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] The CrystalMine 3 [
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UT Name: Terraniux UT Since: 1999
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PostPosted: Wed Apr 06, 2011 5:29 pm
PostPost subject:No icon Re: ] The CrystalMine 3 [
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PostPosted: Sun Apr 10, 2011 11:27 pm
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PostPosted: Mon Apr 11, 2011 9:34 pm
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The last few pics start to look good. Some of the rooms in the previous page look to cubical in my opinion.

Please mind to cut up surfaces (e.g. walls, ceilings, the tubular mining halls), if it's too large and you don't want to loose yourself in repeating detail use proportional windows like in CrystalMine2.

Some irregularities and structural support in a mine would be nice (and probably a good BSP challenge), this looks like a TBM was used.
In the last picture you used some pillars you could make the room higher and add some support for the roof  there. Use the z-axis, not only for the floor but also for the roof (and gameplay ofc). Otherwise it looks good.

Design of the ceremonial chamber floorplan and the crystal monument thingy look nice,


The best way to kill skaarj is to flak it while it leaps towards you.
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PostPosted: Wed Apr 13, 2011 10:25 am
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rork wrote (View Post):
The last few pics start to look good. Some of the rooms in the previous page look to cubical in my opinion.

Please mind to cut up surfaces (e.g. walls, ceilings, the tubular mining halls), if it's too large and you don't want to loose yourself in repeating detail use proportional windows like in CrystalMine2.

Some irregularities and structural support in a mine would be nice (and probably a good BSP challenge), this looks like a TBM was used.
In the last picture you used some pillars you could make the room higher and add some support for the roof  there. Use the z-axis, not only for the floor but also for the roof (and gameplay ofc). Otherwise it looks good.

Design of the ceremonial chamber floorplan and the crystal monument thingy look nice,
 


Ok thanks, I will change some parts then.
Progress 95% till first beta
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PostPosted: Wed Apr 13, 2011 8:01 pm
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Terraniux wrote (View Post):
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This part is no more. I decided to use this part in another map.
Sorry if you liked the screenshot.
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PostPosted: Mon Apr 18, 2011 3:02 am
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PostPosted: Mon Apr 18, 2011 10:30 am
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POTS wrote (View Post):
Terra just a couple of things I'd like to point out before you release the map:

First: please do not use Coronas as primary light source to reveal hidden spots, secret paths and so on. Many players have both Coronas and Volumetric Lighting disabled to enhance the game performance so those areas will look totally dark to them. I'm thinking of that secret redeemer in MH-AdventureNight where you have to fight the pupae boss for example.
Don't forget you can always add Searchlights/Flashlights as an extra-aid.

Second: no more redeemers and amps hidden everywhere. A secret is fine and nice, but many redeemers and amplifiers can ruin the gameplay and make the maps unbalanced.
An example: the redeemer hidden in a crate in your CrystalMine2 map: if a player manages to get it, there are like 30 skaarjs ahead he/she can easily kill with one shot and get 30k points or so.

Just my opinion though and hope it helps, keep up the good work.  Wink
 


I hate flashlights somehow, you can not turn them on/off in MH.  I prefer to make everything a bit darker to make everything a bit more exciting. Not  dark as SkaarjDungeon.
And yes, I think I placed to much deemers and power ups in my maps  Rolling Eyes I will work on it.
Thanks for input so far. CrystalMine 3 is still 95%.
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PostPosted: Mon Apr 18, 2011 10:52 am
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Perhaps I should make a second video, instead of posting 10 screenshots.
What do you guys want for the final release some screens or a video? (or both?)
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PostPosted: Mon Apr 18, 2011 1:39 pm
PostPost subject:No icon Re: ] The CrystalMine 3 [
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Terraniux wrote (View Post):
POTS wrote (View Post):
Terra just a couple of things I'd like to point out before you release the map:

First: please do not use Coronas as primary light source to reveal hidden spots, secret paths and so on. Many players have both Coronas and Volumetric Lighting disabled to enhance the game performance so those areas will look totally dark to them. I'm thinking of that secret redeemer in MH-AdventureNight where you have to fight the pupae boss for example.
Don't forget you can always add Searchlights/Flashlights as an extra-aid.

