[FINAL RELEASE, updated for v1.2] dys_subtech

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[FINAL RELEASE, updated for v1.2] dys_subtech

Postby Schafchen » Mon Apr 14, 2008 9:47 am

DYS_SUBTECH

It is a small (fun?)map for a 2on2 up to 4on4. Don t know how it plays with even more players...

Objectives:
-- Go to the enemys jip (near their spawn) and hack the security for their core
-- Destroy enemys core

Notes:
-- Security can be enabled again
-- Turret in the middle can be hacked
-- There are vents for an alternative route too

Final version is out!

DOWNLOADS:
http://content.eum-gilde.de/srcds/maps/dys_subtech.bsp
Last edited by Schafchen on Sat Jun 13, 2009 8:23 am, edited 19 times in total.
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Postby ViralHatred » Mon Apr 14, 2008 10:21 am

Are all the custom props pak'd ?
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Postby Schafchen » Mon Apr 14, 2008 10:28 am

yes all custom textures, models etc. are included in the bsp
i m sorry, but i ll have to update the map (one "minor bug"...)
link will be up agin in 1 hour or so

EDIT: download link up again
sry for the inconvience ;)
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Postby IronHead » Mon Apr 14, 2008 11:31 am

I saw some people playing it this morning, but the server was locked
;__;
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Postby Keiron » Mon Apr 14, 2008 11:45 am

I'll toss it on the [TEL] server shortly
--Map is up and callvote'able.
It *should* download from the server, but it'll be pokey at best - so best grab it manually.
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Postby Deathy » Mon Apr 14, 2008 12:27 pm

@IronHead: We tested some versions from time to time.

Really nice work Schaefchen! ;)
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Postby Keiron » Mon Apr 14, 2008 12:34 pm

Your cyber-space buttons didn't work, so I'm not exactly sure what they do.
The glass in the center (by the turret) wasn't terribly obvious that it would be broken, and the turret can shoot through said breakable glass should you break one side and run to the other - so it's more than a tad exploitable.
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Postby Warsprite » Mon Apr 14, 2008 12:37 pm

Looked at the map, some interesting things about it, but some things don't work correctly either.

1. The screens aren't pakratted correctly, so noone can see any of them
2. The spinning datatrust logo is one of the most overused textures in the game. It doesn't need to be everywhere in your map too.
3. Pick a corp. Some places have datatrust stuff, others have the estus logo on the doors. That doesn't fit in.
4. Warby's orange/yellow strut doesn't really fit in all that well with the rest of your map. I know it looks cool, but it doesnt fit the "feel"of the rest of the map.
5. I think the blend of concrete and cybergrid thats used in the CS is pretty visually apalling.
6. The CS color choice here is very...rainbow. Red blue orange yellow and green in such a small area. It clashes pretty badly imho.
7. Your cybernodes are too cramped, they can be spammed from all sides by projectiles through the walls.
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Postby avv » Mon Apr 14, 2008 12:57 pm

I liked the colours of the map. Well the estus doors and warby's pillars didn't really suit the maps' color scheme but it had mostly good colouring.
Your cyber-space buttons didn't work, so I'm not exactly sure what they do.
Yeh they didn't work.

I noticed that you can run programs through the backwall of the orange node.

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Postby Keiron » Mon Apr 14, 2008 1:02 pm

Forgot to mention this in the above, you've missing the textures on these wheels.
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Postby Schafchen » Mon Apr 14, 2008 1:09 pm

thx for your feedback *happy*
@Keiron: next version cyberbottons will be working (think i forgot them to include in the bsp...)
car wheels too

about the turret trying to shoot you while you are hiding behind the glass:
can t do anything about that, but i don t want to change the glass into a wall
EDIT: fixed that ;)

@warsprite: datatrust logo: perhaps i ll exchange this, thx fr the note; same with extus door
cyberspace: nodes don t have to be much bigger in my opinion
overall cyberspace: not very pretty, i know ;)

@avv: will fix this with "though wall hack"

thx again for the feedback
beta 2 will be up next few days ;)
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Postby MarvintheParanoidAndroid » Mon Apr 14, 2008 2:00 pm

I noticed that the turret won't get you as a target through the unbreakable glass, but will follow you and shoot it pointlessly if it gets you as a target normally. Couldn't you just put a small section of wall either side of the breakable glass and leave the rest as unbreakable glass, so it loses you as a target if you run to either side once it's broken?

