Forums for Mirror's Edge - The Game
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Preview 1: http://www.youtube.com/watch?v=yeSus92e64o
Preview 2: http://www.youtube.com/watch?v=kVPHuKh-rzc
Tell me your thoughts on it...
Last edited by DeRunner (2009-05-17 09:33:37)
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I think insibles objects are making it really, really strange...
For the rest, it's just so cool ![]()
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Yeah invisible object make it really strange :p How can you screen the situation then? Plain luck? :p
There was a building in shadow where everything was dark, will it stay that way?
Good luck on the project!
Last edited by Chimeray (2009-05-16 10:44:47)
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The invisible ziplines are ok, but try not to use too many invisible pipes/ladders/ground tiles. Also, it seemed a bit too cramped to me, try to create a few different paths and more open areas, like the DLC maps, but with city objects.
One last thing, the level seemed extremely artificial, try to add objects in the distance that cannot be reached to create the feeling of an open world.
Last edited by 1shawn1 (2009-05-16 10:45:37)

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agree about the invicible, dont make too much of it. You could make a zipline where you only see that ist there, but not how long it is, else it would feel to luck-based...
Anyways is it legal to release maps? i so hope it is ;D
If so would you write it here on forum when you do?
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I know the level sucks, but there are a few different paths. I found 2 big shortcuts, and 8 other quick paths. Still, it's straight forward, but there are many different paths you can take. You just have to look around. I know about invisible objects. I'm limiting where I can put them.
Last edited by DeRunner (2009-05-16 11:27:35)
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As far as I know, given what Feffe/DICE has told us, it's legal to upload your map as long as you only release your own .me1 file (or if you make custom objects like your own imported meshes, you CAN use an external .upk file...or you can save them in the .me1 file itself).
As long as you don't modify materials, static meshes, and so forth from the game itself, which would require you distributing a DICE resource like P_Mall.upk, then you should be fine.
My tutorial here should cover it, though I assume you've all seen it already. ![]()
http://touchofrain.com/mirrors_edge/tut … ial_1.html
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god_hund, I think that's kind of the idea behind the WIP screenshot thread. People can post their Work-In-Progress map images. As far as I know only one person has "released" a map so far...it's hosted on moddb and also in a thread here. If more people start finishing maps, we could collect them in a thread, but right now I don't think it spams the board too much to have a single thread for each release. ![]()
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-New peek at my chapter level-
I took the time to make a box puzzle:
I'm still adding to it! All the boxes are collisional and climbable ^o^
(It's in the WIP too)
Last edited by DeRunner (2009-05-16 19:07:35)
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DeRunner, I forgot to mention that the interior spaces in your level are extremely empty. Try adding more platforms and giant pipes to make them feel less empty.
Last edited by 1shawn1 (2009-05-16 19:15:53)

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1shawn1 wrote:
DeRunner, I forgot to mention that the interior spaces are extremely empty. Try adding more platforms and giant pipes to make them feel less empty.
Yes, I know they are REALLY empty. Remember this isn't Earth. It's my world, it's how I want it. But yes, I'm gonna add more details to the interiors to probably make them look nicer. I remember I had a project that got corrupted, and I worked so hard on the interiors. I'll probably give a screen shot if you want(I have one saved already)
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Sure, post the screenshot.
Also, there is a window-washer's crane in the level "Heat" that can be moved by pressing a button. If you could get that object to work in your level that would be awesome. ![]()

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Preview 2 uploaded: Watch here!
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Dude that ladder is way WAY too long, lucky there's an invisible zipline over the vent exit to avoid it.
Got as far as the orange building before the boxes, am i supposed to get even further or that's th end?

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taplonaplo wrote:
Dude that ladder is way WAY too long, lucky there's an invisible zipline over the vent exit to avoid it.
Got as far as the orange building before the boxes, am i supposed to get even further or that's th end?
You can go all the way to the end of the box puzzle/maze/map. You'll see the path when you finish the box puzzle/maze/map ![]()
On a side note: I might upload a quick walkthrough or a speedrun for my map.
Last edited by DeRunner (2009-05-17 12:09:56)
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I'm not really creative when i know that if i fall down it's 5min try again (and don't tell em to look for invisible platforms at that point):X
the orange slide before the upwards zipline sometimes kill you (you die after the fall), not funny:(

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taplonaplo wrote:
I'm not really creative when i know that if i fall down it's 5min try again (and don't tell em to look for invisible platforms at that point):X
the orange slide before the upwards zipline sometimes kill you (you die after the fall), not funny:(
I know, just jump at the end of the slide and roll.
Don't worry: I'm adding checkpoints XD
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is the radiotalk with miller is the end?
edit: hehe just seen that the shortcut is mentioned in the readme, i found it by myself^^
Last edited by taplonaplo (2009-05-17 13:01:30)

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I haven't played it yet but I watched both previews and from the looks of it there's lots of repetition so maybe you could do less springboard jumps?
It seems like a fun level to play though, I'm just saying there's tons more kind of jumps you can use ![]()
I'll try it after dinner ![]()
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i have to ask since i couldnt make the alpha work... (stupid "why not make it extreme hard for modders to make maps public when its legal") i have to ask you: If you fall... will you trigger that extreme anoying fall for 5 minutes until you reach the bottom of the mission, or did you place a kill-zone after a not too anoyingly long fall?
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you die after some time, seems more like barbed wire for me not killzone tho. Why you couldn't run it btw?

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Ok so I played it, but I didn't complete it cos there's some bugs and stuff :p
First, when you come out the vent in the beginning and climb up there's an invisible zipline that should bring you over to that red block, well it doesn't always work and causes me to fall half of the time.
Then at another point before the zipline that takes you UP, there's an orange sliding platform. I took the sliding platform and when I hit the floor afterwards I was dead... The first time I took it, it was fine, the second time though... I was dead like I said ![]()
Then that zipline took me up way too high and I died as well xD
Weird stuff, weird stuff. I don't know if all these things are supposed to happen or not, but it sure is annoying :p In my honest opinion, it's too much luck and trial and error and not enough guidance. Most players want to be in control when playing a map :p
Sorry if this sounds a bit harsh, it's a good first try though
So keep at it! ![]()
Last edited by Chimeray (2009-05-17 14:56:08)
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You can use the shift button to quit the zipline:P
my main problem was repetitiveness, tho i can understand why you avoided more extreme moves with the lack of checkpoints, as chimeray said there were too many springboards. I'm also not a fan of invisible stuff, i like to know where i have to go, i'm more interested in the how to get there and how to get there fast.

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it works here 2... you realy need to find respawn-points they are the next needed... after where your second preview ends there is a big wall in the way... first you climb a huge staircase, where every step is SB-boosting... then you use walrun-jump-wallclimb-jump to get up a new concrete-thingy... here there is 2 walls, the first one is standing diagonally, while the other is standing and blocking the way... i cant wallclimb it (without MET) i did cheat around it so i know its the right way... how do you pass it 4real?
oh an your boxes.. i found one that wasnt solid, and another that coulden be climbed...
Last edited by god_hund (2009-05-17 16:04:19)
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