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Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Dec 22, 2011 3:22 pm
by Eraser
Finally I've finished it! My EntityPlus map which I've been working on since... well probably May or June or so.
It's a map about you being tested on skills that you'll need in the deathmatch arenas. Things don't go exactly as planned though and soon you'll find yourself facing impossible odds of survival.
The map combines elements of puzzling, intense action and not to forget a good dose of humour.

Here are some screenshots to warm you up:


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Download the map here:
http://code.google.com/p/entityplus/dow ... res-v5.zip

You'll need the latest EntityPlus release to be able to properly run this map though. Get that from here:
http://code.google.com/p/entityplus/dow ... -1.1.4.zip

Let me know what you think of it!

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Dec 22, 2011 4:26 pm
by obsidian
Those bots in the last screenshot look like they've been shrunk relative to the environment. Perhaps scaling down the geometry is needed.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Dec 22, 2011 5:30 pm
by EmeraldTiger
I tried it out - very neat! The concept is cool and the visuals, while minimal, manage to be effective and have a classic Q3 feel to them which makes sense with the story. I finished with a score of 8000-something-ish, but for some reason it didn't record a high score when I finished. Played it on Hard.

I like the voice system that gives orders and stuff, almost like GladOS from Portal except with less helium. It also has a nice sense of humor too.

Is this release final? Because I did note a few problems:

- Issue more likely related the mod: The room where you grab machinegun, the MG does not have it's rotating barrel. It was apparently always like this in Q3 because the barrel and the gun's body are separate models.

- In the room with the fog pit where the bridge comes up and the computer apologizes for the inconvenience, the large clip brush you used to block access to the other side on purpose still remains even after the drawbridge comes up, so I ended up hitting an invisible wall. Luckily I found a "gap" in the clip brush to jump through, but this should definitely be looked into, especially since the computer didn't say anything about invisible walls. ;)

- In the room where you open the door with the red keycard (shown in last screen) that smaller door at the other end, while it says "access denied", still lets you through. I have concerns that people might take advantage of it and then end up skipping areas with this little "shortcut" instead of playing through the story as it was meant to be. Would highly suggest looking into that.

- In the room where you acquire the RL, the door that you go through to the elevator seems to have a malfunction and "flickers" from constant opening / closing. Probably due to all the enemies near the door in addition to the player, though I never noticed it anywhere else. Not sure if it's an issue with the mod or the map.

Great job overall though, Eraser! Now I'm really encouraged to make my own mission for this...

EDIT: Just found out that if you lose all your MG ammo in the shooting range, you will be stuck and forced to restart. I would highly recommend having backup MG ammo somewhere, or some death pit that you can use to kill yourself and get back some MG ammo, as once you exit the elevator you have no hazards.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Fri Dec 23, 2011 7:47 am
by Eraser
EmeraldTiger wrote:- Issue more likely related the mod: The room where you grab machinegun, the MG does not have it's rotating barrel. It was apparently always like this in Q3 because the barrel and the gun's body are separate models.
Yeah this is a problem with Quake 3 itself actually, not specifically with this mod.
EmeraldTiger wrote: - In the room with the fog pit where the bridge comes up and the computer apologizes for the inconvenience, the large clip brush you used to block access to the other side on purpose still remains even after the drawbridge comes up, so I ended up hitting an invisible wall. Luckily I found a "gap" in the clip brush to jump through, but this should definitely be looked into, especially since the computer didn't say anything about invisible walls. ;)
Strange, I've played through the map countless of times but have never run into this problem :shrug:
EmeraldTiger wrote: - In the room where you open the door with the red keycard (shown in last screen) that smaller door at the other end, while it says "access denied", still lets you through. I have concerns that people might take advantage of it and then end up skipping areas with this little "shortcut" instead of playing through the story as it was meant to be. Would highly suggest looking into that.
At first I was stumped at this issue as well as the door didn't open for me, but I now see that you can move straight through the right door. It isn't solid and the doors open when you moved through the non solid one. Really odd. I'll see if I can fix this.

