Page 1 of 3

dys_spiderweb

PostPosted: Sun Aug 30, 2009 6:12 pm
by Captain Hairy
Current Status: Beta3 - Textured and Lit, needs bugtesting and helpers. And probably some more work on cyberspace.


*OUTDATED SOMEWHAT*

ImageImageImageImage
ImageImageImageImage
ImageImageImageImage
ImageImageImageImageImageImageImageImage

Walkthrough:

This map sees the corp team attacking the punk stronghold, with the eventual aim of assassinating the two elite hackers they control, Kon and Lek Nguyen-Smith.

Objective one: Striking from a disused coffee shop nearby, the corp team must infiltrate and gain control of the warehouse level. This is achieved by switching control of the spawn points on that floor by means of the secure network the punks command. This can be achieved either by decking the whole thing from inside the warehouse, risking spending more time in the punk side of the map and also the drain effect in place on the leadup to the spawn control, or alternatively, using the same JIP to activate the trojan that had been infiltrated earlier, opening a path to the coffee shop node and also deactivating the drain, making the entire objective much easier, but slower.

Objective two: Since the abilities and memories of Lek and Kon are kept safe on a backup server, the corporation would like the assault force to secure the brain backups first, before killing the two. These backups are kept behind a foot of plasteel reinforced glass, making direct force futile for a group the size of the attacking unit, however there is a maintenance access available through three layers of security locks. Breaking the security locks, in sequence will allow access to the brain backups. Attackers should be wary however, as the punks have the option of an emergency lockdown procedure, which will lock all of the doors again and fill the rooms between them with a powerfully corrosive neurotoxin. This feature must recharge after use however, so it cannot be used recklessly.

Objective three: Now that the brain backups of the hackers have been secured, the only task that remains is to destroy the meat bodies of the twins. First, this requires engaging maintenance mode, granting access to the spiders despite their offline status rendering them vulnerable to attack. For this, the corp team must strike through the backup computation and power generation area to get to the access point for the spider's maintenance systems. Once this has been done, a watchful eye must be kept in order to prevent the punks from returning to the area in order to re-engage lockdown.

Objective four: Finally, with the way clear, the corps must simply proceed to the spiders' clean room and destroy each of their life support systems, which keep them alive during their biannual offline periods. If the spiders cannot be killed within the 20 minutes that the assault is scheduled for, they will reawaken, and engage their active defenses, rendering them completely untouchable again for another half-year.

Still needs doing:
  • Maybe some more custom textures. Signage and the like
  • Any gameplay balance things
  • Helpers and other such contrivances
  • 3D Skybox for cyberspace
I still need:
  • FEEDBACK
  • ADDITIONAL FEEDBACK
  • SOME CHIPS
So yeah. If anyone wants to have a run around this thing, maybe give some feedback, then the map can be found at Megaupload and Mediafire.

Re: dys_spiderweb

PostPosted: Sun Aug 30, 2009 7:17 pm
by bauxite
looks good, i think it will be really fun on a pub.
gotta test it out soon.

Re: dys_spiderweb

PostPosted: Tue Sep 01, 2009 9:22 pm
by Captain Hairy
Updated, no new video, see first post for map download.

EDIT: Added screenshots and that.

Re: dys_spiderweb

PostPosted: Fri Sep 04, 2009 12:10 am
by bauxite
i like the white room :D

how come cyber is sort of inconsistent.

Re: dys_spiderweb

PostPosted: Fri Sep 04, 2009 6:04 am
by Captain Hairy
The cyberspace is themed across multiple different systems, with the external network accessable from the coffee shop having the basic, vaccine textures, and parts of the punks' security and infrastructure having been cobbled together without any overarching corporate theme, taking the best hardware for each specific task. Well, that's the flavour reason anyway. I wanted each area of cyberspace to be distinct, so the player would never be lost, because with only a small amount of familiarity with each area, the differences become clear.

Re: dys_spiderweb

PostPosted: Fri Sep 04, 2009 9:36 am
by frenotx
I look forward to playing this.

Re: dys_spiderweb

PostPosted: Fri Sep 04, 2009 12:34 pm
by Captain Hairy
Map download updated to Beta2b, added level walkthrough.

Re: dys_spiderweb

PostPosted: Sat Sep 05, 2009 1:01 am
by Agent Wave
If you feel beta2b is ready for testing, get it on Zero-Flame's fastdl and I'll load it onto the Agent server so it can be callvote'd.

Re: dys_spiderweb

PostPosted: Sat Sep 05, 2009 3:22 am
by owl_ovary
kudos on the map, looks great. You've got your objectives figured out and the cyberspace looks decent. The see through stairs and displays at the entrance are a nice touch. The only advice I can give is to create some depth in the indoor areas .They look kind of squarish as of now. The adjacent walls for example in the spawn room and 1st picture could have some extruding geometry giving it more depth. The same goes for the ceilings and spawn points. The fog in one of the screen shots does that take a toll on the fps? If it does Perhaps you could lessen the effect but have it look more realistic by adding grates and vent textures where the smoke could originate from. You mentioned you are going to work on the detailing of the map so promptly ignore my advice if you have plans on sprucing up those rooms. I look forward to playing this map as it nears completion. awesome work

Re: dys_spiderweb

PostPosted: Sat Sep 05, 2009 9:01 am
by Captain Hairy
I think that Beta2b could indeed do with some playtesting. It is at the very least out of orange and grey, and I've tried testing everything I can think of to make sure things work, but there's only so much I can achieve by testing alone.

