ba_jail_bliss ~ Suggestions welcome

The amount of time VRAD takes to compile is astounding. Anyways, I'm uploading the map on the workshop right now so this'll be the last update I'll do in post form. From now on, I'l just keep editing the OP with updates.

Maze is now done and there are two possible endings to it. At the beginning of every round, one is randomly assigned meaning you'll never know which way to go on every round even if you memorized the maze paths. It's also larger than the sad one in Maxsecurity.

7nkQnLH.jpg


I also finished the disco with a nice control board compared to the broken and semi-functioning one in Maxsecurity. Gotta add in a secret song as well soon.

ocWQMqi.jpg


Simon is also done. Thanks RDK!

EZ3S5Ly.jpg


All in all, the map looks like this now.

aqRlsMQ.jpg


Stuff to do:
* Wipeout
* Race
* Pool
* T armory with automated warday system
* Custom lockdown
* Bhop (underground)
* Deathrun (underground)
* Spider game
* LR Room (underground)
* Vents
* Optimization
* Lots of other stuff I'm probably forgetting at the moment.

Problems that I'm aware of right now:
* Disco doors overlap the walls
* Bottom of maze panel is not textured
* Some textures are black due to lighting errors
* CT's have to haul to get to cell block before cells open (have a pretty good idea on how to fix this)

Once I publish the map on the workshop which should be finished uploading soon anyways, I'd love to have some feedback. Thanks!

Edit: Workshop link is up http://steamcommunity.com/sharedfiles/filedetails/?id=712122670 It currently has NO optimization so it'll be less laggy in the final product.
 
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Back at it again with the amazing map builds. From the images alone this map look like its gonna be a gooden!
looking forward to giving this map a test and of course seeing the final product. Keep up the great work for this division gamed0m :cool:
 
The amount of time VRAD takes to compile is astounding. Anyways, I'm uploading the map on the workshop right now so this'll be the last update I'll do in post form. From now on, I'l just keep editing the OP with updates.

Maze is now done and there are two possible endings to it. At the beginning of every round, one is randomly assigned meaning you'll never know which way to go on every round even if you memorized the maze paths. It's also larger than the sad one in Maxsecurity.

7nkQnLH.jpg


I also finished the disco with a nice control board compared to the broken and semi-functioning one in Maxsecurity. Gotta add in a secret song as well soon.

ocWQMqi.jpg


Simon is also done. Thanks RDK!

EZ3S5Ly.jpg


All in all, the map looks like this now.

aqRlsMQ.jpg


Stuff to do:
* Wipeout
* Race
* Pool
* T armory with automated warday system
* Custom lockdown
* Bhop (underground)
* Deathrun (underground)
* Spider game
* LR Room (underground)
* Vents
* Optimization
* Lots of other stuff I'm probably forgetting at the moment.

Problems that I'm aware of right now:
* Disco doors overlap the walls
* Bottom of maze panel is not textured
* Some textures are black due to lighting errors
* CT's have to haul to get to cell block before cells open (have a pretty good idea on how to fix this)

Once I publish the map on the workshop which should be finished uploading soon anyways, I'd love to have some feedback. Thanks!

Edit: Workshop link is up http://steamcommunity.com/sharedfiles/filedetails/?id=712122670 It currently has NO optimization so it'll be less laggy in the final product.

Nice
 
Alright, so here it begins...

---Firstly the Simon looks great except with one thing to me. In this image: http://imgur.com/Qmde9fz I shot bullets and circled them because I think that glass panel should stay there, but the orange pathway towards the door should be removed. I don't know if this was on purpose but if a T is sliding and times his jump right, he can strafe and speed right into the doorway where the warden will probably be standing saying, "All T's exit simon and follow me." Which would lead to him being stabbed by the vicious T's.

---Secondly, in this image: http://imgur.com/nOqqj7j I shot bullets and circled the problem. When you fall off of climb, you land inside of the CT area marked by the hazard rather than landing in the starting pool. Nothing much to say and can probably be easily fixed.

