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Topic: Heroes 7 Part 3 and 4 |
| sam_fisher3000 |
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General Member Since: Apr 18, 2007 Posts: 816 Last: Jul 16, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Friday, Apr. 29, 2011 06:47 am |
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First off, I just want to say that I do keep the suggestions/feedback in mind.
Everything is fine. I have all the maps backed up.
Update #3:
- Whatever in the teaser is correct.
- Added the first part of Heroes 7 Part 3 "Fall of Man"
- Added a F.O.B. in the first part
- Mortars! Insane mortars!
- Charge!
- Village/Uptown
- Custom bridge, awesome bridge
I have three test videos for you guys to enjoy. To see what the map looks like. The map could be more exciting than the video but I would have to revert some changes I made.
Video #1
Here
Video #2
Here
Video #3
Here
Video #2 has more action parts than video #1.
Video #3 has a much more nicer look. There is also more views on the map layout.
Enjoy!
May release the map for some people to try. Xfire doesn't like to send files.
Be sure to check out moddb as well.
http://www.moddb.com/mods/heroes-7
Thanks and enjoy!
I won't spoil the story/scene for the map, but it will be insane and epic! You'll have to find out!
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| SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Friday, Apr. 29, 2011 07:49 am |
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I only watched video #2 since you said it had the most action.
There was no gameplay for the first five minutes.
Just a whole bunch of AI pixel shooting targets that were too far away.
It also made no sense with the opening of the mission -- everything seemed relaxed when the enemy had such a strong fortification right down the street. Player hits the "start the war" trigger was too obvious.
Link for some info on exposition, climax and resolution: http://tinyurl.com/3gkorjt
Too many friendly AIs bottle necking in the enemy town, they looked dumb. Try using CQB when they're moving around small quarters.
Too many also == the player not doing as much since the AI do all the work fighting.
The baddies in a window was too typical, mix it up a bit. Also kill off spawners and AI when you had the friendlies move on to progress, there was still some dudes in the windows shooting at them and the friendlies just kept running with their backs to the windows exposed.
When you got the barbed wires you kept jumping and getting on top of the car to see the enemys. That should be a flag to show something is wrong with line of sight.
Don't use god mode to show off your mission, use demigod instead. It doesn't look fun seeing you walk around carelessly not taking damage.
Also don't see what the point was in UFOing around, seemed pointless.
I liked the end when the baddies got reenforcement from behind the player, but use some VO nag lines to warn the player. There was also too many friendly AIs it seemed there too, bunching up and running into each other looking dumb.
It would be nice to see the baddies try to get closer to the player, trying to get a good shot. They seemed to just run to a node and stick to it.
Also spawn in waves. It seemed too simple sending all the guys in at once on what appeared to be a single flood spawner. Have like one wave already there fortified, and when too many of them get killed they'll be like 'Oh poo-poo we need help' and then another wave comes from around the corner to help reinforce. This might also be a good chance to have enemy vehicles come in and drop guys off since there's that big ol bridge and the streets are really big. |
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| sam_fisher3000 |
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General Member Since: Apr 18, 2007 Posts: 816 Last: Jul 16, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Friday, Apr. 29, 2011 03:14 pm |
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Okay thanks for your response.
Like you said, I was just showcasing. I was showing more of the map layout though. The reason why I didn't actually "play" is because the video can get really long. And I guess you already got impatient when it was 5 minutes through the video.
I don't have much yet, just want to show you a simplified version of what's going on.
For the friendly AI, I do notice that I have too many. I am trying to find a way to fix it. I want to keep them but I want to remove them too. I'll fix it.
As for the enemy vehicles coming in and dropping guys off, yes, I do plan to do this.
Well, overall, how was it? Did you think it was decent? Big improvement from the previous maps?
What's a VO nag line?
And I will keep your suggestions in mind.
Just a note, if anyone notices any grammar errors or something that doesn't make sense in the last post, I wrote that post 2:47 am, in the morning!
Thanks again for your feedback, I appreciate it.
EDIT: I do have a surprise coming up. |
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| Zaphax |
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General Member Since: Jun 17, 2008 Posts: 251 Last: Dec 29, 2013 [view latest posts] |
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| Zaphax |
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General Member Since: Jun 17, 2008 Posts: 251 Last: Dec 29, 2013 [view latest posts] |
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| sam_fisher3000 |
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General Member Since: Apr 18, 2007 Posts: 816 Last: Jul 16, 2016 [view latest posts] |
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| sam_fisher3000 |
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General Member Since: Apr 18, 2007 Posts: 816 Last: Jul 16, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Friday, Apr. 29, 2011 07:48 pm |
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Ok, I don't know how to answer you or please you. You really caught me off guard.
For the most part, it's Middle Eastern already. I just have grass instead of dirt. I do have a warehouse, I didn't make it, but it fits. I have some apartment buildings that I made, there is nothing wrong with this. I think you're just saying the colour doesn't match. Middle Eastern is more yellowish.
It's a fictional place, not a real place. I like mix and match and see it as an art. It's more diverse and artistic. I don't really see it as a confusion. It's just my style. Just look at my AI, the friendlies, Americans, Russians and British, all working together! So are the enemies. It's not my fault COD4 has to take place in middle eastern cities and has more prefabs in those cities.
Whatever is available I use. I have made some custom buildings already.
I will use the prefabs you gave but it's not going to change a thing.
If you want to see confusion, you can look at some mods that have cartoonish styles stuff, cartoonish actors, dolls as players, etc.
I already have real stuff and so nothing should be confusing.
As I re-look at the map, everything in the city is pretty much relevant to one another. And all buildings have no real differences. They are all the same. 1 story, 2 stories, etc. You can have a fancy looking building along with non-fancy looking ones. You can have a construction side as well.
I am just going to keep going with what I have. Since there is nothing wrong. Everything is about the same.
"I see you know how to work with AI and other effects and Objectives like most people don't"
This line really caught me off guard. What does this mean? Are you saying that I am better than everyone else? I don't want an argument. It's rhetorical.
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| SQUISHY44 |
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General Member Since: Apr 16, 2007 Posts: 213 Last: Jul 20, 2011 [view latest posts] |
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| sam_fisher3000 |
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General Member Since: Apr 18, 2007 Posts: 816 Last: Jul 16, 2016 [view latest posts] |
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| sam_fisher3000 |
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General Member Since: Apr 18, 2007 Posts: 816 Last: Jul 16, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Sunday, May. 1, 2011 01:31 am |
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SparkyMcSparks, I have added some of your suggestions. I actually played the level with demigod and some noclip.
_____________________________________
Update #4
- fixed beginning
- desert, lots of hills
- less friendly AI and more enemy AI
- binoculars/scout-the-city added
Video includes gameplay. Trust me, it's insane for the firefights. Please do watch it!
Updated the map in the beginning to make more "sense".
I have a much better video/preview. Actually playing the map, instead of just showcasing the level. Enjoy!
Link: Here
Enjoy!
*Copied straight from moddb. :D
edited on Apr. 30, 2011 09:40 pm by sam_fisher3000 |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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