And yeah, there are definitely some rooms that could do with some more detail. I don't get any slowdown at all with the steam, but I only have my two machines to test it on, and the slowest machine has no problems at all. I do know that some people are still playing Dys with prehistoric rigs though, so if it tends to send other peoples' framerates into the gutter I'll dial it back a bit. As for the source, I believe there are already some small pipes above each steam source, but you saying so has made me think that I could probably do with adding crack decals onto other leaking pipes.

Re: dys_spiderweb

PostPosted: Sat Sep 05, 2009 10:58 pm
by Cyanyde
I think that Beta2b could indeed do with some playtesting. It is at the very least out of orange and grey, and I've tried testing everything I can think of to make sure things work, but there's only so much I can achieve by testing alone.

And yeah, there are definitely some rooms that could do with some more detail. I don't get any slowdown at all with the steam, but I only have my two machines to test it on, and the slowest machine has no problems at all. I do know that some people are still playing Dys with prehistoric rigs though, so if it tends to send other peoples' framerates into the gutter I'll dial it back a bit. As for the source, I believe there are already some small pipes above each steam source, but you saying so has made me think that I could probably do with adding crack decals onto other leaking pipes.
Dude, you started off saying exactly what you should, but then you started talking about details.. :p

There's going to be an mfp *very* soon, just do what you can for now, I'll make the announcement as soon as my internet is working again.. (few days tops) :)

Re: dys_spiderweb

PostPosted: Mon Sep 21, 2009 11:47 am
by Captain Hairy
Spiderweb is now available from Zero-flame's FastDL server. If anybody is interested in getting the map available for voting on their server, I would greatly appreciate it, as I desperately need feedback in order to continue working on the map.

Re: dys_spiderweb

PostPosted: Mon Sep 21, 2009 3:11 pm
by Neon Girl
When's the next MFP?

Re: dys_spiderweb

PostPosted: Mon Sep 21, 2009 3:13 pm
by Captain Hairy
:?: :?: :?: It is a mystery. :?: :?: :?:

Re: dys_spiderweb

PostPosted: Tue Sep 22, 2009 12:26 pm
by Cyanyde
When's the next MFP?
October 2nd..
http://www.dystopia-game.com/forum/view ... 49&t=19343
:)

Re: dys_spiderweb

PostPosted: Sun Oct 04, 2009 4:28 pm
by Neon Girl
Ok, Cyanyde and I just messed around abit and found a game breaker.

Punks can capture objs 1,2,4. Yes, punks can capture them D:

Other things that I found:
the turret on the heli platform is pretty cool, but you can't hear the chopper sounds untill you jump into the blades.
That giant screen in the 3d skybox: Why? It looks kinda silly and you can't read it.

the transition between obj 2 and 3 and 3 and 4 can be pretty confusing for new players. I would think about turning off the lights in the previous obj areas, and maybe locking doors in those areas too (in such a way that you can go through them the advance, but not backwards into the previous objs)

otherwise, pretty good map you got there mate. I'd love to play with more than one other person...

Re: dys_spiderweb

PostPosted: Sun Oct 04, 2009 4:42 pm
by Captain Hairy
I will sort out those little problems and then see if I can't whore the map out to various friendly server admins who run custom maps. Get a little play time in with it and see how people feel the actual combat works.

To fix the problem of not knowing where to go, I may have to implement helpers ahead of my schedule, as those suckers could seriously decrease the amount of confusion players feel when playing a level for the first time. This just leaves the sticky business of figuring the damned .res files out for it.

I've also had a slight idea that I don't know if it would work. When I do map overheads, depending on how they're rendered in game, it might be a good idea to add a red stripe with arrows that shows the general route that first time players can follow to victory. It wouldn't show all the routes, just the most obvious one that players can follow and be guaranteed to run into action at some point.

Re: dys_spiderweb

PostPosted: Sun Oct 04, 2009 11:08 pm
by Neon Girl
Ok, I played some more, and have more feedback :P

The third obj needs optimized, somehow. When the doors over the JIP were open, we got some serioulsy bad lag.

Also, on the second obj, do you want the punks to be able to close doors after the corps deck them open? Otherwise, I'd just disable those JIPS. A few newbs got stuck in them, trying to figure out what they were supposed to hack.

