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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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To remind the Hengsha mapping team:
The RPG mapping and RPG character/story design won't start until January AFTER the preview, feedback, ideas, new team members, support etc. The team need to sit down, have a beer and figure about the 3 mission giver, givers. How we are going to develop story and missions with these NPC dudes, then map around that. Need to sit down and look at Hengsha first, try to estimate nodage of mapping each level, which levels are going to be included and how they will connect.
It makes no sense to have a team member chasing another team member over the RPG, or weapons, or whatever, when we are days away from releasing the Xmas preview.
Chees is not scheduled until next year, after the preview.
@OP
Thanks for this Chees, it makes the job easier, of tackling a big list of maps that need fixing.
I liked the private test you showed me, I don't really have any dos or don'ts, just to keep the smuggler/prodigy layout probably is good. As I said, visually I think the labs are the weak point, more like a Kitchen.
Thanks for your patience.
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Poor
Power/3D
Posts: 288 Joined: 02 Jan 2011, 22:39 Nationality:
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I'm sure you already considered these but here are my issues with the original map.
1) The area in front of the spawns with the lift that goes into the red hallway. The hallway was just a little too high to jump into and the lift was just a little too high to walk onto. It would take two low gravity jumps to get in the hallway which eats away at my patience.
2) The lab room with all those DeBeers was seldomly used.
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[FGS]Chees
Cherub/7H
Posts: 1192 Joined: 13 Nov 2011, 15:37 Location: UK Nationality:
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No problem Shadowrunner It's now %100 re mapped to grid with the same textures and same layout as your original map. not bad for a day and half of work but a Headache is now kicking in from it! @ Poor. Yes the double jump annoyed me as well to get in the tunnel so will change that and redo the lift at the same time, Thanks for the feedback Poor Also will do something with the lab as you both said and also sort the spawns out. Shadow suggested portal spawns to certain areas of the map and sounds like a good idea. Shadow do you want Prodigy on the Altfire server replaced with this one as it is? It may help in case I missed anything from the original map that was overlooked and can then fix it while I'm doing the new version of it.
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Poor
Power/3D
Posts: 288 Joined: 02 Jan 2011, 22:39 Nationality:
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And make sure you include the tnag EMP prod, NOT the original riot prod. That's the other thing that bugged me about the map.
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[FGS]Chees
Cherub/7H
Posts: 1192 Joined: 13 Nov 2011, 15:37 Location: UK Nationality:
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The new Prodigy edit is released now. I hope you all enjoy it. A big thanks to [FGS]Shadowrunner and [R]Unknown for helping in the testing and feedback whilst editing Shadows map and thanks to [FGS]Nobody for his coding on certain effects. Much appreciated fellas Post any feedback little or large it will be resolved asap.
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