(WIP) pvk_bazaar

124»

Comments

  • GarreettGarreett Senior
    edited 2:56PM
    I'll PM you the password when I get it, Greyfox.
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited July 2007
    pm me the password and server name

    Co-Lead | Level Designer

  • GreyfoxGreyfox Senior
    edited 2:56PM
    thx
  • GarreettGarreett Senior
    edited July 2007
    Er, it says the map is missing...

    Edit: Be back in 10 mins.
  • GreyfoxGreyfox Senior
    edited 2:56PM
    you need to enable downloading on the server i think.
  • AmerikaAmerika Honkey Senior
    edited 2:56PM
    QUOTE (Colonel Sanders @ Jul 19 2007, 04:16 PM) »
    *borat voice* high five! *borat voice*
    thanks

    i will most likely submit it to the team and/or pvkmaps.com . Itll probably be done in the next few weeks.

    Does anyone have any ideas on something they want to see in this map? i.e. a special store, a stable etc.?


    I want to see a Radio Shack.

    On a more serious note.

    Holy crap, this map looks totally fucking sweet. Major props on it.
    imageI love eggs!
    QUOTE (Gee Hawd @ Nov 20 2007, 11:59 AM) »
    They're all transsexuals... but you wouldn't know that, YOU FAILED THE TEST


  • ColonelColonel Finger Lickin' Good PVKII Team
    edited July 2007
    QUOTE (Amerika @ Jul 30 2007, 12:19 PM) »
    I want to see a Radio Shack.

    On a more serious note.

    Holy crap, this map looks totally fucking sweet. Major props on it.


    thank you and you go it, well a tv store ill add lol

    On the new update i will be adding alot hint brushes and doing some func_detail work to speed up some fps.

    Testers that have any problems, please speak up - that would be awesome.

    WTf, wet sand lol - ill add a cube map that might change things.

    Im going to enjoy a lunch, GMTers enjoy your dinner.

    Co-Lead | Level Designer

  • GarreettGarreett Senior
    edited July 2007
    Right, after a small test, I've found these problems:

    Main problems:

    image

    If you fall down past the fence near the Knight spawn, then you can get behind the building. Can lead to haxors.

    FPS issues - you've went a bit mad with the props.

    Vikings and Pirates spawns are too close - they'll end up fighting each other.

    Vikings get to the spawn around 5 secs earlier than the pirates.

    Minor problems:

    The flashing light in the hubb jubb club means you get lots of slowdown.

    Someone could block the vikings' ways out on a non-friendly-fire server- make bigger alleyways.

    That smokestack above the fire isn't doing anything - it's too dark too see it insde and the smoke rises out of the building magically.

    The fire damages your armor first, not your health.


    Asthetic problems:

    image

    The stair is too high there.

    There is also two suns - one that dazzles you, one that comes with the skybox.

    image

    Where is this light source coming from?

    image

    No wall there.

    Good points

    Plenty of places to make ambushes.

    The crow flying around was a nice touch. smile.gif

    I'll add more later.
  • GarreettGarreett Senior
    edited 2:56PM
    Lots of areas are waaay to dark.

    image

    There's no way out of here if you fall down.

    image

    You can see part of a nodraw there..
  • GreyfoxGreyfox Senior
    edited July 2007
    yeh i agree with Garreett also:

    the ladder in the grey room opposit the bar dosent work.

    the large dark room with the whole in the first floor is abit of a mystery to me.

    the chest area has some stares asending to a window.

    try changing some of your prop_static shelves instead of the physics ones.

    great start though. (i'll continue to add as i find)
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited July 2007
    QUOTE (Greyfox @ Jul 30 2007, 02:57 PM) »
    yeh i agree with Garreett also:

    the ladder in the grey room opposit the bar dosent work.

    the chest area has some stares asending to a window.


    I forgot about that one lol

    Ya, i thought that would be a cool lookout place for a new class.


    ill fix most of this by next monday, but after that i need a break from computers for a bit lol

    i now plan to polish this map and take my time on it. My new deadline is before the end of the year, but nothing says ill have betas out soon

    I will be sending you all a rapidshare link via pvkmail for the map update before monday.

    Co-Lead | Level Designer

  • GreyfoxGreyfox Senior
    edited 2:56PM
    yeh probibly the best way as its bigger than the steam download limit.
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 2:56PM
    hmm i seem to be having a slight problem. After i compile my map i keep on getting the same map that i sent you guys with no updates. argh this is a bigzor problemxz

    Co-Lead | Level Designer

  • GarreettGarreett Senior
    edited 2:56PM
    QUOTE (Colonel Sanders @ Aug 1 2007, 08:27 AM) »
    hmm i seem to be having a slight problem. After i compile my map i keep on getting the same map that i sent you guys with no updates. argh this is a bigzor problemxz


    Have you named it alpha_2? If so, make sure yor selecting that one on the map list.
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 2:56PM
    QUOTE (Garreett @ Aug 1 2007, 11:55 AM) »
    Have you named it alpha_2? If so, make sure yor selecting that one on the map list.


    nah im not that crazy lol, the map used to be called egypt something, then i saved it as alpha 1 bazaar. Now i go to the bazaar vmf and made changes, compiled it and i got the map that i send you guys, but i made updates. Technically it should have updated, because it compiles, but i get the same map that i send you guys. This is really pissin me off because i made some crucial fps and entity changes, but it does not appear in game.

    Co-Lead | Level Designer

  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 2:56PM
    zomg double post - i have fixed this. took some decompiling but it did the job. fps is quite decent to. It will be even better when hint brushes and func_detail is added to optimize the map.

    Co-Lead | Level Designer

Sign In or Register to comment.