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?
>
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>



-- 
Eugenio "Motanum" Roman

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