Author Topic: SA_Urban_Jungle  (Read 15481 times)

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Offline MrAgmoore

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Re: SA_Urban_Jungle
« Reply #225 on: September 01, 2010, 05:27:04 PM »
why use a elevator when jump jetting up the side of the buildings and using the platforms on the side will get you up there faster... or buy a cheap vtol.. unless what ya can on the enemy and bail out on top of a building

I was thinking more of moving platforms like Half Life 1 multiplayer.
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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #226 on: September 01, 2010, 07:18:01 PM »
I never played there sadly, but can't you just jj straight up, fire, and then come back down and wait untill you PPC recharges?
Much better than staying in the open IMO

There's about a second of hang that makes you easy prey to just about any one.  Giving some sideward motion to the jump helps, but you throw off your aim and risk jumping off the building.

As for being out in the open, consider that most of your shots are going to be at an angle, so you can duck out of sight by merely moving back along the roof.  Using your instant-response feet compared to sloppy jump-jet mechanics (not that I ask for anything better, they're jump jets) is always preferable to me.

I'm not even too sure the current walls really conceal you, as they come to about chest level.  I'm fairly certain your SRM pods could be hit, still killing you.  Ironically, making the border taller than the battle armor would allow them to collide and latch on with the average jump, allowing the battle armor to walk freely along it.

I find that a bit silly, though, and I think we could just reduce those little walls to about thigh-level on a battle armor.

The walls on roofs are of varying heights.  Some have a wall tall enough to give you complete cover from the ground, while others have a shorter wall, or none at all.  There are plenty of places to for a BA to perch on a roof or ledge where you don't have to jump to shoot.  I like having both types of roof in, and don't really want the majority of roofs to be easy BA cover to fire out of.  There are some half walls, but I think BA are hard enough to hit already, without letting them hide half their body and still shoot.  There will be some new places on the map that are set up for exactly that when the next version is released.

Offline Brainwright

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Re: SA_Urban_Jungle
« Reply #227 on: September 01, 2010, 07:46:39 PM »
The walls on roofs are of varying heights.  Some have a wall tall enough to give you complete cover from the ground, while others have a shorter wall, or none at all.  There are plenty of places to for a BA to perch on a roof or ledge where you don't have to jump to shoot.  I like having both types of roof in, and don't really want the majority of roofs to be easy BA cover to fire out of.  There are some half walls, but I think BA are hard enough to hit already, without letting them hide half their body and still shoot.  There will be some new places on the map that are set up for exactly that when the next version is released.

I know I'm contentious by nature, but I want to make sure my issue is clear.  The walls that come up to chest level, as a lot of the walls on the north side of the map do, are an obstruction to battle armor.  Being at chest level, you can't fire over them or step onto them, and they even leave you exposed.
Thanks for the view.

Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #228 on: September 02, 2010, 04:02:52 AM »
Version 0.2 is up.  The download link is the same.  Just extract to your SA folder.  You should delete the previously installed SA_Urban_Jungle folder rather than overwriting it.  Once you have the new version running it will be displayed as SA_Urban_Jungle_0.2 in the server list and map selection screen.  The actual map name has not changed, so your server rotation will not be affected.

There is a ton of new stuff to see.  I know a lot of the signs and building entries are repeating too heavily... I'll make more of those when I get time.  I just wanted to get the basic idea in to show you guys where I was going with those items, even though I don't have a ton of unique content yet.  My plan is to eventually have all of the more prominent buildings marked well enough for players to give quick direction based on physical landmarks. 

I'd like to try and get together this weekend for a play-test if you guys are interested.  Sunday works best for me, or Friday night.

Let me know what you think of all the new content... I'm still waiting to see some shots of the map in the epic screenshots forum.  :)
« Last Edit: September 02, 2010, 07:20:27 AM by Salvatoris »

Offline Brainwright

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Re: SA_Urban_Jungle
« Reply #229 on: September 02, 2010, 08:26:18 AM »
I know I'm contentious by nature, but I want to make sure my issue is clear.  The walls that come up to chest level, as a lot of the walls on the north side of the map do, are an obstruction to battle armor.  Being at chest level, you can't fire over them or step onto them, and they even leave you exposed.

I should also note that the walls that are taller than battle armor are rather nice.  You can jet up and collide with the top so your feet stick and you don't go flying off into oblivion.  You can dodge either direction immediately after that collision, giving you a better ability to avoid incoming fire.

I know a lot of what I say sounds silly, but it comes from a dedicated BA player who specializes in blowing mechs up with grenades.  That means I spend a lot of time with assets specifically chasing me.

Dedicated snipers have another sort of play entirely.
Thanks for the view.

Offline Brainwright

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Re: SA_Urban_Jungle
« Reply #230 on: September 02, 2010, 08:56:28 AM »
Let me know what you think of all the new content... I'm still waiting to see some shots of the map in the epic screenshots forum.  :)

Oh my god, it's gorgeous!  Just the level of detail alone is impressive.

