pl_hohohoprealpha test right now!

Dragonhill

Thread Junky
=(e)=
Joined
Apr 28, 2008
Messages
772
the fun server now has the prealpha test running. play testing starts now..
pass:testing
please add comments about map to this thread after you have played..

thanx guys!

~D
 
Pretty good Alpha run, its coming along nicely for sure.

I didn't run into any errors/black and pink textures/etc, except I did get stuck at one point in the screen shot below.

Had my toolbox out whenever I got stuck.

For improvement, first stage:
Nothing major for improvement. The sun was somewhat irritating, especially when playing a non-sniper class. If that is supposed to be to block sniper's vision then its not really that useful because how easy it is to find little areas of shade. Also, maybe make the room underneath the house near the last point go all the way through and open up the path blocked with snow after the first point?

Second stage:
Pretty good as well. top part of the stage is barren, but I know you said you are going to work on that. I really didn't spend too much time in the tunnels, but they seemed alright as well. That one dark area right before coming out of the tunnel to the RED spawn seemed kinda weird.

Third Stage:
Needs the most work, missing lockers in spawns and the last point has only one entrance which really makes it congested. Definitely a second or third route to the last point on the third stage. I think that the ramp that the sleigh goes up at the end is way to tall/steep then again, I guess if it was much lower it would be really too easy for snipers.

Looking forward to the next test/release. Good luck.
 
thanx!..

yea, i agree with what you posted. will go over it with valiantfluffy in the next few days.. may have doomfear add the resupply cabs

~D
Pretty good Alpha run, its coming along nicely for sure.

I didn't run into any errors/black and pink textures/etc, except I did get stuck at one point in the screen shot below.

Had my toolbox out whenever I got stuck.

For improvement, first stage:
Nothing major for improvement. The sun was somewhat irritating, especially when playing a non-sniper class. If that is supposed to be to block sniper's vision then its not really that useful because how easy it is to find little areas of shade. Also, maybe make the room underneath the house near the last point go all the way through and open up the path blocked with snow after the first point?

Second stage:
Pretty good as well. top part of the stage is barren, but I know you said you are going to work on that. I really didn't spend too much time in the tunnels, but they seemed alright as well. That one dark area right before coming out of the tunnel to the RED spawn seemed kinda weird.

Third Stage:
Needs the most work, missing lockers in spawns and the last point has only one entrance which really makes it congested. Definitely a second or third route to the last point on the third stage. I think that the ramp that the sleigh goes up at the end is way to tall/steep then again, I guess if it was much lower it would be really too easy for snipers.

Looking forward to the next test/release. Good luck.
 
I was sleeping or getting ready to at least during this test. I will take notes on what you say, since tomorrow and sunday is my work day.
 
Great job so far, Dragon! The only thing I noticed: there were several places in the map you could go behind buildings, only to be faced with a dead end, and no way to jump ontop the buildings.
 
yea, we still have alot of smaller side routes that need to be fleshed out. The current map is testing our spawn logic, stage progression and asset incorporation (custom). i noticed some spawn logic errors but the stage progression and asset incorporation seamed to be fine.

i'm thinking the 2nd stage could benefit from additional spawn rooms in the center area for both teams. seamed like a really long run from one end to the other.

also,, last stage.. the final tunnel choke point seamed rough on first game but the second time the teams played the attacker made it through.. suggestions were to make additional passage points.. i'll be reviewing with valaint on that.

~D
Great job so far, Dragon! The only thing I noticed: there were several places in the map you could go behind buildings, only to be faced with a dead end, and no way to jump ontop the buildings.
 
When will you have a live test with everyone able to join, Im sure everyone wants to know this as well...Dec. 24th perhaps??
 
we can shoot for another test tonite..but it will be the same version that was tested a few days ago. We still need more info from this version anyways.

we just need an admin to fire it up on the fun server.

~D

Tonight I was hoping, or tomorrow. I don't know dragon has been taking care of that stuff.
 
yea, we still have alot of smaller side routes that need to be fleshed out.

~D

Perhaps your side routes can go up and down as opposed to the side for a bit of variance. I like a map with vertical attack angles.
 
Back
Top