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Fan Mission 48: A Score to Settle, by Springheel (2011/07/01)


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Poll: Fan Mission 48: A Score to Settle, by Springheel (2011/07/01) (72 member(s) have cast votes)

Gameplay: Enjoyment. Fun duration. Smooth flow, ect. Versus Bugs. Frustration, Boredom, framelag

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (1 votes [1.39%])

    Percentage of vote: 1.39%

  3. Good (12 votes [16.67%])

    Percentage of vote: 16.67%

  4. Excellent (41 votes [56.94%])

    Percentage of vote: 56.94%

  5. Near Perfect (18 votes [25.00%])

    Percentage of vote: 25.00%

Appearance: Vertical use, Visual pleasure, lighting, visual style, deduct bad texturing etc.

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Good (10 votes [13.89%])

    Percentage of vote: 13.89%

  4. Excellent (31 votes [43.06%])

    Percentage of vote: 43.06%

  5. Near Perfect (31 votes [43.06%])

    Percentage of vote: 43.06%

Story & Text: Story. Text. Briefing. Graphic storytelling

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (1 votes [1.39%])

    Percentage of vote: 1.39%

  3. Good (15 votes [20.83%])

    Percentage of vote: 20.83%

  4. Excellent (28 votes [38.89%])

    Percentage of vote: 38.89%

  5. Near Perfect (28 votes [38.89%])

    Percentage of vote: 38.89%

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#51 Bikerdude

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Posted 05 July 2011 - 06:00 AM

Berny, What are you computer specs..?

#52 Carnage

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Posted 05 July 2011 - 06:06 AM

It's been quite a while since I enjoyed an FM this much. The amount of detail is astonishing. A map in the beginning would have been helpful cause you can easely go in the 'wrong' direction. Apart from that I don't have any remarks. I hope we don't have to wait another 3 years for you next FM

#53 AluminumHaste

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Posted 05 July 2011 - 10:47 PM

completed
screenshots :

Spoiler


Nice screenshots, but you really need to turn on some Anisotropic filtering to at least 8x, screenshot #2 really shows why it's needed.

I always assumed I'd taste like boot leather.

 

#54 Melan

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Posted 06 July 2011 - 12:23 AM

That's a question of computer power, though. Until I upgraded my PC in late 2009, I could only run TDM on my laptop, and it didn't work with anything higher than 800x600 resolution. And the street segments in the St. Lucia demo were still a horrid slog.
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#55 Berny

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Posted 06 July 2011 - 10:57 AM

Berny, What are you computer specs..?


MSI P43 Neo-F
CPU: Q6600 @ 3Ghz
Ram: 4GB DDR2-800
Grafic: Zotac GTX260AMP²@670/1440/1100
Storage: WD black 640gb + WD blue 320gb
Win 7 64bit


So, I nonclipped the map till the part when it crashed and played the end. It was a very very enjoyable mission!! I liked it very much. The best thing was the perfect sound! Really, I love it. Also the videos and the amount of quest was good (I completed everything).

But I didn't like the fact that there was nothing big to explore. 4-6 enter-able houses would be nice, but it's also ok like it is.

Edited by Berny, 06 July 2011 - 10:58 AM.


#56 Springheel

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Posted 07 July 2011 - 09:37 AM

Few questions for those who have played:

Spoiler


#57 Mortem Desino

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Posted 07 July 2011 - 12:24 PM

Few questions for those who have played:

Spoiler


yay seuss crease touss dome in ouss nose tair

#58 Diego

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Posted 07 July 2011 - 02:24 PM

Few questions for those who have played:


Answers:
Spoiler


#59 Melan

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Posted 07 July 2011 - 02:44 PM

Spoiler


Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#60 Berny

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Posted 07 July 2011 - 03:47 PM

Spoiler



#61 raymeld

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Posted 08 July 2011 - 07:00 AM

Now this mission I really loved ! From the slowly reducing candle at startup to
Spoiler
Brilliant , brilliant mission which I intend to play again
Spoiler
Top marks Springheel , wish I could have got into some of those doors , maybe this mission could be expanded on in the future?

#62 Thiefette

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Posted 08 July 2011 - 08:47 AM

Few questions for those who have played:

Spoiler


Spoiler


#63 raymeld

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Posted 08 July 2011 - 10:00 AM

Few questions for those who have played:

Spoiler

Missed
Spoiler
That's why I intend to play it slowly ( and properly ) next time. Very replayable. Thanks again.

