• ZRP_BuildandSurvive
    47 replies, posted
And get that leak fixed!
Take some more effort in your maps if you want to get some decent feedback, if you don't,then stop complaining and don't make a thread about it!
[QUOTE=IronPhoenix;21910169]But in order to be told you have made a mistake, that would be criticism.[/QUOTE] A mistake is not a opinion which would be using the textures you don't think should have been used. A mistake is like a Leak which I'm currently working on fixing. [QUOTE=Jacc;21913651]Take some more effort in your maps if you want to get some decent feedback, if you don't,then stop complaining and don't make a thread about it![/QUOTE] Yes and working on it non-stop for 4 days is not putting effort in it...... BTW I did get some good feedback on the download page which probably none of you have even visited. [QUOTE=abaster;21910840]And you have made a few. Let folks help you find them and let them help you fix them. It's why the mapping section is a forum in the first place, not just a list of recent releases. If you didn't want at least some criticism, you shouldn't have posted here. And everybody can learn from criticism; it's how we best identify our mistakes.[/QUOTE] 9/10 criticism is about someones opinion which does nothing to help you learn anything. Pointing out a real mistake like the leak is different. [QUOTE=Jacc;21913651]Take some more effort in your maps if you want to get some decent feedback, if you don't,then stop complaining and don't make a thread about it![/QUOTE] I cannot see a single map you have released you know it is easy to criticize.............
I like the Idea of the map (i like this sort of maps anyway xD) But in fact, I think there could be a better texture for those "bridges" - or whatever they are supposed to be... I also think, it would be awesome to provide some ideas for the players, like a broken wall, which must be fixed to stop Zombies coming in... Also, the map could be more atmospheric - its much more fun to slay Zombies in a dark ambient, then killing them in bright daylight. I don't know if there are just normal Zombies - BUT it would be cool, if there were some spawnpoint for fastzombies, poisenzombies and (maybe) some zombine.. And of course some props to have more ambient and stuff to smash zombies with... I think, this map really has potential :) And while thinking about your map, a new mapidea was born xD Basicly your map, but more like a abandoned fortress full of Zombies... with neat watchtowers, secret passages and of course broken gates... I should start making some sketches :)
Good improvements on your map. Still see alot of problems. -Lights, Do what IronPhoenix said. -overused textures
Hey Guys, First: @FordGTGuy: I like your map, you are moving forward in the right direction I believe and its going great! I do not think that version 1.0 was ready for the version 1.0 title (Which is what I think IronPhoenix was getting at in regards to spending more time on the map) BUT! 1.2 + the promised trees would be worthy of a 1.0 title in my opinion. I do not believe you require to have 3-6 months work on a map to have the right to release it with the version 1.0 title. You can release anything you like with the 1.0 title BUT it would be best to leave it until some more of the main ideas/features was put in place 1st ;) If it takes you that long to do that then so be it... I also see FordGTGuy taking feedback (reducing blockyness and working on lighting (which isn't easy, I think fullbright is a good starting point to get the map started)) but the following post started a snow ball effect: [QUOTE=Jacc;21877748]Nobody wants a 2nd version mate, make something different, look at other maps and see how they made it.[/QUOTE] @FordGTGuy: FYI: For future it maybe best to ignore posts like this to prevent the snowball effects ;) [QUOTE=IronPhoenix;21877851]I think i may have just identified the problem with your mapping. You are not spending the time on a map. Good maps take time to make, i have no idea how long evocity took in the end, but from my own experience, i spend between 3-6 months on a map. As such, i have only released 4 proper maps since 2005.[/QUOTE] Can you please provide us with your very first map (the 1st map you every started in any map editor that would of been classed as an internal alpha/beta BUT not the final version, I will buy the game if need be to have a look at an equivalent map of yours)? (Then compare it to FordGTGuys map, he started simple and easy didn't you? You may have not of decided to continue building it or ever releasing it but FordGTGuy wants to build upon his map so help him or leave it be don't tease or fight) Personally every map I have tried to make I can't get it the way I want it (Perfect :P) so i delete it :$ (or loose it), I applaud FordGTGuy for releasing his first map in pride and look at most of you in shame in that you are attacking a new guy as he has less experience then you and that he responded to a rude post that most of you would of ignored on your releases. @FordGTGuy: Here are some notes I have in regards to version 1.2: [CODE] -Ramps to the 2nd top floor & the 1st floor of the 2 large buildings isn't level with the floor :D -The ramp on the centre building to the top floor isn't level with the floor -With the corners of the playable area opposite to the main buildings I think a pillars would look good holding the edges of the main level's floor up (I no you have pillars near by Im thinking of little ones near the pointy corners) -Underground in both of the side buildings on the top floor directly opposite the ramp - the floor is cut out a bit -With the sandy area's see if there is a way you can make people walk or move slower/slowly on thoughs areas? (makes running away from zombies harder? and need more stratagy) -A ramp for the 2 large buildings to the roof? (easy pickings) -Some pits in the grassy areas so you can make traps to drop zombies in or hide in for protection? (will need a ladder to get out) [/CODE] @FordGTGuy you can PM me if you like and I will provide you contact details so I can test the map before releasing if you like or help in any other way I can. Everyone else (you know who im talking too) have a good hard think and reread all the posts... FordGTGuy has said sorry to some of you shouldn't you say something?
