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Sadist


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PostPosted: Tue Sep 04, 2012 18:03    Post subject:  

8pm GMT is fine (9pm CEST).
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Lawitz
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PostPosted: Tue Sep 04, 2012 18:40    Post subject:  

I might join as well.
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Sadist


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PostPosted: Wed Sep 05, 2012 09:04    Post subject:  

Need a place to host the map - Mike would you mind?
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The Borg_TSGK
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PostPosted: Wed Sep 05, 2012 09:32    Post subject:  

Oooooo when where, can i play.

Haven't played DM in ages don't even know if i can catch my own nade Embarassed

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gtamike_TSGK
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PostPosted: Wed Sep 05, 2012 17:48    Post subject:  

Sadist wrote:
Need a place to host the map - Mike would you mind?


Sure send the map by PM when ready.
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Sadist


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PostPosted: Wed Sep 05, 2012 18:57    Post subject:  

Borg - we are doing Monday 10th September at 8pm Gmt, 9pm Cest. You are welcome.

Mike- thank you much obliged, will get it to you soon.
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mr.Jingles


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PostPosted: Thu Sep 06, 2012 20:44    Post subject:  

i will be there guys
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Sadist


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PostPosted: Sat Sep 08, 2012 22:39    Post subject:  

Should have the beta to you by Sunday evening mike if that's ok?
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gtamike_TSGK
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PostPosted: Mon Sep 10, 2012 01:21    Post subject:  

Sadist wrote:
Should have the beta to you by Sunday evening mike if that's ok?


Cool got it

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gtamike_TSGK
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PostPosted: Mon Sep 10, 2012 14:53    Post subject:  

IP: 178.32.28.183:27015
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gtamike_TSGK
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PostPosted: Mon Sep 10, 2012 22:50    Post subject:  

GG's a few fine tunings needed but great map Sadist.

Borg got too excited at one point. Smile
http://steamcommunity.com/sharedfiles/filedetails/?id=95346016

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The Borg_TSGK
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PostPosted: Tue Sep 11, 2012 09:32    Post subject:  

I wasn't asleep, i was trying to crawl out of the darn window Embarassed

GG last night, love a closed map test Cool

very difficult to get out of windows.

maybe a ladder from flat roof over kitchen to top roof, maybe a flat spot in center of roof with some campers goodies or a charger Laughing

The bed room at top of the stairs, there's a long thin part at back which seems weird, suggest a shower/toilet ensuite would look better?

the door at the front nearest the green house should be put on the side, maybe french doors onto the patio area?

and a saw blade, must have a saw blade. - in a small garden shed!

you could put a fountain or water feature in the paved area behind the kitchen, this area needs some sort of decoration?

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gtamike_TSGK
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PostPosted: Tue Sep 11, 2012 13:14    Post subject:  

Again nice work, here's my feedback I hope it's useful for you Sadist.
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Sadist


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PostPosted: Tue Sep 11, 2012 19:01    Post subject:  

Thank you to all who came along for the playtest. I found it most enjoyable having a good showdown. It was quite a hectic map, some areas of high traffic involving 3/4 players in the kitchen at times, and lots of action at the front of the house which I didn't expect. Back garden played well as had more space. Thanks for the trouble to write feedback, I will take these into consideration.

My own comments / response to feedback -

Windows were sometimes difficult to exit, no problem by self but when being chased it was hard. People got stuck between the wall and window frame. I might just playerclip these or make flush with wall depending on effect on player jump.

The back wall in the garden appeared a little dark, making players with dark models like the metrocop have an unfair advantage as they blended in. Will rectify this.

The garden appears flat, plans are to give it some height by landscaping the grass.

I too found the fenced area at the front corner too narrow, players bumping into walls slowing their escape.

Mike was the only player to get onto the roof via a phys jump. So I indeed will be adding ladders.

A garage is planned for the final version, but time did not allow due to scheduled playtest. I will replace the narrow path with a garage. Watch this space Smile

The map is short on detail inside the house, again because I pushed forward the playtest to keep my mapping motivated. Plans are to research and locate furniture, wallpapers. Some textures still due for detail maps on them.

I did have a fountain in my alpha version, but I dropped it in favour of a substantial fps boost. So unfortunately water will not feature in this council sequel.

Im planning a nice walk in wardrobe somewhere as a hiding place.

I thought the two trees next to the greenhouse made it very chaotic and dark. I just became lost in that bit and helpless to stunsticks. So I will rectify by removing one tree and review in the next playtest.

The greenhouse itself was a fun aspect of the map, I enjoyed using it to snipe, but it was easy to become a target in there. In practise the suitchargers took too long to use and there wasn't enough of a 'pull' to get players to use the greenhouse. Suggestions are welcome, I was thinking of switching to several batteries and a few healthkits to get people in the greenhouse.

A sawblade.....go on then you pulled my arm Smile

Moving the french doors round the side of the house to the patio would be a great idea. Plans to add more detail to the patio area, nice plants and pots in mind.

Bedrooms 2 and 3 need to be furnished.

The upstairs area was very popular with those who were finding the close combat a little uncomfortable. They found the sniping windows most useful Smile There is enough weapons / pick ups to get people up there, without making too many which would attract campers. But it was a little too easy to stay up there, so the ladder idea will help to give another route into the 2nd floor to tackle campers.

