View Full Version : New Map: TH-2O Released!!!!!
[E.D.G]Chief
11th Jan 2003, 08:21 AM
Friends, Thieveryans, TuTians, Lend me your Ears.
It is with a heavy heart and some sadness that I have come to a sad but neccessary decision.
This is a day which will go down in history, A day when you can proudly say "I was there" and tell your children and grandchildren of this grand occasion.
I [NAUC]/[E.D.G] am hereby declaring my map-TH2O- publically downloadable for your scrutiny,To do battle against the dark foes of Thieves, the grumpiness of Guards and the galloping Gerbils.
I have to tell you now, that the map is not complete! No!
There is still one more storey of the place left to do-But! It will be so grand as to take months to do-Therefore I am releasing the map.
[/fanfare]
So you may find problems to moan about-And remember!!! There ARE 31!!!! Secrets in this map. Also there are a few BSP holes left-BUT!!! THEY ARE NOT BAD!! they only happen if u get an odd line of sight or u stand up in vents (and anyone stupid enuf to do that deserves it Also remember that this map took TWO clans/guilds to make I kid you not- The map was started by [NAUC] and was finished by [E.D.G]
Well enjoy the map (downloaded from the below url) and pls tell ema bout any bugs u discover that the beta testers have missed And while talking about them for those who wont bother reading my maps credits- Thanks to all the insane Dev team members (well Mord went insane thx to my mapping questions ) Thanks to all [E.D.G] members both those both in the map credits and those I forgot- Loc , MasterThief3 , the few maniacs from CTG who fell for beta testing, ToB for hosting and some ppl I cant quite remember cos I dumped the buggy versions on so many ppl .As I said pls post any bugs you find in the map HERE in this thread-thx.
So here's the link: http://www.tearsofblood.com/maps.html
I did post this all yesterday but some mean ZIP OWNED Dalai went and changed the forums :(
[NAUC]-Not Another Unrealtorunament Clan
FixXxeR
11th Jan 2003, 08:26 AM
well, *sniff* *sniff*
after that wonderful speech, how can i not click on the link and download that map right away! :D
Bloody-Reaper
11th Jan 2003, 09:20 AM
*Cough* There's a bug in the installer *Cough*
(Wrong Ut folder set...)
[E.D.G]Chief
11th Jan 2003, 09:40 AM
aww no I made my installer at 3am and ive mucked up the spelling on where it installs :?
BrokenArts
11th Jan 2003, 09:55 AM
I had to extract the sound file with WinRar in order to get it to finally work right.
So far it looks interesting, will report my findings later. :thumb:
-=V12US=-
11th Jan 2003, 09:57 AM
Damn, thats one huge mountain... and what's up with the fishy guard?
[E.D.G]Chief
11th Jan 2003, 10:11 AM
that's not a fish- thats PhaeThorn- cant u recognise him? :P :cool:
PhaeThorn
11th Jan 2003, 10:15 AM
Chief]that's not a fish- thats PhaeThorn- cant u recognise him? :P :cool:
SHUT UP :joking:
Sneaky
11th Jan 2003, 10:17 AM
Chief]that's not a fish- thats PhaeThorn- cant u recognise him? :P :cool:
LOL!! :joking:
Stakhanov
11th Jan 2003, 10:19 AM
Is it a bad joke or what ?
After waiting for so long , hoping for something better than Aquatone , we only receive a noob boxy map. Chief , you badly need mapping tutorials...
