Yocto

Release your maps and discuss them, from alphas to finished releases.
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Pevel
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Yocto

Postby Pevel » Mon Dec 03, 2012 6:40 pm UTC

Thread form is easier to read than IRC discussions, and open to everyone. Here, you can post not only bugs but also your opinions on how Yocto should be developed in the future. So gameplay-wise discussions are welcome as well. Post your observations, suggestions, bugs.

Obligatory fancy screenshot
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Another day miles underneath the ocean surface, in a base overwhelmed by surrounding silence and calm. No signs of intersystem human-alien conflict.
Into the project coordinator's office runs a young scientist with a scrap of paper in a hand, breathing heavily.
- What's inside the containers we've received recently? Organic matter?!
- It's subject to analysis. Don't bother.


Download Beta 2a (current)
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Changelog

Code: Select all

    2012-12-01
    alpha 916 (for unvanquished alpha 10)
    location names adjustment, primitive PVS optimization, sound tweaks

    2012-11-27
    alpha 915
    added sounds, few design changes
   
    2012-11-25
    alpha 914
    first *playable* release
    added clipping, nonsolid details
   
    2012-11-06
    alpha 911
    first full release

    2012-09-16
    alpha 001
    first concept map
Last edited by Pevel on Thu Jan 02, 2014 5:09 pm UTC, edited 1 time in total.
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ViruS
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Re: Yocto (alpha 916) general feedback thread

Postby ViruS » Tue Dec 04, 2012 1:34 pm UTC

I hve't download the map, but i'll start with what's in the screenshot:
Bent vents/gratings on walls don't suit me. The texture from the inside of the arc will do to replace it.
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Pevel
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Re: Yocto (alpha 916) general feedback thread

Postby Pevel » Wed Dec 05, 2012 2:08 pm UTC

Any feedback from someone who downloaded the map?
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seana11
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Re: Yocto (alpha 916) general feedback thread

Postby seana11 » Wed Dec 05, 2012 8:00 pm UTC

It looks nice, but I'd add a ladder to the circular pit so s1 humans can get out w/o using /kill.
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Pevel
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Re: Yocto (alpha 916) general feedback thread

Postby Pevel » Wed Dec 05, 2012 10:24 pm UTC

S1 humans can get out Tony Hawk style using ramps. While for me as a designer it's quite obvious, some players may find it tricky. So maybe I'll add a ladder there.
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own3r
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Re: Yocto (alpha 916) general feedback thread

Postby own3r » Fri Mar 22, 2013 1:10 am UTC

Pevel wrote:Any feedback from someone who downloaded the map?


I would be interested in helping out with this map.

I think the lighting needs a fair amount of work, and I would like to help here. I have worked with mainly Doom3-like engines before and have some 3D modelling experience.

I think the blue consoles could see some attention to make them a 3d console using that same texture sheet so I could make a model for that, any format preference?

I would suggest a slightly different colour scheme as green and purple hurts my eyes. Dark blue and purple with some orange for highlights I would suggest as a replacement, you can see the door highlights are actually really good there. I would not mind helping out with the mapping either, but I think what's needed are a few props like the console and maybe a new transporter model, a twisted handrail and buckelled walkway etc would make things a lot better
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ViruS
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Re: Yocto (alpha 916) general feedback thread

Postby ViruS » Fri Mar 22, 2013 12:53 pm UTC

I don't think it has been fixed yet, but last alpha there was (still?) the engine bug where the water "splash/ripple" texture doesn't get coloured by the light in the (vents/mini short cut?) area.

I get terrible fps in the alien base but that's another p.s. efficency problem.

Apart from those, I guess your map is good as is. Probably increase the height of the hallways around the alien side entrance hallway though, it kinda annoys me when I hit the ceiling and bounce back and lose airspeed. I don't know, it just feels somewhat cramped.

I probably need a few more games to make more judgements/suggestions...
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