---Thirdly, as copy pasta'd from the workship... this is the list of games -
* Wipeout
* Race
* Pool
* T armory with automated warday systed
* Custom lockdown
* Bhop (underground)
* Deathrun (underground)
* Spider game
* LR Room (underground)
* Vents

---I assume everything not in the map at the moment will be added soon. But maybe jump rope could be a game with a CT area above it or around it. Because most jump ropes have the buttons on the side and are easily griefed by the T's. Also, maybe a game like speedjump in the map (http://steamcommunity.com/sharedfiles/filedetails/?id=620825419&searchtext=avery) could be implemented in the future as well. Except not as easily griefed of course and not as lengthy/difficult to where most T's would die, thus breaking the 66% rule.

<3
 
The amount of time VRAD takes to compile is astounding. Anyways, I'm uploading the map on the workshop right now so this'll be the last update I'll do in post form. From now on, I'l just keep editing the OP with updates.

Maze is now done and there are two possible endings to it. At the beginning of every round, one is randomly assigned meaning you'll never know which way to go on every round even if you memorized the maze paths. It's also larger than the sad one in Maxsecurity.

I also finished the disco with a nice control board compared to the broken and semi-functioning one in Maxsecurity. Gotta add in a secret song as well soon.



Stuff to do:
* Wipeout
* Race
* Pool
* T armory with automated warday system
* Custom lockdown
* Bhop (underground)
* Deathrun (underground)
* Spider game
* LR Room (underground)
* Vents
* Optimization
* Lots of other stuff I'm probably forgetting at the moment.

Problems that I'm aware of right now:
* Disco doors overlap the walls
* Bottom of maze panel is not textured
* Some textures are black due to lighting errors
* CT's have to haul to get to cell block before cells open (have a pretty good idea on how to fix this)

Once I publish the map on the workshop which should be finished uploading soon anyways, I'd love to have some feedback. Thanks!

Edit: Workshop link is up http://steamcommunity.com/sharedfiles/filedetails/?id=712122670 It currently has NO optimization so it'll be less laggy in the final product.

Constructive criticism:

With the airball, randomize your teleport location after dropping into the void. Currently you only teleport to the middle in 1 spot.

The run from CT spawn to Armory then to Cells seems a bit long, could you possibly shorten one of those?

Some minor simon errors with the accelerators. Besides that, maybe make the simon board bigger.

Should cut this off near the end of the accelerator (bullet line):

HyEmIXu.jpg


How it is:

qV5fnuv.jpg


How it should be:

ie9bR6R.jpg


Credit goes to mega for finding this ^

The breakable wall, that's near the playground, with the distortions needs player clipping.

Half of the trees are missing textures, the poor trees!

Climb the buttons need names. I can see the CTs accidentally putting on hot lava when they meant to do hard/easy. Otherwise its great!

You can walk through the beam on the cell doorway, disappointment ensues

ZbaU5lY.jpg

mega was the model for this picture

The cells seem a bit small =(

I think you have too many lights on, for a map that is situated during the day.
 
Constructive criticism:

With the airball, randomize your teleport location after dropping into the void. Currently you only teleport to the middle in 1 spot.

The run from CT spawn to Armory then to Cells seems a bit long, could you possibly shorten one of those?

Some minor simon errors with the accelerators. Besides that, maybe make the simon board bigger.

Should cut this off near the end of the accelerator (bullet line):

HyEmIXu.jpg


How it is:

qV5fnuv.jpg


How it should be:

ie9bR6R.jpg


Credit goes to mega for finding this ^

The breakable wall, that's near the playground, with the distortions needs player clipping.

Half of the trees are missing textures, the poor trees!

Climb the buttons need names. I can see the CTs accidentally putting on hot lava when they meant to do hard/easy. Otherwise its great!

You can walk through the beam on the cell doorway, disappointment ensues

ZbaU5lY.jpg

mega was the model for this picture

The cells seem a bit small =(

I think you have too many lights on, for a map that is situated during the day.

Wow you got a bunch of stuff I missed!
 
Wow! Thanks for all the tidbits and constructive criticism. Stuff like this is very VERY valuable. I'll try to go over things that were intentional first.

Alright, so here it begins...

---Secondly, in this image: http://imgur.com/nOqqj7j I shot bullets and circled the problem. When you fall off of climb, you land inside of the CT area marked by the hazard rather than landing in the starting pool. Nothing much to say and can probably be easily fixed.