[QUOTE=FordGTGuy;21918800]A mistake is not a opinion which would be using the textures you don't think should have been used. A mistake is like a Leak which I'm currently working on fixing. Yes and working on it non-stop for 4 days is not putting effort in it...... BTW I did get some good feedback on the download page which probably none of you have even visited. 9/10 criticism is about someones opinion which does nothing to help you learn anything. Pointing out a real mistake like the leak is different. I cannot see a single map you have released you know it is easy to criticize.............[/QUOTE] You don't have to work on the leak...its a simple hole that you need to plug. You cannot work on a map non-stop...you need to eat and sleep. Remember respect works both ways. By claiming that someone needs to map to give criticism reduces peoples opinion of you. Just because qa test teams have people in that don't make games stuff in their own time, does that mean they cannot write bugs? Of course not.
You do realise this map is not actually fullbright, it does have lighting? Unless you're blind.
[QUOTE=ConTron123;21928584]You do realise this map is not actually fullbright, it does have lighting? Unless you're blind.[/QUOTE] The op has been edited. The map was originally fullbright.
[QUOTE=FordGTGuy;21918800]A mistake is not a opinion which would be using the textures you don't think should have been used. A mistake is like a Leak which I'm currently working on fixing. Yes and working on it non-stop for 4 days is not putting effort in it...... BTW I did get some good feedback on the download page which probably none of you have even visited. 9/10 criticism is about someones opinion which does nothing to help you learn anything. Pointing out a real mistake like the leak is different. I cannot see a single map you have released you know it is easy to criticize.............[/QUOTE] A leak is a fault. Misused textures on the other hand, is a mistake. Why are you using floor textures on walls or vice versa? It does not make much sense. And not to mention your brushwork and lighting needs a lot of improvement. Here's the thing, criticism doesn't "magically" make you better, but they're stuff to point out. You should be taking advantage of the criticism people are giving you and using them to make future projects better. If you're looking to be praised, you're not going to learn anything from it.
[QUOTE=FordGTGuy;21918800]A mistake is not a opinion which would be using the textures you don't think should have been used. A mistake is like a Leak which I'm currently working on fixing. Yes and working on it non-stop for 4 days is not putting effort in it...... BTW I did get some good feedback on the download page which probably none of you have even visited. 9/10 criticism is about someones opinion which does nothing to help you learn anything. Pointing out a real mistake like the leak is different. I cannot see a single map you have released you know it is easy to criticize.............[/QUOTE] 1) No, a mistake is textures too. Its a mistake, a flaw, of not paying attention 2) Working on it for 4 days doesn't constitute for the lack of ability. 3) 9/10 criticism works. Take the fucking advice. -- besides your no statician. How the hell do you know what 90% of the criticism comes from. Generate some real numbers you research guru, you. 4) That has nothing to do with the players opinion. They're the ones who play the maps, not the level designers. On side notes 1- This is just a few slapshod addons for your already blocky map you posted a day or two earlier. 2- Too big, and not enough control in the gameplay. You should investigate a scripted gamemode for this type of environment 3- you got a hell of an ego, and stubborn attitude to take your work to a proper level. Why won't you throw that unwarranted self importance of yours, that you might call an ego, and throw it out the fucking window. Start taking the advice, and start improving. This map is very blocky, the lighting isn't anything special. Infact, there is nothing really special of the map except a big map with zombies and a few cylinders that were neglected to be smoothed. You can take this to where you want, but learn from your mistakes ladybug.