On to picture comments!
http://i362.photobucket.com/albums/oo67 ... f/OBJ1.jpg
No biggie, but on obj 1, from the Punk jip, you can activate the Trojan without having to change cyberfloors. Only saves like, a few seconds, and it's kinda hard to do actually.

http://i362.photobucket.com/albums/oo67 ... /cyber.jpg
More cyber! I don't remember which one this is (it's part of the series in obj 2.) Pic is pretty self-explanatory.

http://i362.photobucket.com/albums/oo67 ... 2b0008.jpg
Put a light over doors you want players to use.

http://i362.photobucket.com/albums/oo67 ... lights.jpg
Same thing. It would really I think. More people seem to get lost going from obj 2 to obj 3 than any other place

http://i362.photobucket.com/albums/oo67 ... j2door.jpg
Now, I know you're thinking about helpers. They work, but I think those secondary obj markers are more helpful. For the 2nd OBJ, instead of having it move around to each JIP, why not just leave it at that first door? I mean, it'd be pretty obvious what they have to do when they get to the end of the hall :P But moving the marker seems to confuse people on where they need to go.

Re: dys_spiderweb

PostPosted: Mon Oct 05, 2009 5:36 am
by Captain Hairy
That was pretty much solid good ideas, cheers! I'll get stuck into this lot once I've come back from a driving lesson.

I don't know what goes on with the third objective, to be honest. It doesn't seem to lag for me, but there's this kinda thing that I've seen in a few third party maps where the player seems to get slightly stuck to the floor, and catches on lips that aren't there. Jumping seems to get rid of the effect temporarily though. If that's what you're talking about then I have no idea how to fix it, but I'll run around the area with some diagnostics stuff, to see if there's something in particular that is causing the slowdown.

Re: dys_spiderweb

PostPosted: Mon Oct 05, 2009 7:19 pm
by Captain Hairy
Updated to Beta2c

Changelog:
--Skybox changes
--Added lights over important doors
--Filtered the damned objectives :?
--Added second route to objective 3
--Fiddled with onscreeninfo for objective 2
--Textures messed with for objective 2.1 cyberspace
--Ate some partridge (it was delicious).

Re: dys_spiderweb

PostPosted: Mon Oct 05, 2009 7:50 pm
by Neon Girl
Updates :P Sweet deal.
dys_spiderweb_b2c is now on WW3 Customs

Re: dys_spiderweb

PostPosted: Fri Dec 04, 2009 3:28 am
by MarvintheParanoidAndroid
dys_spiderweb_b2c0000.jpg
There's a hole in the map where you can see the void under one of the grav lifts. Also, this map looks interesting and I'd like to try it with more people! No idea how it actually plays but I like a lot of the ideas you've used.

The only other feedback I can think of so far was already mentioned - once an objective is capped, lock all the doors leading back to previous areas (or rather, them one-way, so people who are left behind can still get to the objective). This would help a lot in making it easier to learn the map!

Re: dys_spiderweb

PostPosted: Fri Dec 04, 2009 11:07 am
by Captain Hairy
dys_spiderweb_b2c0000.jpg
There's a hole in the map where you can see the void under one of the grav lifts. Also, this map looks interesting and I'd like to try it with more people! No idea how it actually plays but I like a lot of the ideas you've used.

The only other feedback I can think of so far was already mentioned - once an objective is capped, lock all the doors leading back to previous areas (or rather, them one-way, so people who are left behind can still get to the objective). This would help a lot in making it easier to learn the map!
Indeed, I also would like to know how it plays with more people. Once v1.3 is out, there will hopefully be some kind of MFP to test the integration of the custom maps with the Orange Box, so I may be able to get some more feedback then. Once I've managed to get feedback from a couple of full-ish games (10+ people) I can work on ironing out any gameplay problems found during the plays, and then roll out the full-on aesthetics buff followed by a final test. If that comes out as OK and nobody has any fan-freakin'-tastic ideas to improve the whole thing, I'll declare the thing pretty much v1.0.

I will have a look at one-waying the doors and sealing that graphics problem before the v1.3 update rolls around though. Nice to have affairs in order before a shakeup.

Re: dys_spiderweb

PostPosted: Fri Dec 04, 2009 6:13 pm
by Neon Girl
Indeed, I also would like to know how it plays with more people. Once v1.3 is out, there will hopefully be some kind of MFP to test the integration of the custom maps with the Orange Box, so I may be able to get some more feedback then.
Actually, I was thinking of scraping together one last MFP on 1.2 before 1.3 comes out. There's Spiderweb, Frost, Parallax, Stronghold, Breach, etc... It would take me maybe 10 mins to get WW3 Customs back up and running.

Re: dys_spiderweb

PostPosted: Fri Dec 04, 2009 7:16 pm
by Captain Hairy
Actually, I was thinking of scraping together one last MFP on 1.2 before 1.3 comes out. There's Spiderweb, Frost, Parallax, Stronghold, Breach, etc... It would take me maybe 10 mins to get WW3 Customs back up and running.
TBH, I would rather someone else hosts any MFPs that may occur. Being in the UK, I got worse ping to that server than I did to Sverek's makeshift server in Japan, and that's saying something. We managed to persuade the Agent guys to host once, if we can inform them in enough time, perhaps it is something we could do again. Or maybe some other dedicated server. I'd imagine that east coast US is the sweet spot for most people, as east coasters have good ping, and west coasters AND euros like me get serviceable ping also.