On the topic of camping, the low roof on the front of the house was a prime spot for camping as you can use it to hang around and pick off people on the ground. I might fix this by adding a fourth bedroom to split the roof in half, at the front of the house.

Vents - Will add a couple to gain access to the roof from the bedrooms.

I want to discourage camping as much as possible, as I know the original council was rife with campers which ultimately made it unpopular with newbies. This map rewards sniping as long as players keep on the move, so weapon placement has been chosen carefully, I wont be changing the weapon placement very much at all.

I was happy with fps rates.

Ground floor bathroom was a little cramped, so I will move the sink to another wall and await playtest.

Kitchen table caused confusion for those trying to jump the window, so I will move this to a better location.

The stair banister needs some tidying and shortening to give some more space.

Doors need playerclip.



Just want to finish by saying feedback is very helpful to make this map better, so thanks. Let's plan another playtest to keep the progress up.

Let's say Monday 24th September at 8pm GMT?
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gtamike_TSGK
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PostPosted: Tue Sep 11, 2012 19:36    Post subject:  

Sadist wrote:

I did have a fountain in my alpha version, but I dropped it in favour of a substantial fps boost. So unfortunately water will not feature in this council sequel.


The only way around the water frame rate problem would be to use "nature/water_movingplane" material, make the water brush "func_water_analog"
and set the "env_cubemap" settings to "cubemapsize 256". Cheap water but still looks nice without hurting fps. (Maybe try this as a test) Wink


Sadist wrote:
Let's say Monday 24th September at 8pm GMT?

Sure this should be ok.

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The Borg_TSGK
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PostPosted: Tue Sep 11, 2012 20:07    Post subject:  

Quote:
Let's say Monday 24th September at 8pm GMT?


looking forward to it, hope you didn't mind me giving password to Lawitz-TSGK when he messaged me in-game, as i thought you would be happy with another quality player.

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Sadist


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PostPosted: Tue Sep 11, 2012 23:09    Post subject:  

Worth a try before playtest.

Yeah no problem, quality players are very useful Smile Also noobs too!
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The Borg_TSGK
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PostPosted: Wed Sep 12, 2012 09:24    Post subject:  

Sadist wrote:
Worth a try before playtest.

Yeah no problem, quality players are very useful Smile Also noobs too!


Why am i always called the noob Embarassed Embarassed

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The Borg_TSGK
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PostPosted: Sun Sep 23, 2012 10:37    Post subject:  

still on for the 24th??
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Sadist


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PostPosted: Sun Sep 23, 2012 12:03    Post subject:  

Yes Smile Playtest will take place on Mike's server at 8pm GMT on the 24th October!

Mike should have the map by end of today.
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gtamike_TSGK
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PostPosted: Sun Sep 23, 2012 14:07    Post subject:  

Sadist wrote:
Yes Smile Playtest will take place on Mike's server at 8pm GMT on the 24th October!

Mike should have the map by end of today.


September you mean? Wink

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Lawitz
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PostPosted: Sun Sep 23, 2012 22:18    Post subject:  

IŽll be there. same pw as last time?
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Sadist


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PostPosted: Sun Sep 23, 2012 22:39    Post subject:  

gtamike_TSGK wrote:
Sadist wrote:
Yes Smile Playtest will take place on Mike's server at 8pm GMT on the 24th October!

Mike should have the map by end of today.


September you mean? Wink



Oh yeah September! Lol

Yeah same password?
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gtamike_TSGK
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PostPosted: Mon Sep 24, 2012 00:18    Post subject:  

Yeah
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Sadist


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PostPosted: Mon Sep 24, 2012 22:35    Post subject:  

Thanks for coming to the playtest tonight - I have lots of good feedback. Some changes needed to help players not get stuck in doors, a few bugs need ironing out. I wont have any internet in a few weeks as Im moving house, so my aim is to make a rc1 release soon. It's near to completion, just needs some bugs fixing.
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[DOH] Mick


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PostPosted: Tue Sep 25, 2012 14:44    Post subject:  

Great map .
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The Borg_TSGK
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PostPosted: Tue Sep 25, 2012 17:36    Post subject:  

who let this newbie player with his SMG in Rolling Eyes

Liked playing this map, did find it hard to jump through vent to get to porch roof.
The windows upstairs still slow down the play to much for a fast exit.

The walk in cupboard still has no point to it, maybe some ammo or even a portal to the area behind the green house - snipe out of window, quick run and then attack player from behind in the open area Idea

Thanks for the saw blades Cool

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gtamike_TSGK
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PostPosted: Tue Sep 25, 2012 17:53    Post subject:  

Player clip anything that sticks out abit in the house. Wink
Maybe abit more texture Polishing to for rc1. Cool
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Sadist


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PostPosted: Tue Sep 25, 2012 18:19    Post subject:  

Thanks again for the comments. I'll be doing some final adjustments before doing an rc1 release. I've transformed the vent into a doorway onto a balcony, so no more vent issues. The balcony has a ladder onto a flat roof so will be easier to use. It should be out by 7th October which is when I lose my internet Confused
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Sadist


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PostPosted: Tue Oct 02, 2012 19:56    Post subject:  

Anyone around for some final bug testing wednesday night? Just closed server stuff.
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