[BETA] dys_parallax - B10 released! (4th October 2009)

A place to discuss Custom additions to Dystopia.

Moderator: Forum Moderators

[BETA] dys_parallax - B10 released! (4th October 2009)

Postby Cyanyde » Thu May 03, 2007 5:59 pm

Beta 10 released - 4th October 2009
Main difference is the final objective, but also a few minor things throughout.
http://madness.tmok.com/~asdfg/parallax ... 10.bsp.bz2

Beta 9a released - 20th February 2009
Download it here: http://madness.tmok.com/~asdfg/parallax ... ax_b9a.rar
Or fastdl from DAL-10 server: 66.150.221.66:27016

Beta 9a Changes Include:
can now enter corp base with legboosters from outside
Fixed "Floodlight" text on corp side, objective 1
Raised "Termi's Tattoo shop" for rooftop access (going to detail it for b10)
Fixed glass texture on obj3/4
Added text to make objective 2 route more apparent
fixed "floating garbage" on objective 1
Added lasers to objective 3 Cyberspace to make it clearer what you're supposed to do.
Added health bar to obj3 breakable
Added onscreeninfo to point out Objective 3 JIP
More optimizing
Fixed final objective so all DNA must be destroyed to win
Other minor stuff that bugged me
Filtered Final objective breakables against corps

Beta 9 Changes Include:
New final Objective, now 4 total (still wip, but just needs refining)
New lower area below the final objective
New punk starting spawn and new details outside
New models in first objective area
Rebuilt final cyberspace node
Removed/added some lighting
Tons of entity issues fixed (but you probably won't notice)
Fixed crashing due to screwy cubemaps in some areas
Improved vis/optimization
Can no longer see through roof outside :P
No more dev textures (if you see any, let me know)
Reworded some helpers and added more text to direct players

Other stuff rebuilt/textured or otherwise improved that no one will ever notice. ;)

Currently running on Dal-10 server - 66.150.221.66:27016
I need to get the fast-dl working, for now get it here.

known issues/planned changes for b10:
Planning on making vent openings bigger.
2 of the glowy things in the shield Daemon and the actual DNA aren't filtered against corps.
Objective marker for obj 3 doesn't show in meatspace (cyber objective) I'll add an onscreeninfo to compensate.
One of the glass textures in the final area has metal texture. (oops)
there is floating garbage outside.
there is no "D" on the corps side for the floodlight objective.
Planning on more signs and stuff to lead players through the map.

Other than that, anything you find is unknown and I will give you credit via an easter egg in the next version. :)
Last edited by Cyanyde on Sun Oct 04, 2009 5:25 pm, edited 35 times in total.
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby The RJ » Thu May 03, 2007 6:28 pm

looks awesome, downloading
[lljk]Richard McBeef
The RJ
 
Posts: 1118
Joined: Sat Nov 26, 2005 4:27 am

Postby The RJ » Thu May 03, 2007 9:34 pm

Nice map. I was actually able to complete it without a walkthrough or anything, which is saying something since most mappers seem to want their maps to be as complicated as humanly possible


STUFFS

-Purple lighting is nasty
-Your breakable objects should make the "this is a breakable object" noise
-punks can enter the second corp spawn, dunno if this was intended or not
-the JIP behind the thing you have to destroy for the second objective doesn't
seem to serve any purpose
-who the hell is that kid in the hammock
[lljk]Richard McBeef
The RJ
 
Posts: 1118
Joined: Sat Nov 26, 2005 4:27 am

Postby Cyanyde » Thu May 03, 2007 9:48 pm

Nice map. I was actually able to complete it without a walkthrough or anything, which is saying something since most mappers seem to want their maps to be as complicated as humanly possible
Thanks for that. I wanted it to be straight-forward, yet complex enough to allow multiple routes to objectives.
STUFFS

-Purple lighting is nasty
Aww.. I thought it broke up the blue/red lighting rather nicely. I'll work on it some in the next few builds.
-Your breakable objects should make the "this is a breakable object" noise

The breakable objectives are just temporary, but the timing should reflect what the objectives will be like with cs.. just haven't built all of the cs yet.
-punks can enter the second corp spawn, dunno if this was intended or not
They can enter the final corp spawn as well. In that case it's to avoid corps locking themselves in the spawn for the entire objective.. for 2nd it's more to annoy them.. it will most likely change in the near future.
-the JIP behind the thing you have to destroy for the second objective doesn't
seem to serve any purpose
That cs isn't finished yet. The breakable objs in obj1 and 2 are temp.
-who the hell is that kid in the hammock
LOL That's esoj!! :D

Thanks for the feedback, it's really encouraging to see people enjoying this map, finally, after months of building.

