Icytux Posted October 26, 2011 Sorry to dissapoint you but... Finland doesn't look like that :V 0 Share this post Link to post
The Green Herring Posted October 26, 2011 I have updated the 32in24-11 alpha again. This time, I've added updated versions of "What the Tech," "Graytest Thing Since Sliced Bread," "Macrocastle," and "Vrack to the Izzo," and made minor visual tweaks to "No Place for Rest." Same URL as usual (http://dl.dropbox.com/u/6650582/32in24-11_alpha.zip). 0 Share this post Link to post
esselfortium Posted October 26, 2011 Icytux said:Sorry to dissapoint you but... Finland doesn't look like that :V Yeah but this is the new and improved Finland. 0 Share this post Link to post
Mechadon Posted October 26, 2011 dew said:impassible lines nitpickery All sounds good to me dew :). I didn't really think much about jumping or the impassible line placements in most of those outdoor rocky areas while detailing. I'll take care of those asap! Since we're allowed to do detailing after the fact now, I guess I'll spruce up Radish Juice a bit before testing starts. 0 Share this post Link to post
Shaikoten Posted October 26, 2011 TGH - When there are new releases, give each alpha a number. Ie, 32in24-11a3 for the next release. 0 Share this post Link to post
Phobus Posted October 26, 2011 I'll get on visually completing at least one of my maps tomorrow then, if we're allowed to get on with it now. I think that'll be Going Viral, as it's nearer completion already. 0 Share this post Link to post
jute Posted October 26, 2011 So can we expect a return to regular 32in24 releases? I'd be happy to see this series return to monthly (or whatever) sessions. 0 Share this post Link to post
Shaikoten Posted October 26, 2011 They may be more frequently, but don't hold your breath for monthly. Maybe bi-monthly, but probably not a set time. Let's just get this one out the door and see how this balance-review strategy ends up. All of the work of the dedicated testers and mappers really looks like it's paying off. 0 Share this post Link to post
Joshy Posted October 26, 2011 dew said:joshy: i smell a crazy gimmick, toke-being-a-jerk style. i mean spamming the plasma all over the conveyor belt area, bwahahaha. so how about making the plasma platform inaccessible (even with jumping) and one would teleport there from the water pit? other than that... make the area where people spawn bigger, it's rather cramped. also use nice wide forking stairs to climb to the SSGs, the small lift is slow and horrible. :) this could work too: put the plasma where the RL is now. the teleport would still lead to an inaccessible "spam" platform overviewing the conveyor belt. the RL would be on the other side in the "spawning" area, right above the teleporter. oh, and limit the megasphere to just a BA or something. and the two southern spawns should be less of a spawnrape trap, redesigning them like the middle ones would help. Sexy feedback, but what's not so sexy is I do not have the time to fix the map up and properly make it sexy-looking. I cannot afford to procrastinate on this when I've got piles of stuff to do. I'm hoping that someone would be up for polishing my turd? (Modify the layout, item placements, whatnot if you wish) 0 Share this post Link to post
Tango Posted October 27, 2011 Joshy said:Sexy feedback, but what's not so sexy is I do not have the time to fix the map up and properly make it sexy-looking. I cannot afford to procrastinate on this when I've got piles of stuff to do. I'm hoping that someone would be up for polishing my turd? (Modify the layout, item placements, whatnot if you wish) I would love to bro. if you are cool with dat. 0 Share this post Link to post
Joshy Posted October 27, 2011 Tango said:I would love to bro. if you are cool with dat. Sexellent, thanks heaps. 0 Share this post Link to post
deathz0r Posted October 27, 2011 cancel this project there's no dean levels in it 0 Share this post Link to post
esselfortium Posted October 27, 2011 deathz0r said:cancel this project there's no dean levels in it You have no one to blame but yourself :P 0 Share this post Link to post
Snakes Posted October 27, 2011 Mkay, here's the latest version of Storming the Castle - changes are as follows: -Shotgun/chaingun placed at most player starts (only RL man has to move to get a weapon) -PR replaced with BFG, easternmost CG replaced with PR -++32'd the entire map's brightness -Added an ugly-ass staircase out of the eastern pit -Decided to remove all armor as I couldn't find a way to balance it properly otherwise... -SSG's shifted to different locations -Cell ammo here, cell ammo there... not much to say -The two pits are no longer red This all thanks to dew's advise, much obliged. EDIT: Link changed to version with less fugly staircase. 0 Share this post Link to post
Tango Posted October 27, 2011 http://www.mediafire.com/i/?i74fd666snit1qa http://www.mediafire.com/i/?uk2rcgpcb4vewha http://www.mediafire.com/i/?2nmcm5ubuqz9cti update to Finland. should be done for now: http://www.mediafire.com/?9d4f7289mz5gkiv TGH: would be greatly appreciated if you could add an e2 sky in the mapinfo for the map. thanks much. 0 Share this post Link to post
