[MAP] Lion Castle
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[MAP] Lion Castle
This is an indoors map. A plot and quite many dialogues, two endings, moral choices with no consequences, some parkour and many fights. I made to make it as unique and interesting as i could.
Plot: A mysterious dog (you) enters a cat castle with only one purpose: bring justice. Why is he here?
Warnings: There is a weird graphics glitch, which you can see on the first screenshot. Devs said they are aware of it and are going to fix it soon. I also have a very weak laptop, so all levels have less than 10 fps for me. Therefor i could not test their performance. I tried to split the map into small pieces to improve performance.
And i don't think i'm never touching the Overgrowth editor ever again.
Every third time i try to save the map the game crashed without saving. I've been working on this mao for two weeks and i already have almost 200 crash reports. And if you don't save the map every minute, a lot of work needs to be done twice three times per hour. And that's if you're lucky.
The dynamic lights don't work properly. They make no shadows, they go through walls, which created a sourceless glow in an adjacent room, highlighting the right light is a pain in many parts of the body. The latter is actually true for most objects in the editor.
Dialogues are very buggy. To assign roles you have to link a boxes to characters. But you can't just do it, no-o-o-o, that would be too easy. You have to do something, than press ctrl+z, and only then the boxes become highlightable. Character can't be rotated in dialogue, so very often they turn their back on the character they're talking to, awkwardly looking over their shoulder.
The devs clearly state that their game is not designed for indoors levels, which wastes the potential of parkour, stealth and even combat. You can't grab a bar if there is another bar above it. Camera is wild in narrow corridors. And a lot more.
I have gained so much rage, even ranting doesn't help it, i'll need therapy.
I understand that the game and the editor will get better, i'm not saying they are bad, it's just that in the current state in drove me mad.
I really hoped you'll enjoy it, i worked so ve-e-e-ery hard on it.
In the archive there are several levels, the starting one is lion_castle_entrance.xml. The other ones load automatically when you get to the end of the previous one.
I've also attached a full map without plot and enemies, in case somebody wants to create their own level based on my own, which i don't mind at all, just be kind to mention me when you upload it.
Plot: A mysterious dog (you) enters a cat castle with only one purpose: bring justice. Why is he here?
Warnings: There is a weird graphics glitch, which you can see on the first screenshot. Devs said they are aware of it and are going to fix it soon. I also have a very weak laptop, so all levels have less than 10 fps for me. Therefor i could not test their performance. I tried to split the map into small pieces to improve performance.
And i don't think i'm never touching the Overgrowth editor ever again.
Every third time i try to save the map the game crashed without saving. I've been working on this mao for two weeks and i already have almost 200 crash reports. And if you don't save the map every minute, a lot of work needs to be done twice three times per hour. And that's if you're lucky.
The dynamic lights don't work properly. They make no shadows, they go through walls, which created a sourceless glow in an adjacent room, highlighting the right light is a pain in many parts of the body. The latter is actually true for most objects in the editor.
Dialogues are very buggy. To assign roles you have to link a boxes to characters. But you can't just do it, no-o-o-o, that would be too easy. You have to do something, than press ctrl+z, and only then the boxes become highlightable. Character can't be rotated in dialogue, so very often they turn their back on the character they're talking to, awkwardly looking over their shoulder.
The devs clearly state that their game is not designed for indoors levels, which wastes the potential of parkour, stealth and even combat. You can't grab a bar if there is another bar above it. Camera is wild in narrow corridors. And a lot more.
I have gained so much rage, even ranting doesn't help it, i'll need therapy.
I understand that the game and the editor will get better, i'm not saying they are bad, it's just that in the current state in drove me mad.
I really hoped you'll enjoy it, i worked so ve-e-e-ery hard on it.
In the archive there are several levels, the starting one is lion_castle_entrance.xml. The other ones load automatically when you get to the end of the previous one.
I've also attached a full map without plot and enemies, in case somebody wants to create their own level based on my own, which i don't mind at all, just be kind to mention me when you upload it.
- Attachments
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- Lion castle.7z
- (62.87 KiB) Downloaded 175 times
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- castle.xml
- The map
- (1.43 MiB) Downloaded 128 times
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- Posts: 440
- Joined: Fri Oct 18, 2013 5:48 pm
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Re: [MAP] Lion Castle
Goddamn!
This was an incredibly detailed map, Must have taken hours to design.
The castle is perfectly mapped out and the level design reminded me of old tomb raider games xD, little secret areas hidden around in unexpected places and very well designed climbing routes.
The dialogue was well designed and placed within good intervals and alternated itself with text hotspots well to allow gameplay to continue fluidly while still explaining the story.
I had a constant 60-62fps on every part of the level (and the full level map). Though that's because my PC is insanely overpowered, even Timbles has referred to it as "NASA grade" (Though Rodeje25 tends to say it's bad because he prefers Mac's)
This was an incredibly detailed map, Must have taken hours to design.
The castle is perfectly mapped out and the level design reminded me of old tomb raider games xD, little secret areas hidden around in unexpected places and very well designed climbing routes.
