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Re: Small fixes to existing maps | #21 | ||
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Yup I can see it and post in it now.
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Re: Small fixes to existing maps | #22 | ||
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High Command: Fixed two floor tiles in buildings, plus some outside where the grass and mud didn't meet properly.
Genesis: fixes to floortiles outside some of blue's buildings. The Cage: floor tile in amongst cannister buildings. Suburbia: fixed grassy patch inside building nr bottom. This map has swapped pavement for floors inside buildings and destructable building floor tiles for pavement... not sure if this is deliberate or if Debaser didn't know which was which - should we change them to match most other maps? |
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Re: Small fixes to existing maps | #23 | ||
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Re: Small fixes to existing maps | #24 | ||
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I've done some major floor pattern check on Phaze, and found it guilty for plenty of flawed floors. I know that some I changed were possibly intended so, or perhaps even most, but sure as hell there were many of those mistakes that weren't intended.
There were many, many slips in the grass where there just seemed to be a sand/grass tile missing, and be plaing grass tile instead. There were couple of those extra grass to sand tiles too, that just didn't fit into the picture. Some asphalt concerning changes were made too. Couple of curves were clearly in a way that differed from the general style, and those had a flaw-ish look on them. Couple of mixups with pavement and asphalt in the map too. Mainly found such in the leftmost building (for example the long rows of damage pattern, and under those machine thingies). One thing, that disturbs me a lot too, was left unchanged. That is the floor pattern of those blue frontal buildings. They seem to have "randomized" floor patterns on them, but it has failed some what. I presume they should have floors like the one in the left has, but the work has been left unfinished. My dilemma was, that they looked so very strange, that I didn't know how to change them in a manner that would keep their general look. The randomed military corner "shower" floor in green's area in that boxie thingy was changed to slightly different too. I didn't save the changes yet, as they might be too radical, so I wish you to check them out and see what are good and what are not in my changes. (no walls or objects were changed from your check, Tharg) h1.ripway.com/Mr%20Cartier/Phaze.map .ara Edit: updated the phaze files, link on .map wasn't working, so copy the url manually to your address bar. |
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Re: Small fixes to existing maps | #25 | ||
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I tried to have a look, but my client keeps crashing (only with Phaze). Dunno what that could be about, any ideas?
Edit : Hmm, working now. Dunno what it was, but when clicking the .map link from Firefox it tried to save it as a text file, while keeping the .map extension. An the link didn't 'grey out' like it should when it has been visited. From IE it has worked fine though. Edit 2 to come shortly with an opinion. Edit 2 : Personally I agree with all of your changes; I think they make the map better (to keep with what you are doing you might want to check the floor tile at (58,12) too). I decided to limit myself with what I am currently fixing to some of the worst types of mistakes so that I could progress through the list resasonably quickly, but I am certainly not against other map mods looking at the maps in more detail and making further fixes. Are the changes too radical, though? Difficult to say. None of the changes alter the way the map plays, but they could be said to be a matter of taste. Perhaps we should use Phaze as a test map, and put a poll with both sets of files in the Polls forum (to get more votes than using just the Maps forum). We could use the result of this poll as an indicator of how far we can go with other maps in future (of course stating that this is the intention in the poll too). |
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Re: Small fixes to existing maps | #26 | ||
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I agree, a poll about it would be nice, as it would set us some sort of limits to work within.
ps. Thanks for that part under the boxes, missed that bit. It's fixed in my client now, and will upload it tomorrow (over 2 am in here atm, seriously time for bed) |
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Re: Small fixes to existing maps | #27 | ||
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Re: Small fixes to existing maps | #28 | ||
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Hey moderator guys- don`t know if this forum is supposed to be public but let`s have total transparency of the mapcave even if we can`t post ok?
If you bash maps, I think it is helpful for this to be public so the map submitter and everyone can read your thoughts. It will improve the quality of maps that are submitted for the pool, allow us to see you`re doing a good and balanced job of reviewing and maintaining the maps, and allow us all to appreciate your contribution. IMO, you don`t need to be "kind" with submitted maps, you need to be honest, so long as you`re focusing on the map rather then bashing the person who has submitted a poor one ... a public forum helps keep this in check! Just a thought... ![]() |
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Re: Small fixes to existing maps | #29 | ||
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...I think it'd be nice to have a post for each map that's undergoing testing, with wholegames available, and invite comment from all members of the community.
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Re: Small fixes to existing maps | #30 | ||
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Okay, should I put the changes on Phaze into use now or not. It's not like changing the whole map or anything...
In the same time Burr wood could be added into random too. |
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Re: Small fixes to existing maps | #31 | ||
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Re: Small fixes to existing maps | #32 | ||
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There wasn't any dirt that jumped my eye, you sure it wasn't just some battle damage?
I did locate some industrial warning floor pattern in wrong place, tho. (also randomized some grass) Fix uploaded. |
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Re: Small fixes to existing maps | #33 | ||
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quarantine - tile near the middle should be grass. visible in 2D
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Re: Small fixes to existing maps | #34 | ||
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Re: Small fixes to existing maps | #35 | ||
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I know it's been mentioned somewhere before, but I've got a game on Robin Hood and there's a patch of trees, the ones that are just edging into the green deployment zone, where one floor tile is just black - only really visible on 2d.
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Re: Small fixes to existing maps | #36 | ||
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Re: Small fixes to existing maps | #37 | ||
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Re: Small fixes to existing maps | #38 | ||
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(and maybe a couple of other corners) |
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Re: Small fixes to existing maps | #39 | ||
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Re: Small fixes to existing maps | #40 | ||
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As a very small fix on Car Park, in the green deploy there is a destructible building inside the indestructible area. On plan view you can see the floor tiles under those factory things are wrong. I hope this makes sense... I don't know how to do a piccie like stx did... it would have been much easier than trying to explain, and probably much easier for you to see what I'm going on about.... *sigh*
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