Is the first problem with the clip brush something similarly elusive like this? Could you explain in a bit more detail what is going wrong?
EmeraldTiger wrote: - In the room where you acquire the RL, the door that you go through to the elevator seems to have a malfunction and "flickers" from constant opening / closing. Probably due to all the enemies near the door in addition to the player, though I never noticed it anywhere else. Not sure if it's an issue with the mod or the map.
What do you mean with "flicker"? Just that it keeps opening and closing or something?
EmeraldTiger wrote: Great job overall though, Eraser! Now I'm really encouraged to make my own mission for this...
Thanks, it's a lot of work though :)
EmeraldTiger wrote: EDIT: Just found out that if you lose all your MG ammo in the shooting range, you will be stuck and forced to restart. I would highly recommend having backup MG ammo somewhere, or some death pit that you can use to kill yourself and get back some MG ammo, as once you exit the elevator you have no hazards.
Yeah you are right. But to be honest, you do truly suck hard if you waste all your ammo there :olo:
But if I'm going to fix the door issue, I might as well pop in another (respawning) ammo box.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Fri Dec 23, 2011 2:41 pm
by monaster
Can't wait for the map download to be available again.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Sun Dec 25, 2011 12:44 pm
by CZghost
Wow! I cannot wait...

When the map will be repaired and released back?

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Mon Dec 26, 2011 7:16 am
by Eraser
Ok I've uploaded a new version of the map. It fixes the non-solid door and adds a respawning machinegun ammo to the firing range. I've not done anything with the report of the clip brush at the bridge because I am unable to reproduce it. If anyone is running into any problems, let me know ASAP and I'll try and fix it.

http://dl.dropbox.com/u/18687963/ep_procedures.zip

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Mon Dec 26, 2011 8:52 am
by EmeraldTiger
Okay, just decompiled the map file and attempted to examine it.

It seems that there is a large clip brush that is designated as a func_static entity in the bridge room, which is supposed to intentionally block you from crossing the gap with a circle strafe jump. When you fall, there are three layers of trigger brushes. The topmost layer is the one responsible for removing the clip brush - it targets a target_unlink with the targetname value of "falling". The target_unlink in turn targets the clip brush wall with "fallingblock". By this logic, the clip brush *should* disappear.

In fact, after the first incident, it actually stopped happening. I might see if I can reproduce it again though, but with a demo recorded. If it does happen I'll send it here. There is no gaps in the trigger brush that I saw, so it couldn't be because I didn't hit it. The arrows point to their correct entities in the editor too. I'm guessing it could be a bug regarding using clip brushes as brush entities, and for some strange reason it happens very rarely. I know that using clips as brush entities has been dodgy practice even in regular Q3, like a rotating clip brush or moving clip wouldn't actually collide with the player model despite first assumptions.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Mon Dec 26, 2011 9:14 am
by EmeraldTiger
Okay, I managed to reproduce it:
http://dl.dropbox.com/u/27277779/gap2.dm_68

Just a demo of the bug happening. I found out that it can happen if you drop in the fog pit more than once. The wall will re-appear if you fall a second time. The third time it disappears again, and so on. Apparently the trigger_multiple does not use a wait value of -1, so it will unlink and re-link the clip brush to the world every time it is triggered.

I know it sounds silly, but some people might fall in it again just to pass the time instead of walking around, which is probably what I ended up doing that first time. There's no "gap" in the clip brush at all as I previously thought - that was just me falling into the pit a third time and unlinking the clip brush once again.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Mon Dec 26, 2011 10:07 am
by Eraser
Awesome for finding that out. I'm afraid I'm gonna pull the download link again until I've got that fixed.

edit:
While you're at it, you might want to download version 1.1.2 of the mod which fixes some important bugs

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Mon Dec 26, 2011 11:35 am
by Eraser
There you go. I fixed it. Muchos thanks to EmeraldTiger. The download link is restored and I think this should be the final version.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Sun Jan 15, 2012 12:59 pm
by CZghost
Where I can find green key? Is it somewhere? If the answer sounds yes, then where is it?
I've seen doors with green key in second map, before exit to third...

Edit: OK, the green key was found, now I'll launch the campaign with cheats to access :F the last objectives

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Sun Jan 15, 2012 5:26 pm
by Eraser
Aww don't use cheats. The green key is hidden in the "warehouse" area with the huge stacks if crates. It can be used to open a hidden door right before you get back to where you once was.

