Ok, I'll be on bnet now if anyone wants to help do a quick multiplayer test. Sorry I couldn't organize this better I think I picked a bad day for this.
I'll be arranging regular testing later when the gameplay systems are in place, though, so stay tuned.
ADDITION:
Heh, well I got a little testing but I didn't get to organize this too well so I had to use someone else. :/ No biggie though. I'll try again later when I can get some time.
It's just as well though, since it seems there's quite a few bugs still lurking around I need to track down. This'll take a little while anyway so might as well hold your horses.
I do need an events planner pretty soon, though. Just someone to help me come up with ideas for events, and how to make sense of them within the frame of the map. Anyone up for that?
If you catch me on battle.net (I'm always in Clan uUu) I can help you test and think of ideas.
Looking foward to it
pm me if u need a tester
Bah, screw the bug testing I'll just pick whoever's available for now. These things crop up too irregularily to schedule, unless I could have someone onhand full time or something (and even I'm not onhand full time to work on this).
Playtesting, however, will be a different matter. When I'm ready for that, I'll PM several of you and arrange times. I want this map properly balanced before the official release, so I'm gonna try to do it right this time. Hell, I could even go and make it some kind of friday or saturday regular thing for fun, as I don't think now there's too much need to keep a strict internal tester group (like I was originally thinking).
I'm back from my trip. You're still interested in that music? If my PC is on, it's a 99% chance that I'm on SEN, so feel free to PM me. It would beeven better if you register on Skype. (something like MSN)
Man, I had a change to test this but the stupid latency ruined it all
Looking forward to seeing this map done, Tux.
Actually Kow that's why I was trying to organize testing earlier. Because of my router I'm stuck with that cursed latency nonsense, so I have to use a trick to get around it. Makes arbitrary testing difficult.
Anyway don't worry about it. That was only a quick bug checking run. I'll have some real play testing coming up in awhile if you're interested.
Sorry to hear that. Hope you get it fixed.
ADDITION:
Hmm, looks like I'm gonna be needing help with foley artist again, as well as a new events planner. If anyone's interested, please let me know.
The latter is a pretty easy brainstorming job, the former I'll ask you do a little bit of trigger work and try out a few samples.
The sooner I can get these parts knocked off, the better. I'm already done with the core mech system.
I was working on a map just like this in SEN's robotic themed contest. But I guess yours would be better since mine was going to be an arena. But arent you working on Rush 2?
Rush 2 needs the unlimited gunner system. That needs me to implement one. I haven't done that yet (nor will I until this is done, at least).
Yo Tux, I can help with sounds/music. But I'm assuming you have a sound mixing program yourself anyway...
QUOTE(PCFredZ @ Oct 12 2006, 08:17 PM)
Yo Tux, I can help with sounds/music. But I'm assuming you have a sound mixing program yourself anyway...
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I have sndrec32.
Actually it's a pretty simple job. Since I'm already busy with like 10 other things on this map, I just need a liittle help to pick out a selection of appropriate sounds and add them to a few triggers. For now it'll just be basic stuff like menu selections and alert messages... just to set the basic aural theme. Later I might need a few more sounds for some of the mech stuff. MPQ sounds would be fine, if appropriate, to cut down on file size.
Would you be interested in helping?
Dang, i'd really love to help but i have such a busy schedule, anyway just so i can see what i'm missing can you show a few screenshots once you do the testing?
Problem with screenshots is its hard to make them show whats actually going on. All you'd see is a jumble of units, some vanilla terrain, and lots of on-screen text. Not too impressive, really.
i tested this and dude :S 3k's worth of triggers OUCH man
but amazingly good job .. good luck with the rest.
Dunno how you can say that when none of the core features were working right (they were working before though
). There was actually one other element I didn't show you where you could create spawners for your team, which I'd really wanted to test. I might bug you again later (or someone who doesn't have lat issues
) when I get all that fixed to help try and see if it breaks anymore.
I'm really eager to get to the initial gameplay balancing stages, but these cursed bugs aren't letting me.
Oh well, back to werk.
lol soo what were the key elements of this map then? cause from what i saw from it, it was pretty damn good.
The key elements are the teamplay aspect, the mech systems, the npc forces that spawn from each base, and the timeline of events that runs along through all of that.
My SC is fixed now, so I'd be glad to test sometime. IM me if you want me
ya, i'd like to test as well if you don't mind. what times do you usually test?
Well, pretty soon, actually. Would you like to help me arrange some seperate testing sessions?
ya, sure, sounds good. just tell me if theres people you don't want testing it.
ADDITION:
ps i can't believe you play helms deep
Ok, I'll have a copy of the map skimmed down for playability ready... oh, let's say in a few days (to be safe). I'll PM you later when I do.
QUOTE
ps i can't believe you play helms deep
No not really. Only when I'm bored out of my mind. I play all kinds of crappy bnet stuff when I'm bored/procrastinating.
okay then, sounds good, anytime is good for me.
ps did you ever find that bug you told me about on Bnet?