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Old 11-07-2006, 03:14 AM   #1   Add To Ignore List  
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Default WarpZone's Showcase Thread

Rumble Valley version 1.5
Single Player map

http://static.filefront.com/images/personal/w/WarpZone32/64807/wprmkhmoqp.jpg http://static.filefront.com/images/personal/w/WarpZone32/64807/utwxakehga.jpg
GET IT!

Sky High version 1.3.4
Single Player/Coop map

http://static.filefront.com/images/personal/w/WarpZone32/64815/hlckktvkic.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/sbdqhfhmot.jpg
GET IT!

Spaced Out version 1.2.1
"Invasion" -style map

http://static.filefront.com/images/personal/w/WarpZone32/64815/myhqrdhyrm.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/fdlbhestoh.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/wxbbzyzxkk.jpg
GET IT!
(Note: Requires the 39-megabyte support file Wizards Model Pack to run!)

Last edited by WarpZone; 07-03-2007 at 10:54 PM.
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Old 11-07-2006, 04:15 AM   #2   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Finally you created a showcase thread.

EDIT : And, you didn't finalize your map btw. Finalize it so that it is small and cannot be edited by somebody else.

Last edited by TwL; 11-07-2006 at 04:24 AM.
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Old 11-07-2006, 06:21 AM   #3   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

I tried that, but since I saved my content externally, that means I'd need to save a finalized and non-finalized version of each art asset on my hard drive... worth it for a huge mod, but not for a small map with like some textured boxes as original art assets.

OH NOES SOMEONE IS GOING TO STAEL MY TEXTURED BOXXORZ!!!!!!11

They're small meshes anyway, except for the terrain. (A box with one of the faces missing doesn't take up that much k of memory, I'm guessing.) I suppose I should finalize the terrain, though, and maybe the red light.

Ehhh... I'll do it later if it's that important to you. How much space am I looking at saving?
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Old 11-07-2006, 06:26 AM   #4   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

I don't know, but maybe you can reduce your map from 2.41 MB to less than 1.5MB. I haven't finalize a map before yet

But if you really want a small file size to reduce download time (note that not everybody has wonderful internet connections), you should finalize.
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Old 11-07-2006, 06:32 AM   #5   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by twl View Post
I don't know, but maybe you can reduce your map from 2.41 MB to less than 1.5MB.
Hmm, I don't think so. I think most of the size in that GRO is from the terrain mask, and you can't reduce its filesize without degrading quality. I'd not finalize it, 2.41 MB is not very big at all anyway.
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Old 11-07-2006, 08:32 AM   #6   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Yeah, even 20 mb is what I'd consider moderate and perfectly okay, but 60mb is too much for one map IMO. It's not the download time (1-2 mins ) but the filesize when compared to other maps. It's not that I'd have a small HD (it's 250 GB ), but it can be annoying to have so many large maps in your SS2 directory.

Congrats for making your own showcase thread.

Last edited by Finzy; 11-07-2006 at 08:36 AM.
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Old 11-07-2006, 08:34 AM   #7   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

I tried a simple finalize yesterday, but the wld file stays the exact same size.

I think this is because most of the content I used is Croteam's (already finalized) monsters, trees, EPs, etc.

The only things in my map that have a rendermesh are a few partial boxes (Coin slot, Mapping Community skybox, and one 2-tri plane to keep the player and enemies inside the valley) a half-sphere for the powerup pad, and the terrain.

The terrain is the biggest mdl file, and it's only 146k.

Now, if I were doing a mod, with animated meshes and my own static props, that would probabaly be a different story.

But right now, as far as I can tell, the content that would get optimized is only about 235k, and it's all external files so I can't just optimize the WLD, I'd have to optimize every MDL by hand. Not worth it.

If anyone knows a lot about optimization, please correct me if I'm wrong. By all means, if you download my map and then finalize it, and it makes the file size way smaller, by all means, post here and explain why my finalize didn't work and how to go about doing a finalize.