Stick around for the next few playtests.. it can only get better. 8)
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby Cyanyde » Fri May 04, 2007 12:19 pm

Edited first post with a walk-through and some back-story.
I'll also add "known-issues" and a change-log when they become relevant.

:)
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby anton_es » Fri May 04, 2007 12:54 pm

wow. please don't change the purple :shock:
apart from that this map has already a very good flow.
will see online if timing of objectives is right.
I would like to see some MapperFeedbackPlays with it.

more next days.
User avatar
anton_es
higher post count
 
Posts: 3188
Joined: Sun Feb 12, 2006 6:20 pm
Real Name: Toni Schnurer
Location: Vienna - Austria - Europe - EARTH

Postby Cyanyde » Fri May 04, 2007 12:58 pm

wow. please don't change the purple :shock:
Thank god! I thought I was losing my mind, thinking it looked good. :?
I would like to see some MapperFeedbackPlays with it.


I was hoping to test on my own server tonight.. (Friday)
Talk to me in irc for more info.
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby anton_es » Fri May 04, 2007 1:19 pm

me=EU, you=US ?
well, will try to contact you on IRC when i get home
(2-4am GMT+2 => 20-22pm GMT-4)
and try to play it a little more beforehand.....

we have blue, we have red, now we got purple .....
can u see the star wars connection ?
User avatar
anton_es
higher post count
 
Posts: 3188
Joined: Sun Feb 12, 2006 6:20 pm
Real Name: Toni Schnurer
Location: Vienna - Austria - Europe - EARTH

Postby Cyanyde » Fri May 04, 2007 1:23 pm

we have blue, we have red, now we got purple .....
can u see the star wars connection ?
We have green too.. :shock:
(you *are* referring to light saber colors, aren't you?)
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby anton_es » Fri May 04, 2007 1:32 pm

yeah !!!!
Samuel Jackson got purple, why shouldn't we
User avatar
anton_es
higher post count
 
Posts: 3188
Joined: Sun Feb 12, 2006 6:20 pm
Real Name: Toni Schnurer
Location: Vienna - Austria - Europe - EARTH

Postby CommandoPoop » Fri May 04, 2007 3:27 pm

As other have said, map is really nice and flows well. Only problem I can see, might be the first obj in the yard. It may get really spammy and sniper happy. Not sure though since I haven't played with enough people to find out.
Image
User avatar
CommandoPoop
PHAN
PHAN
 
Posts: 573
Joined: Thu Jun 09, 2005 2:34 pm

Postby saber07 » Fri May 04, 2007 4:39 pm

As other have said, map is really nice and flows well. Only problem I can see, might be the first obj in the yard. It may get really spammy and sniper happy. Not sure though since I haven't played with enough people to find out.
There are multiple routes to get to the object to destroy, so it will make sniping difficult compared to like vaccine where punks just come off 2 exits from spawn.
saber07
 
Posts: 667
Joined: Tue Jun 13, 2006 6:52 pm

Postby Cyanyde » Sat May 05, 2007 1:18 am

A HUGE thanks to everyone who helped test from 9:30pm until 2:30am. :D
The server was full for a good chunk of that, and I got heaps of notes and stuff.

Still, I'd appreciate if people posted anything I may have missed here.

I'll start working on the next build shortly.. as soon as I finish sorting through all my notes from tonight.

btw.. we're still testing.. there are currently 17/20 people on, and we're still going strong. :)

Edit: we actually went till 5:30am, and played 28 rounds!
That's over 8 hours of testing!
Last edited by Cyanyde on Sat May 05, 2007 4:31 am, edited 2 times in total.
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby saber07 » Sat May 05, 2007 1:54 am

I'll post some stuff just in case you forget.

1st obj- Make flood lights hackable as they are a nuisance trying to see through
-Optimize the outside somehow, its an fps killer
-Make objective less "rocketable" (you can destroy it by fly by wire from spawn, which I admit is fun, but not balanced.)

2nd obj
- Perhaps make the objective door, and middle doors separate buttons in cyberspace, as seeing the message "Middle doors are closed" is confusing to a punk decker
-Might do something about the elevator as you can get trapped under it and it is annoying getting out.
-The elevators are pretty spammable which can be tough to get through
-Filter the objective, corps can destroy it :D
-Also, I love the floor, yay for less spam

3rd obj
-Tesla balls can be thrown through the doors leading to the punk jip.
-Can't think of much else here.

