| 05-05-2008, 01:47 PM | #1 |
Dogfighters
An arena in space! You are dropped into your Viper, you hit the ImmoDrive (an accidental typo that I simply loved when I discovered it) ignition, and then you blast down the launch tube and into space, where you and four other pilots engage in dogfighting with laser cannons and homing missiles. Be warned though that you die (and lose a kill) if you go off the edge of the map. At some point I may change to a proper looping method, but in order to do that I'll have to change lots of stuff, improve missiles, and make an uber system to handle it without the player noticing it (it should be possible, but tricky). |
| 05-05-2008, 03:09 PM | #2 |
Sounds interesting, gonna give it a try soon. |
| 05-05-2008, 03:23 PM | #3 |
hi, that an idea i wanted to develop, very nice idea. I noticed a lot of things that can be improved or changed, but it is an alpha, so i'll wait the next version to tell all this map need ^^ The bigger thing is the warp zone that kill the ship instantly ( dead 4 times because understand something ). My ideas about that : - edges are just black, player must concentrate only on that to survive.. create virtual and visual limits. - create a "stamp" zone"... if the ship enter in it, add special effect on the ship or change the color, and if the ship explode if he continues. OR - forget the killing edges, because all the player will be always concentrated on middle, and create teleporting edges. Ship leave on the top and move instanlty at the bottom. The other BIG thing is the controls. Add color, make it shorter... D may be just "Boost" or something like that for example. The effect, projectile arts, sounds and explosion are not really kind. I can help you for that and create a real battlestar ambiance. ![]() |
| 05-05-2008, 03:42 PM | #4 | ||||||
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Great, tell me what you think after you play it. Quote:
I don't have any trouble seeing the edges before I hit them. Quote:
Making it more visible is something I am planning (bear in mind this is an alpha), but moving it to looping would be better. Quote:
That's all fine and dandy until you think about how to make that not suck. You then need projectiles to loop around, and be visible while looping around. That means you need to duplicate them. For it then make any sense, you need to have an unavoidably locked camera and/or limited vision, neither of which I really want. Quote:
I'm sorry, I really don't have any clue what you're trying to say... Quote:
It's called 0.1a ALPHA for a reason. |
| 05-05-2008, 04:09 PM | #5 |
Seems to me that if you are posting a map asking for feedback, then each of your replies should not say something along the lines of 'this is an alpha'. You posted a map, he's giving feedback on it and you seem to be grumpy about that. |
| 05-05-2008, 04:53 PM | #6 |
Agree... -.- //CAPTAIN GRIFFEN MODERATOR MODE ON// You post to get criticism; as such, it should be accepted, both positive and negative. Still, as always, negative criticism must be explained (it is also nice if positive responses are explained, but we won't nail you to a wall if you don't). Remember - only by realising the flaws in your map can it improve; as such, negative responses are often the most useful (do not confuse negative responses with flaming - unexplained or pointless negative comments will be taken as flaming and dealt with accordingly). //MODE OFF// .. and i thank me, i didn't post more comments or my head could roll on the ground now. People are all so idiot for Captain ? Ok Captain says "i don't have any trouble seeing the edges before I hit them." Now look and vote : Do you see the edges easily and will have no problem during the action to see it ? ![]() Last feedback from me -.- |
| 05-05-2008, 05:11 PM | #7 | |
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The first one I simlpy disagreed with (none of the people I've tested it with had any trouble seeing the edge of the map and avoiding it), the second one I agreed with an implied that I was already planning it, the third one I pointed out it would be very hard to implement properly (with full projectile support, etc.), the forth one didn't make any sense in English, and the fifth one was a rather poor and feeble attempt to try and advertise his models (something which I tend to look very poorly upon). Abriko - accepting and agreeing with are entirely different. Fairly obviously, commenting on polish issues such as choice of model, is pointless for an early alpha stage map. Taking that quote you gave, "unexplained or pointless negative comments will be taken as flaming and dealt with accordingly". You implied that the controls were dreadful, and yet gave no substantiation or explanation (at least, not one that made sense in English). |
| 05-05-2008, 05:24 PM | #8 |
"commenting on polish issues such as choice of model, is pointless for an early alpha stage map" If Feedback about an early alpha stage map is pointless. Then Post an early alpha stage map is pointless. ![]() |
| 05-05-2008, 05:27 PM | #9 |
Comments on polish are a subsection of all feedback comments, abriko. |
| 05-05-2008, 05:37 PM | #10 |
I think that now everybody will be glad to post comments. ![]() |
| 05-05-2008, 10:06 PM | #11 | ||
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Most people would be rather glad that someone is interested in helping them, especially a modeller as good as Abriko. |
| 05-05-2008, 10:43 PM | #12 |
"Most people" for sure ... :p All this misunderstanding should be caused by the fact Abriko isn't as fluent in english as most of people here, and I think he is doing his best... He took the time to test your map and post the test report. He seems to have in mind of creating a such map for a long time, so he's just offering you some help with models. Acathla's ones are great, could it do the trick? EDIT: oh, and I made some models that could be useful for you |
| 05-05-2008, 11:24 PM | #13 | |
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A rather poor and feeble attempt to try and advertise your models. ![]() |
| 05-05-2008, 11:43 PM | #14 | |
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Keep in mind that having looping the players to the other side of the map could be exploited in a bad sense, but that is up to you to decide if they should or not. Gave it a quick run, here are my thoughts: 1. Make a border. The only way I could really tell the border was by the minimap (which looks bad btw IMO), and the place where the "space water" stops animating. 2. The ship's explosion is overkill. Smaller, but longer and with more substance. I didn't see any parts flying around, all I saw was a random flashbang/flare. 3. What are all those little lights on the map? Add some space debris that we can crash into!!! 4. The watery background, although looking more space-like, is still water. 5. Turning. The ship only turns about half the angle between its facing and where you click, which results in the need to spam right-click. 6. Remove the cooldown from the laser cannon - it looks bad and with cast backswing/cast point you can have the same effect, just neater. Suggestions (since it is only an alpha): 1. Many ship types. (I'm assuming you already have Intercepters, Bombers and Flying Fortresses in mind) 2. Gold, with which to buy weapons and equipment whenever you dock with the space station. 3. A goal for the map - repetetive killing has its limits (just look at DotA for example). Have two motherships/frigates/star destroyers on opposite sides of the map where teams spawn from. 4. Another way to "beat the border" is to make the border a minefield or debris field - ever played Freelancer? All in all, I think it's a decent flying system you've got here, and it can go places. But an alpha is still an alpha. |
| 05-06-2008, 03:10 AM | #15 |
*sings the map testing song* Reminder: This is map testing NOT map submissions, anything that happened on map submissions has no relevance whatsoever to this topic. Don't make Vexorian angry on this one... the controls are... interesting, I think I've seen it rotate to the wrong direction one time, perhaps needs to try that more often. Needs asteroids, preferably of the kind that become in 4 smaller asteroids after you kill them. |
