[Map] Star Libida (1.2b) & Star Libido (1.4b) {FINAL}

[Map] Star Libida (1.2b) & Star Libido (1.4b) {FINAL}

Postby D.A.M.I.E.N. » 09 May 2012, 17:39

Star Libida & Star Libido!

License:

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Description (excuse my possible english errors please):

A smaller deathmatch space map for quick gameplay with basic white/orange lights, effects, jump pads, three teleports and one fan in the middle.
Placement of weapons and player spawn points is symmetrical and bots are jumping out of the complex just accidentally and not too often, so
I suggest it also for off-line gaming. And I think that the creative red eclipse movement system fits to this map very well, so I just hope that
you will have a lots of good games there.

I will appreciate your feedback, thanks!

List of changes and improvements:

* created wider version for more players and more comfortable movements (now this is called "Star Libido")
* added solf dynamic lights on white jump pads
* fixed teleports
* corrected english error in message while failing
* corrected texture errors
* replaced wrong textures visible while spectating under the map
* tuned up sounds and pushers
* improved details and lights
* new waypoints
* gloss, lighting and texture fixes
* added 2 additional platforms
* anti-fall barrier for 3 main platforms
* reflective alpha


Suggested number of players for:

Star Libida: 2-3
Star Libido: 4-6

New pictures see on the 30th post.
Attachments
starlibido14b.zip
Version 1.4b
(1.29 MiB) Downloaded 366 times
complex.png
front.png
rear.png
Last edited by D.A.M.I.E.N. on 10 Feb 2013, 22:32, edited 13 times in total.
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Re: [Map] Star Libido

Postby ctdabomb » 09 May 2012, 18:18

I haven't played it yet, but from the pictures It seems a lot like the longest yard (I think its called that)
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
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Re: [Map] Star Libido

Postby D.A.M.I.E.N. » 09 May 2012, 18:49

ctdabomb {l Wrote}:I haven't played it yet, but from the pictures It seems a lot like the longest yard (I think its called that)


Same is skybox and texture of surface, similar is few of lights, and maybe the hovering platform, but it's really different, just try it out.
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Re: [Map] Star Libido

Postby raiden » 10 May 2012, 21:54

Looks great from the pics. I like spacefloaters. Sadly I Can't test it out at the moment and have to write from the mobile :think: , but this one will be worth the try :).
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Re: [Map] Star Libido

Postby arand » 11 May 2012, 02:35

A very nice map! Clean and good-looking.

Some first impressions based on quick play with bots:

Layout:
  • I do agree that there are some similarities with longestyard, in that it has a lot of teleports and pushers, but it still looks and plays very differently, in particular, it feels like the map is much better adapted to RE movement and scale.
  • It is very open with basically nowhere "hide", which also means that when playing it ends up feeling very "direct", since you pretty much always can see you opponent(s) and all the weapon spawns.
  • I'm guessing that if you had 8 or more players the map would start to feel very chaotic, so I'd say the currently set 4 players, or possibly 6 is a pretty good number for the map.
  • I think it might be nice with some kind of semi-transparent texture in the "floor-windows", it took me quite a while before I realised you could actually walk on them and not fall through :)

Weapons:
  • I think there are a bit too many wepon spawns in the map, taking into account it's size (and if it's for 4 players), maybe just using one spawn per weapon type?
  • I really like the way the flamer is kept at an exposed/tricky location, and I think it would be nice to do something similar with the rifle, since it seems like a weapon that would be quite desirable on this map... Maybe changing spots between the sword and rifle?
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Re: [Map] Star Libido

Postby D.A.M.I.E.N. » 11 May 2012, 15:33

Thanks guys,

and let me know raiden also your first impressions after you will be able to try it.

I agree with you, arand, you're right. This map is optimal for 2-6 players, for 7+ players it is getting to be a little chaotic, as we know from the longest yard. But it is still playable. The semi-transparent floor windows is a good idea. Be sure I've been considering about it. But the shape of windows doesn't allows to use an "alpha" material, so I had to use glass, as it is on the longest yard. And I don't know about any command to adjust permeability of the glass material, but I think that it is not a big deal though. Usually after a few minutes of playing you can get to use to it. Heh.. It reminds me the crystallic clean glass panes at some shopping centers/companies.
About count of the weapons, I think that if there will be more playing players, then there has to be a larger number of weapons. If I would compare it to the longest yard (again), which is similar sized map, then there are mostly couples of all weapons, just basically instead of 2 rifles + 2 smgs, there are 3 smgs and just 1 rifle at the hovering platform, because there is a good place to snipe. But on star libido I added all weapons (except flamer) by twos to make it nice balanced, because platform is not too far from complex. Also.. even one thing about weapons, on the longest yard there are 4 grenades, on this map I added just 2 grenades and believe, that with rifle, while gameplay is so fast (with jumps and teleports), it really isn't easy to aim so well. I suggest more smg or shotgun on this map and of course flamer. Swords can be also a good choice if you know how to move quick there.