And the rooftops!  Woohoo!  Much more variation than what I noticed on my first run through.  I even seem to be able to collide with the top of chest-or-neck-level walls, allowing me to hop onto them and shoot!

The ground level has a lot more variation this time (there were a lot of monolithic building foundations in the first version), and I can't wait to fight in this one!
Thanks for the view.

Offline Snowball

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Re: SA_Urban_Jungle
« Reply #231 on: September 02, 2010, 09:24:23 AM »


Just some quick ones take for fun, nothing really serious.

The signage looks really good and adds alot of atmosphere to the city, and I can't wait til you can spread it out more across the city instead of just around the thoroughfares.  I would love to do another ~10v10 on either/both Friday/Sunday, but I expect there to be multiple servers running the map this weekend, so there'll be no shortage of opportunities.


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Offline dCK-Warheart

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Re: SA_Urban_Jungle
« Reply #232 on: September 02, 2010, 07:49:59 PM »
The buildings look quite awesome, but the normal textures like grass and streets pavement lack details. ;)
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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #233 on: September 02, 2010, 09:52:46 PM »
It's gopod to hear that you like the building textures, since that is where most of my time has gone over the last month of development.  Texturing the buildings with tiling materials has been a challenge.  I plan to give the building textures another pass eventually, but it's way down the road. Ground textures will get attention in a few releases.  Right now I just have one grass and one concrete texture over the whole map, with no ground decals.  This allows me to move things around easily, but it doesn't look great.  Once the building layout gets locked in a little more, I'll get the ground textures refined.  After that I'll add parking lot striping and ground decals.  I actually had to repaint all the ground texture over the last two days, because the game trashed my terraintexture.pak, leaving all the ground white.  It's a bit of a rush job, but it isn't an area I am overly concerned with right now.  I'd like to add some benches and street-lamps too, but right now they just impede gameplay.  If they aren't destructible, they just become mech obstacles.

The version number on each release should give you a rough estimate of where I am in my development road-map. I still have a long way to go.  For the next update, I have mostly optimization planned.  Once I get done with that stuff, and test this layout a bit more, I'll start on the terrain textures.  You can probably expect to see that stuff in a 0.5 release.  Like I did with the current details that have been added, I'll work on that from the center of the city outward. 

Offline lifer

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Re: SA_Urban_Jungle
« Reply #234 on: September 03, 2010, 03:15:59 AM »
Let me know what you think of all the new content... I'm still waiting to see some shots of the map in the epic screenshots forum.  :)

Oh my god, it's gorgeous!  Just the level of detail alone is impressive.

And the rooftops!  Woohoo!  Much more variation than what I noticed on my first run through.  I even seem to be able to collide with the top of chest-or-neck-level walls, allowing me to hop onto them and shoot!

The ground level has a lot more variation this time (there were a lot of monolithic building foundations in the first version), and I can't wait to fight in this one!
It is good to hear all the compliments on the map every time I log on.Keep Testing and posting bugs

Offline Dragonlord

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Re: SA_Urban_Jungle
« Reply #235 on: September 03, 2010, 09:00:49 AM »
I wanted to try out this new version of the map, the only server I found running it was DX10 only.
Running Win XP I cannot run with DX10.
Any other servers running it?
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Offline MrAgmoore

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Re: SA_Urban_Jungle
« Reply #236 on: September 03, 2010, 01:47:42 PM »
I had a blast playing 5 v 5, "Test of Strength" on this map last night, to the point where I didn't want to play on the older maps at all. Hunting in fog, squeezing through city alleys and being sniped by BAs from ridges was great fun.

There are some problems with the map though. I was on the team that starts in the south of the city, we were clustered near the middle, right base. Somebody bought a Long Tom and could not drive it out of the base because the incline is too steep. You should buy a Long Tom artillery and a Huit Prime and see if you can make it up the incline. I had a look and the angle of elevation is more extreme than on Sandblasted.

There's a problem with enemies walking through the walls of buildings and shooting from inside buildings.
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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #237 on: September 03, 2010, 02:04:54 PM »
Please let me know any buildings that people can walk through.  I am not aware of any with that that issue still on the map.  People can walk right up to a wall and turn their torso through it, but that is problem with mech clipping that I can't fix.  I wasn't aware that the long-tom couldn't go up the same incline as other mechs.  I personally hate long-toms, and plan to take them off the buy lists anyway, but I'll check on the huit.  Those ramps should only be about 19 degrees... not sure why all tanks can't climb that. :/

Offline MrAgmoore

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Re: SA_Urban_Jungle
« Reply #238 on: September 03, 2010, 02:58:51 PM »
I can record Urban Jungle games that I play, is FRAPS still the best choice for recording software?
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Offline (TLL)KitLightning

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Re: SA_Urban_Jungle
« Reply #239 on: September 03, 2010, 02:59:58 PM »
... is FRAPS still the best choice for recording software?

AFAIK YES :D


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