode when they go off the jumps.
2) the checkpoint beams will display properly when hovering over the smoke effects in the middle.

So you don't need to worry about those.

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 Post subject: Re: Corrumpo
PostPosted: Mon 07 May 2012, 15:12 
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Yeah sorry about those tiles, Accidentally had a tile .25 higher than the rest when I was filling in some places, Was trying to hunt them all down and flatten them.

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 Post subject: Re: Corrumpo
PostPosted: Mon 07 May 2012, 23:17 
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Alright, I think I got most, If not all, of the abnormal tiles.
Anything else I should work on?

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 Post subject: Re: Corrumpo
PostPosted: Wed 09 May 2012, 06:33 
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I'm happy with it, just gotta check the extraction zones etc when I get home. Other peeps might have feedback though :)

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 Post subject: Re: Corrumpo
PostPosted: Mon 14 May 2012, 06:22 
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Hey man how you going with this? Do you have an updated version without the random tiles etc?

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 Post subject: Re: Corrumpo
PostPosted: Mon 14 May 2012, 07:47 
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Sorry, I'm grounded, Trying to sneak on the comp whenever I have a chance.
This should be the updated one.
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 Post subject: Re: Corrumpo
PostPosted: Mon 14 May 2012, 12:38 
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Ok cool, I took a look at it and found 3 tiles still raised. I've fixed those and updated the map, which I've attached. I still think this needs a playtest but for the most part I'm happy to make this one official :D


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File comment: updated map
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 Post subject: Re: Corrumpo
PostPosted: Wed 16 May 2012, 00:24 
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Don't make it official yet, There are some stuff I need to adjust, Like the lights being too bright on the towers on the outside and stuff... However, If you feel it's fine, By all means make it official.

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 Post subject: Re: Corrumpo
PostPosted: Wed 16 May 2012, 01:46 
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Made the lights look better on towers,
Added dim lights on corner ramps,
Added dim lights on stairwells near spawns,
Removed 1 Ramp per small tower at spawn, Made it Parallel to tower to remove cluster.
Added some wear and tear on the main roads.

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File comment: Updated
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 Post subject: Re: Corrumpo
PostPosted: Wed 16 May 2012, 10:10 
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No worries dude, just let me know when it's all done and I'll update it.

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 Post subject: Re: Corrumpo
PostPosted: Sat 23 Jun 2012, 22:45 
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I've had more time to sneak on the comp...
Image
Made outside towers wider,
Added edges to columns outside of spawn
Added edges to pillars surrounding middle
Made whole map a bit brighter, Not by much though
Added some small lights.
Added tile properties to metal ramps.
Attachment:
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Couldn't think of anything else to update to accompany the new teleportation skill or other changes, So I'll call it done.

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 Post subject: Re: Corrumpo
PostPosted: Mon 25 Jun 2012, 04:33 
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Awesome man, I'll check it out when I get home tonight and add it to the release.

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 Post subject: Re: Corrumpo
PostPosted: Wed 27 Jun 2012, 10:33 
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Looks good yo!

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 Post subject: Re: Corrumpo
PostPosted: Wed 27 Jun 2012, 14:33 
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Seems like a great map to me, even now with the latest version where it has more light. Are you gonna keep it like it is right now for a long term?


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