BlackMesa Beta testing resualts

Doors do not open properly, particularly the large metal doors outside of spawn- they get stuck and occasionally trap players inside them.

There is a heavy lag spike (disconnect countdown) when joining the server or at the beginning of new rounds.

There really needs to be more ammo/health.

Also, a spawn-room class change would be nice.

Otherwise, was good fun.
 
[quote1210041840=Lafinass]
Doors do not open properly, particularly the large metal doors outside of spawn- they get stuck and occasionally trap players inside them.

There is a heavy lag spike (disconnect countdown) when joining the server or at the beginning of new rounds.

There really needs to be more ammo/health.

Also, a spawn-room class change would be nice.

Otherwise, was good fun.
[/quote1210041840]

I didnt experience the lag spikes mentioned, but other than that the rest of this I agree with.
 
I as really confused at first about the glass door on the way to "B"... if you don't go through the big metal door out of spawn and go the other way instead, it's pretty confusing. Once I got used to just going through the big metal doro though, it was ok.

Great work, Dragonhill!
 
My thoughts on the map...

1) I really like it. :D

2) Do I need to mention the big metal doors again? ;)

3) The door opening to the portal room can be kind of finicky. On at least one occasion I saw them open when they should have been closed and on another occasion I saw them closed when they should have been open. Although, I think Dragonhill was on the other side when the latter happened.

4) More health near the crane would be nice. I like how the platform lowers after capping B, but you still take damage dropping down. This isn't a problem if you're by yourself, but when your entire team is rushing A, that one full health drop isn't enough. That said, it is still balanced since the other team will be taking the same damage. It just means people die more quickly. (Which is probably how I got half of my kills on A tonight. :))

5) The addition of all of the doors to help direct traffic was a good idea. On the alpha version, I had a hard time figuring where to go after I capped A. On the other hand, getting from A to the enemy's B is loooong and the most direct route takes you right past the enemy's respawn. Where as, getting from your B to A is very short. Unless you have players camping the glass doors upstairs, waiting to rush as soon as you cap A, it can be very hard to get to enemy's B before they respawn, run to the crain, drop down, and begin to recap A. This means that a large portion of the action happens at A, which isn't a bad thing, but it is frustrating when the same guys you killed to take A manage to recap it while you're trying to get to their B. My suggestion: put another health drop in the center of the lowering platform. This way an enterprising soldier or demo can rocket/sticky jump up to B and still have enough health to put up a fight when he gets up there. Or if nothing else, he can provide enough of a diversion for the enemy team rushing to recap A. This would also solve my suggestion for point number 4.

6) I still get lost in the vents. I like the vents. Maybe some sort of reference points would be useful. Nothing as overt as signs, but maybe a fan texture at one corner of an intersection or something so that it's easier to keep your orientation in the vents.

7) Finish up this great map and start working on your dual mine cart map. :-P
 
i liked the map...but the previous one was more open
yet the new one had more guidance for the people who are new to the map

i think you should drop the glass screen that goes behind the B point (i think its B...the 1 that makes the crane go down) so that map is more open and gives you the option to get to there spawn or get behind there sniper's or try a new angle at point A
 
I have changed all door triggers from the default wait 1 second before reset to 0 seconds (thats what valve maps have). I have also speeded up the metal doors.

also changed - the battlement doors will now stay open the entire match once they are opened by either home team cap B OR attacking team capping A. this ensures either team never gets stuck down below.
The portal glass doors will remain open once one team caps 4 cap points. The safe doors will still open and close depending on who has 4 cap points under control. This means the portal room "can" be open but no one has access to the portals themselves.