Because if you didn't fix that, the turret would be pretty useless. One player could just distract it up top for the rest of their team to run past.

Other than that, I'm looking forward to playing a working version, it looks nice :)

Edit: Also, is it possible to make the game start off with the turret de-activated, just to make it even?
Last edited by MarvintheParanoidAndroid on Mon Apr 14, 2008 2:14 pm, edited 1 time in total.
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Postby Schafchen » Mon Apr 14, 2008 2:11 pm

have fixed that wit the turret
(without changing the actual glass)

EDIT:
i don t like the turret being disabled at begging of the round, like this, it is more important already at the start of a round
it s even for both teams, because at the start of a round the turret shoots on both teams ^^
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Postby Keiron » Wed Apr 16, 2008 8:22 am

Just did a quick run-through of Beta-2, only thing noticeable broken was the minimap which is missing a texture
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Either way, new version is up on the server and callvote'able.
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Postby Schafchen » Wed Apr 16, 2008 10:02 am

i know... this bet2 u have isn t the one i ll realeasing today (or tomorrw)
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Postby Keiron » Wed Apr 16, 2008 11:57 am

i know... this bet2 u have isn t the one i ll realeasing today (or tomorrw)
lulz. My stolen Beta2 :P
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Postby Schafchen » Wed Apr 16, 2008 12:18 pm

yeah.... forgot to delete the old beta2 from the servers... we only tested it and found some other bugs, which i wanted to fix before releasing beta2...
so plz delete "your" beta 2 and donwload the new one ;)

@marvin: i fixed the turret shooting at the glass, but i couldn t do that with invisible textures, because then it would have created annoying shadows... so i changed two of the glasses on each side to walls
now turrets stops if it can t hit u
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Postby Schafchen » Wed Apr 16, 2008 12:42 pm

beta 2 out =)
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Postby MarvintheParanoidAndroid » Wed Apr 16, 2008 12:47 pm

@marvin: i fixed the turret shooting at the glass, but i couldn t do that with invisible textures, because then it would have created annoying shadows... so i changed two of the glasses on each side to walls
now turrets stops if it can t hit u
Ah cool. And I wasn't aware that the turret shot at both teams at the round start, didn't know you could do that :o But yeah, that's definitely a better solution than having it start disabled, wouldn't have mentioned it if I'd known :P
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Postby MarvintheParanoidAndroid » Sat Apr 19, 2008 6:41 pm

Right, a little feedback from the mapping session I guess. We only played 2v2 mostly, it looks to me like it'd be best 3v3 or 4v4, but it's looking pretty great.

One suggestion I'd make would be maybe adding thermal turrets just outside the spawn doors? Otherwise it's very campable, and there's no real need for the other team to actually go up there.
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Postby Schafchen » Tue Apr 22, 2008 9:16 am

added in next version
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Postby Schafchen » Fri Apr 25, 2008 9:55 am

beta 3 out
(will probably be the last version before going final)
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Postby Onea » Fri Apr 25, 2008 3:03 pm

I haven't tried it yet, but the screenshots look really pretty. I like the lighting.
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Postby the_pate » Fri May 02, 2008 9:06 am

I like the map. Quick game with 6-8 players ( 4vs.4 ) :)


*hugs the map* ;)
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Postby BurninWater » Mon May 05, 2008 2:13 pm

wont be playing it for a while (till v1.2 atleast) but it looks great :)
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