The deserts [beta testing stage V0.9] testers required.

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martin
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The deserts [beta testing stage V0.9] testers required.

Postby martin » Tue Jul 05, 2005 5:01 pm

The deserts is my first mod that I've uploaded. There aren't any targets yet and it isn't finished but if anyone would like to test it and send feedback to me it would be appreciated.

The mod can be found at trickfreds (thanks) stellar matter.
Last edited by martin on Mon Jul 18, 2005 3:43 pm, edited 6 times in total.
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Postby Icepick » Thu Jul 07, 2005 1:09 pm

I would have uploaded it to TheNextGame if you had actually attached it to the email you sent :?
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Postby martin » Thu Jul 07, 2005 2:33 pm

I did.
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Postby martin » Thu Jul 07, 2005 5:35 pm

well (sorry for the double) whether or not I attached it you can get it from trickfreds site and send FEEDBACK please.
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Postby redcords » Wed Jul 13, 2005 12:25 pm

not sure what version i tried as the readme doesn't say.

it's hard to get a feel for it without the targets in there, most of the levels brought my pc to it's knees (too many trees maybe) and when the server crash level caused darwinia to crash i gave up.

there were a few radar dishes over land that i didn't really see the point of, the land they covered was mostly bare.

i think the desolate wasteland idea can work well in darwinia, just gotta get some interesting gameplay in there.
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Postby andrewas » Wed Jul 13, 2005 2:14 pm

Its a bit difficult to comment when we dont know any of the plot or whats supposed to be going on. However, some things stand out.

Throughout, there are lots of trees. These things eat resources and should be used sparingly. You seem to be building up against one corner of the map, so the camera starts at the edge of the sky. Try moving things to be more central. And some of the building placements dont look good, I suspect your building these things with a lower detail setting than Im viewing them at.

Labs. Looks like a defence level. In which case, those shields are going to be more of a problem to the player than the enemy- the enemy can walk right through them, the players units cant.

A lot of that island is entirely unused, and the whole place is flat. I would shrink the island radicaly, and try to make it more natural looking.

The pylon in the destroyed trunk port should be on the side of it. And it seems that power should be flowing through that line. Im not sure if you can make a power generator with two outputs though. And the arrangementof the panels needs work, they should be spread out more, and the incoming links should line up with the ports on the power generator.

The starting trunk port is labeleved 'Unknown Area'.

Jungle. Seems like an escort mission, but the player has nothing thats going to be able to keep up with that APC. Of course, the enemy has very little thats good at killing APCs, unless theres a major ant infestation in the way that thing will get through regardless.

The moutain trunk port is clumsily placed, try using a guidgride or flatten area to create a plateau for it to sit on.

The APC keeps going, until it bumps int the far corner of the map.

That construction yard wont do anything without primitives and power.

The island is square. Again, you could reduce it quite significantly, make it look more natural.

Mountains. Some of the terrain is very awkward. Dosent look at all natural. The placement of the valley port needs work. Does this level need to be so damned big? If the action gets intense, its going to hit framerates on any computer.

Squaddies are capable of running straight up the sides of a flatten area. So you can just skip the first two sets of radars and run right on up. DGs are also capable of getting up there. There was a thread recently where methods of creating impassable terrain like this were discussed.

Valley. I'm not sure how the player is meant to get to the research cube. There are radars around it, but if theres any way to get a squaddy in there, Im not seeing it. Engineers and DGs, of course, will have no problems. The island extends past the water.

Server cash. Aptly named. Falls over when the engineer opens the trunk port.

Construction.tmp. Square islands again. And trunk ports labeled 'Unknown location. This might make sense given the plot, which I assume has Darwinia being severely broken at this point. Also, I think the light should be a bit hgher.

Acesss.port.1-3. Well, anyone can see the problem here. Theres no level.

I did intend to edit this post and make it a bit more coherent after Id checked out and commented on all levels, but if I do that, Ill be late for work.
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Postby martin » Wed Jul 13, 2005 4:47 pm

OK, I'll answer these in detail later but I've now made access ports 1-3 and another level on the end.

Note to self:

Labs. Activate generator to supply power to trunkport switch.

Jungle. Download the new version- there is no jungle.

Mountains. My computer works fine on this. Well the target is to get a load of darwinians to the trunkport obviously. I'll try to cut out as much as possible but I wanted big and challenging.

Valley. Get to the other end. The research cube is an added bonus. There is a way to get a squad in via radar.

Server cash -download new version, there is no server crash.

Construction.tmp. Corrected. Its also meant to look square as this is just a temporary map (in the storyline).

Acesss.port.1-3. They now exist.
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Postby andrewas » Wed Jul 13, 2005 11:58 pm

Right, new version. I'll have a look. Or I would, if I could download it. 0x01 errors each time I try. Ah. Someone typoed it, the script is looking for thedeserts.ar. Which, obviously, it cant find. Got it now.
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Postby andrewas » Thu Jul 14, 2005 12:24 am

Labs, mountains - same issues.

Valley - OK, you can get a squad there by radar if you spot the radar at the valley had, but only on low or medium detail. On high, the starting radar cant see the second one, on 'I need to upgrade', the second radar cant see the third.

Server Crash - I liked that level. All the frozen DGs and such.

Access 1 - Since the player has nowhere to bring in squadies or armour, this one could be very tricky. Although, I'm guessing only the former is deliberate.

Access 2 - looks nice, but with no squaddies and no real tactical options, its going to come down to setting an officer pointing towards the appropriate radar and hoping that does the job. Of course, it will become much easier once you have two spawners under your control, as you will get DGs faster than the enemy.

Access 3. While it is very cool as-is, I think it would be much easier with some lights.

FTP server. Crashed my system first time. And the second.
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Postby martin » Thu Jul 14, 2005 9:23 am

I liked server crash too but it wasn't really fitting in with the story. Labs and mounains will be redesigned next time (I may include the frozen DG idea when I redesign).

Access ports 1-3 are still work in progress at the moment (no armor or squads allowed but I may enable armor later). FTP.server is still under construction and was fixed last night to be uploaded tomorrow.
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Postby Icepick » Thu Jul 14, 2005 3:32 pm

I took a quick look, so heres some first impressions.

Your levels look very nice, though they are probably going to be too big, which will cause you performance problems later when you populate these levels.

A lot of the action seems to be happening by itself as soon as you enter the level, there seems to be little for the player to actually do. Maybe Im missing something. I'd probably try and avoid having things start fighting as soon as the level loads all the time, but maybe thats just me.

Looks like it will be good when its finished.
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Postby martin » Thu Jul 14, 2005 3:49 pm

Yay, and icepick says it looks cool so it must be :)
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Postby martin » Sat Jul 16, 2005 3:24 pm

New version uploaded.
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Postby Volumunox » Sat Jul 16, 2005 4:05 pm

gonna try your TD v0.6 right now

but you start at labs right ?
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Postby Volumunox » Sat Jul 16, 2005 5:39 pm

ok.. i like the version 0.6 but most of the isles is too square or too dark/light

and the first map was.. too big.. it would increase performance if it was smaller

My fav map was The Valley... i did not see those virii lol.. well done.. you got me confused there was thinking "wtf.. why are my DGs dieing" till i saw small red spirits and then zoomed out and saw em.. well hidden lol.. only though there was a sould destroyer ;)

Anyways its not done and i havn't seen version 0.8 :)
But would like to.. is spacedocks done ?

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