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[UT2k4 Map] DM-1on1-OCA-Generator
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Author:  OCAdam [ Sat Dec 01, 2007 11:13 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Warning: This level is VERY particle using, and very small, so you will end up seeing pretty much EVERY detail in the level! This really IS a 1on1 ONLY map. Any more might make the game slow down considerably, especially with BW used!

That said, this level is simply the central generator room in my massive level, but with a much higher amount of detail. It is also during a duststorm, so you got a bunch of particles flying around, alongside of the center energy generator (the AI generator from AS-RobotFactory). The room was much increased in polycount and make to look like all corners were smoothed out (except a few unneeded ones by obvious reasons). The room is botpathed, so you CAN play with bots.

You wanna know how many particles there are? Do the math:

107 xEmitters * 150 particles-per-xEmitter = the total you see always

Author:  Bulska [ Sun Dec 02, 2007 12:38 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Trying this right away. I like good graphics :D

Author:  OCAdam [ Sun Dec 02, 2007 1:38 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
Trying this right away. I like good graphics :D


Heh, it's still a reasonable amount of good graphics due to that particle duststorm! I'm gonna pack in some music with the level soon. Hope you love the Settle the Score with 006 music from Goldeneye!

Author:  Bulska [ Sun Dec 02, 2007 1:55 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Don't know it.

But I've seen your map. The particles from the dust storm are a very nice addition to the map, and the core is also very cool. But I was dissapointed by a few thingies, it are only small details, worth checking out but no big deal.

The core in your map, the sparks and such, I think they should be deadly, so if you jump trough the core you get zapped. Fun to blast your opponent into the core while he has very strong and powerfull pickups.

Increase the max distance of the fog just by 200 units or so, when I'm on top of the level at the shield pickup and I look down, I can see the skybox trough the lowest floor.

Walls are in need of more detail, a different texture perhaps, and a few static meshes.

I really like the smooth corners of the walkways, very unique.
The idea of a large open arena with hazard of falling to death is a great basis for a very good map.
And the walkway to the shield pickup, I love it :P

Author:  OCAdam [ Sun Dec 02, 2007 2:05 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
Don't know it.

But I've seen your map. The particles from the dust storm are a very nice addition to the map, and the core is also very cool. But I was dissapointed by a few thingies, it are only small details, worth checking out but no big deal.

The core in your map, the sparks and such, I think they should be deadly, so if you jump through the core you get zapped. Fun to blast your opponent into the core while he has very strong and powerfull pickups.

Increase the max distance of the fog just by 200 units or so, when I'm on top of the level at the shield pickup and I look down, I can see the skybox trough the lowest floor.

Walls are in need of more detail, a different texture perhaps, and a few static meshes.

I really like the smooth corners of the walkways, very unique.
The idea of a large open arena with hazard of falling to death is a great basis for a very good map.
And the walkway to the shield pickup, I love it :P


Okay, I'll see what I can do for the core (I actually have some physics that lower the friction, and gravity and repel you in my massive map that contains this level), and that would be a very cool idea. Kinda similar to what HL2 does in the Combine building... you throw enemies in a core, they die.

Fog... I'll just fix the skybox and make the floor a black instead. That should solve the problem. Thanks about the 'smooth' corners, that took some time to get the editor to not kill me over those! Those walls do look bland... how to make them cooler and still keep a bit of Goldeneye feel (or gain a good feel of GE)... hmm...

Author:  Bulska [ Sun Dec 02, 2007 3:50 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

textures. Umm...

Use a nice texture from Alleria Architecture, something not complex but not bland. For science fiction styled maps I mostly use 'Shiptech', 'Alleria' and Skaarj textures and staticmeshes.

Author:  OCAdam [ Sun Dec 02, 2007 4:00 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
textures. Umm...

Use a nice texture from Alleria Architecture, something not complex but not bland. For science fiction styled maps I mostly use 'Shiptech', 'Alleria' and Skaarj textures and staticmeshes.


http://files.filefront.com/DM+1on1+OCA+ ... einfo.html

New version I just uploaded. I decided on not changing any textures for now, but I have gotten most of the walls covering in static meshes (took an hour... >_>).

This map is kinda half-sci-fi, and half-realistic... Only the core part makes it a bit unreal.

Edit: Gah... that core physics that kills you might be a bit big... the bots die on it WAY too much. I had over 64 kills in a 2vs2 match in there, but the team scores were: -17 to -107...

Author:  Bulska [ Mon Dec 03, 2007 4:47 am ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Make sure that no paths go trough the core, if so, give the core a PathCollision true.

I've also seen that the path around the core (the closest one) Is a little close to the core, perhaps making it a little more wide can prevent people from dodging in.

Author:  OCAdam [ Mon Dec 03, 2007 3:28 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
Make sure that no paths go trough the core, if so, give the core a PathCollision true.

I've also seen that the path around the core (the closest one) Is a little close to the core, perhaps making it a little more wide can prevent people from dodging in.


Hmm, that might work, but I still want bots to have the small chance of running into the thing. Makes them more human since they will make mistakes too... maybe if I just make certain paths proscribed paths...

Author:  Bulska [ Tue Dec 04, 2007 2:54 am ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

I've seen a screenshot of your updated map, those walls look awesome :D

Author:  OCAdam [ Tue Dec 04, 2007 3:54 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
I've seen a screenshot of your updated map, those walls look awesome :D


Hehe, thanks! I took about 15 minutes working on those walls...

Author:  Bulska [ Tue Dec 04, 2007 4:17 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

downloaded and tried new version, looks much better now.

The sun you have in your map, that corona, its far too close, it really looks like it isn't far away at all. You might want to make a large open area above the map, where that corona can hang somewhat further away.
It can dissapear thanks to the fog... increasing distance works, but sometimes it is really a pain, I haven't found a way to make things visible trough the fog.

I noticed the black floor of the SkyZone, but that still looks weird. The solution is to make the floor the same colour as the fog. I'm not excactly sure how to get the excact colour you like, because I havent tried it myself.

But there is a way, without effecting your skybox. First off all, give your floor of the skybox a pure white texture (UCgeneric.colours) (or something). Then, make a zone portal about 8 above the skybox floor. Then add in a Info.ZoneInfo, with the same colour ambient light as the colour fog.

It might not work as I haven't tried it out myself, but I can't think of anything that could go wrong.

I hope I helped...

Author:  OCAdam [ Tue Dec 04, 2007 4:27 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
But there is a way, without effecting your skybox. First off all, give your floor of the skybox a pure white texture (UCgeneric.colours) (or something). Then, make a zone portal about 8 above the skybox floor. Then add in a Info.ZoneInfo, with the same colour ambient light as the colour fog.

It might not work as I haven't tried it out myself, but I can't think of anything that could go wrong.

I hope I helped...



Actually I can already tell this won't work. The reason is because then there will be no floor to the skybox since the floor is in a different Zone (SkyZoneInfo uses an entire zone for the skyboxes). I'll see what I can do with the sun though.

Edit: I got an idea that didn't work, so I did the old fashioned thing: raise the bottom of the floor WAY up so you can never find the skybox from below. Also...it's not that low so it's still a drop to kill (along with the xFallingVolume).

Author:  Bulska [ Thu Dec 06, 2007 2:38 am ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Any major updates so far?

Author:  OCAdam [ Thu Dec 06, 2007 6:13 pm ]
Post subject:  [UT2k4 Map] DM-1on1-OCA-Generator

Bulska wrote:
Any major updates so far?


That was the only change I really got, other than trying to set the physics volume to be path colliding. I've kinda got the idea for a sunless sky though... or make it just too foggy to see a sky (realistically).

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