The Green Herring Posted October 27, 2011 A new alpha version of 32in24-11 has been released. This time, I've made more tweaks to "No Place for Rest" (switched a rocket and the rocket box around, prevented you from hitting a wall if you go down the middle stairway with strafe50,) and added the updated versions of "Storming the Castle" (readding the player 1 start in the process) and "Meanwhile, in Finland" (changing its sky to the blue sky in the process upon request.) Same URL as before (http://dl.dropbox.com/u/6650582/32in24-11_alpha.zip), but now the WAD's filename is 32in24-11a3.wad, as requested by Shaikoten. It will be incremented with each new version. 0 Share this post Link to post
TMD Posted October 28, 2011 http://www.speedyshare.com/files/30958103/EAHQ04.wad EA Headquarters (If map37 can have its name shortened to that, it would be fantastic) Changelog: -Changed sp_hot bricks to a less vibrant brickblk in the central elbow -Marble stairs rounded out. -Couple ceiling texture sectors add it to change up the ceiling. 0 Share this post Link to post
DeathevokatioN Posted October 28, 2011 Tango said: update to Finland.Looks more like Winland than Finland tbh. 0 Share this post Link to post
Xaser Posted October 28, 2011 Guess as long as we're posting up cosmetic fixups: http://www.mediafire.com/?abazt81xpp44rd2 Just some slightly better looking stuff, impassible lines in a few spots as a last resort, and a greatly simplified automap, for kicks. 0 Share this post Link to post
majik__ Posted October 28, 2011 http://www.mediafire.com/?ofd2021tsfmcxjg Updated STAIRTAN3 @Dew : Didn't see you're comments on my map earlier. Lol, I don't really put my stuff out very much, so you probably thought I was going to be terrible huh? Anyway, heres the changelog : Updated weapon placement at spawns. Again, @ Dew : Is this what you meant?(below) 0 Share this post Link to post
dew Posted October 28, 2011 that could work, sure. and i was terrified by stairs as the gimmick of the map, that usually leads to tragedy. you might actually prove me wrong. :) 0 Share this post Link to post
The Green Herring Posted October 28, 2011 I've released a new alpha version, 32in24-11a4.wad. This time, I've added updated versions of "EA Headquarters" (name shortened by request,) "Rotary Supercollider," and "STAIRTAN3." Same URL as usual (http://dl.dropbox.com/u/6650582/32in24-11_alpha.zip). 0 Share this post Link to post
majik__ Posted October 28, 2011 dew said:that could work, sure. and i was terrified by stairs as the gimmick of the map, that usually leads to tragedy. you might actually prove me wrong. :) Yeah, when I first started going on the map I thought," I'm gunna fuckin win this challenge, watch." So I used the stairbuilder and only 3 different step-textures throughout. At first I had no idea how to connect the outside garden-area to the central stairway, so I just made that abstract room with the 3 intersecting stairwells coming into it. It was really small so I scrapped the whole thing basically and made the rooms bigger. At first it would've been smaller than brit10 MAP01. sidenote : Esselfortium is the one who actually came up with the name STAIRTAN3 in #32in24 that night, lol.(originally it was so_many_stairs.wad) (p.s., idk what i just typed im rly rly high) 0 Share this post Link to post
Akimbo_Commando44 Posted October 28, 2011 I updated Unlimited Grey Works to look a little more spiffy. It's rudimentary, but atleast some areas now look a little more approachable. Link updated in my post, but here's a quick link anyway. Map lump was renamed from MAP01 to MAP25. 0 Share this post Link to post
Mechadon Posted October 28, 2011 With any luck, I should have some updates for two of my maps ready by the end of the day. 0 Share this post Link to post
Tango Posted October 29, 2011 by tomorrow afternoon i should have an updated version of my first map, along with a detailed, updated version of joshy's map. 0 Share this post Link to post
Edward850 Posted October 29, 2011 http://edward850.soulsphere.org/Public/Wadprojects/32in24-edward850-techbaseterror02.zip Updated TechBase Terror -You can no-longer sneak out of the staircase windows. -Included BFG based off dew's suggestion. -More SSG's. -Lift in slime area no-longer takes 65535 years to move. -Swapped around plasma/blue armour, making the plasma gun harder to get. -No more pistol spawns. 0 Share this post Link to post
Shaikoten Posted October 29, 2011 I don't know what TGH's schedule is looking like tomorrow but let's say the deadline for submission for maps to be included in the Saturday Nitro testing session (what we will be officially calling beta 1) is: 2:00 PM, Eastern Standard Time, Saturday the 29th Whatever condition your map is in at this time will be the way the Nitro masses see it the first time around. Sunday will be our big feedback collection and tweaking day, so everyone be on board and back in #32in24 on OFTC to discuss how we're going to move forward and polish, which maps are great, and which maps still need work. After Sunday's session we will be in Release Candidate mode, testing no longer for features, beauty, and balance but simply bugs. Nitro begins at 8PM EDT, Saturday the 29th. Be there or be square. (I will probably be late and very square :( ) 0 Share this post Link to post
Mechadon Posted October 29, 2011 Sounds good to me. The detailing on this map is taking longer than I thought (:P) but I should be done by then. If not, it's certainly no big deal. At the least I will be able to submit the updates to Ipecac from dew's feedback. As much as I'd like to join in, I may be feeling slightly trapezoidal tomorrow (eg. too busy with other things ;_;), so no guarantees that I'll be able to attend the testing session. If not, I hope everyone has a fun time! 0 Share this post Link to post