Having standart cubic rooms doesn't mean they must be plain badly textured cubes with random furniture added. While the blue vats area is ok , the rest is plain ugly. Map is way too dark for playing , no immersion at all when you leave the vats sector (forest is terribly unrealistic too) and collision errors ; the doors are hard to open , too (you have to aim for the knob and hope it's oriented right) and at last , a useless room with stupid triggers hurting or killing you for no damn reason. I doubt it will make it for TH1.3 :roll:
Tankazz
11th Jan 2003, 10:29 AM
...Ouch, Stak =\
[E.D.G]Chief
11th Jan 2003, 10:44 AM
ok random furniture added wasnt actually what I wanted to do-the DEV team MADE me put it all in :( the doors are a 1.2 bug (not a map problem) forest USED to be realistic but sadly it cut down the fps so much that i was forced to fell it all(once again blame Lurox-I too dont really like the forest) Anyway it is my first map ever done in UEd and I dont see any maps that you made :P Q. how many water cleansing plants have u seen that havn't been boxy? Oh and are you running in software mode because I find the map exceptionally light!
DarkProject
11th Jan 2003, 11:00 AM
shouldn't this thread be in the mapping section?...ahhh hell..i guess more people come to general chat...i'll post my map here too ;). when you ask??? when i fix 2 FREAKIN BSP CRAP ERRORS!...and maybe lower some polys outside
[E.D.G]Chief
11th Jan 2003, 11:10 AM
oh yes forgot to mention something.......
PLEASE MAKE CONSTRUCTIVE CRITICISMS AND NOT!!! MAP BASHING POSTS!!!!
there I think that covers it.
[E.D.G]Chief
11th Jan 2003, 11:33 AM
ok the new installer (well just a zip with the files in it and a read me to tell u where to shove it err them :grin: ) will soon be uploaded to the ToB servers :cool:
DarkProject
11th Jan 2003, 11:39 AM
it's uploaded
ShadowThorn
11th Jan 2003, 11:41 AM
Good map! Very promising on the final release. Just a few things:
I think outside has to be completely redone. It shouldent be too hard, im thinkin thou that all the trees should go, and the thief spawn should all be close together in a DARK area (its damn bright outside) near the pipe that goes in. One time i spawned, and i had to run for like 7 minutes arround the mountian to the big pipe enterence. I know its not the sneaky way in but still, it takes a LONG time go get arround that bigass mountian! ALso, spawnrape could happen, its bright outside, and the trees cut up my framerates.
The insides look great. For us lesser users, try getting rid of the reflective water. that made my cpu cry.
One thing that was a problem for me (it might just be my videocard) is that after i turned out all the lights, it was too dark to see! I think it might be the ambient lighting, but everything was either pitch black or green. One time it took me like 5 minutes to get out of a room cuz i couldent see the door :joking:
One balance issue i forsee is that the bottom floors are either super bright, or super dark. SO basically, its either guard rape or thief rape. I think some wall mounted torches and stuff would help balence it out. That way if the lights are turned off it IS darker, but not pitch black. If the thieves wanna make it pitch black they should have to dig out those water arrows.
Anyways awesome! Id love to play it online, havent gotten the chance yet. Godspeed with your final release! :thumb:
BTW this guy kicks ass :bow:
[E.D.G]Chief
11th Jan 2003, 11:53 AM
and for all you wanting to play online Lord Lepburn's Water Cleansing Plant is now boarding at server Loc. All boarding cards please handed in on entry :wink: but seriously if you wanna come pls do :)
Dalai
11th Jan 2003, 12:00 PM
I had to extract the sound file with WinRar in order to get it to finally work right.
LOOK AT THIS, CHIEF!
WINRAR > YOU
SiLeNt_NiGhT
11th Jan 2003, 12:07 PM
Hey E.D.G.,
Sorry for posting this here but the thread has seemed to start here even though it probably should be in mapping. Here's a few ideas for ya to mull over or trash if you want. Anyway, Congrats on your new map! I know its hard work, (cause I'm slogging away at one - my first - myself.....so I'll try to be easy on you and somewhat constructive to the limits of my understanding of mapping, anyway....and still not appear to be falsely complimentary, Here goes:
1) Did you really want the cloud/sky level to be that low once a player reaches the top of the mount.? If so, fine, but you might want to experiment with the skybox a little more. Maybe enlargeing it vertically, keeping the Skybox info low so you get the feeling that the atmosphere is much higher than a walk up the hill, also, extend the side walls of the skybox further. Did you want the clouds to go that fast?
