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Re: mapping project, comments/suggestions welcome.
That's totally up to you, but I wont say no.
I could really just send anyone interested in checking it out in sp a copy of the .bsp file and a copy of the nav file and they could check it out specifically looking for places the survivors can get to they probably shouldnt, and bugs we have missed with the survivor bots. At this point our only remaining tasks for this map are as follows:
1) Getting the end crescendo events to work properly.
2) Populating the "crescendo corrals" with props. (No point in doing the props when the event they support doesnt work correctly yet)
3) fixing a few placeholder textures. Currently we have some pink+black textures and orange and grey dev textures as placeholders, not many yet, but still a few and they all should be at the outdoors area. (they had better only be outside!)
4) Lighting, cubemaps, area portals. Cubemaps and area portals would take maybe 10 minutes to do, but they add considerably to the compile time. The lighting adds heavily to the compile time as well, but we are doing lighting in sections to avoid going from 4 minute compile time to 2 hours in 1 editing session.
5) normal ground clutter, the loose papers, dead bodies, crushed boxes, broken coffee cups, etc that would be littered around the place. We aren't at the stage where it's worth the time to place all these things. This is far and away the easiest part, yet also the most time consuming part to get the clutter just right. I could teach someone with no prior experience with hammer how to do this stuff in no lie under 20 minutes but it takes hours to get this stuff just right. Is everything touching the ground? Is it instead half buried in the ground? Is the clutter spread out just right so it doesnt look like crap you just placed there? Bleh
6) fixing the hole in the ceiling with the breakable wall prop. (does that make it a breakable ceiling prop?)
7) doing the sound work and placing the props to allow the survivors to interact with the radios and our custom messages. More last version stuff, not important right now. Nobody but people who know there is supposed to be radios with a person on the other end giving you instructions/annoying you spread out across the levels will even miss the fact they aren't there.
Anyone who is willing to look past the afore mentioned things to do yet and is willing to accept this is still a work in progress could gladly help us test today for issues with the bots (so long as you dont confuse "issues" with the normal bots stupidity, I cant do anything about that) The quicker any potential issues with the bots ai are worked out, the quicker we can concern ourselves with the other facets that still require work. I *think* we have a solid nav mesh right now, but the more people that check it out the quicker any issues with it can be found and corrected.
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