Oc_Inlight

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cementiet
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Oc_Inlight

Post by cementiet »

Well here is a map i made its a puzzle/combat map oc_inlight

Its the first OC map i made i hope u like it (updated at 2014)

This map can be rather tricky at some certan poins.

Small story: You are in a house u cant remember anything you want to get out but somthing is blocking u from it...

Feel free to add it to a mappack or host it yourzelf.

Screenshots
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Image

Dont want to show too much, else it spoils your gameplay.

dl link: http://sta.sh/0gion952a9f
put it in your maps folder

Enjoy!!!

Updated June 30-2014
Last edited by cementiet on Thu Jul 03, 2014 4:19 pm, edited 5 times in total.
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JerC
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Post by JerC »

Sound nice,i will try
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Post by ConTron »

I like puzzle maps. Will definetly try this.
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cementiet
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Post by cementiet »

Great :)
wel i also love puzzle maps but there arent realy super many of it thats why i made one ^^
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Post by Neico »

well to be honest, i expected more from a map that is called a puzzle map...

it's more a horror / instant player kill map.
It also has some little mapping bugs, i would need to go trough the map again in order to list them all...

one of them is that you can't read most of the text G-Man says because it fades way too fast (i'm not a computer you know)
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Post by cementiet »

Wel the text speed was fine for my and all my friends so i dont see it as a bug

and i need to get out this that u like it or not?

its indeed a bit horror style like skilled/jumping running like
but the button part is sort of a puzzle and finding the stuf also
But its not a kill every1 u meet shooting map so i tought puzzle...
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Post by destiny »

the kill every1 u meet maps with 2 teams are sometimes anoying so puzzels are a good thing so thanks for the map.

offtopic:what is that thing in your avater.
anime watcher and manga reader and doesnt care what others think of it.
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Post by cementiet »

Thanks for saying :)
I like puzzle maps also allot and some shooting maps but some are realy like kill a 1000 of this then the door opens and thats kinda boring not realy a mission in it...

offtopic: its from starcraft 2 (or atleast google said) not realy sure but it looks cool love space ships/space future etc so fits with me :P
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Post by fug4life »

Lo, I'll be trying this out, then feedback!

Glad you decided to contribute to OC, maps are what we need :!:
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Re: Oc_Inlight

Post by cementiet »

Minor update released...

I noticed this map is still played (somehow) so decided to give it a minor update.
(could not stand my name was under this map lol)

:arrow: Almost no random lame deaths anymore.
:arrow: Removed random damage spikes
:arrow: Things that break can be spotted now.
:arrow: Million bug fixes with leaks and what not.
:arrow: Added new Puzzle area.
:arrow: Added hidden room (hard one) keep the slice sound in mind...
:arrow: Added some background music.
:arrow: Added few custom textures to make the gameplay bit more clear.
:arrow: Reduced zombie ''waves''

Original map from 2009, even with updates its stil a slight mess, the original map buildup is a total choas.

Cementiet.
So many idea's, So less time
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Re: Oc_Inlight

Post by Ravhasin »

wow...an mapper is still alive?
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cementiet
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Re: Oc_Inlight

Post by cementiet »

Keeping a eye on things. :P
So many idea's, So less time
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Re: Oc_Inlight

Post by Axel_m3sh »

Here is a review I had so far on a playthrough of this map.

Right off the bat at spawn I noticed that awful lighting among a few other things,

Image
First of all you can fix it by using light spots with wide angles maybe 8-16 units below the model itself.
If you checked the skins of that florescent model there should be an "on" texture you can use.

Image
same with these except the light_spots point upwards but that'd look like what it is now.
I'd use a different model instead of this due to this one looking like an upside-down lamp. Your choice.

Image
Again, it's the lighting. I recommend using this website to reproduce temperature of the light to match the type of light source.
http://planetpixelemporium.com/tutorialpages/light.html

Onto minor details:
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Sure there is a blood splat and some oddly looking wires, how about adding a spark or two for a visual cue of danger?

Image
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I'm pretty sure you can get killed by one of these doors being underneath it, clipping is also an issue.
Also if I die (or anyone else for that matter) do we really have to jump down and waste half our hp if the elevator is at the bottom and no one is there?

Image
There is no indication that these actually push you, they could be not even on for that matter. Some indication of wind would be nice.
Unless you have a sound cue playing, I couldn't hear it due to speakers being at low volumes.

Image
Not sure if this was required but I did smash a loose painting floating around (and every other wooden breakable after I got the crowbar) against the back of this coffin thing,
If that was an objective when I was asked "u need to find sumthing..." then it sure didn't stand the test of time.
After that I couldn't really proceed anywhere.

Key things:
1) puzzles are meant to challenge the mind with given facts and a problem to solve, this is more like a try-die-repeat cycle platformer with A to B objectives which would obviously frustrate the average player. But then again I was never good with platforming.
And I haven't gotten very far due to vague objective hints.

2) there is no way to review objectives again alongside the slightly transparent white text, fast fadeout times,
and bad grammar, it kinda gives me a headache. Not everyone is your friends / fast readers / literate(lol).
To alleviate, OC has an easier way to output multiple lines of text using the same entity since all you do is input the text you want to display and if you have 4 of those with different screen position settings you can easily write all you want with some clever I/O, forgot what the entity was called but it was
a modified game_text of some sort.

Mediocre mapping quality BUT I didn't get to play all of it (due to either me not finding the objective or something or breaking it)
so I really can't judge the parts I haven't played. The lighting however puts me waaaaay off so once you fix that I'll definitely go through another run.
Keep keeping an eye on things and improve your skills. It could be promising.
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cementiet
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Re: Oc_Inlight

Post by cementiet »

Axel Thanks for your rather huge reply, kinda miss those.

Anyways that aside i would like to point 1 thing, this map is from 2009 it is very old, and basicly the first map i made. Because of that the map layout is a total choas and editing a certan object is already a pain. I gave the map some slight boost in grafics to fixt the most horrible bugs out of it. (so my general skils are better then this if u played oc_trainride)

However i do agree with you on most points.

The point where you are stuck is the ''empty room'' u need to find, it is told in the text, however if u missed that it can get rather tricky i agree on that. (will maby think of a solution for this one)

I think i could give the map another update, i noticed some slight bugs in gameplay/grafic wise (thanks to hikonyan) and maby make the map a bit more dynamic (since the layout stays almoust the same each playtrough)
So many idea's, So less time
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Re: Oc_Inlight

Post by cementiet »

Update released.

:arrow: Removed some minor traps.

:arrow: Changed: made the map more dynamic, each playtrough will be a bit different. (locations of certan objects change)
:arrow: Changed lightning a bit.
:arrow: Changed some puzzles so they are a tiny big longer.

:arrow: Fixed: Killer wall has been fixed. (thanks Hikonyan)
:arrow: Fixed: more visual problems.

:arrow: Added more area to walk arround.
:arrow: Added hints for secret room.
:arrow: Added Info for finding a certan object, also added a reminder for this part.
:arrow: Added more npc's arround the map.
:arrow: Added extra weapons
:arrow: Added a new puzzle/area.
:arrow: Added some more visual effects.

Thanks for Hikonyan hosting/testing and Predu and Uchi for extra testing.
So many idea's, So less time
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