The dialogue was well designed and placed within good intervals and alternated itself with text hotspots well to allow gameplay to continue fluidly while still explaining the story.
I had a constant 60-62fps on every part of the level (and the full level map). Though that's because my PC is insanely overpowered, even Timbles has referred to it as "NASA grade" (Though Rodeje25 tends to say it's bad because he prefers Mac's)
Last edited by halzoid on Sun Aug 28, 2016 10:11 pm, edited 1 time in total.
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Re: [MAP] Lion Castle
Thank you! I'm really glad to hear you liked the map. If some parts are too difficult, someone found a bug that is my fault and not the engine's, someone has suggestions or something like that, i might change something in the map and upload the new version.halzoid wrote:Goddamn!
This was an incredibly detailed map, Must have taken hours to design.
The castle is perfectly mapped out and the level design reminded me of old tomb raider games xD, little secret areas hidden around in unexpected places and very well designed climbing routes.
The dialogue was well designed and placed within good intervals and alternated itself with text hotspots well to allow gameplay to continue fluidly while still explaining the story.
I had a constant 60-62fps on every part of the level (and the full level map). Though that's because my PC is insanely overpowered, even Timbles has referred to it as "NASA grade" (Though Rodeje25 tends to say it's bad because he prefers Mac's)
Re: [MAP] Lion Castle
I'm really looking forwards to playing this. Looks really good.
It's been a while since someone's made a large map in Overgrowth.
Once I get home and on my PC, I'll definitely play it and give some feedback.
It's been a while since someone's made a large map in Overgrowth.
Once I get home and on my PC, I'll definitely play it and give some feedback.
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Re: [MAP] Lion Castle
The dynamic lights are not meant to make dynamic shadows.BeholderJack wrote:The dynamic lights don't work properly. They make no shadows
I'm unable to find any bug reports about this on our tracker. It would be great if you submitted a bug report about this because we are not able to reproduce this bug on our end. So if you would like to help us fix this bug, send a bug report about this in an email to [email protected] describing the issue in as much detail as you can. If the game brings up a folder with 4 files in it when it crashes, zip that folder and attach it to the email, otherwise attach these two files to the email (paths assume you're using Windows):BeholderJack wrote:Every third time i try to save the map the game crashed without saving. I've been working on this mao for two weeks and i already have almost 200 crash reports.
1. The "hwreport" file from your "C:\Users\YourUsername\Documents\Wolfire\Overgrowth\Data" folder.
2. The "logfile" file from your "C:\Users\YourUsername\Documents\Wolfire\Overgrowth" folder.
I've tried finding a bug report in our tracker or reproducing this one too, but have been unable to. A bug report with step-by-step instructions would be appreciated to help us figure this out.BeholderJack wrote:Dialogues are very buggy. To assign roles you have to link a boxes to characters. But you can't just do it, no-o-o-o, that would be too easy. You have to do something, than press ctrl+z, and only then the boxes become highlightable.
I think that bug happens because there are too many lights affecting those pixels, causing this glitch to appear. As far as I know this isn't something we're planning on fixing right now since we probably won't have that many lights affect a single pixel in our official content. I think this won't happen if you decrease the size of the lights so they don't overlap as much.BeholderJack wrote:There is a weird graphics glitch, which you can see on the first screenshot. Devs said they are aware of it and are going to fix it soon.
Looks like a cool level, looking forward to playing through it!
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Re: [MAP] Lion Castle
I have submitted it, the case number is 5053.Silverfish wrote:I'm unable to find any bug reports about this on our tracker. It would be great if you submitted a bug report about this because we are not able to reproduce this bug on our end. So if you would like to help us fix this bug, send a bug report about this in an email to [email protected] describing the issue in as much detail as you can. If the game brings up a folder with 4 files in it when it crashes, zip that folder and attach it to the email, otherwise attach these two files to the email (paths assume you're using Windows):BeholderJack wrote:Every third time i try to save the map the game crashed without saving. I've been working on this mao for two weeks and i already have almost 200 crash reports.
1. The "hwreport" file from your "C:\Users\YourUsername\Documents\Wolfire\Overgrowth\Data" folder.
2. The "logfile" file from your "C:\Users\YourUsername\Documents\Wolfire\Overgrowth" folder.
There really isn't much to it, when the dialogue box with little actor boxes is spawned, the little ones aren't highlitable, you have to press ctrl+z for them to be selectable. Still, i will report it to [email protected]Silverfish wrote:I've tried finding a bug report in our tracker or reproducing this one too, but have been unable to. A bug report with step-by-step instructions would be appreciated to help us figure this out.BeholderJack wrote:Dialogues are very buggy. To assign roles you have to link a boxes to characters. But you can't just do it, no-o-o-o, that would be too easy. You have to do something, than press ctrl+z, and only then the boxes become highlightable.
I really meant no offence, i hope none is taken.
I think that after you're done with all the content for your official campaign you should fix stuff like that, that is not meant to be in the official campaign. Like fixing the lights bug, improving indoor levels support, let there be multiple ledges one above another and, actually, a lot of stuff like that. Yeah, it can be done later, so the official campaign is out sooner and the game in general is finished, just please don't give up on Overgrowth once it's out. Make modding better.