Map seems to be pretty fun to play though, I like the different cyberspace as well.
saber07
 
Posts: 667
Joined: Tue Jun 13, 2006 6:52 pm

Postby Blackout » Sat May 05, 2007 2:08 am

Thoughts from my brief session this evening:

*There's a burnt out van at the base of the Punk's spawn building which can apparently be shot through.

*The Spawncore objective is a little confusing. It's unclear if you're breaking the glass, then hurting the Spawncore, or breaking the glass to hurt the Spawncore, or what. You might want to change this around a little so that the Spawncore is an obvious physical object with a lifebar.

*I know you plan to change it, but I can't stress enough for a need for an alternate route to the "destroy the thingee". The bottom of the elevator shaft is extremely campable. Maybe make 1-3 alternate routes, some of which require hacking?

*Other stuff I forget.

Overall, a promising start. I look forward to seeing how the map progresses. :D
Blackout
 
Posts: 369
Joined: Fri Mar 02, 2007 3:11 pm

Postby anton_es » Sat May 05, 2007 9:28 am

i had a blast !
  • - keep Cyberspace as it is and expand on that style and design....
    - nice layout, pretty straightforward
    - PURPLE !!!!!!
1st obj:
  • - well, yeah, make a healthbar for 1st and prevent rocketing

    - maybe a little more light upon exit 1st punk spawn, u cant really see
    the ladder upon left exit

    - hackable floodlights, BETTER: turnable floodlights, meaning you
    can turn corps building lights off and turn lights on punk spawn side on
    so sniping gets harder for them

    - maybe some optimization is possible, my rig dropped to 20-30fps
    sometimes outside and its pretty powerful

    - time will tell if this obj becomes stronghold_the_2nd_coming,
    but right now it doesn't look so

    - i guess ambient sounds for the outside will be added ? would
    greatly contribute to the atmosphere
2nd obj:
  • - keep ZOMG in the objective description

    - give punks an alternative route to hack, circumventing the
    dreadful elevator spam fest

    - elevator crack should be greater than the door, make a blast
    thru the whole wall.

    - disable second elevator so nobody can get stuck

    - make corps have to jump down as well and loose some health
    so they have to choose wether to jump down quick and loose hp
    or take the longer route

    - to disable corps / punks camping each other in the elevator shaft
    seperate the 2 elevator shafts with a thin wall, but seethru
    so corps/punks can anticipate each other coming even w/o TAC

    - since the elevators are then disabled i would like to have a ROTATING
    RED LIGHT in the shaft ( smooooooth ) and some quiet alarm beeps
    so u get a headache when camping too long in the shaft :)
    and getting across the "disabled/alarm/intruder" feeling

    - there are 2 small openings into 2nd obj room where u have to duck
    as corp to get thru, maybe make them only usable if corps
    hack them

    - DOORS == Death, maybe you can do sth about it

    - corps can kill the "thingo" which intelligent Chuckmoo proved

    - maybe seperate "close middle door/open thingo door" in cs

    - thingo room need a little more light
3rd obj:
  • - TESLA goes thru the doors, that's a blast but not really good for
    matches :?

    - i like the campable and thru-seeable corp spawn, maybe make
    the exit doors a little wider, so an heavy+light can fit thru side by side
    and only doors on the first exits left/right of corp spawn, no doors
    where u come from punk spawn (hope u know what i mean)

    - last obj JIP in the back of the room -> make JIP inside the room
    on an pedestal or make 2 levels in the jip room, so if I throw a nade
    in, only the splash gets the decker. EMP splash is enough to make him
    deck out, but pls no insta-nade-death for the room please.
    a Medium GL can still kill anything in there with 3 hits

    - the pipe leading into the jip room is too exposed to tesla
    and GL, make the pipe come out of the ceiling rather than
    the wall and give it 2 exits, one of them right above the jip room ceiling
    where corps like to camp

    - last obj Cyberspace: maybe its only me, but while playing on local
    server when i first used last obj JIP and disabled the forcefields
    on the "other thingo" i had it 2 times that when disabling the 3rd
    forcefield I got stuck on the CS platform and couldn't move anymore.
    so i had to deck out and in again to get the last forcefield.
    i couldn't reproduce it in one of the matches.
- MORE purple, explosions, cave ins and monster baby dolls

thanks for the good (potentially great) map
User avatar
anton_es
higher post count
 
Posts: 3188
Joined: Sun Feb 12, 2006 6:20 pm
Real Name: Toni Schnurer
Location: Vienna - Austria - Europe - EARTH

Postby Adalore » Sat May 05, 2007 12:00 pm

All though I sucked that night it was fun.

1st OJ.