Glass doors have been changed so that they open and closed based on who owns the center "A" point. The doors were closing when a defending team had recaptured their "B" point. This locked out the attackers and was not what I had intended. Attackers still can use the ducts to get around B and attack from behind.

these changes may help make the map feel more "open" after about 5 min of play. This should help noobs at the start and give the leets something to chew on in the end game.

i have added more health and ammo down below. But i have also made it so that you stick your neck out farther to get it.

still looking into how i can prevent players from getting hurt when they fall onto the platform. I "may" have a health pack "float" in mid air where the platform lowers to for any rocket jumpers trying to go up through the hole. i wonder if i can parent the health pack to the platform. could be kewl to see when it moves. or buggy as all @#$$.

still no idea why the timer running out did not stop the game. felt like blackmesa from the underworld then.

ill be working on new hud art and level textures so that the cap points are labels "B" "L" "A" "C" "K".. why black u ask? because the B,A and C are already made.. i just have to make the L and K. Besides. the name of the map is "Black"mesa. :P

as for the snap shot error and/or folks almost getting booted at map start. It may be I have way too many entities in the spawn room. Yup, all those nifty freezers with the team classes may be over doing it. OR, the map just has way too many kewl things to play with. I may remove 2 rooms that i have never seen any one go into (the ones with the eng tool boxs and medics hypo's). that might free up some ent_data. I was going to put in a penny arcade comic in the rooms but tyco never got back to me when i asked if it was ok to use(me sad panda).
 
It is a great map, and I appreciate your hard work.

I have the same issues in which Lafinass had, especially the who connection countdown when a new match starts.

One problem in which I personally had were Pyros were able to set people on fire on the opposite side of the glass coming towards B. This may have been intentional, but I don't like it, as Pyros already have plenty of advantages in the vents.
 
folks were getting fried THROUGH the glass doors? Hmmm, that was not how I invisioned doors to work. will need to look at that. I know some of you do not like the doors but they do perform a job in flow control. I'll be swapping them for the quad glass doors found in the portal rooms though. Wanted to unify the look.

~D
 
Very cool map man. . Just let me know when you get the other beta up and i'll put it on the servers :)
 
[quote1210085932=Dragonhill]
still looking into how i can prevent players from getting hurt when they fall onto the platform. I "may" have a health pack "float" in mid air where the platform lowers to for any rocket jumpers trying to go up through the hole. i wonder if i can parent the health pack to the platform. could be kewl to see when it moves. or buggy as all @#$$.
[/quote1210085932]

Maybe you could do a set of 3 small cranes that could be jumped on to go down without losing points or up for any classes. The difficulty would be to aim your jump to get it right. I know the first beta had a big crane in the middle you could jump down on so you didn't lose health, but it was impossible to go back up that way. It would also need teamwork for more than one person to go back up, because the first person would be pushed down by the second one if they jump up together ^_^
 
I wasn't on long enough to really know my way around... I just sort of followed the masses :)

I also had the startup lag issue mentioned above. Others with doors, portals, etc.... I don't know when/how they work/ open so ill leave to those of you who know the map better.

Great map..... I felt almost like I was playing HL1 all over again....
 
Great map. Loved every bit of it, especially the vent systems. A little problem with door sync, but everything else was just fine. I would like to see more placement of Health/ammo in some areas, though.
 
for some reason when ever 1 team caped a point i said they are getting our last point even if u still had 3 left!!! did like that the boiler on the way down was smoking
 
when you fall in the middle point yo can go to the rails and snipe from there. May be considered map exploits, not to mention its annoying
 
I have mixed feeling about player clipping off structural items. If it "looks" like you can get there I try to make sure you can. Falling to the bottom and dying is the exception. As far as annoying I do try to minimize OR remove if i can. The problem is it was annoying because the sniper bagged you from an obscure dark spot, correct?. If I light up those areas so the sniper is more visible I'm betting you would not be as annoyed. I was bagged by a demo standing on a beam while he sticky defended the cap point..was annoying first time. then i went after him. Annoyance gone.

the other annoying option that may have made you mad was the inability to reach the sniper with out putting yourself in a suicide situation (no clear return path). I may look into adjusting the braces holding up the cap point to allow returning AND add minor ledges to allow complete pathing under the platform.

what say ye?

~D
 
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