Yay, thank you.Silverfish wrote: Looks like a cool level, looking forward to playing through it!
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Re: [MAP] Lion Castle
I found the case and see that it is in progress, thank you for helping out! And of course, no offense taken.
Finally Played This.
Oh god the framerate.
I really wish I could run the maps well, but it almost always ran absolutely horribly.
Here's a tip for optimization: Make the floor of areas like the sewers as one, large object instead of tiles. It'd probably make it easier to run.
The walls are awfully tight, and that's fine; I just feel like an open space or two would benefit greatly.
On lion_castle_stairs.xml, when I try and progress, it displays 'Target level not set'.
In lion_castle_top_floor.xml, I found that the door behind the Giant Cat never opens, so you can't progress after the fight. Even after you bypass the door, there's no Load Level hotspot or anything linking to the Cathedral.
I also feel a cathedral should have some statues or some pillars or something.
It's worth mentioning that every enemy that uses a Sledgehammer uses a completely normal moveset. The enemy with a Rabbit Catcher in the Cathedral also uses a completely normal moveset.
I actually really enjoyed the Cathedral fight for some reason. It felt pretty tense. I had to pull all the tricks I could manage.
I really wish I could run the maps well, but it almost always ran absolutely horribly.
Here's a tip for optimization: Make the floor of areas like the sewers as one, large object instead of tiles. It'd probably make it easier to run.
The walls are awfully tight, and that's fine; I just feel like an open space or two would benefit greatly.
On lion_castle_stairs.xml, when I try and progress, it displays 'Target level not set'.
In lion_castle_top_floor.xml, I found that the door behind the Giant Cat never opens, so you can't progress after the fight. Even after you bypass the door, there's no Load Level hotspot or anything linking to the Cathedral.
I also feel a cathedral should have some statues or some pillars or something.
It's worth mentioning that every enemy that uses a Sledgehammer uses a completely normal moveset. The enemy with a Rabbit Catcher in the Cathedral also uses a completely normal moveset.
I actually really enjoyed the Cathedral fight for some reason. It felt pretty tense. I had to pull all the tricks I could manage.
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Re: Finally Played This.
The map used to consist of tiles only, as it was easier to change if i needed to. When i was happy with how the map looked, i replaced most of the tiles with big walls. The levels had about 15-20 fps without enemies, but it dropped to 10-15 if i even added one. The lag might also be due to decorative details like bones, weapons and papers.Timbles wrote:Oh god the framerate.
I really wish I could run the maps well, but it almost always ran absolutely horribly.
Here's a tip for optimization: Make the floor of areas like the sewers as one, large object instead of tiles. It'd probably make it easier to run.
Timbles wrote:
Timbles wrote:
This is my avatar from now on.Timbles wrote:Piercer also seems to have a 'crazy' look to them...
I can do that.Timbles wrote:
Timbles wrote:
I think i will try to fix the things i mentioned today and upload the new version tomorrow.Timbles wrote:
Also, was the map worth playing or making in the first place? Aside from things i should (and will) fix, how did you like it?
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Re: [MAP] Lion Castle
Alright, i tried to fix the problems. But the game started crashing every time i try to save, making it absolutely impossible to make any changes. I'll fix these problems once the bug is fixed.
And once i do, maybe i'll make a new level? I don't know, should I?
And once i do, maybe i'll make a new level? I don't know, should I?
Re: [MAP] Lion Castle
From the download links in the first post maybe?die_sataman wrote:How do i download?
Re: [MAP] Lion Castle
"(Though Rodeje25 tends to say it's bad because he prefers Mac's)"halzoid wrote:Goddamn!
This was an incredibly detailed map, Must have taken hours to design.
The castle is perfectly mapped out and the level design reminded me of old tomb raider games xD, little secret areas hidden around in unexpected places and very well designed climbing routes.
The dialogue was well designed and placed within good intervals and alternated itself with text hotspots well to allow gameplay to continue fluidly while still explaining the story.
I had a constant 60-62fps on every part of the level (and the full level map). Though that's because my PC is insanely overpowered, even Timbles has referred to it as "NASA grade" (Though Rodeje25 tends to say it's bad because he prefers Mac's)
OH HELL NO YOU AIN'T GETTING AWAY WITH THIS!!!
I'd say my computer can't handle the map because it's from 2007.
And still you and your "beast" computer can't compete against my csgo skills since i still rek you in that game. Fuck i even rek you in warthunder and in chess and... This list is too long. I have to get back to my schoolwork.
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Re: [MAP] Lion Castle
[this message has been removed by the user for being off topic]
Last edited by halzoid on Mon Sep 12, 2016 6:19 pm, edited 1 time in total.
Re: [MAP] Lion Castle
Our first 1v1 was on DE_Dust2 A long only.halzoid wrote:rodeje25 wrote:you and your "beast" computer can't compete against my csgo skills since i still rek you in that game.
Good to see you're still yourself, lying like always.