2) There's an incredible amount of lag I found, on this map. Haven't had time to check myself but did you zone your map at all? Large outside maps can be very laggy though, so I understand. I find the more walls or buildings you have blocking your view of 'distance' the better the frame rate p/sec. That applies to large indoor areas as well. But zoning is really important.
3) I kinda liked the bots going nuts when you alert them/shoot at them - tis a change from the slow response the traditional guard has to intruders.
4) Had trouble finding shadows in relation to lights and being lit up; might help to be a little more exacting with your lighting in relation to the dark areas and the lights themselves. (Did you intend to put all those lanterns in the vertical passages on the way down to where the water tanks are? Dont you want any torches or use any other type of lighting effects? Is your level properties lighting set at 4 or 5?
Anyhow, would like to write more but I've taken up enough space at the wrong thread already. Keep up the good work and Keep trying to improve on what you've done, don't throw this away or anything because you've put effort and time into it and it could grow into something really awesome as you get better at negotiating with Ued.
Good Luck!! :thumb: ( New maps are always appreciated, being both fun to explore and learn from, Thanks again!!!) :)
[E.D.G]Chief
11th Jan 2003, 12:25 PM
hehe thx SiLeNt-you just showed me half the things i forgot to do (tisk my memory) :wink: yes ST there is NO ambience light -its green or black-I guess I forgot about d3d people (i run in very light OGL) I had thought id got the level right for ghosters-HEY!!!! how did u work out how to turn the lights out :cry: :joking: ah well least someone managed it :cool: Does anyone else get lag outside-i perosnally dont, so I thought i'd cured the lag outside-so pls say that- Also for those after the pipeline in ill be kind and say its to the south east of the map, and u can go up to the tower and left and down to it (but it is dark) SiLeNt thx for pointing out the light properties (which are set to 6 :roll: ) i'd never have thought of that :D Yes i did want fast clouds-I admit I tried to slow them down but they refused to :erg: - well now i've replied u can waste more space writing other things you find down :grin:
Nachimir
11th Jan 2003, 01:17 PM
OK, Stak used derisive terms, but he has some points. "Constructive criticism" is always open to debate.
First, read these threads:
ONE (http://forums.beyondunreal.com/showthread.php?s=&threadid=97363)
TWO (http://forums.beyondunreal.com/showthread.php?s=&threadid=99813)
That's what happens when Beta testing goes wrong and you ignore every negative comment. You will attract cynics like flies, and they will take the piss out of you until you are dead.
The following will probably gut you. Listen, but don't let it destroy you. The constructive bit is at the end. A big part of most people's creative process is realising when things are going wrong, destroying it, then building something new that incorporates any good ideas they might have had.
First impressions:
Putting two files in two exe's in one zip is bloody annoying: I don't even have UT installed on C:, so it was more rigmarole than extracting individual files to my UT directory. So 1: You can't assume everyone uses the default, and 2: Even if you sent one .exe out that did all of the files, it's a bad way to install it: people don't know exactly what they're getting, and if it became accepted form then the custom user maps crowd would become trojan-keylog city. So just don't, ever. I see this has already been corrected.
The sky is moving at about a million miles an hour. Go to zoneinfo > zonelight and alter texture pan speeds.
Objectives are riddled with bad grammar, which isn't a good sign.
Exterior:
No amount of identical meshes arranged like this will look good or result in acceptable performance. This is UT, not 2K3, you just can't do forests well with it. All in all, the exterior looks like teletubby land. Also, I spawned with 100% visibility. Even if the guards can't get to the spawn, this is still awful.
Top of hill:
The colossal difference between the blandness of the hill then the small scale of the floorboard texture at the top make me feel about twice as big as my player actually is. I thought I was walking on a collision error 128uu above the wood floor. When I opened the trapdoor at the top of the hill, I couldn't even see where it went. As for buggy doors being the fault of the devs, that is.. incorrect. I'm making a map and have had no such problems. A general rule: Scaled down textures will make people feel taller.