When I tried it, it didn't change the wld's file size at all.
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Old 11-07-2006, 08:37 AM   #8   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

You really don't need to worry about the filesize. Leave it the way it is.
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Old 11-07-2006, 08:37 AM   #9   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by The Serious Spoon View Post
Hmm, I don't think so. I think most of the size in that GRO is from the terrain mask, and you can't reduce its filesize without degrading quality. I'd not finalize it, 2.41 MB is not very big at all anyway.
Wait, terrain mask?

I'm using a static mesh. Are you telling me I could have had Alpha Black Zero-style terrain?

Explain how!
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Old 11-07-2006, 08:40 AM   #10   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Wait, terrain mask?

I'm using a static mesh. Are you telling me I could have had Alpha Black Zero-style terrain?

Explain how!
The terrain mask is that texture that you use in the Terrain shader to define where what textures are shown
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Old 11-07-2006, 08:47 AM   #11   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Hey, WarpZone! I liked your map a LOT!! It has great warm attitude, lors of enemies and old-school gaming feeling, that is AWESOME!!!
Make more maps, please
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Old 11-07-2006, 06:38 PM   #12   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Maybe my new Kung-Fu zombie enemy would've fitted in better under my name in one of the secrets
Screenshot
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Old 11-08-2006, 12:47 AM   #13   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

I wasn't aware that you'd made such an enemy. I looked at your blurry icon and I used the model I thought I saw there.

Oh, and 1.5 is out now. Get it! Get it for Spoon!

Oh, and link me to your new enemy. I wasn't aware you'd made one, though in retrospect your icon makes more sense now.

Why's your showcase not in your sig? Make it convenient for us, mate!
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Old 11-08-2006, 02:41 AM   #14   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

What's the differences between v1.0 and v1.5?
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Old 11-08-2006, 06:16 AM   #15   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Version History:
1.0: First public release.
1.1: Corrected RollingBall behaviors.
1.2: Fixed a floating tree. Reduced crumb visibility range. Made the coin easier to find.
1.3: Fixed the Linear Crumbs issue on higher-end systems. Added silence.ogg in an effort to improve music transitions. Hidden armor is now a secret. Moved the old secret. Players can no longer escape credits sequence by clicking.
1.4: Minor graphical enhancements. (Reflection, flare, etc.)
1.5: Spooooooooooon!!!

All this information and more is availible on the FileFront download page (if you click the useless "more text" button. )
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Old 11-10-2006, 02:25 PM   #16   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Very nice map! I like underground popups things. I found all two secrets In some parts fights are boring for example when you shooting flying orc. Other parts are well done.

Kepp up good mapping.
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Old 11-10-2006, 02:54 PM   #17   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post

Why's your showcase not in your sig? Make it convenient for us, mate!
It already is. It's been there since I created the thread

Here's the link to the new Kung-Fu Zombie enemy. He's just retextured and wields two long swords instead of circular blades

Here

Anyone else can use this guy too, just make sure to include me in credits.
The file only contains an edited model and textures though
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Old 11-18-2006, 09:29 PM   #18   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Well since I let screenies slip in that other thread anyway, here's a peek at what I'm working on.

http://static.filefront.com/images/personal/w/WarpZone32/64815/mxlknpvttx.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/covzrvswaw.jpg
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Old 11-18-2006, 09:44 PM   #19   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Well since I let screenies slip in that other thread anyway, here's a peek at what I'm working on.

http://static.filefront.com/images/personal/w/WarpZone32/64815/mxlknpvttx.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/covzrvswaw.jpg
Looks fun ! Reminds me a little of Mario 64
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Old 11-18-2006, 09:48 PM   #20   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Well since I let screenies slip in that other thread anyway, here's a peek at what I'm working on.

http://static.filefront.com/images/personal/w/WarpZone32/64815/mxlknpvttx.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/covzrvswaw.jpg
I rather say it is some kind of Moon Mountain in SS:FE
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Old 11-19-2006, 05:31 AM   #21   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Oh, i'd like to test this map very very much
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Old 11-19-2006, 07:24 AM   #22   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Nice pics man!
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Old 12-01-2006, 03:23 AM   #23   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Updated with some new pics of Sky High. I've done something experimental with this map... in coop mode, more enemies spawn if there are more players connected.

4-6 players will probabaly be optimal. My biggest worry is that if somebody on the team's not pulling their weight, the player spawn could conceivably wind up overwhelmed by enemies. I'll have to test the heck out of this one online... are there even 16 people in the Serious Sam community these days?

