GG: Tournament Map Playtest!

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Need Your Help With Testing, even just looking!


Click to visit GGT_01_PublicPlaytest_v2 map page

This is a public release of the first in a series of 5 Maps designed for the Gun Game: Tournament currently in Development. You can see and download the mod here: CageMonkey.org This release is strictly to receive feedback from as many people as possible on the map itself. Please provide thoughts on: Layout Size Performance Gameplay and anything else you can think of. The textures atm are Standard Dev at the moment but they will be tweaked for final release. quick view of the 3 main used in 01 02 03 Feel free to comment in this thread or in the map submission itself. I am just trying to promote the map and the mod to get as much feedback as we can to make this another wonderful mod to play on servers. Lost,

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  • 10y
    LuntiX avatar
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    Must test...No...Geforce 2...Crappy...But...I...Need...To...Test...

    I might give it a try if my geforce 2 allows me.
    The Last Man Standing
  • 10y
    Crazypip666 avatar
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    I will download this and give it a run through tonight.
    BAD WOLF avatar
    Mantra
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  • 10y
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    Posted by LuntiX

    Must test...No...Geforce 2...Crappy...But...I...Need...To...Test...

    I might give it a try if my geforce 2 allows me.


    I am surprised your geforce 2 even allows you to view your signature,
    <3 <3 <3 avatar
    Mantra
    <3 <3 <3
  • 10y
    Rootbeerz avatar
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    I'll test it tomorrow before or after school. It looks very nice though.
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    Mantra
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  • 10y
    LuntiX avatar
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    Posted by kat_fish

    Posted by LuntiX

    Must test...No...Geforce 2...Crappy...But...I...Need...To...Test...

    I might give it a try if my geforce 2 allows me.


    I am surprised your geforce 2 even allows you to view your signature,

    The geforce 2 is a mysterious force. Trust me. I was able to play Battlefield Vietnam on High with no lag :O
    The Last Man Standing
  • 10y
    Logan Dougall avatar
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    Logan Dougall avatar
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    The reason for the Dev texture base is to allow those running versions of casy's config to gain the best performance out of the map as possible. Should just be solid colors in the end with all the maxed out settings for those configs.

    So even with older model video cards performance should still be acceptable. Thats the whole point of a public test is to get these specs back to me.

    Anyways, I'm off to work right now so I'll respond to all posts etc in the morning when I get back,
    Lost,
    ÜberStylers {...} ~/clubs/1947
  • 10y
    LuntiX avatar
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    The map ran smoothly. I found no issues with it. I did spend 10 minutes trying to break the glass :( I didn't notice any major issues but I did notice one thing that bugged me. (See Screenshot). That's the left side of the bridge from T Spawn.

    The Last Man Standing
  • 10y
    Anthrax15 avatar
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    That looks amazing.
    Mantra
    "I love me some britches"
  • 10y
    Logan Dougall avatar
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    Posted by LuntiX

    The map ran smoothly. I found no issues with it. I did spend 10 minutes trying to break the glass :( I didn't notice any major issues but I did notice one thing that bugged me. (See Screenshot). That's the left side of the bridge from T Spawn.

    *IMG*


    Thanks, I didn't notice the overlapping brush there before, thats a quick and easy fix. Sometimes I forgot to indent things now and again.
    ÜberStylers {...} ~/clubs/1947
  • 10y
    LuntiX avatar
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    Yeah. That happens to me too sometimes when I map. It get's quite annoying when you keep swapping textures :(
    The Last Man Standing
  • 10y
    $carface avatar
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    This looks awesome lost. I'll download soon. This needs to be on the farm when you're done!
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    Mantra
    Supah Mawdaratah!
  • 10y
    Logan Dougall avatar
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    I shall have another version out hopefully either tonight or I'll upload it tomorrow morning when I get off work. Either way I'm going to bed right now but heres a quick overview of things I did:
  • Overall Lighting Increased
  • lighting sources final on outer ramps but still spammed defaults for main floor.
  • Outer main Floor modified to be more "open".
  • Glass is now breakable 300-500-300 health across the bridge.
  • Overlapping Textures fixed.
  • Upper floors no longer can be used to "Hide" and draw out rounds ( you'll see heh ).
  • Access to run across main channel to switch sides easily/Initial sniper cover for mid before smoke.
  • Texture Repair on fences 50% complete.
  • Texture scheme for final Decided but will NOT be included in the download, but I will show a screenshot here.


  • Once again I would like to thank you guys for taking time to give some actual feedback on this, its a pretty important project for myself and in the end effects many others so I would like to get this right.

    Stay tuned and I may have it out tonight hopefully,
    Lost,
    ÜberStylers {...} ~/clubs/1947
  • 10y
    Rufus avatar
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    Add some textures plaase and I will consider it as a worthy map.
    Now I didn't read these hole thread, are you planning on adding textures?
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    Mantra
    Facepunch sucks
  • 10y
    Logan Dougall avatar
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    Posted by Rufus

    Add some textures plaase and I will consider it as a worthy map.


    I've already stated that they have been decided as modified Dev textures. That simply cannot change due to the nature of the mod and the players who it will be for.