Tunnels:
No fun. Lots of places to fall, and all ceilings, walls, and floors done in the same texture. No contrast in textures and lighting = BAD. Floating lanterns too.
Vat rooms:
I kind of gave up here when the FPS didn't rise at all, and shoved "ghost" on.
Architecture:
Your doorways are just holes cut in the walls, which is bad. Texturing is repetitive and bland. Thematically, the map seems to be a collection of very plain rooms with the label "Water cleansing Plant" applied to it; all of the furnishings and items just seem to be arbitrarily placed.
General:
Text triggers are also annoying when bumped into. A pretty text effect in the middle of the screen may well be lovely, but not when you're trying to play.
Performance all around the map is just dire. If you have a ninja rig, and this is still a bit laggy, that's a very bad sign. Mesh counts get up to 90 which is way too much, you also have an obscene amount of trigger lights running off the same trigger, meaning the interior can either be glaringly over-lit or pitch black. No good whatsoever for gameplay.
The Krall guard shouting at me in a Benny voice just made me go "What the fuck?!"; it makes no sense at all. A level with Kralls included as an NPC enemy of both guards and thieves might make some, but Muppet Kralls? No. You may as well throw Homer Simpson and Voltron guards in too.
Putting in 400+ blockalls to block one large window is awful. I can't even imagine why you might have done that, but a better alternative would be to use fewer and fiddle with the collision properties of each.
Novelty things like rat arenas will wear thin fast - IMO anything so frivolous detracts from the maps theme.
Lighting:
The rooms with vats look like flag bases (with unreal 1 visuals), your lights have the saturation far too low. This is commonly known as "Disco Lighting Syndrome". In the rest, the dynamic lighting is either "ON" or "OFF". Having all the interior lighting dynamic is just one of the things killing it.
The way it's implemented is bland, with no subtle shifts from light to dark, no well-defined patches of light and dark, no variations in brightness, and no colour contrasts.
The positive bit:
Try again. Your early maps will all most likely be rubbish. Because of your total involvement in their making, you will not be able to form any truly objective opinion on their merit. It may take a long time to get over this, but try.
Decide what maps you like, and why. Look at them and try to copy them. When you've tried to copy them, examine the other mappers lighting and architecture closely in the editor, and see if you were using a different method or not. If different, compare and evaluate both. Get some standard UT maps by Goldabar, Tonberry, DavidM, Akuma, and Ulukai, and give them a good look over in the game and the editor. Study them technically and aesthetically. More tech info than you can shake a stick at can be found on the Wiki (http://wiki.beyondunreal.com) (Though it's becoming more 2K3 oriented.)
It's a fact: Newbie mappers make crap and often think it's ninja. Ignoring negative feedback won't refute that. You wouldn't believe the amount of utter rubbish that has never made it off my hard drive, precisely because I listened to negative feedback and put forth honest efforts to improve.
Even then, some utter rubbish has, because I had testers who went "ooo, that's nice. Yeah, release that". Beta testers like that are ten a penny; nowadays I try to put time into finding people who can really run a map into the ground.
It's the only way to improve. As far as constructive criticism goes, demanding that someone come up with a positive alternative to every negative thing they see is ludicrous. It's the way british city councils get around objections made to new housing estates. It improves nothing. Please, grow thicker skin. I speak passionately about this because I know where it can descend to, and if I'd realised a bit of it when I'd just started mapping I would be a much better mapper than I currently am.
Read the threads linked at the top of this post, and consider where you want to go. If you only want to listen to positive comments, then no-one will take you seriously in the end. Hearken unto the example of AlexanderII.
Finally, use these commands to see performance data in a map:
stat fps
stat zone
stat mesh
stat occlusion
The wiki will tell you about them.
