Not only this comes off as really whiny and cheap (10$? Do you think you can buy him with that?), but it is also rude towards everyone (practically everybody giving feedback) who wrote that part of the mod needed to be reworked.
The author himself has just said that now it’s much better.
For your headache, 10$ of pills will last you a month.
Okay, fair enough, I misunderstood what you were saying somewhat, so thank you for taking the time to clear that up. I apologies for any undertones of aggression or whatever, those weren’t intended.
My points weren’t entirely without merit, however. It IS a bit of a slippery slope when you start stopping players from getting stuck like that. Why not stop players, then, from getting stuck in corners? Or on top of that wardrobe? By that doorframe? Then, hey, you’ve got CS:GO, with its limited movement and opportunities because it was catered to players who get stuck EVERYWHERE. Players getting stuck on certain objects is a very small eventuality which can slip under the net when working on a project as vast as Black Mesa. I personally never get stuck on things like that so it’s not an issue, and even if I did, personally I’d see it as - oh, silly me, getting stuck on that, rather than thinking it was the level designer’s fault - excepting very serious problems of course. Remember, as a tester/mapper, I play and test things in a certain way based upon my own playstyle. The same is undoubtedly true of the Black Mesa Dev Team. Like me, they probably never get stuck on things. Therefore, it was never flagged as an issue to them. This is one of the advantages of having a wider testing method, like the one I use for my maps!
Like I said, if the maps are exceptional in many other ways I personally wouldn’t find that sort of thing to be a deal-breaker, I do VERY MUCH think that Black Mesa’s maps are professional quality in almost every way, object clipping perhaps being an exception. Don’t get me wrong, they have their flaws and failures just like everything else, but for me it’s no deal-breaker.
Of course, everyone is entitled to their opinion. But from a critical standpoint here, I do not feel that the conclusion “these maps are not professional” can be justified by the premise that you can get stuck on small objects. Personally speaking. That seems like way too minor a gripe to reach that conclusion, to me.
I’m not necessarily arguing against you. OF COURSE it would be better if they’d taken these things into account, and sorted them out. But, hey, they’re a modding team on their first release, and it’s so fantastic in every other way, I personally can let it slide. If you can’t, fair enough. Let’s just hope they fix it in their next big release, then we’ll both be happy(er).
It’s better now. I have already said this. It was not perfect before. It is better now. Got it? If you don’t agree, that’s fine, but I’m not going to change it back to something I think was worse. And the Xen Flora is staying in the bathroom, the spreading of Xen’s biology is basically the entire focus of that whole new area. Seems very pointless to remove that theme.
I’ll try that. Might look good.
I didn’t answer this last time you asked it because it seemed like a really dumb question (assuming it was a question.) Do you really think, given your knowledge of me as a mapper, and my contributions to this thread, that I’m simply going to ignore all the other feedback and only regard what I want to overhaul? Does that seem like a reasonable thing to think, or ask? Of course I’m going to address the other issues as well. Why the hell wouldn’t I?
Mapping’s going well. Should be ready to release in a couple of hours. Just clearing up a few minor issues now.
I agree. They are professional in almost every way. Almost. And in that thread over at Duke4 I mentioned that (in another post though) a mod team of course doesn’t have a full QA team, limited time, etc … and that stuff will be fixed in the next releases.
And the “trim picture” I made was more aimed at those pointing out every minor clipping behind a board 99% of the payers won’t notice but missing that huge roof.
But then a client called (I am making games for a living*) and couldn’t post it here a few days ago.
*) But not $60 AAA titles. Just saying, so that no false imperssion comes up. Although I had a few retail titles around $15 or $20 in the stores for the gaming department of Germanys biggest publisher of youth books. So I know a bit about how to polish stuff for retail.[/SIZE]
Fair enough. There are a lot of exceptionally minor issues pointed out here, but it all adds up. The only thing I was saying about that image is I don’t understand what you were pointing out. Could you clarify? Maybe me not knowing what was wrong makes me an idiot or a bad map designer, but either way, you have to be told your mistakes to learn from them sometimes. I have already changed it, so it does look better, but I would like to know what you thought was so wrong.
There are dumb questions. But that’s besides the point.
When I reply saying I’m not going to change certain things, it means I’m not going to change certain things. That doesn’t mean “I won’t change anything else”. It means I won’t change that thing. For whatever reason. I would estimate that 50% or so of the things people ask me to change are things I CANNOT change for whatever reason. Limitations normally.