[QUOTE=pallvb;21919854]Hey Guys, First: @FordGTGuy: I like your map, you are moving forward in the right direction I believe and its going great! I do not think that version 1.0 was ready for the version 1.0 title (Which is what I think IronPhoenix was getting at in regards to spending more time on the map) BUT! 1.2 + the promised trees would be worthy of a 1.0 title in my opinion. I do not believe you require to have 3-6 months work on a map to have the right to release it with the version 1.0 title. You can release anything you like with the 1.0 title BUT it would be best to leave it until some more of the main ideas/features was put in place 1st ;) If it takes you that long to do that then so be it... I also see FordGTGuy taking feedback (reducing blockyness and working on lighting (which isn't easy, I think fullbright is a good starting point to get the map started)) but the following post started a snow ball effect: @FordGTGuy: FYI: For future it maybe best to ignore posts like this to prevent the snowball effects ;) Can you please provide us with your very first map (the 1st map you every started in any map editor that would of been classed as an internal alpha/beta BUT not the final version, I will buy the game if need be to have a look at an equivalent map of yours)? (Then compare it to FordGTGuys map, he started simple and easy didn't you? You may have not of decided to continue building it or ever releasing it but FordGTGuy wants to build upon his map so help him or leave it be don't tease or fight) Personally every map I have tried to make I can't get it the way I want it (Perfect :P) so i delete it :$ (or loose it), I applaud FordGTGuy for releasing his first map in pride and look at most of you in shame in that you are attacking a new guy as he has less experience then you and that he responded to a rude post that most of you would of ignored on your releases. @FordGTGuy: Here are some notes I have in regards to version 1.2: [CODE] -Ramps to the 2nd top floor & the 1st floor of the 2 large buildings isn't level with the floor :D -The ramp on the centre building to the top floor isn't level with the floor -With the corners of the playable area opposite to the main buildings I think a pillars would look good holding the edges of the main level's floor up (I no you have pillars near by Im thinking of little ones near the pointy corners) -Underground in both of the side buildings on the top floor directly opposite the ramp - the floor is cut out a bit -With the sandy area's see if there is a way you can make people walk or move slower/slowly on thoughs areas? (makes running away from zombies harder? and need more stratagy) -A ramp for the 2 large buildings to the roof? (easy pickings) -Some pits in the grassy areas so you can make traps to drop zombies in or hide in for protection? (will need a ladder to get out) [/CODE] @FordGTGuy you can PM me if you like and I will provide you contact details so I can test the map before releasing if you like or help in any other way I can. Everyone else (you know who im talking too) have a good hard think and reread all the posts... FordGTGuy has said sorry to some of you shouldn't you say something?[/QUOTE] Thanks for your post, its nice to know someone would actually take a good look at the map before telling me how I'm doing everything wrong. lol Thanks for pointing out the ramps and they will be fixed in the next release. So far I have fixed the leak and taken down the number of zombies as it was causing high amounts of lag.
[QUOTE=IronPhoenix;21928935]The op has been edited. The map was originally fullbright.[/QUOTE] Oh. My bad.
[QUOTE=FordGTGuy;21931757]Thanks for your post, its nice to know someone would actually take a good look at the map before telling me how I'm doing everything wrong. lol Thanks for pointing out the ramps and they will be fixed in the next release. So far I have fixed the leak and taken down the number of zombies as it was causing high amounts of lag.[/QUOTE] If it was causing lag, then you map hasn't been optimised very well. Of course, using carve probably won't help.
[QUOTE=IronPhoenix;21939472]If it was causing lag, then you map hasn't been optimised very well. Of course, using carve probably won't help.[/QUOTE] Had nothing to do with the map it was caused by the zombies which have now been fixed. v1.3 has been released.
New version looks much, much better. But i still can't imagine to use this for ZombieRP.
[url]http://www.tophattwaffle.com/[/url] Click it, view it.
To start, I've only seen v1.3, but from what I saw, I liked it. It looks like the zombies get stuck on ramps a lot though, and could you make it so they always move instead of standing around? Also, the console keeps saying "ReadyNPC()--npc_zombie couldn't find target path_6"
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