Salvage
11th Jan 2003, 01:39 PM
Hey Nachimir, check your PMs at TTLG.
Beowulf
11th Jan 2003, 02:33 PM
tearsofblood.com seems to be down atm. :(
nm: Now it loads up. :erm:
DarkProject
11th Jan 2003, 04:01 PM
tearsofblood.com seems to be down atm. :(
nm: Now it loads up. :erm:
it's down when i update ;)
i'm making my map a zip and rar version :)....because i can :)..maybe an ace also
Thebos
11th Jan 2003, 05:41 PM
Just downloaded the map. Did not work at first, but I figured it out.
The files we3re extracted on my C: drive, and extracted into the default UnrealTournament files on my C: drive. This would have been fine except I have Unreal on another partition. Since this path does not exist on my C: drive, it actually created these paths. After I mived the appropriate files to the correct directories, the map worked fine.
On a side note-The extraction fired up Unreal tournament, not theivery, automatically
Moral:
If you have problems with extraction, look for the following:
-New Unrealtournament Directories
-New Folders in the unrealtournament directory (check date)
Hope this helps someone who has been having problems
SiLeNt_NiGhT
11th Jan 2003, 06:01 PM
Hey Nachimir,
That was amazing! I sooo want you to put my map through the acid of your criticism... really, I mean it. (- when its finished....)
I'm sure I'll learn lots. (:stabbed: :) :thumb:)
Salvage
11th Jan 2003, 07:29 PM
This map is unplayable for me. I am able to run every other map released by anyone to date(and some that aren't released yet).
500 MHz Celeron
128 MB ram - PC100
Geforce 2 MX 32 MB DDR - Detonator 40 - d3d
Soundblaster PCI 128
Stakhanov
11th Jan 2003, 07:36 PM
Hey Nachimir, I sooo want you to put my map through the acid of your criticism...
We are still relatively kind and sensitive for now. Find someone at NaliCity to review it and feel the pain ! :roll:
LaughingRat
11th Jan 2003, 07:39 PM
Hey Nachimir,
That was amazing! I sooo want you to put my map through the acid of your criticism... really, I mean it. (- when its finished....)
I didn't think his critique was that acidic. He wasn't insulting, just ocmpletely honest. It was actually very encouraging, as he pointed out that there's a growth cycle that even the best mappers go through, and that this was part of it.
[E.D.G]Chief
11th Jan 2003, 08:36 PM
notice LR didnt say how good or bad the map was? That's cos one of CTG was a beta tester :grin: Anyway for now keep posting the bugs-so far the hill/sky/forest have been either fixed,deleted or made shorter in the next patch :thumb: and ur right NaliCity would be more painful :bj: <<<more painful than this tho? :wink:
LaughingRat
11th Jan 2003, 09:36 PM
Chief]notice LR didnt say how good or bad the map was? That's cos one of CTG was a beta tester
Actually, it's because I haven't had a chance to look at it myself yet. Expect a scathing review when I do. :twisted:
SiLeNt_NiGhT
12th Jan 2003, 12:26 AM
I don't know what it is about my posts... some people seem to take them the wrong way. Thats probably my fault (not enough, or better use of smilies I guess).
At the risk of sounding fascitious (spelling?) I was entirely sincere when I said what I said to Nachimir. I thoroughly admired what he'd suggested to EDGChief earlier in this post. And I meant what I said when I said I'd like him to criticise my map.....and yes, acidically....I don't see this as negative. I was trying to be metaphorical not insulting. The "acid" of criticism burning the chaff from the wheat, idea?... If I offended you Nach I totally apologise. I was just hoping that one day I could rely on some clear constructive criticism on my map, not just some, "dat sux" post...with no explanation. Your clearly someone who could provide that (Nach), as you've demonstrated. Stakhanov, I take it your post was intended as a wry suggestion (or have I misinterpreted that too?) If you meant that sincerely then yes, I'll take your advice....but if not then, what??!