To be clear, you don't need the green key to finish the map. It'd purely there as secret for some bonus points.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Sun Jan 15, 2012 5:56 pm
by CZghost
Eraser wrote:Aww don't use cheats. The green key is hidden in the "warehouse" area with the huge stacks if crates. It can be used to open a hidden door right before you get back to where you once was.

To be clear, you don't need the green key to finish the map. It'd purely there as secret for some bonus points.
And I want this bonus... Also without cheats I have no chance to beat the main AI computer on, wow, lowest skillz!

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Mon Jan 16, 2012 1:56 pm
by CZghost
I want to make EP campaign called Escape! but don't know, how to make elevator with doors...
P.S. The cryosleep module is good idea - thumbs up...

How did you made the voice and sounds? Are the sounds downloaded or you've made your own?
The voice is female and sounds like speaking through speach filter (disorted voice). Your wife have recorded the voice?
I don't want to insult you, but from male sound is very hard to make female sound with free tools and the tools that can it make by few seconds are very expensive...

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Wed Jan 18, 2012 6:27 pm
by CZghost
Eraser wrote:Aww don't use cheats.
It seems like, that EP have cheats filter (doesn't register records with cheats using). But the Testing Procedures are just great to play ;)

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Wed Jan 18, 2012 6:48 pm
by obsidian
Eraser: Aren't there 2 secrets on that map? There's the green key and the one in the very dark place. Game summary reports 1/1 secrets.

In the crate room (the last screenshot you posted above) it's possible to jump off the stairs onto a ledge and then get yourself stuck behind a wall.

You have a caulked/untextured/HoM surface after the laser room, after the ladder, in the long hallway, in the double floor grate.

Otherwise, cool proof of concept and love the theme. Easter eggs are FTW! (OMNOMNOMNOM!)

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Wed Jan 18, 2012 9:09 pm
by Bliccer
Here it states 2/6 secrets found. Although I only had one msg for a secret, the green card.
But OMG that's an awesome work I've just played here... sweet job =)

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Wed Jan 18, 2012 9:48 pm
by Eraser
Yes there'd 6 secrets. the green keycard gives a different message but is a secret.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Jan 19, 2012 8:31 am
by Eraser
For those interested, I've made a demo in which I noclip through the maps going from secret to secret, showing you where they are and how to access them.

Download from here:
http://dl.dropbox.com/u/18687963/theeng ... ecrets.zip

It comes with a spoiler warning though. If you haven't played the map yet, at least do that first. Naturally, if you want to find the secrets by yourself, don't watch the demo either.

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Jan 19, 2012 8:42 am
by Eraser
obsidian wrote:Game summary reports 1/1 secrets.
Which version of the mod are you running?

(please don't say 1.1.2, lol)

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Jan 19, 2012 2:17 pm
by CZghost
Eraser wrote:
obsidian wrote:Game summary reports 1/1 secrets.
Which version of the mod are you running?

(please don't say 1.1.2, lol)
I have last version of EP and it shows secrets only in actual map (not full mission)...
Edit: Let me to correct my answer -> I had release 1.1.1, not 1.1.2 - so I've downloaded the last version and it shows secrets in full mussion - have found all secrets :F (according the summary table)

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Feb 02, 2012 7:48 am
by Eraser
I've uploaded a new version of the map. The new version fixes an issue where the door is locked if you enter the red key card room, but if you die in there, you're respawned at the wrong side of this door so you cannot continue. In the new version you respawn inside the room. (thanks to Tig for letting me know)

If you've already played the map and are done with it, there's probably no reason to download the new version though :)

http://code.google.com/p/entityplus/dow ... edures.zip

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Feb 02, 2012 8:25 am
by EmeraldTiger
Watched the secrets demo. (shamefully I never got to the secrets in the original map, oh well lol) I won't spoil the secret here obviously, but I lol'd at this part:

Eraser: "It doesn't say it's a secret, but it is one."

Visor: "I dunno, man"

...

Visor was kicked

:olo:

Re: Releasing my EntityPlus map "Testing Procedures"

Posted: Thu Feb 02, 2012 9:19 am
by Eraser
Yeah lol, the bot suddenly talking to me scared the hell out of me because it played that BLEEP sound. A bug I still need to fix...