Second: no more redeemers and amps hidden everywhere. A secret is fine and nice, but many redeemers and amplifiers can ruin the gameplay and make the maps unbalanced.
An example: the redeemer hidden in a crate in your CrystalMine2 map: if a player manages to get it, there are like 30 skaarjs ahead he/she can easily kill with one shot and get 30k points or so.

Just my opinion though and hope it helps, keep up the good work.  Wink
 


I hate flashlights somehow, you can not turn them on/off in MH.  I prefer to make everything a bit darker to make everything a bit more exciting. Not  dark as SkaarjDungeon.
And yes, I think I placed to much deemers and power ups in my maps  Rolling Eyes I will work on it.
Thanks for input so far. CrystalMine 3 is still 95%.
 


I agree with pots, the deemers are a bit unfair - it always ends with everyone rushing for them and the lucky one can get all the score. Other idea if you make a short BT - like on godz maps for example, and  put the deemer at the end of it.  Smile
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PostPosted: Mon Apr 18, 2011 2:44 pm
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Other idea if you make a short BT - like on godz maps for example, and  put the deemer at the end of it.


hm.... yes. That is actually also an option. Some caves with deep pits and holes, broken statues and pillars.
Excellent situation for my 'surprise' traps.
hmmmmmmm...... interesting.
Let's do it.  Twisted Evil

Keep posting Ideas ppl! : )
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PostPosted: Tue Apr 19, 2011 1:13 am
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PostPosted: Tue Apr 19, 2011 2:15 pm
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hm.............. yes also very interesting......
"The miners placed several tnt packs to discover new caves and crystals..... but suddenly they discover an ancient temple....."

hmm.....  good ideas, very nice....  Twisted Evil muahahahahahahaaaa Twisted Evil
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PostPosted: Tue Apr 19, 2011 7:00 pm
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Well, as I said before, I make 2 versions. A normal primary editon and a special editon.
Perhaps I should put all these nice things(the ideas from the users) in the special editon..... because the normal version is already quite huge.. a low end pc can barely play it.
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PostPosted: Thu Apr 21, 2011 5:57 am
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As rork said there's a nice atmosphere on your screens but it would be so much better with z-axis, especially with multiple floors.
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PostPosted: Sun May 01, 2011 12:35 am
PostPost subject:No icon Re: ] The CrystalMine 3 [ - completed -
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Beta completed! See first post.
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PostPosted: Sun May 01, 2011 8:51 am
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It's on test server.

I gave it a go already. The only bug I found is that the spawn teleporter to point B2 has no destination once activated.

Will do an in depth review later.
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PostPosted: Sun May 01, 2011 1:55 pm
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I have also tested it and your right, other than that the maps runs smooth. : )
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PostPosted: Sun May 01, 2011 3:14 pm
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Before I'm going to give some suggestions and little bugs I found I'll start with something else.
First of all I liked the gameplay of this Crystalmine more then the others, even if others might have looked better in some ways this one was more fun to play imo.
Secondly the Boat ride was nice, really liked it.
And the third compliment was for the end cave, gj on that.
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Now over to the bugs/suggestions;
The ''research'' part with the piece out of the wall just after start had this small bug;
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You can't see it well on the picture but in game I did.

Then the button in the same part isn't going the right way as you'll see;
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(Also can push it more times then one, wasn't your intention I think)

Front door has nice trim;
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Then the back has nothing;
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And the same counts for a bit earlier in the map.

And last the ''window''? in the storage room with the boxes etc;
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Might forgot the ''fake backdrop''.

Overall it could use some more trim and decorations but like I said it's fun to play which is the most important.
Btw: the end with the puzzle part was good tho, nice ending.
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