LR, your a very reasonable person. You seem to have taken my post in a similar way. Could you explain WHAT I SAID!!!?...that got me into hot water here?
Thanx :? :)
LaughingRat
12th Jan 2003, 01:35 AM
I don't think you're in "hot water" here. I certainly wasn't offended by your post. I was just pointing out that "acrid (http://www.m-w.com/cgi-bin/dictionary?va=acrid)" usually has a more negative meaning in the context you used it than would be true of Nachimir's post. See also "caustic (http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=caustic)".
Nachimir
12th Jan 2003, 04:45 AM
Hey, no worries Silent Night. I wasn't offended at all. I was told in other places that I'm far too harsh, so I toned it down a bit in the last six months... :)
I'm always glad to beta test maps when I have the time, but I warn you I'm not a very prolific or experienced theivery player.
One thing I forgot to mention with H20 is that 18 AIs are a major hit to FPS too.
Beowulf
12th Jan 2003, 07:03 AM
Is it a bad joke or what ? [...] a useless room with stupid triggers hurting or killing you for no damn reason. I doubt it will make it for TH1.3 :roll:
He's got a point there. Those triggers are quite stupid IMO, too.
[E.D.G]Chief
12th Jan 2003, 07:46 AM
:lol: beowulf I thought it was fun watching you kill yourself off in the server last night :P Anyway some people like the triggers others hate them so if you hate them dont use them :grin: Oh and stak likes one of the triggers now :grin:
oh and btw 18 ai is nothing to someone elses map coming out soon :grin: and he wonders why the fps is so low....... :D
SiLeNt_NiGhT
12th Jan 2003, 11:34 AM
Thanks guys!! ( Phew!! ...as I wipe the sweat from my brow :wink: )
(actually, LR, it was 'a c i d i c' not 'a c r i d' but your right, 'caustic' might have been a better choice. :wink: :thumb: ( :lol: )
Buho
12th Jan 2003, 11:17 PM
Ok, I don't want to sound like an asshole, because I'm rarely called that.
I absolutely hated that map! I wasted 65 minutes on that thing. Where do I begin?
Mapping, texturing was all mentioned and I agree.
AI. I turned the guard's inteligence down to Benny the second time I played. This is what I saw: no difference. AI lunge at me at 4x normal speeds, have superman hearing, godlike accuracy, and are nearly impossible to kill (8-15 bolts to kill?), spot you instantly, that alien dude, I couldn't kill at all. I summoned a sniper rifle, put 10 rounds thru him, and eventually summoned the redeemer -- finally! I couldn't find a light switch. That place was uber bright with no place to hide. Mad Gerbil will loooove this map!
I found a few switches, but when I turned them, they blew up and I died.
I went into the water tower at the top of the hill. Apparently it teleports you to one of three or four spots on the map. Many times I was teleported to an enclosed room with two huge monsters that kill with one swipe of their hand. Sometimes I will teleport into a room filled with robots. Thankfully, they were not active. I didn't open the trap door at the top of the hill. Does that go anywhere?
The hill is frikkin too big and takes toooo loooong to get to the top or to the pipe. Plus it's too bright. I like the forest idea, and it was kinda cool to walk around in. Like the mushrooms.
I like the vat room and the lighting in there. Too much steel for a thief, tho.
Loot requirements are INSANE. I found and lockpicked the cabinet with vases. A spider lunged at me from inside. Luckilly I had god mode on and I shot it with my redeemer. (At that point, I was really pissed.
Here's something laughable. Objectives say I need 7000 loot. I pressed F2 and found that the map only contains 6940 loot!
It seemed like every time I thought I was holding my own and not dying, the map will laugh at me with something nasty. These comments aren't coming from a noob.
Ok. I'm cooling down now. :?
Chief, this is true that this is your first map. And I know it's nowhere near completed, so I'll stop judging it as if it were. No doubt mine would be worse (I love to tinker with scripting and would be inclined to make a map that's even more of a hodgepodge of ideas -- BTW, love the shrooms!). Good luck, and I hope the final turns out to be awesome.