Actually, when you fall in the water as a CT, you spawn in the CT area but if you fall as a T, you spawn in the pool. This is to prevent clueless ct's falling and then brutally getting knifed in the pool :p

You can walk through the beam on the cell doorway, disappointment ensues

My reasoning behind this was that so CT's don't get caught on the beam while walking backwards. Perhaps it would just be better to make the entire entryway bigger?

Now that that's out of the way, thanks for all the pointers. Will definitely fix up the problem with the accelerators, cut it off at the point you guys demonstrated and fix up the turn.

---I assume everything not in the map at the moment will be added soon. But maybe jump rope could be a game with a CT area above it or around it. Because most jump ropes have the buttons on the side and are easily griefed by the T's. Also, maybe a game like speedjump in the map (http://steamcommunity.com/sharedfile...archtext=avery) could be implemented in the future as well. Except not as easily griefed of course and not as lengthy/difficult to where most T's would die, thus breaking the 66% rule.
Perhaps, Wipeout and jump rope are super similar so I tend to have either one or the other in a map. Speedjump looks like a cool game.

The breakable wall, that's near the playground, with the distortions needs player clipping.

Half of the trees are missing textures, the poor trees!

Climb the buttons need names. I can see the CTs accidentally putting on hot lava when they meant to do hard/easy. Otherwise its great!

Will add clipping, will add tags for the buttons and the trees are missing textures? They looked fine to me and I did Pakrat. I wonder if VIDE will fix it.

With the airball, randomize your teleport location after dropping into the void. Currently you only teleport to the middle in 1 spot.

The run from CT spawn to Armory then to Cells seems a bit long, could you possibly shorten one of those?

Some minor simon errors with the accelerators. Besides that, maybe make the simon board bigger.

Will do the random teleport thing. I have an idea to make the trip faster and the Simon board is the exact same size as the one in RDK's map (because it is the same Simon).

The cells seem a bit small =(
Think it's too late to make them bigger now =(. Sorry T's.


I think you have too many lights on, for a map that is situated during the day.

Yeahh, probably. I just like placing lights :)


my secret song? :D

That'll eventually come in maxsecurity when I get around to updating it :>

Again, thanks for the constructive criticism. Will use this to improve and fix up.
 
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Maybe add a shoot em up in like the one in canyon if you know what i'm talking about but this map definable going to be one of the best ones.
 
I would also suggest making the maze harder because right now all you have to do is just wall straight and turn left. So make it more difficult for the T's to finish.
 
Alright, got another and last update for you guys until the final release. Progress is a bit slow since I am on vacation but the ETA for this map is July 29th - July 31st as that's when I get back. Fixed up most of the stuff that was pointed out and added some games. The changes and download for the updated version of the map is in the original post. I am aware of race being broken.

C0D6A1BDB47E68E913573764332012E613C16CE0
 
Alright, got some more bugs / suggestion for you.

CT AREA:
  • make the CT stairs a ramp.

TREES: Still bugged =( Photo Reference:
D2847E425BA3F0CD1F9B606996708ED8DC5B5880


SIMON:
  • ramp pushes you into a corner if you let it do its thing. If the player walks on it, it works fine.
Photo Reference:
4ED3CE0D29970E7936F6F2B85E7C17BDD946CF0D


Decoy Game:
  • make the decoys not emit any noise
  • You are teleported to the loser box no matter what if both sides completed the game. Basically make it so the game automatically ends once a winner is determined.

Suggestion
  • Needs a random teleport similar to Nightescapes Mega Randomizer. Sadly I don't think any CT will walk to all the games with a group of Ts
  • add on to the above suggestion, move shoot 4 shoot to a different area and add a randomizer

Basketball:
  • make the hole slightly bigger


Add:
  • Spray wall please!

Race:
  • Laser section bugged, teleports you to the spinning wipeout when passed the first jump.

Opinion on race:
  • Should also make the race easier, it seems too difficult for the average player. I suggest removing the spinning sections (with the exception of the one in the front)
  • Remove the ladder near the completion box, its asking for trouble
 
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