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biohazard-uk
1st January 2009, 11:42
First beta of the map, would like it if people gave feedback for it so it can be improved and worked on.

http://img360.imageshack.us/img360/5926/hdnradioactiveb10005na1.th.jpg (http://img360.imageshack.us/my.php?image=hdnradioactiveb10005na1.jpg) http://img360.imageshack.us/img360/3013/hdnradioactiveb10006el4.th.jpg (http://img360.imageshack.us/my.php?image=hdnradioactiveb10006el4.jpg) http://img369.imageshack.us/img369/5788/hdnradioactiveb10007qx6.th.jpg (http://img369.imageshack.us/my.php?image=hdnradioactiveb10007qx6.jpg) http://img176.imageshack.us/img176/8710/hdnradioactiveb10002pr7.th.jpg (http://img176.imageshack.us/my.php?image=hdnradioactiveb10002pr7.jpg) http://img187.imageshack.us/img187/2296/hdnradioactiveb10003fn4.th.jpg (http://img187.imageshack.us/my.php?image=hdnradioactiveb10003fn4.jpg)

Features:
-Radioactive sludge pit (like in hdn_toxic but slightly different)
-Few traps, mostly breakable floors
-Lights in 2nd storage room can be turned off
-Moving thing that can be used to drop IRIS into the pit :d
-Radioactive barrels, damage to start leaking, small radius around it then does damage

This isn't apart of the map-pack that I'm working on at the moment and won't be included in it.

Download (http://files.filefront.com/hdn+radioactive+b1rar/;12833144;/fileinfo.html)

To do:
-Add and fix some sounds/music?
-Increase vent system
-Improve skybox

Mindgames
2nd January 2009, 17:20
Looks awesome bio!
Downloading it to try it out on a internet-less LAN tomorrow with some friends :)

Keep it up!

Darkhand
6th January 2009, 00:42
Map is live on the Super Server! :)

I like it!

My observations:


The IRIS spawn needs some border occlusion to make the skybox boundary seem less obvious. Some impassable landscape would cover it nicely.

How can you drop IRIS into the pit with the moving platform? Haven't figured that out yet.

I really like the idea of cracking open radioactive barrels and whipping them at the IRIS. :cool: They need some kind of indicator when they're active though (Green smoke? Attach a green light_dynamic or sprite to them that activates on damage? Skin change to a covered-in-green-goo version?).

The 2nd storage room needs an incentive for the IRIS to go in there. With the lights out it's simple enough to avoid the area. Maybe have the switch turn out all the lights (although not as dark), but they automatically come back on after a while? That would reverse the incentive and make it a place the Hidden wants to go to regularly.

The bottom plank on the boarded-up 'Do not enter' doorway doesn't break on touch. It's easy enough to shoot it or jump over it, but at first I thought the doorway was just an effect and not actually passable.

I can get an IRIS into the fenced off power area in 2nd storage with a well placed jump. Not sure if that's intentional or not but could lead to assy IRIS turning off the lights on their teammates.

I really like the trapped floors but they're easy enough to avoid once you know where they are. I wonder if there's a way to make them truly random each map (some kind of func_logic mojo?) and make them required to go over... You'd then never know which one would break!


Can't wait for B2!

Zabiela
6th January 2009, 01:10
I really like the trapped floors but they're easy enough to avoid once you know where they are. I wonder if there's a way to make them truly random each map (some kind of func_logic mojo?) and make them required to go over... You'd then never know which one would break!


Sweet map, though, this ^

First thing that happened when I got hidden was I pounced into a corridor and splat, I fell. It would definately benefit from some random thing that makes breakage a rare occurence, that way its ever more surpising, and you wont get to know all the "spots" untill quite a while.

The iris spawn is really class, just needs a scenery/smoke/mirrors etc.

Paegus
6th January 2009, 01:17
briefly reviewed...
move the IRIS start into the tunnel with the back-end of their truck smashed through and blocking the doorway. light can pour in around the truck.
is that DO NOT ENTER sign at the bottom of the entrance corridor supposed to explode on contact? i think you meant to attach it to the blanks so when enough of them break the sign gets motion enabled and drops.
make the light fixtures easily walkable for hidden but unusable by marines: non-collidable model, nodraw block inside for walking and pinning, then coat the whole thing in a wedge shaped marine_clip so they slip off awkwardly.
it should be easy enough to have randomized breakables. trigger_touch fires a logic_case which has a 1:16 chance of triggering a subsequent logic_case, or any combination there of. or you can have them randomly configure at round-start. though making them all truly random would be better AND MORE ANNOYING! you could also make the grating wider so they're harder to avoid.

biohazard-uk
6th January 2009, 07:06
is that DO NOT ENTER sign at the bottom of the entrance corridor supposed to explode on contact? i think you meant to attach it to the blanks so when enough of them break the sign gets motion enabled and drops.

The signs not meant to fall when touched, but when its shot or the top plank it's touching breaks. I'll fix that.


make the light fixtures easily walkable for hidden but unusable by marines: non-collidable model, nodraw block inside for walking and pinning, then coat the whole thing in a wedge shaped marine_clip so they slip off awkwardly.

Done something similar in next version, I'll add the marine clip too.

I'll also see what its like with IRIS spawn inside the tunnel, would be able to reduce the dodgy snowfall and skybox then ^^

For traps, I'll work on them, try make them as random as possible.


How can you drop IRIS into the pit with the moving platform? Haven't figured that out yet.

They need some kind of indicator when they're active though

The 2nd storage room needs an incentive

The floor is breakable, somehow break it (I'll try and make it a trap door instead), I'll add something like a light or sprite to the barrels too. :d

Also, I've been told that before with the 2nd storage room and to move it in between the radioactive 1 and the rest of map, might just expand map with more access to that room or make the room bigger and more of a maze, so when the lights are off, its harder to get out.