MrEricSir
13th Jan 2003, 12:45 AM
This map feels far too much like a Deathmatch map, not a UT map. It just doesn't fit the theme, and having monsters all over the damn place doesn't make a damn bit of sense. Of course, I spawned a redemer and killed them, but that's no fun, really.
[E.D.G]Chief
13th Jan 2003, 08:13 AM
Buho- hmmm I have to admit some of the things you discovered i've never seen happen- the guards seeing in shadows for one- they shouldn't be able to do that :erg: yes the trapdoor is the MAIN way in (other than pipe) the teleports which u described were just a bit of a joke, those 2 monsters are stone titans who like to play rough :P Alien dude as you call him will take 15 arrows to kill. The hill is now about 75% smaller for thieves to climb (in the next patch) so that won't be a problem (it's now gonna have to be called Lepburn's Lump :grin: ) i'll be editing the textures at some point- but I'm not sure what i'll replace the metal floors with (i take it thats what you really meant by too much metal).
Ok I admit the loot requirements are *cough* a bit excessive :D but i'll also be fixing them- As for the cute little spider :wink: Lord Lepburn doesnt want some benny of a thief stealing his vases :P The map has been designed for team work, not solo gameplay as THIEVERY IS MEANT TO BE TEAM BASED which is why as you put it "the map has something new to throw at you" people have managed to complete the map solo it just takes time patience, and good luck :cool:
This map feels far too much like a Deathmatch map, not a UT map.
I dont suppose summoning a redeemer helped make it anymore TuT like either :wink: but seriously in what way do you feel it's more DM- because I was aiming it as anti DM :| (aka anti MG :grin: ) anyway as I said before the more negative and positive (tho i prefer more positive :wink: ) the more I can change to make it better. [/quote]
MrEricSir
13th Jan 2003, 09:38 AM
This map feels far too much like a Deathmatch map, not a UT map.
I dont suppose summoning a redeemer helped make it anymore TuT like either :wink: but seriously in what way do you feel it's more DM- because I was aiming it as anti DM :| (aka anti MG :grin: ) anyway as I said before the more negative and positive (tho i prefer more positive :wink: ) the more I can change to make it better. [/quote]
There are three major no-nos: Large open spaces with few shadows, monsters popping out at you, and firebolt-spamming AI.
Also, one more minor complaint: the sounds that the basketball make don't really make any sense for a basketball.
[E.D.G]Chief
13th Jan 2003, 10:15 AM
hehe only 2 firebolt spam-though admittedly most guards have infinite bolts therefore........ :cool:
As to the basketball all complaints to ElJoelio for using gib sounds- I honestly did try to correct them but the scripting prog i needed to use (UCC) refuses to work on my comp- if it's any consolation the bots used to attack the bball cos of the sound it made :lol:
Monsters popping out at you- errm if ur silly enuf to go chucking urself in the titan teleports you really do deserve what you get :P other than that alot of tut maps have spiders, and the kraal was just for fun-he is more stupid than most of the other bots (but he is a better shot than he should be- that Phae-cant trust him :grin: )
Mordengaard
13th Jan 2003, 01:41 PM
http://yhared.sytes.net/byebyeh2o.jpg
(Well, everyone else was being constructive, so I figured I could have a bit of fun).
Buho
14th Jan 2003, 07:53 AM
Hehe. Try SHIFT+DELETE. That skips the Recycle bin entirely and vaporizes it!
Aggamemnon
14th Jan 2003, 08:34 AM
I played and tested the map and sorry but ANYONE who had to use anything that wasnt granted in thievery to complete the map is pathetic imo because i managed it with about 4 (two deaths thx to chief asking me to test his traps)of the 11 just on the first try of the map (fast crazy flash resistant ai and all) lives left and could beat down the alien with just a bow.
