[cod2] jm_pier_2

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Re: [cod2] jm_pier_2

Post by Drofder2004 » November 11th, 2012, 6:36 am

Rezil wrote:In regards to the beta testing, I already have a group of beta testers. You guys will just have to wait for the public beta or version 1.0. :)
Then you will have to make your repairs in versions 1.1 :P
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Re: [cod2] jm_pier_2

Post by Rezil » December 21st, 2012, 12:51 am

Drofder2004 wrote:Then you will have to make your repairs in versions 1.1 :P
The beta testers have been thorough enough so far, I hope a 1.1 version won't be necessary.

I haven't done one of these in a while, the layout in Radiant:

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Release hopefully in 2012.
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Re: [cod2] jm_pier_2

Post by Rezil » December 31st, 2012, 3:19 am

http://www.xfire.com/video/5d41fd/

The intro has been updated, it's much quicker now and you're able to skip it. I'm actually really satisfied with it but I'd like some input from you guys before I settle on it. So, thoughts on what to improve are welcome.
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Re: [cod2] jm_pier_2

Post by Drofder2004 » December 31st, 2012, 4:39 am

Looks sweet. Can't see anything that needs improving.
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Re: [cod2] jm_pier_2

Post by xZZZon » January 1st, 2013, 1:30 am

Well, if Rezil will work on it pretty much every day or let's even say every second day it should be finished by end of january. But we'll see how things go.

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Re: [cod2] jm_pier_2

Post by Rezil » January 19th, 2013, 10:05 pm

A bit of a progress update:

Finished with the "music manager" ie. somewhat random exploration music will play every now and then. A preview of what to expect can be heard here. I'd say the map is about 85/90% complete. I've got some mapping and scripting left to finish up, a few parts need to be tweaked, some mapping errors fixed and it should be done.

As always, stay tuned!
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Re: [cod2] jm_pier_2

Post by F |Madness| U » January 20th, 2013, 11:57 am

Really impressive work good job. Just wondering with the intro section, is it simply done with the player origin/angles and some hud fading? Or is it an actual `movie` scripted in (not really sure how to explain this). I was just wondering that if somebody else was watching the location after you spawn from the intro, would that player be able to see the other player whilst they're in the intro?
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Re: [cod2] jm_pier_2

Post by [SoE]_Zaitsev » January 20th, 2013, 12:52 pm

I know it's more work. But if it's totally finished, could you create a walkthrough for it? Will be interesting for us nubs without CoD2.
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Re: [cod2] jm_pier_2

Post by Rezil » January 21st, 2013, 2:28 pm

F |Madness| U wrote:Really impressive work good job. Just wondering with the intro section, is it simply done with the player origin/angles and some hud fading? Or is it an actual `movie` scripted in (not really sure how to explain this). I was just wondering that if somebody else was watching the location after you spawn from the intro, would that player be able to see the other player whilst they're in the intro?
You won't be able to see the player while they're in a cutscene. The actual intro 'movie' works by using HUDs, local sounds and, as you guessed, messing around with the player origin/angles.

[SoE]_Zaitsev wrote:I know it's more work. But if it's totally finished, could you create a walkthrough for it? Will be interesting for us nubs without CoD2.
Hopefully in the near future you'll get something similar to a walkthrough. :)
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Re: [cod2] jm_pier_2

Post by Rezil » March 5th, 2013, 11:47 am

Yes, this is still in progress.
Yes, I know it's been almost a year since this was announced.
Yes, I am going to finish this.

Progress is getting slower and slower as I'm nearing the final 5-10% of the map. The newest update is randomized secrets; basically cca. 50 defined origins from which 5 are chosen and used as 'secret locations' i.e. you'll have to find all of them to unlock an alternate ending for the map(among other things).
Also, the locations change with every map playthrough so it's much harder than before(you found the secrets once and then always knew where they were).

Another small update is the increased visibility of items you can pick up, it's a simple effect that really helps the player in determining what exactly he can pick up or not.

Expected release date: When it's done!
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Re: [cod2] jm_pier_2

Post by Drofder2004 » March 5th, 2013, 2:26 pm

The whole randomised stuff concept is something I have no idea why people have not done before. It is fairly easy in terms of implementation and adds a replay value to the map.

When the whole "secret room" craze started, it started with puzzles, then fixed codes and then pretty much got to the point of impossible GUID stuff. It would've been easy to create a entirely randomised entry system that required either finding code segments or finishing puzzles, etc.
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Re: [cod2] jm_pier_2

Post by Rezil » April 4th, 2013, 11:37 pm

It's done.

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Expect a download link in the next day or two.
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Re: [cod2] jm_pier_2

Post by Drofder2004 » April 5th, 2013, 12:10 am

I strongly advise people play this map...
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Re: [cod2] jm_pier_2

Post by Sonic » April 5th, 2013, 2:52 am

Looks good Rezil :D

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Re: [cod2] jm_pier_2

Post by fishy » April 5th, 2013, 6:26 am

*Installs cod2* looks great!

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