    No stock Valve textures will be used. Dev or otherwise.
    ÜberStylers {...} ~/clubs/1947
  • 10y
    LuntiX avatar
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    Yay! The glass is breakable now. You have no idea how long I spent trying to break it :(
    The Last Man Standing
  • 10y
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    Newer version is up, this is my first public foray into the input/output system. I hope that this will help with the anti-camping that would occur on these upper levels if their position is broadcasted to everyone by the opening and closing shutters from proximity. I am hoping to include some other triggerable events to help speed up locating the enemy and engaging.

    Feel free to bug test or give thoughts on the new gameplay and content, its always in a state of flux until a final result is achieved.
    ÜberStylers {...} ~/clubs/1947
  • 10y
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    Aside from some texture alignment issues the map looks pretty good. I noticed that the lighting on the thing at the bottom of the first picture is messed up because it is two separate func_details next to each other. Also if you look at the gray thing on the wall in that same picture you can see that it is not centered. I assume since you made the trigger for the shutters go all the way to the hiding place at the end of the tunnel you want them to stay up as an indication that there is someone in there. I believe the second screenshot speaks for itself. If you want me to show you how to avoid it just ask. I was also wondering if those shutters are func_rotating or func_door_rotating.



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    Mantra
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  • 10y
    Logan Dougall avatar
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    Hahaha, Nice second picture, Yea its a func_door_rotating. Nothing to fancy and I found it easier to use than the other system I tried. And about the centered objects I'll get onto that later tonight along with the rest of the list. Things people do point out, even tiny ones I do take care of it. The person I rely on for my main testing stuff is currently moving over to Ottawa.

    I will be moving several other objects back to world data once I'm ready to start with the optimization of the entire thing. right now most of it is func_detail just to speed up vvis as I still want to run it to get a basic idea of bad spots.
    ÜberStylers {...} ~/clubs/1947
  • 10y
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    Do you want me to explain how to avoid that, or are you okay with letting people do that?
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    Mantra
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  • 10y
    Logan Dougall avatar
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    Sadly, this is my last update here for a few days, Have to go pick up my girl now and not gonna have the time to really work on this until the weekend or later,

    But here some screenshots of the lighting styles I'm starting to play with, I need to add in the rest of my sources to brighten up the area and still create a new skybox texture and 3d skybox texture. I will also be including Crazypips fix to the error he discovered in my coding, which on my first attempt at I/O is not all that surprising.







    This is only the start of the textures I'm adding, I have a few new Dev category's to add here. And because I've got everything layered and templated via photoshop psd files, changing things is a snap. I enjoy making psd templates for just about anything.

    Still, from the shots you can see some content I added, let me know what you think of that addition if you don't mind, Sadly no playable version of this map for about a week. you'll just have to wait till then.
    Talk to you all in 4/5 days, or if I can 2 mins lol.
    Lost,
    ÜberStylers {...} ~/clubs/1947
  • 10y
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    Very good, the two browns go well with each other. Though I think your dark grey colour should be a little lighter, only slightly though. Also, if the glass is breakable, can you add some additional supports, just a cross in order to provide a means of still transversing the bridge, but of course harder to do without the glss.
    Will map for food. avatar
    Mantra
    Will map for food.
  • 10y
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    Almost remeniscent of quake 3. My only complaint (with the new shots) is the dark textures, I've always found that midrange to light textures are best for visibility, otherwise its unfairly balanced to the favor of CT's (all dark clothing), whereas T's are more than visible on almost all surfaces.
    yeeeeeeeeeeeeah boiiiiiiiiiiii avatar
    Mantra
    yeeeeeeeeeeeeah boiiiiiiiiiiii
  • 10y
    Logan Dougall avatar
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    The lighting is only initial, I still have quite a lot to add to this one before I even think of it being complete. I will also be trying out some texlights as well, see if I can get those working correctly as well.

    Of course since I've had some extended time away from the computer I quite liked the relaxing atmosphere, and also due to some steam problem I won't be working on the construction side of things for a bit but texture wise I really never stop.

    I have several full out templates already created for new Dev categories and others being fleshed out for later..

    still, I should have another playtest out once hammer is done screwing around, it will however have standard dev textures on it as I am still wary about ppl ripping my things.
    ÜberStylers {...} ~/clubs/1947
  • 10y
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    The Steam issue with the SDK has been fixed if that's what you're talking about. Have you had time to implement my fix for the shutters yet? If so does it work for you?
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    Mantra
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  • 10y
    Logan Dougall avatar
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    Shutters Fixed, Lighting increased in a few places, still not quite done I'm afraid, have quite a bit to go before its where it should be. Randomized steam effects have been added to the mid section. Decals have been implemented in several places but not done with the creation of a few more for the main playareas.

    Outer walls still require more work done to them and lightsources created etc.







    A playtest version of this map is available yes, but the rar is passworded and will be given out to people I trust for their opinions and not to rip textures obviously. But if interested in running about on it feel free to ask and I'll consider it.

    Rarfile
    ÜberStylers {...} ~/clubs/1947
  • 10y
    Suckage avatar
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    Hm, I could give a try at the map. PM me the password if you feel like it. Don't worry, I won't be stealing textures and so on :P I'm not even a mapper.
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  • 10y
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    Hmm, can you change the textures? They don't fit :/
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    Oh hai.
  • 9y
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    I wouldn't mind testing this- is there a server its on which I could take a look at it on. It looks amazing- nice one Lost :)

    Of course, don't feel pressured in the slightest to let me test it.
    The shape that lives.

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