Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Tue Aug 17, 2010 11:51 pm

I compiled a prototype of what MSDM01 should be. 11 maps, the ACS is done, all in a neat .pk3 ready for testing. I'll upload tomorrow, it's 1AM over here Razz

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by fdigl on Wed Aug 18, 2010 7:11 pm

meh, cant find my map, so I'm redoing it. 15% so far.
EDIT:
Joseph Hicks wrote:We m ust now sort them out: Which map goes where?
Nice.

And thx for the compliment on mah avatar joseph Very Happy
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Thu Aug 19, 2010 8:10 pm

Here's some feedback we got with our testing session. That pack isn't the final thing - they're just 11 maps I had with me, we can sort them out later.

Level 01: Kirb's Outpost Alpha:
In this map it's too easy to "rofltank". Putting a ragerune right next to a minigun and two random powerups is REALLY dangerous - most of us got some powerful combos on several occasions (a ragerune next to a minigun by itself is not recommended - the minigun fires fast and is pretty accurate. With a ragerune it's pretty difficult to escape). Ragerune + Minigun + Megasphere + Doomsphere = gg. It was really difficult to kill us before we got at least one Total Domination with such combos. Also, teleporting someone with a BFG right to the ragerune spawn in a small map is just... wrong IMO. some of those pillars need to be repositioned due to flat misalignments.

If you want a rune, place a prosperity rune or something more harmless (regeneration, perhaps) and replace those random powerups with a backpack w/ a bunch of ammo and Berserk pack (because of the health). I also suggest placing a different floor texture near those steps (the ones that trigger the lifts outside and the ones indoors). I recomment replacing some of those black panels - feels weird. Also, indoors feels kinda bland - add some lights and details.
Level 02: The Ruins:
Placing all those bonuses on the bridges was a bad idea - they all respawn under them afterwards. Most of us didn't like the fact that we could walk in that water - the map was WAY too open, it felt awkward. I recommend replacing the water by a rocky landscape and the bridges by solid ones. Create a skybox with mountains to enhance the atmosphere. All those grey panels and grass didn't combine with the "ruins" theme - you should use a mix of stone/dirt/grass for that IMO (like that map in AV that we use to play Quickshot, forgot the number of it). Add some irregularities, like rocks or things alike. IMO, you should also make players die instantly if they touch the ground outside the play area (the rocky landscape I suggested as replacement for the water. Sector effect 115 IIRC).
Level 03: Toxic Dump:
Grave's map feels bland, I think we should extend it a little, add some terminals and detail to the outside area (and try to replace the ASWALL, I know that people will complain about it). Player starts feel too close of each other IMO.
Level 04: Deathbay:
Both gameplay and appearance are fine, but it feels like a duel map. we should place it the first slots because of the size - or extend it a bit.
Level 05: Medieval Steel:
IMO those impassible linedefs in the main hallway should be removed and an extra layer of mountains should be added to the outside area's boundaries - one can see infinite grass from that same hallway.
Level 06: Doom:
IMO, that ginormous flashy ceiling in that big hallway should be replaced, and some ornaments should be added to the walls (they're really long, they feel kinda empty), but those two aspects give a nice oldschool feeling.
Level 07: Dockingbay Madness:
The level is p. good, the only thing I'll complain about is the lighting in those staris inside the facility - look at the ceiling and you'll get what I mean.
Level 08: Backbreaker:
A lot of us complained about the STARTAN abuse ingame - many are misaligned, and there's a wooden lolceiling near the main area. Window textures are missing near that door, and that water area (also near that look) looks really ugly. I recommend replacing the STARTAN by that brown texture near the UAC logo or that dark gray one (and of course, get rid of the lolceiling). Considering it's such a small map, that BFG feels out of place - it's too easy to obtain, it's almost certain that BFG spamming will take over most of the matches.

It feels kinda empty, being just a small, open area. IMO, you should extend it to include an indoor area - but that's up to you Very Happy
We should place it in one of the first slots, due to it's size.
Level 09: Hell's Building:
Lots of people (okay, 5 Razz) complained about the ASHWALL - I recommend replacing that with that rock texture used in MAP02: Underhalls, or add that "Ashwall - use protection at all times" sign for comedic effect. Those wooden/Hell areas feel bland - add tables or bookshelves in the wooden area and some rocks/hanging corpese in the hell one - but don't overdo it. That texture in the marble area (the crucified man) feels repeated (leave just one IMO). Also, I think that bridge in the marble area should be replaced by a solid one.

I remember you said once that you were trying to reproduce a level from another game, but I think you should consider this review.
Level 10: Get Tan:
I see an exit sign but no exit Razz also, put a grate or something in those impassible linedefs near the grass area, otherwise players will end up humping it trying to jump over that. also, there was an error with that door's linedef action ("player walks over" instead of "player presses use", I fixed that when merging everything).
Level 11: Installation:
I need to change the color of the locked doors, so players don't get confused. Also, I need to fix the usable ones - some don't open automatically as expected.