The texture on the roof contains a metal structure (those crossed metal bars) which depict some heavy, solid metal bars. And at the top of the rounded roof these structures were cut off and led into nothing; without any trim around it. You wouldn’t see that in reality. Those supporting metal structures usually are always trimmed.
It is best seen on that screenshot at the top left of the roof.
This is the only image I found in a hurry:
It is not quite the same as your roof, but you see that all joists prefectly end at the roof’s/Bridge’s top and botton. This isn’t of course possible with a texte. So some trim to cover that the joists would end up in the air helps to make it look good.
And you are not a bad mapper. The opposite is the truth. I am very impressed by tehe quality you produce and the speed you do it with.
I see. That’s what I thought the problem was. I fixed it pretty much as you said there. Maybe another 3 - 4 supports might be better, but here’s how it looks now. I MUCH prefer the new texture anyway:
This is really annoying… it was really perfect before, i swear!! like in this video… i watched that video many times… i can’t believe that you have remade it again… i m almost crying… its really heavily annoying… you should think about it again. also that rack looked very good and fitting. i dont believe some ppl here complained about it.
and to that hangar front: good now… now use the girder texture with that again… it will look good then i think
almost crying?!
this is getting to the point of absurd
please, Text, feedback is important, but the amount of immaturity that is going in this thread scares me
Is that directed at me? The only immaturity that I’ve seen in this thread is one guy overreacting and saying he’s crying because I’ve changed the gasworks. If that’s enough immaturity to “scare” you, well, I don’t need to point out the obvious irony!
I kid. Anyway, C2A5H has just been basically locked in. Should be rolling around the final compile very soon. Be ready. It’s coming! Final Release Candidate.
no, obviously not
it’s not you, it’s this insanely minor things (such as some textures and that valve thing) that people overreact that annoy me
I’m just saying that you shouldn’t please everybody, just you
like that gasworks change that people acted like they are your bosses or something (like Wangman), I was annoyed by that
no, please, don’t get mad at me, I wasn’t talking about you at all
I’m not mad at you, it’s cool. I don’t generally get mad easily (generally, lol). I might get a little firm in my replies and whatnot, but I don’t really get…“mad”.
It’s fine that they’re making incredibly minor gripes, though I can see how it gets annoying (remember, I’m on the receiving end!). It doesn’t bother me too much. If they’re making loads of minor little complaints, I take it as a sign that there is nothing majorly wrong with my maps, so it’s cool. I know Wangman can act like he’s my boss, but it’s cool, it doesn’t bother me either. There’s often truth in what he says. I do map for myself, but this doesn’t mean that I can’t take other peoples’ opinions into account, however “tactless” (probably the wrong word, couldn’t think of a better one) they are being about it. Though there probably is an element of overreaction, it’s fine. I take it as a sign that people really like my work.
Maps entering the final compile cycle now. Will be ready soon.
I’m afraid I have a bit of a situation here, guys. I’ve been called away on fairly urgent business. I’ll be back in 2 - 3 hours. The maps are ready, so don’t fret. You’ll just have to wait a little bit longer, so sorry.
Text,
I know, as of this moment, you’ve yet to release v1.0-RC2 but I’m gonna jump the gun on ya’. I’ve got some more issues that I’ve collected from v1.0-RC1 that I’m sure will most likely still be issues in v1.0-RC2. As usual, it’s mostly little stuff that usually goes unnoticed by the majority of players. However, I want to do my part in helping you raise ST Uncut to its maximum gleam and potential.
With this being the supposed last RC release, I want to get this feedback to you ASAP so you can have at it. No telling what Conti will be bringing forth in part two of his detailed report. I want to make sure there’s enough time for as much as possible to get in under the wire, without you getting run ragged.
To quote Wangman, “It’s one thing fixing clipping issues and minor BS that people have been suggesting of late, but everything else is good enough.”, I’ll continue on with reporting the clipping issues and minor BS related stuff.
Here goes…
=============================
Pre-Feedback For v1.0-RC2 (Issues Actually From v1.0-RC1)
In the Garg yard, there is a staircase in the larger water pool. The top step leading up from the water to the mid-platform, is missing its full front face/lip (see picture).
At Garg start, on his side of the door he enters from, there’s a texture glitch up above the door (see pictures). Glitch occurs on the other side as well.
In the room where the Garg enters, the sandbags at one end severely clip into a blue crate and the adjacent concrete stairs (see picture). At the other end, the sandbags clip into the concrete curb and the roadway (see picture).
At the sandbags across the roadway, the rear legs of the weapon sitting atop them clips into the sandbags.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.