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DrBob
GBS Team Member
GBS Team Member


Alter: 18
Anmeldungsdatum: 08.03.2004
Beiträge: 126
Wohnort: Great Britain
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BeitragVerfasst: 2004-06-06, 2:37 pm  Titel: Beark ! map8 Beta Test Results Antworten mit ZitatNach untenNach oben

map8 on the whole was a very good map (well done, TickNSwisted )
However:

+ Illia doesn't fade in when beaming in, she appears abruptly. We should try and make her fade in

+ Something with the lighting means that you can't actually see the Illia in the interrogation chair

+ Again, AMBIENT NOISES!!!! Wind, maybe would be a good one for this map

+ The consoles should beep at you back, when used

+ The doors should play error sounds

+ You can walk through all the forcefields on the map

+ The right-hand upstairs computer console (yes, 'twas me that did it ) should have a pause between playing sounds, and also should only play them when used!

+ The doors to the office (in which is the cave forcefield control) z-fight with the walls when open

+ The storage containers in the cave can be walked through

+ The guard next to the cave forcefield sticks into the forcefield, and out the other side!

+ What is an Idryll energy terminal doing in the Romulan caves??

+ The end-of-level platform/lift thingy looks a little rubbish

+ Once you finish, it says 'Mission Success' (which is not what all the other levels do), and then crashes. This may be because the level it is trying to load, does not exist


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TickNSwisted
Vice-President
Vice-President


Alter: 25
Anmeldungsdatum: 12.03.2002
Beiträge: 351
Wohnort: New York
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BeitragVerfasst: 2004-06-08, 1:41 am  Titel:  RE: map8 Beta Test Results Antworten mit ZitatNach untenNach oben

Beta Test Results: Map8
Updated TickNSwisted 07/03/2004

+ Illia doesn't fade in during initial cinimatic.
Illia needs to be scripted as cleanly transporting at the start of the map

+ Bad lighting not allowing view of Illia in the interrogation chair.
Fixed. Added light to interrogation room. Also caulked and detailed interrogation room.

+ Lack of ambient noise!!!
Fixed. Added ambient sounds, including wind gusts. Also added cityscape in skybox for ambient feeling.

+ The consoles should beep at you back, when used.
Fixed. Added trigger_use targeted at sounds.

+ The doors should play error sounds.
Which doors?

+ You can walk through all the forcefields on the map.
Fixed. Added script_objects with clip texture using same targetname as the forcefields.

+ The right-hand upstairs computer console (yes, 'twas me that did it ) should have a pause between playing sounds, and also should only play them when used!
Fixed. Added wait = 3 key to triggers to prevent trigger from fireing the sound too much.

+ The doors to the office (in which is the cave forcefield control) z-fight with the walls when open.
Fixed. Moved doors into center of doorway.

+ The storage containers in the cave can be walked through.
Fixed. Added clip brushes.

+ The guard next to the cave forcefield sticks into the forcefield, and out the other side!
Fixed. Moved forcefield since play could be confused if doesn't notice is supposed to go to the command area before entering cave. Player would other wise probably wander around cave expecting to see a button to unlock field.

+ What is an Idryll energy terminal doing in the Romulan caves?
Fixed. Added break area and lamp instead.

+ The end-of-level platform/lift thingy looks a little rubbish.
Fixed. I made a more detailed end area to this map.

+ Once you finish, it says 'Mission Success' (which is not what all the other levels do), and then crashes. This may be because the level it is trying to load, does not exist.
Fixed with one issue as to what the next map name will be. Since there is no map 9 atm, I have linked the end of this map to map 10, which seems to share a close end -> beginning area. Are we going to skip a map 9?

_________________
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Position: Senior Level Designer (mapper)
Homepage: www.geocities.com/ticknswisted
E-Mail : TickNSwisted@yahoo.com

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