I didn't mean to bash or anything - this review is based in ingame comments and some personal thoughts. farao

Some of you forgot to select musics for your levels, so I selected a few Doom 2 tracks. Some of you ALSO built maps in Doom 2 format - please build them in Skulltag (Doom in Hexen) format, because of the ACS and stuff.

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Thrasher on Thu Aug 19, 2010 8:49 pm

map 04:
Its supposed to be that small. 6 players max for a good game. The fact that it works well as a duel map is a bonus.

map 05:
keeping the impassable lines as it keeps that part of the map flowing. Will rework the outside area

Map 07:
got a few thing to touch up (under sides of doors, lighting,.....)

map 08:
Detail is not even done. Will make the bfg harder to get

Map 10:
The exit signs are left over form when I planned to make the map a sp/coop map. that must of been forgotten when it was converted over to hexen format (and when I looked over the convert Razz)

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Thu Aug 19, 2010 9:06 pm

I'll find a suitable piece of musik for DooM. We discussed hell's building already... so thats it for me
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Sat Aug 21, 2010 12:04 am

I didn't know some of these maps were still works in progress Razz
You could've told me - I considered them as finished maps. We can run another testing session for those who missed (It was kinda arbitrary - I ran it with whoever was online atm).

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by dj-jo on Sun Aug 29, 2010 9:26 pm

Did anyone receive my other map?

It was called faded orange or something like that...
If not, tell me because I will post a link

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Sun Aug 29, 2010 9:59 pm

No, we need a link for that Smile
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by dj-jo on Mon Aug 30, 2010 8:11 pm

http://www.filefront.com/17249733/MSDM25.wad
I just noticed how small it is Surprised

um, I think I'm good at making duel maps I guess lol

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Thrasher on Thu Sep 02, 2010 12:20 am

Darkhaven3 is going to be finishing up the detail on Back Breaker.

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Mon Sep 06, 2010 7:28 pm

For those of you who don't have the MSDM beta: http://www.filefront.com/17212561/MSDM_Part_01.pk3

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Mon Sep 06, 2010 10:11 pm

Thanks for the upload Joseph
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Thu Oct 14, 2010 12:55 pm

We haven't made much progress in our map pack, so I propose the following:

Let's release a pack with our finished levels.

We've dragged this project for MONTHS, and nobody posted an update (not even myself, although I've finished Nocturnal Conflict). So, what di you think?

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Thu Oct 14, 2010 1:07 pm

Let's release it at the same time as MSDuel. We are waiting on one map for MSDuel, and then it's good to go.

But yea, let's put our finished maps together. I'll resubmit Hell's building (because it's been upgraded) and see what else I can put forth.

Edit: I'm guna finish up Warehouse as well. It shouldn't take me too long if I work at it, aka should be able to finish it by tomorrow, so i can at least have 3 maps submitted for this. I'm guna put my KOTH mapping on hold so I can focus on this.
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Sun Oct 24, 2010 8:52 pm

Just saying, this is not going to be released at the same time as msduel, because that is now our primary project.
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Sun Dec 05, 2010 12:12 pm

With MSDuel nearing completion and release, it's time we start thinking about this and what exactly we are going to do with it.

My thoughts
I say we take the maps that are dm sized in msduel, place them here
No more to be built; whatever is taken will be finished
Guest maps will be taken
Release number whatever
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Sun Dec 05, 2010 12:16 pm

Agreed. I have all the previous maps with me, and I'll add those DM-sized maps from msduel.

Some of the maps were unfinished - I'll take a look at the maps and post their numbers/names.

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Sun Dec 05, 2010 12:17 pm

Confirm with Malinku which ones he actually wants in here.
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Joseph Hicks on Sat Jan 01, 2011 9:59 pm

Alright, MSDuel's release is right around the corner, so we should resume our work on this pack! Very Happy

We've got 26 maps. I think we should release them in one, solid pack instead of dividing in two, but since there're still some unfinished maps, I'm not really sure. What do you guys think about it?

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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Sat Jan 01, 2011 10:03 pm

Most of these maps are incomplete and will need some touching up at the very least. I wouldn't mind if we go as low as 20 maps; we DO have other projects to fit these maps in. It's totally up to you. But yes, we are doing 1 pack only.
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Anna on Mon Jan 03, 2011 11:35 am

And then on to MSCTF!
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Tue Jan 18, 2011 5:09 pm

Edited to reflect that

A) Depot can be saved for something else or be done at a later time.
B) The Machinery Below turned out to be a great dm map, so I've added this in as well.
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by fdigl on Tue Jan 18, 2011 10:20 pm

QUESTION: Do we need to include [MS], (MS), <MS>, or -MS- anywhere into the maps?
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by Spirit Soldier on Tue Jan 18, 2011 10:22 pm

No..... You don't NEED to do anything really.
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Re: Machine Shop Deathmatch! - JOSEPH IS ALIVE!!!!!!!!!!

Post by fdigl on Tue Jan 18, 2011 10:31 pm

Ummm.... okay...?
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