At this moment I know about one thing to do on that map and it is a message while failing. I will correct this for sure. Please excuse my english errors. Also I will rethink the number of weapons or the placement. And thanks for observation on that map, arand.
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Re: [Map] Star Libido

Postby orbitaldecay » 11 May 2012, 16:29

Cool! Looking forward to checking this out once I get home :)
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Re: [Map] Star Libido

Postby Ulukai » 11 May 2012, 20:11

I like the map, great job! It is rather small and very open, but fun to play nevertheless.

Some thoughts:
- The ramps leading to the orange teleports are too steep imo. Try decreasing the angle.
- I agree that the flamer has a great location :)
- Very nice effects on jumpers and teleports, but maybe you could spice up the white jumppads a little by adding particle effects or a dynamic light when triggered.
- We do have a few official and community maps already with the same skybox as yours, maybe try to use another one here? There are other space skyboxes included in the game as well.
- There is a texture error in your map, see screenshot below.
screenshot.0001.jpeg

It is a good idea to mention which gametypes you support in your map. I have only tested team DM for now because you didn't mention the others.

All in all a very beautiful and well playing map! Congratulations and keep it up!
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Re: [Map] Star Libido

Postby D.A.M.I.E.N. » 11 May 2012, 22:42

Ulukai {l Wrote}:The ramps leading to the orange teleports are too steep imo. Try decreasing the angle.


Yes, but they are designed for wall sliding. You can watch it among others in this preview/demostration of movements video record that I made (at 1:15, HD).


youtu.be/n6OrJ4QUt_0

Ulukai {l Wrote}:Very nice effects on jumpers and teleports, but maybe you could spice up the white jumppads a little by adding particle effects or a dynamic light when triggered.


Well.. I will try how it will look, but I didn't add on these white jump pads any effect, because the map could get easily a look of a blinking circus -> kitshy, if there will be too many effects.

Ulukai {l Wrote}:We do have a few official and community maps already with the same skybox as yours, maybe try to use another one here? There are other space skyboxes included in the game as well.


I really like this skybox, I tried use others, but this one that I used I like the most of them - kenon. "Kenon" and "divine" seems like that has better resolution than other space skyboxes, just the divine skybox has a mountains below and it looks weird to this map, but generally I like this space skybox too.

Ulukai {l Wrote}:There is a texture error in your map, see screenshot below.


I will fix it.

Ulukai {l Wrote}:It is a good idea to mention which gametypes you support in your map. I have only tested team DM for now because you didn't mention the others.


I didn't mention others because there are no other gamemodes. It is a deathmatch map. And it's too smaaall. Playing capture-the-flag would be kinda weird. o.o So, it is just for deathmatch gamemode of course, same as on the longest yard.

Ulukai {l Wrote}:All in all a very beautiful and well playing map! Congratulations and keep it up!


Thank you, I will try how it look with even more effects. And about skybox, could you type here which one (and setting maybe) you suggest to use? Thanks.
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Re: [Map] Star Libido

Postby Ulukai » 12 May 2012, 11:06

Hey, don't feel like you have to change anything because we mention it, we're just trying to give our thoughts to improve the overall finished state of your map ;)

About the skybox: take a look at this location in the gamedir: redeclipse/data/jwin. There are a couple of space skyboxes as well. Maybe you'll like them.

Nice video! But I don't think you're talking about the same ramps as I do. Let me clarify it with a screenshot. The rest looks fine to me!
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Re: [Map] Star Libido

Postby D.A.M.I.E.N. » 12 May 2012, 11:40

Ahh.. these ways to the teleport at the top. Thanks for clarification, Ulukai. You're not first who mentioned that. I know that the angle shouldn't be so steep, if comfortable climbing up has a priority. I tried to descrease the angle and it makes two things -> it changes design of the stairs and changes gameplay. As I show in the small video preview, there is a way to jump from the top at the bottom platform at the back. If I change it, then it's not possible.. but will be easier to climb up to the teleport. I will see.. I will try to change it and keep similar design when I will have a time, it is quite complicated though.

And skybox.. I tried all of them before.. also from the directory: redeclipse/data/jwin and they seems a little blurred and there is a white light (probably some closer star-sun), that hasn't enough contrast also. :/
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Re: [Map] Star Libido

Postby Ulukai » 12 May 2012, 20:19

You are right about the other skyboxes, they are a little blurrier which is a shame really. They would make for great alternatives if they looked sharper...