- BRAKE THE SPAWNCORE

--Prevent Punks form useing 'Fly by wire' with the RL form the lil building outside punk spawn.

--Make the Spawn core less trasnlucent I didin't even notice it when i first when't in there, I thought it was just brake the glass but the glass i was hiting does not brake, So make it 'Visable' and Both glasses brakeable.

-Gameplay

--Building hoping, Is really neat but i want to be able to get to nearly the top of every building, Maybe sneak in some more lampposts that you can easyly jump off that no one will notice >:D

--The Arcade? Is a tad cramped, i wounder if the 'chi' flowed at all in there.

--The APC's you can ledge grab even thought they don't have a 'corner'

--Nigh all Spawns Ammos are 'Tucked away' so i'd think most poeple will run outa ammo and not even see em >_> (Speaking of this)
Maybe move the First punk Spawns Ammo thingie near the door maybe so you at least SEE IT.


-Cyber Space

--DANG THATS WIDE OPEN YO

--Needs to reflect the world its effecting more, (IE like haveing the laser in Undermine above the room with the button surcurty toggle)

--The steps are out right useless. (The sides flip grav >_>)

--The First Cyber space is well not newbie freindly, You need to know how to Alt-jump to get any where. But even then its a pain.

--The Nodes need to be marked BIG TIME, i have no idea what im clicking.

-Other Stuffs

--Only thing i can poke about the area in OJ1 is the simi Rotated building,
Maybe make it look like a Towable Food place that surves Hotdogs Ect :p.


-OJ 2 ZOMG BRAKE THE THINGIE.

--When geting down into the level with the OJ punks get smacked with the 'Camp Fest' (oh joy) like that you had some upstairs but i have no idea how to keep that open.

--You can get Stuck between the elevaters.

--Put like 'alert' lights on the 2'd ojs door so poeple notice its open >_>

--Maybe one alternet way downstairs when the floor above the campy ele is closed.

-Cyber space

-- :shock: THATS WIDE OPEN YO (why so Stink'n big?)

-- You only need one jump pad

-- The button really ought to say what it does >_>

-- Maybe insted of jumpy pads make it Kinda like the 2'nd Fortress OJ with the bridge where you go all the way around the room, but the oj thingie stays in the middle so the jump pads on the top of the room.

-- I still have no idea how to open the OJ's door.


Can't think of any other Oj2 stuff.


-BRAKE THE DNA THINGIE :O

--Kinda un statisfying.

-Crops Spawn Door is simi camo'd But i told yeh in game. (got the reply: Yeah it kinda is) :p or some thing along those lines.

-Maybe make it easyer for corps to get Outa spawn if they get pushed into it.

-Maybe make it so if some ones ontop of the JIP that they can't shoot into vent >_> (one of the few ways to attack form what i can tell)

-What in the world is the Dr.been body for? (in vent)

-Make it easyer for Both sides if possable to get into the room, Or harder to stay in there, When the heavys set up theres NO geting in nearly.


-Cyber space

--never decked that oj only tryed to get into the BLAMED ROOM !!! grr.

-Other crap

--I want a KABOOM sound when the DNA 'thingie' brakes :p and some thing to like Beep or say on screen (The DNA thingies defence have shutdown. Ect)

--or Eh i want a message of the Stuff like that.

-- FOR ALL CYBER SPACE STUFF MARK THE OJ's


---- Yes i know that this is beta it just scream that a tad to loud :p

--But please MARK THE SMELLY CYBER OJ's

Very fun map though, just a few major things that simi make my flinch :p
Adalore
Blank Load Out
 
Posts: 9
Joined: Sun Apr 22, 2007 1:10 am
AOL: Adalore
Location: Home.

Postby r3d » Sat May 05, 2007 4:55 pm

My only comment is that I hated those goddamned floodlights, lol.
r3d
 
Posts: 612
Joined: Sun Mar 12, 2006 4:11 am
Location: Toronto, Canada

Postby Esoj » Sat May 05, 2007 11:36 pm

it was pretty cool to finaly play this with more than 5 people in the server.

on the postive side the map did seem to reach the final objective most times so the general layout and balance seems pretty good. once getting there though it got really messy.

it is far to easy imo to camp the corps spawn and force them to hack from their spawn. this should never be a situation where they have to hack from there due to being camped so heavily. there needs to be another way out for the corps from their spawn or it less campable. even if the corps do manage to leave the spawn the enterances into the obj room outside are easily campable with miniguns iirc i killed a good 10 people in a row just by camping the door into the objective room. simialry if corps get the avantage they can camp to a reasonable degree the actual way into the objective room for the punks. this objective just often came down to who could camp the other team the best which is not very fun.

second objective defintely needs another route besides the elevators as they can get camped to peices with miniguns. another enterance would also break up the the open door door get camped then open another get camped situation that happens enroute to the objective.

