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Thread: Metroid Online Maridia - Public Beta

  1. #11
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Metroid Online Maridia - Public Beta

    Quote Originally Posted by odseraphim View Post
    That's quite odd, I have no clue what may be causing your problem, but I guarantee that none of the testers nor I personally had any issues with your particular problem. Maybe it's an isolated issue, such as how I was never able to join a server that was playing No_Remorse, no matter how many times I downloaded the map and replace my existing copy.
    It's no doubt that it's my PC at fault, however, I don't know exactly what causes it, though if I had to take a guess, it might be lens flares; the Boarding Action segment of CMT's D40 beta did that, and there was a Halo 2-styled covenant map with lens flares EVERYWHERE that made this happen (I forget the name of it though, it was on one of Rams's gamenights).

    It could also be complex geometry or maybe shaders, but I don't know.

    e: It's definitely my system not getting along with lens flares.

    I stood in a base and turned on wireframe mode. When I moved to a side where the portals in the base access cave culled out your teleporter shafts, the stuttering stopped.

    e2: You know my biggest pet peeve in CE maps:

    PORTALS, MOTHERF#$%ER, DO YOU USE THEM (besides the exactportals in the base access caves).
    Last edited by p0lar_bear; August 23rd, 2009 at 05:15 PM.
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  2. #12

    Re: Metroid Online Maridia - Public Beta

    2 things that I found, both sound related:
    1. Some of the custom effects, namely the beams, have a pretty noticeable cutoff at the end. Rather than eventually becoming silent, the sound begins to damper, then just stops. Would this have to do with the tag, or was the sound file deprecated in some other way?
    2. The low health beeping. While it's a good idea, it can get rather annoying if you can't find a health orb. A more subtle loop (like, well, the Metroid Prime health warning) would be better at indicating low health rather than BEEDEEBEEDEEBEEDEEBEEDEE.

    Other than that, this is made of multiple kinds of awesome and win.
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  3. #13
    nnh Ifafudafi's Avatar
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    Re: Metroid Online Maridia - Public Beta

    Looks like I kick scrub ass at CTF

    More comments/complaints:

    -Beam effects aren't... bad, so to speak, but I'd hardly call them "Stunning." Again, the charging in particular looks like monkey ass.
    -Wave beam seems entirely useless, and other than a slight homing on the charge shot(?) I'm not sure what differentiates it from the other beams.
    -On that note, you need a section in the readme to detail exactly what all the beams do, their intended purpose, relative stats (damage/range/speed/etc)
    -Melee animation when carrying Metroid is recycled from last beta, which is inconsistent with the new energy beam melee and still looks like you're hitting off to the side
    -I don't know if it's me or the map (probably me) but I can't see the info/chatbox
    -Teleporter spamming during oddball is too easy. I'd recommend you make all the teles one-way

    Overall, it just needs polish, and lots of it.
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  4. #14
    No bloody A, B, C, or D Phlakes's Avatar
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    Re: Metroid Online Maridia - Public Beta

    Well that was awesome.

    But some things that were wrong:


    Havoc Beam sound doesn't play for every shot.
    The Force Beam looks terrible from first person.
    I kept spawning in the middle of a fight(That's probably not something you did, but it's a bit annoying).
    Particles.
    Melee with the oddball.
    As said before, you can barely see the energy beam in the regular melee.


    Still, that was the best game of CE I've played, and I can't wait for even more maps.
    Last edited by Phlakes; August 23rd, 2009 at 05:17 PM.
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  5. #15
    am I an oldfag yet? Heathen's Avatar
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    Re: Metroid Online Maridia - Public Beta

    make it foggier
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  6. #16

    Re: Metroid Online Maridia - Public Beta

    Amazing TC. Very well made.
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  7. #17
    Diehard Fan STLRamsFan's Avatar
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    Re: Metroid Online Maridia - Public Beta

    Uploading to the hcel when I get home. Yall better populate it.

    If it's already been done, thanks.

    -via blackberry
    Last edited by STLRamsFan; August 23rd, 2009 at 05:38 PM.
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  8. #18
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Metroid Online Maridia - Public Beta

    ffff, at school.

    Any australasian's wana play in around 7 hours?
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  9. #19
    «CE»toXic! taterSALAD's Avatar
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    Re: Metroid Online Maridia - Public Beta

    This is amazing.

    My remarks:

    • It's a bit laggy on my machine.
    • Weapons take a long time to pick-up.
    • Collision model on the Metroid Hatchling is set to dirt.

    Now implement the lock-on feature of Metroid Prime.
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  10. #20
    Senior Member teh lag's Avatar
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    Re: Metroid Online Maridia - Public Beta

    Quote Originally Posted by p0lar_bear View Post
    PORTALS, MOTHERF#$%ER, DO YOU USE THEM (besides the exactportals in the base access caves).
    I tried to make decent portals but they kept breaking when we had more than we have now

    Quote Originally Posted by Ifafudafi View Post
    -Beam effects aren't... bad, so to speak, but I'd hardly call them "Stunning." Again, the charging in particular looks like monkey ass.
    Care to help us out there

    -Wave beam seems entirely useless, and other than a slight homing on the charge shot(?) I'm not sure what differentiates it from the other beams.
    All of its shots were supposed to home in... Nobody commented about this during the private betas. I'll go change it around in that case. It also fucks up your screen when you get hit.

    -On that note, you need a section in the readme to detail exactly what all the beams do, their intended purpose, relative stats (damage/range/speed/etc)
    Power - All-around competent weapon. Designed to keep you alive. Charged shots stun targets.
    Medium damage - Medium range - Fast projectile - High ROF.

    Plasma - Kindof like the Pistol, but not. Short range limits its usefulness.
    Medium damage - Low range - Instant projectile - Medium ROF

    Wave - All shots stun and blind targets.
    Medium damage - Long range+Homing - Slow projectile - Low ROF.

    Havoc - Upped damage on Power Beam with no charge and bouncing projectiles. Most effective at close range but high damage makes it effective as long as you can lead shots.
    High damage - Bouncing - Fast projectile - High ROF.

    Spazer - Shotgun.
    High damage - Low range+Spread (increase # of projectiles per shot?) - Slow projectile - Low ROF.

    Force - Sniper rifle.
    High damage - High range - Instant projectile - Low ROF (Needs to be turned down lower imo, it has serious rape potential at close range which shouldn't happen)

    Super Missile - 2 shots, each projectile deals 3/4 of one healthbar of damage. 1/3 chance of spawning every 60 seconds. Designed to mix up gameplay every now and then.

    We really want to know what people think about weapons balance! If something else seems over/underpowered or anything let us know!

    -Melee animation when carrying Metroid is recycled from last beta, which is inconsistent with the new energy beam melee and still looks like you're hitting off to the side
    That... is true. When I redo the melee animations to make the sword more apparent I'll redo the Metroid animations as well.

    -Teleporter spamming during oddball is too easy. I'd recommend you make all the teles one-way
    I always liked being able to drop down... I see your point though. We'll try it that way in the next beta.

    -Doors(?) look overly simple and out of place
    I'll go and change them... they were modeled based on what I could remember from Super Metroid's door shapes while in the car.

    -Radar sweep is horribly, horribly misaligned from the custom overlay. Get rid of it maybe?
    You mean just the expanding circle or the radar itself? Again, nobody complained during internal betas so we left it until now.
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