#64 Fieldmedic

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Posted 09 July 2011 - 03:52 AM

@Springheel
Spoiler


#65 Xarg

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Posted 09 July 2011 - 04:15 AM

Spoiler

Edited by Xarg, 09 July 2011 - 04:15 AM.

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

 


#66 Midnight

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Posted 09 July 2011 - 10:47 AM

Spoiler

Edited by Midnight, 09 July 2011 - 10:48 AM.


#67 Sotha

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Posted 10 July 2011 - 01:53 PM

Simply put:

This is the best mission TDM has been blessed with thus far. I was totally sucked in. Everything was perfect.

Spoiler


At any rate. This is the first true killer mission for TDM. All mappers! Look at it. Absorb it. Learn from it. See the way multiple entrances were used. See the use of conversations. See how the AI came to life with simple extra path_anims here and there. See how the plot flowed without awkward jamming and stuttering. See how there were no keyhunts.

This mission is an example for everything in TDM map building (except for the .roc cutscenes, I would have used just the ingame conversation/cutscene system).

I gave max gradings in all categories.

And finally a bit OT, but.. Howsabout some more animations? ;)
When an AI goes to alert, it would make them look more real if they turned their heads looking around and being alert. Now when the AI reaches the "stand and stare" alert level, he just stands there and looks forward like a robot. If he would look around it would look more natural.
Clipper
-The mapper's best friend.

#68 Melan

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Posted 10 July 2011 - 03:28 PM

All mappers! Look at it. Absorb it. Learn from it.


Rest assured, I was burning with envy all the way through. :D
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#69 Bikerdude

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Posted 10 July 2011 - 03:46 PM

Rest assured, I was burning with envy all the way through.

LOL...

That said you and Springs are both very/annoyingly chaotic mappers(as in not keeping things neat grid-wise, large WS at no lower than grid4 and so as you get smaller). I had the same 'hell of a time' issue fixing his leaks as I did/do yours, little slivers, overlapping, meh...:P Whe I started in SH map I thought to myself ' if I am used to Melan's maps how bad can it be... ':laugh:

#70 Springheel

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Posted 10 July 2011 - 08:43 PM

This is the best mission TDM has been blessed with thus far. I was totally sucked in. Everything was perfect.


Wow, thanks Sotha. As the author of my two favourite missions, that means a lot! :)

Spoiler


Thanks for the details...I quite enjoy hearing about the routes people take and what they experience while playing.

Spoiler
Maybe someone will find it on a replay. :)

That's why I intend to play it slowly ( and properly ) next time. Very replayable. Thanks again.


Thanks, I tried to make each difficulty level slightly different to increase the replay value (assuming you're playing a harder difficulty than the first time...not much point in going easier). There's 4 additional AI between Casual and Hardcore, and a number of lights are different as well.

#71 Springheel

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Posted 10 July 2011 - 08:47 PM

And finally a bit OT, but.. Howsabout some more animations? ;)


Yep, been working on a few new ones lately. A new idle and some combat anims for torch-carriers.

Now when the AI reaches the "stand and stare" alert level, he just stands there and looks forward like a robot. If he would look around it would look more natural.


Yes, I have a hands-on-hips animation for AI who have put their weapon away and are looking around before giving up. But it needs some code support to call it.

#72 PranQster

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Posted 10 July 2011 - 10:26 PM

Finally back to my home computer and just played this :) I enjoyed it quite a lot. I thought it was a bit on the easy side until:
Spoiler

A couple AI were missing head textures, rendering their heads completely black.
I haven't yet read any of the previous posts, but will do so. I'll also check for possible upper case letters causing a problem in Linux.

I have a feeling that the missing heads (Sykes and the guy in the hallway nearby) are due to me having had unpacked some head models from TDM 1.05... those unpacked files must be causing a conflict with the current .pk4

Edited by PranQster, 10 July 2011 - 11:12 PM.

mageia.png Linux pranqster 4.13.12-desktop-2.mga7 #1 SMP Sat Nov 11 20:32:28 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux


#73 Springheel

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Posted 11 July 2011 - 07:19 AM

You might be missing some 1.06 files, Pran. You mentioned the forger being black too...all those are textures in the 1.06 update.

Unless you have old .mtr files overriding the 1.06 ones...model files wouldn't do it, but material files might.

#74 lowenz

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Posted 11 July 2011 - 12:18 PM

At any rate. This is the first true killer mission for TDM. All mappers! Look at it. Absorb it. Learn from it.

A Score is Set :D :D :D

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#75 id3839315

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Posted 11 July 2011 - 03:56 PM

This is a really superb mission with nice videos. :wub:

Few questions for those who have played:

Spoiler

Spoiler





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