I am downloading and I will record some .dem files for you. On Sat, Jan 7, 2012 at 9:42 AM, Kev Edwards <[email protected]> wrote:
> hi Mark > > Incredibly impressive with a ton of new content. You've totally nailed the > setting. > > Anyway, you're after feedback, so here goes... > > I thought the first two levels are far too long. It took me the best part > of half an hour to get through each of them...on Easy. That's longer to > play through 2 maps that it originally took me to play through any of the > full Valve campaigns. Versus mode may well be a problem due to the length > of these maps. Map 3 is a much more playable length. I'm not sure what your > plans are for the remaining maps, but I think you could quite easily divide > maps 1 and 2 each into two maps, rejig the current map3 into map5, add an > appropriately lavish finale, and it's done. > > In map1 when the plane flies overhead I was getting 'too many vertex > format changes in frame; whole whole not rendered' spammed. Could do with > visually simplifying that area a bit. You mentioned particle effects > occasionally not being displayed - it may well just be that you're just > trying to do too much in that area and the engine is running out of > available resources. You could quickly test this by temporarily removing a > ton of detailing in that area and retrying the vpk on a server to see if > that fixes the particle issue. > > The AI survivors had a hell of a job getting into the 'saferoom' at the > end of map1. It took a few minutes of me messing around opening and closing > the doors. To fix this open the doors into the vehicle then delete any bits > of the navmesh under the doors to ensure they'll navigate around the doors > when opened. Perhaps set the doors as initially open too. > > I found the transition from map1 to map2 very jarring - from a vehicle in > Tokyo suddenly teleported to a room somewhere in remote Japan - but maybe > that's just me. I guess I've just come to expect continuity and progression > from level to level when playing a Valve game. > > There are a lot of dead ends that look as though the players can easily > get over them, only to find the way is clipped off. Many of these clipped > dead ends use props that players will assume they can jump over, based upon > a few years of endlessly playing the Valve campaigns and other community > campaigns. For instance, in map2 there is a chainsaw lodged into a fallen > tree; this fallen tree prop is one I've jumped over a million times, only > to find the area beyond is clipped off. > > At the end of map2 are a bunch of 'saferoom this way' arrows and such. I > think you should remove these. It's pretty obvious anyway, and it's just > confusing at the start of map3 when the survivors have to go back up into > the cable car. I actually spent a few minutes wandering around that area > trying to follow arrows, thinking I'd missed an opening somewhere. > > In map3 after getting off the cable car there's a ladder that can't be > climbed up. > > Hope some of that helped. Amazing job so far on the campaign. :) > > -----Original Message----- From: Mark Edwards > Sent: Saturday, January 07, 2012 3:31 AM > To: [email protected].**com <[email protected]> > Subject: [L4Dmapper] Yama beta > > > I just released a beta of my L4D2 campaign which includes the first 3 > and a half maps. I had a lot of help from this mailing list to get the > map to this stage so I wanted to post it here, and get some feedback > from other mappers too instead of the general community. > > Link to download: > http://www.scorchingcraniums.**com/yama/<http://www.scorchingcraniums.com/yama/> > > Screens: > http://www.scorchingcraniums.**com/portfolio/yama.html<http://www.scorchingcraniums.com/portfolio/yama.html> > > > Also I have a problem I never got to fix before I released - particles > (all default L4D2 ones) only load half the time, which is especially > annoying with the plane crash sequence. They work every time in a local > server but online they keep breaking. The particle rain also cuts out at > some points which might be related. Are there certain flags or something > you need to use? > > ______________________________**_________________ > L4Dmapper mailing list > [email protected].**com <[email protected]> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**l4dmapper<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > ______________________________**_________________ > L4Dmapper mailing list > [email protected].**com <[email protected]> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**l4dmapper<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > -- Eugenio "Motanum" Roman https://sites.google.com/site/motanumproyect/ [email protected] http://twitter.com/#!/MotanumR http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
