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| [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant http://www.runestorm.com/forums/viewtopic.php?f=34&t=42420 |
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| Author: | OCAdam [ Wed Sep 05, 2007 7:08 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
I've finally finished for the most part my map that I originally called Juggler (but since the map isn't the same name anymore, hence a new topic). Here's all I've got done with the map, and stuff I'm gonna add for the next release. --- Done: Weapon and Ammo Pickups (Assault, Bio, Shock, Link, Minigun, Flak, Rocket, Classic Sniper, Lightning Sniper) Shield Pickup Redeemer Pickup Super Health and Shield Pickup (in a trap room together nonetheless!) Double Damage pickup (and inability to get it from the wrong direction) Main geometry Second floor geometry Main static meshes Lighting Placement New outdoors section totally finished (terrain, statics, sunlight, corona, damage volumes, pathing, extra lights) Elevator stuff (not bot-pathed!) Music!! Level Description Heal Pod!! --- To Do: Final static meshes Elevator pathing Bio-pit ladder pathing for bots (they just stay in it and die...) Ventilation shafts and paths (Redeemer is only accessable by human players as is... although that's not too bad an idea), plus getting-stuck-in-vent bug Control room (control what blast doors are locked, and a security camera system) Locked door bug (trap room blast door gets stuck open when locked in the open position, even after being unlocked) Lighting Colors and Touches |
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| Author: | Captain Xavious [ Wed Sep 05, 2007 8:36 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Lemme tell you guys, this map is fun! Its bit on the ugly side (again, no offense Adam), but it sure plays fun! This is pretty much just close quarters combat, with a nice splash of traps available, which is what I love. I highly recommend at least trying this out, as its great fun. |
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| Author: | OCAdam [ Sat Oct 06, 2007 6:31 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Anyone else try to play the map? I seriously would like some feedback on the level... maybe stuff to add in or take out. |
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| Author: | Notlem [ Tue Oct 09, 2007 2:28 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
I could not get it to run, some kind of a run time error, I have had other maps do this also, and it has to do with I think with a static mesh or something like that, I'll try it again and copy it as an edit to this post if anyone could figure it out for me. your other versions ran fine though. When installed it does not show up on my maplist, when i try to run it externally, I get a "Microsoft C++ Runtime Library" window with the message "Runtime Error. Program C:\UT2004\System/UT2004.exe. This applicatyion has requested the Runtime to treminate in an unusual way. Please contact the applications support team for more information" |
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| Author: | Bulska [ Tue Oct 09, 2007 3:12 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Ooh beta testing your map? Ill get right to it! Tomorrow after school... |
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| Author: | Bulska [ Fri Oct 19, 2007 12:48 am ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Fun map, all close quarters and the flak cannon will be my favorite weapon in this map. For BW I would choose my trusty fifty-9's or a big bad shotgun. The water trap is really fun, but there is a ventilation shaft I can escape trough. Is that intentional? The map feels pretty... under construction. Personally I would add stuff in the hallways and improve the lighting. You can do alot with lighting, such as giving the bio-pit chamber a greenish glow, and the shockrifle room a more cool blue glow. Lighting is the key to many succesfull maps. Gameplay feels nice too, with airducts, higher ground and other stuff. But one thing that bothered me, was that I ran around the map for 10 minutes, and I never saw the bio-rifle room. There are only 2 ways to reach the Bio Rifle room, and behind that you got the outdoor arena. I did found them, and they both looked good
This map has what it takes to become a fun map to play. But it aint there yet. Good job on it so far
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| Author: | OCAdam [ Fri Oct 19, 2007 3:38 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Oh hell, I think I forgot to upload the newest version of the map! >_> And yes, that vent shaft to escape into on the water room is on purpose (hence why there is water in it). And... the reason behind the map not running... that's my fault, I forgot to include the statics package I used that was a custom one! Unfortunately, I don't remember who made those statics, so I can't really give this too publicly until I figure who made it and give them credit. Until then, I'll be looking. The package is called Construction_M (and the textures are Construction_S) if that might lead to help me figure who made it. I get a feeling the guy's name will be obvious and I'll look like a fool for not remembering. http://files.filefront.com/DM+4vs4+GeoN ... einfo.html |
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| Author: | Bulska [ Fri Oct 19, 2007 4:01 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Oooh those files are cool!! I always use them for my urban maps. They're JailBreak files, for the map with the high tower where you can fall down very long time. By the way, next time you host a map. ZIP it and dont use Rar, rar sucks. Zip files I can open like normal explorer, but rar files I cannot and I must use annoying complex commercial crap programs which my dad downloaded. Luckely I still have something I can use to open it. Ok gimme Xfactormeshes file please I can't play it.
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| Author: | OCAdam [ Fri Oct 19, 2007 4:21 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Bulska wrote: Ok gimme Xfactormeshes file please
I can't play it.Ahh!! X said something about these too.... I'm gonna look in my map to see what the crap are being used by xFactor... O_o THE STUPID SHELL CASINGS!? Gah, I thought I was using the not-custom package for those... Anyways, I just removed those (there were only 4, and they aren't really useful). Redownload the map now, it should be fixed of that crap. Edit: Well, it needs to reupload first! http://files.filefront.com/DM+4vs4+GeoN ... einfo.html |
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| Author: | Bulska [ Sat Oct 20, 2007 2:52 am ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Ok redownloading now... I've seen it in the Editor, and I still stand about what I've said before
Most important is to mess around with the lighting. Lighting can make and break a map. |
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| Author: | OCAdam [ Sat Oct 20, 2007 4:05 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Bulska wrote: Ok redownloading now...
I've seen it in the Editor, and I still stand about what I've said before ![]() Most important is to mess around with the lighting. Lighting can make and break a map. Where exactly do you propose better lighting? Like I mean for the color, not intensity, I kinda like the lower lighting in the level. I remember the Shock sound be a bit more blue tinted... I'll see how that looks, and report back. |
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| Author: | Bulska [ Sat Oct 20, 2007 4:11 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
Blue tints give cool effect, cold and icy. Red tints give hot effects, warm and closely. I also noticed a mostly-common problem with lightings in your map. In a corner, you got 2 lamps on each side of the corner, this is fine but the lighting seems a little too bright that way. Try to down it to 2/3 and see if the lighting is like alone-standing lamps. Maybe more variaty in textures would make the map more interresting. Try giving the walls in hallways a different texture then the walls in bigger rooms, and see what you like best. |
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| Author: | OCAdam [ Sat Oct 20, 2007 4:20 pm ] |
| Post subject: | [UT2k4 MAP] DM-4vs4-GeoNukePowerPlant |
I'll try to tone that corner lighting down and see how that works. I also changed the Minigun room to have a greenish tint, and the Shock room looks better with the slight blue tint. EDIT: Okay, the lightning at half values in the halls look a ton better! Thx Bulska! |
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