1st objective make the floodlights hackable to ease the sniping ablity a touch for the corps. I don't think too much else needs to be done here because the windows up the top are breakable and there are several ways around so that no one sniper can cover the whole way to the objective.

looking good so far overall and with some tweaking it will be awesome.
Image
User avatar
Esoj
higher post count
 
Posts: 4570
Joined: Sun Sep 11, 2005 6:55 am
Real Name: Jose Curle
Location: Auckland. New Zealand

Postby Hotashi » Sun May 06, 2007 10:32 am

Had fun raping Adalore, that's for sure.

-Try and implement some more difficulty to the parkour sense of the first objective.

-First objective protective "barrier" for punks is a huge fps black hole.

-The flood lights at the Spawn crystal! Painful to look at.

-The secret Chinese restaurant has sight-crippling blinking lights.

-Cyberspace needs more features, and a general revamp in aesthetics.

Like, for example, closing the Corps sniping window, or turning the headlights on or off as possible elements in Cyberspace. Even make the window to the spawn crystal a hackable element.

But, for sure, don't change the element of Fly-By-Wire into the Spawn crystal. It's perfectly balanced; Punks never get hung up on the first objective if they concentrate.

-The 2nd objective cyberspace area is... confusing. Punks get one console at a heavy, heavy chokepoint, and Corps are meant to have 2? Maybe this was meant so that the teams can fight over who gets the second JIP, and therefor a quicker access to the Thingo.

-For now, even, lower the HP of the thingo.

-Third objective, Corp spawn, is perfect. It prevents the Corps from simply counter-hacking the entire time, by giving them the incentive to keep on the offensive.

However, squads of heavies can camp the spawns easily, but not necessarily kill the deckers.

-Shorten the distance between Punk spawn and the DNA tower by just a little bit.

-Increase the HP of the DNA tower.

That's all, really love this map, ALOT.
Hotashi
PHAN
PHAN
 
Posts: 619
Joined: Thu Oct 19, 2006 10:05 am
AOL: Another+Ashi

Postby Sgt_Hobo » Sun May 06, 2007 12:00 pm

It seems I will have to try to get on later and find people playing this.
User avatar
Sgt_Hobo
PHAN
PHAN
 
Posts: 2062
Joined: Mon Sep 19, 2005 7:05 am
Location: Maryland

Postby Cyanyde » Sun May 06, 2007 7:16 pm

Such mixed feelings.. eek!

Well, I'm currently boiling beta2 in my pot, and I personally love the smell of it.

Let's just say that the 9 hours of testing, and invaluable feedback haven't gone to waste..

I'll see ya all in a day or 2. ;)
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada

Postby Trapt » Mon May 07, 2007 2:13 am

It is important for people to know that I made the esoj billboard. :> I am rather disappointed that Cy has taken my easter egg tho. :<

Nice map. :)
Image
Trapt
Street Samurai
 
Posts: 311
Joined: Fri Mar 25, 2005 11:06 pm
Website: http://www.trapt.hlgaming.com
Yahoo Messenger: Liam Loriente
Location: Melbourne, Australia

Postby Dredhorse » Mon May 07, 2007 8:30 am

Trapt... nice to see you back again.. how it THAT map doing?
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

Image
Dredhorse
PHAN
PHAN
 
Posts: 3644
Joined: Mon Jun 05, 2006 3:26 pm
Location: Germany

Postby Cyanyde » Mon May 07, 2007 11:38 am

It is important for people to know that I made the esoj billboard. :> I am rather disappointed that Cy has taken my easter egg tho. :<

Nice map. :)
Didn't realize it was you that made it, it was in the textures so I used it..
soz dude.

If you want me to change it I will.
Image
click the banner to get your own!
User avatar
Cyanyde
higher post count
 
Posts: 4047
Joined: Fri Sep 09, 2005 11:49 pm
Real Name: Nick Young
Website: http://madness.tmok.com/~asdfg/
Location: Canada


Return to “%s” Dystopia Custom Content

Who is online

Users browsing this forum: No registered users and 0 guests

cron
Home | News | Overview | Download | Media | Forum | .Plans
Contact | Team | Media Kit | Merchandise | Supporters | Fiction | PotW
All Content Copywrite Team Dystopia 2002-2005.
The brand spankin new Dystopia Website is powered by Sunshine, Lollypops and a Custard Filled Mouse using Leg Boosters.
web.dystopia-game.com