"CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

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"CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Col.Kell » Sun Aug 16, 2009 9:22 am

Okay! The first ever custom Netmech DOS map is in alpha stage for testing! All who wish to try this little piece of history are open to play it.

As originated from this thread, I have been developing a new ffa netmech map for online play.

Although it may seem complete, I need confirmation; I need to know if it is working well enough to release it. Thats where you guys will come in. Grab the install package, take a look at the README, and get online and start playing! If at all possible, try and give me a report on as much as you can (be it good or bad), your info really helps!
KEL1_INSTALL.zip
(51.55 KiB) Downloaded 384 times
And remember, to play the modded map after you have correctly installed it, the host has to select "La Grave - Steal the Plans".

Good hunting.
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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Sir MMPD Radick » Sun Aug 16, 2009 10:04 am

Appears to be a problem with the installer, I put the folder in C:\Program Files\NetmechDOS\netmech\ it says it completed, but when I launch the map is still La Grave.
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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by PEN-Stealth » Sun Aug 16, 2009 10:14 am

umm read your readme, followed instructions, and its still la grave...

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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Sir MMPD Radick » Sun Aug 16, 2009 10:33 am

Nevermind, figured it out.
The map you replaced is not La Grave, but Setubal. :)
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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Highlander » Sun Aug 16, 2009 10:40 am

Kell why don't you do the copying step in the batch file?

copy *.bwd ..

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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Highlander » Sun Aug 16, 2009 11:05 am

Ok Kell we tried the map, very interesting and impressive, seems to work without crashing. The holes in the floor are a bit troublesome, as you basically cannot come back to the surface once u fall. If the holes were patched I think it would be playable.

How difficult would it be to do something simple, like a flat surface with buildings, like ramsau? That might be a good "starter" map for this kind of experimenting. U could densely populate it with buildings since computer speed is no an issue.

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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Sir MMPD Radick » Sun Aug 16, 2009 11:10 am

My input generally about the map is that you may want to consider either making everything on the ground or making a path way up to the play field because at the moment the fall will never kill anyone with jets, so is rather pointless i am afraid. :(

I really love the map though it is a great arena if it were on the ground.
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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by Col.Kell » Sun Aug 16, 2009 2:28 pm

Sir MMPD Radick wrote:Nevermind, figured it out.
The map you replaced is not La Grave, but Setubal. :)
:oops:
Highlander wrote:Kell why don't you do the copying step in the batch file?

copy *.bwd ..
well.. I was a little rushed. But something I will do for a final release.
Highlander wrote:Ok Kell we tried the map, very interesting and impressive, seems to work without crashing. The holes in the floor are a bit troublesome, as you basically cannot come back to the surface once u fall. If the holes were patched I think it would be playable.
I honestly thought you guys would like the holes :cry:
thats no problem though. I can fix it to where the objects are flat on the ground.
Highlander wrote:How difficult would it be to do something simple, like a flat surface with buildings, like ramsau? That might be a good "starter" map for this kind of experimenting. U could densely populate it with buildings since computer speed is no an issue.
Do you mean like craming many structures on a flat surface? Would they have to be like targetable buildings? Because modding OBJ tags with targetables takes way more time. OH! What about a decaying city? Perhaps placing fire XELs in the same locations as some buildings to make it look like they're burning?
Sir MMPD Radick wrote:My input generally about the map is that you may want to consider either making everything on the ground or making a path way up to the play field because at the moment the fall will never kill anyone with jets, so is rather pointless i am afraid. :(

I really love the map though it is a great arena if it were on the ground.
My only concerns about making a pathway on up to a levitating playing field, is that it may significantly slow down gameplay, and take away from some realism.

Thank you guys for trying this out. sorry for confusing the maps. I love hearing your opinions to give me a general area to work with. If you guys want me to lower the current map to the ground, I can do that and finish it. If you want some other things, I can try my best to whip something up. :)
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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by npsbre » Sun Aug 16, 2009 3:12 pm

First off, awesome work Col Kell. This is really a clever idea for a map and it's pretty awesome so far. I like the falling thing quite a bit.

There's two issues/features that I can see.

1.) The palette, which I think you already know. It's really hard to see anything outside of wireframe view.

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2.) You can survive the fall if you jet over to the edge of the "wall" surrounding the main map area.

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Although it's true I didn't try falling normally, so maybe the falls are survivable anyway. (Stealth blew up though when he fell in a Kitfox.)

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Re: "CANYON OF HEAVAN" NETMECH MAP ALPHA TESTING - PLAY IT NOW!

Post by npsbre » Sun Aug 16, 2009 3:21 pm

Re: HL's building suggestion, I don't think whether the buildings are targetable matters. A urban-style map with a bunch of indestructible buildings would be pretty awesome though :)

But really that's nowhere near as creative as your "asteroid" map -- again, neat idea. Should be interesting to see how it plays in a big FFA.

And now I read more closely about surviving the falls -- MMPD's right. I should have read more closely. Maybe you could just increase the floor depth, but I don't know what the practical limit could/should be.

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