As for the map i already gave my views to chief and hopefully he will sort some of the things wrong with it, yes he is new at it and yes there a lot of things going against it, but until we get mrre maps im prepared to give this one its due..... i also like the effect on the sky, its a lot better than some lightingeffects on other maps, (epilepsy warnings abound) Hmm think i should show this..... (after an upload)
http://www.aggamemnon.pwp.blueyonder.co.uk/images/th2o-battle.jpg
took me 3 lives (as can be seen) to get rid of the monster and his ai friends, a not on that though since the shell of the monster jsut stopped animating (likely as it hasnt got a fall anim) so it stays like a statue after death :P :lol:
LaughingRat
14th Jan 2003, 09:12 AM
its a lot better than some lightingeffects on other maps, (epilepsy warnings abound) Hmm think i should show this..... (after an upload)
I SWEAR to you Agg, it wasn't doing that when I played through it offline!! I was just trying to do something different for practice!!
Aggamemnon
14th Jan 2003, 10:27 AM
Chief and others confirmed it doesnt (havent played it although i like the map layout)
LaughingRat
14th Jan 2003, 11:13 AM
Chief and others confirmed it doesnt (havent played it although i like the map layout)
Seems the seizure inducing strobe-lightning is an effect of online play, then.
MrEricSir
14th Jan 2003, 11:25 AM
Chief]Monsters popping out at you- errm if ur silly enuf to go chucking urself in the titan teleports you really do deserve what you get :P other than that alot of tut maps have spiders, and the kraal was just for fun-he is more stupid than most of the other bots (but he is a better shot than he should be- that Phae-cant trust him :grin: )
Titan teleports? No, I just walked down a flight of stairs and a monster ran out at me. :(
[E.D.G]Chief
14th Jan 2003, 12:59 PM
what monster? the kraal (phaephonix) because other than 2 spiders thats the only monster ON the map (titans are OFF the map) :) and maybe u alerted him somehow-making noises etc :P :shoot: :chase:
Buho
14th Jan 2003, 01:34 PM
I never got the trap door to open, and the first time I played, I didn't see any drain pipe, so I kept going up and up. Eventually, I jumped into the water bowl at the very top and I found that it's a teleporter to varous spots on the map. Try it. You'll laaaaaaugh when you find the uber monsters. They kill faster than a second, too short notice for even my reflexes to chuck an invisi potion. So, that map is beatable without cheats on solo? I guess multiplayer would work better, if five thieves donated thier invisi potions and then acted as a distraction for the 6th thief to clean up.
[E.D.G]Chief
14th Jan 2003, 04:30 PM
hehe yeah people can win solo (and only DM the Phaephonix) and invis wouldnt ave done u much good-those unreal animals see u if ur invis :grin: Trap door u have to get spot on for the centre of it before u get the door icon and then lockpick :)
DarkProject
14th Jan 2003, 05:51 PM
i had godon so i jumped in and i fell with the monsters..that made me mad.... i slashed them with mace and sword for 15 min and they didn't die so i said screw it and went to finish my map :P
[E.D.G]Chief
14th Jan 2003, 06:16 PM
:eek: :lol: :lol: :lol: Only takes me 5mins with a mace to kill each titan- n00b to titan maceing? :P :wink:
Buho
10th Sep 2004, 11:53 AM
God I hate this map. Why is it still on my computer? Yes, I've warmed up Thievery again after so many months on the shelf.
-=V12US=-
10th Sep 2004, 12:21 PM
Err, needed to bump a 1.5 year old thread for that?
Radamanthus
10th Sep 2004, 01:57 PM
Neh- Crow- Man -sir?
I think it was an "i'm back to thievery" post, and an interesting way to bring attention on a map he dislikes. It HAD promise, but it seemed a little 'hokey'. More atmosphere.
BrokenArts
10th Sep 2004, 02:04 PM
Ummm, no point in bumping this *OLD* thread aye? Just to say you dislike the map.
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