As for the ramps... I know exactly what you're saying but like you mentioned yourself: it's not comfortable like this. Instead of moving the platforms and changing the angle of the ramps, you could replace the ramps with stairs. It would feel less strange to climb, but would probably look out of place in your map. Tough decision, I leave it up to you :p Maybe some trial and error could get you to something...
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Re: [Map] Star Libida + Star Libido (1.2)

Postby D.A.M.I.E.N. » 15 May 2012, 23:16

So.. I decided make two versions, because making less angle of the "ramps" changed appearance and also gameplay, as I supposed. And with making lower angle of "ramps" I had to make wider platforms and move a little farther the hovering platform to make it fitting ot other parts of the map. And also make larger the two platforms below top teleport. Playing on this wider version is more comfortable, but it is not so quick for gameplay. And I think that the original version is more cute. So I let an option to you, to play on the map that is more comfortable for gaming according to number of players. Personally, I suggest Star Libida for 2-3 players and Star Libido for 4-6 players.

Changes and improvements:

*created wider version for more players and more comfortable movements (now this is called "Star Libido")
*added solf dynamic lights on white jump pads
*fixed teleports
*corrected english error in message while failing
*corrected texture errors
*tuned up sounds and pushers
*improved details and lights
*new waypoints


I think that the making of this wider version was really worth, see pictures below:

Image

To see more pictures of Star Libida (HD, maxed graphic setting), link here: http://minus.com/mfN8jY63Y/1f


Image

Image


For more pictures of this wider version: http://min.us/mrVkRuGhd
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Re: [Map] Star Libida + Star Libido (1.2)

Postby Ulukai » 16 May 2012, 09:44

Very well done damien! I will try out the new wider version and add it to my server. I will let you know here when this is done, so this map becomes playable online.
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Re: [Map] Star Libida + Star Libido (1.2)

Postby qreeves » 17 May 2012, 00:29

I'm actually thinking this map could replace "longestyard". I've been wanting to cull out the iD-based maps for a while, they always seem to be a point of contention.
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Re: [Map] Star Libida + Star Libido (1.2)

Postby Ulukai » 17 May 2012, 11:06

Ulukai's Kiling Ground has been updated: Star Libido is votable now as well.

qreeves {l Wrote}:I'm actually thinking this map could replace "longestyard". I've been wanting to cull out the iD-based maps for a while, they always seem to be a point of contention.

I'm in favor :)
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Re: [Map] Star Libida + Star Libido (1.2)

Postby D.A.M.I.E.N. » 17 May 2012, 12:13

Aww.. thank you.
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Re: [Map] Star Libida + Star Libido (1.2)

Postby fawstoar » 19 May 2012, 04:16

qreeves {l Wrote}:I'm actually thinking this map could replace "longestyard". I've been wanting to cull out the iD-based maps for a while, they always seem to be a point of contention.


Never heard of this happening before, but I only joined the RE community a few months before Ides came out... was this an issue? Personally I quite like most of the id maps.
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Re: [Map] Star Libida + Star Libido (1.2)

Postby qreeves » 19 May 2012, 04:29

There's always a vocal minority on a range of different subjects. Having so many iD maps always leads us back to being compared to Quake 3.
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Re: [Map] Star Libida + Star Libido (1.2)

Postby D.A.M.I.E.N. » 22 May 2012, 23:16

I replaced download files. (version 1.2b) Under the map, while spectating were visible textures with lights that shouldn't be there. It looked strange. So I replaced them + just small correction of lights at the teleports (it has more saturation now).
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Re: [Map] Star Libida + Star Libido (1.2b)

Postby wowie » 23 May 2012, 04:38

I sincerely hope that one of these gets official inclusion. :) I like duel, it's my favorite mutator.
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Re: [Map] Star Libida + Star Libido (1.2b)

Postby qreeves » 28 Jul 2012, 06:35

"Star Libido" is now included in Red Eclipse as of revision 3766.
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Re: [Map] Star Libida + Star Libido (1.2b)

Postby D.A.M.I.E.N. » 28 Jul 2012, 18:07

I'm glad that I could contribute to this project.
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Re: [Map] Star Libida (1.2b) + Star Libido (1.3)

Postby D.A.M.I.E.N. » 19 Dec 2012, 23:21

Update of Star Libido to version 1.3. (rather minor fixes/changes of lights and textures)

Someone with an access to SVN, update it, please. Thanks.
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Re: [Map] Star Libida (1.2b) + Star Libido (1.3)

Postby ballist1c » 19 Dec 2012, 23:58

Personally, I think the larger one has always been the better of these two maps.
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