I'm planning these fights mathematically to last a certian number of minutes and feature a certian number of enemies per player. I'm trying to keep the maximum number of enemies in any fight under 500... I might try to push that down even further if it starts crashing 16-player servers from the sheer number of enemies. The problem with a system like this is, 16-player servers are already taxed. Spawning more enemies when the server and clients are already taxed will probabaly exacerbate the problem. I guess we'll have to wait and see.

This'll probabaly rock the hardest at LAN parties. Too bad more people don't play Serious Sam 2 in my area.

Last edited by WarpZone; 12-01-2006 at 05:28 AM.
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Old 12-01-2006, 03:03 PM   #24   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

The idea is good, just make sure to spawn less enemies when somebody disconnects.
I remember I made something like that in my maps in XBOX mod. There's a limitation of amount of live enemies.
Maybe you could try random enemy spawning too?
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Old 12-01-2006, 03:27 PM   #25   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Nice screenshots Warpzone. The big primitive looks like he's poking out from behind those rocks
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Old 12-01-2006, 03:31 PM   #26   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Rumble Valley version 1.5
Single Player map

http://static.filefront.com/images/personal/w/WarpZone32/64807/wprmkhmoqp.jpg http://static.filefront.com/images/personal/w/WarpZone32/64807/utwxakehga.jpg
GET IT!

Sky High
Single Player/Multiplayer map
http://static.filefront.com/images/personal/w/WarpZone32/64815/ptxufonmwr.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/qdlihpchue.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/hlckktvkic.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/sbdqhfhmot.jpg
Architecture: 80%
Combat: 40%
Misc: 0%
nice screenies!!!!!
I may not be smart but those are SOME FAB,EXTRODINARY MAPS!!!!11!!1!!!!
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Old 12-01-2006, 04:58 PM   #27   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Slawww, at the moment, the number of players is checked at the start of each fight. I don't want to limit the number of enemies alive at the same time, because the whole point is to make sure every player has a target. If I wanted to I could just make the fight duration longer instead of increasing enemies-per-second, but then it would be like the last section of Planet Kleer, with 16 players all firing at the same 5 enemies.

Deepblue: He is.

JET: thxxorz!!11!1!!one!!

Last edited by WarpZone; 12-02-2006 at 12:33 AM.
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Old 12-09-2006, 05:54 AM   #28   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Downloaded the beta version of your map, and will play it right now.
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Old 12-09-2006, 05:59 AM   #29   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Comments:

Boss shoot and damage themselves.
Some enemies go off the bridge without even you killing them.
Boss sometimes goes way too easy.
Battles sometime get a bit boring.

But the FPS is very very smooth.
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Old 12-09-2006, 06:45 AM   #30   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Here's my list:

General Comments

It starts really nicely, I liked the music, it's so mysterious Battle music is good too, but repetitive once you hear it the 10th time. The architechture is well done too, and all the clouds and stuff you see really make it athmospheric.

Bugs/feedback

-First four bridge battles are very boring. You should really make the enemies spawn faster because it's breaking the gameplay a bit.

-Player movement is too slow on bridges, making dodging attacks hard.

-You fall down too easily on bridges.

-The map really needs hand grenades and more spawning health/ammo. I don't understand why you get 150/150 HP and armor everytime you respawn, and 30 hand grenades. It's almost impossible to complete the map without respawning due to the lack of nades, health and ammo.

-The ufo boss and minion spawner 2.0 are too hard to beat. Their projecticles are nearly impossible to dodge, and their HP could be reduced. Again, respawning fixes the issue, but who would want to respawn all the time? You should have the possibility of going through the map without respawning.

-The last boss is very boring and too easy to defeat. Maybe you should add some enemies to that battle?

-There is *no* dialogue in the map. I would have liked to hear some of Sam's and Nettie's quotes, and even the reason why you're there.

-There are no secrets to be found. You just follow a very linear path from one island to another and meet nothing interesting on the way, except battles that pop up everytime you cross a bridge/find a new island.

Last edited by Finzy; 12-09-2006 at 06:47 AM.
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