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| [Map] DM-KR-Circuit http://www.runestorm.com/forums/viewtopic.php?f=34&t=48626 |
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| Author: | KylinRage [ Tue Dec 25, 2007 3:07 am ] |
| Post subject: | [Map] DM-KR-Circuit |
My first map ever released that has decent pathing and mapping! For those who've been here longer than me, you all know when I posted maps without pathing or whatever, since I didn't know how to do it. Well, this one's pathing is all generated by the spread of pickups, so I still didn't work on pathing, the game did it for me XD. Very lazy indeed. I still haven't figured out how to get the animated preview stuff functional, so this has none of it. Download Link: http://files.filefront.com/DM+KR+Circui ... einfo.html If you look in the editor, the map is basically a junction of rooms ciruiting around center room (Hence the name Circuit). Forgive me for my messy layout. Some of the rooms look pretty crooked in the Editor, but in-game it's still fine. Here's a in-game screenshot, in one of the circuit rooms around the center. [br][img width=800 height=600]../../files/public/1198572883_30_FT0_circuitpromoshot_.jpg[/img][br] The walls were intended to be that way. Since this is pretty much my first attempt, it is possible to be lost in the circuit rooms, if you tend to walk around in senseless directions. If you have a decent amount of common sense, however, you'll never get lost. The room leading back to the center is easily recognizable by the four passages connecting it to the rest of the circuit, and of course, the middle. There is no superweapon pickup (Redeemer, Painter, etc.) because obviously, the tight confined space of this map renders it ineffective. If there are any misalignments, bugs, or some stuff you want me to add into the map, tell me, and I'll try to patch it. This map can be a very good CTF map if modded a little. Feel free to tweak it to your liking, if you choose to. However, if you release it to the public, please give some form of credit. I hope that you guys like this map, since every mapper/modder wants people to appreciate their work. There should be no missing textures for anything, since this is playable with vanilla UT2k4. Have fun! |
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| Author: | OCAdam [ Tue Dec 25, 2007 12:31 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
Did you make the pickups BW ones, or are they still stock UT ones? If they are BW ones, that will make the map unplayable for someone without BW. When you make maps, you usually need to make them specifically for stock UT, but with BW in mind. That's how I do it. |
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| Author: | KylinRage [ Tue Dec 25, 2007 1:00 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
OCAdam wrote: Did you make the pickups BW ones, or are they still stock UT ones? If they are BW ones, that will make the map unplayable for someone without BW. When you make maps, you usually need to make them specifically for stock UT, but with BW in mind. That's how I do it.
Yeah, I made it with Stock UT, not BW. So stock or BW, it'll still work. Now I'm working on another map. Hope it goes just as well... |
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| Author: | Bulska [ Tue Dec 25, 2007 4:18 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
Im gonna check this map right away
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| Author: | KylinRage [ Tue Dec 25, 2007 5:41 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
I'm going to extend this to be a topic for my maps. I'm currently working on DM-KR-Quetzacoatl, which will be fairly larger, and I'll try to get it to be more atmospheric. The above-ground part of the level is pretty bright right now, so I might have to tweak it in order to keep any eyes from burning .
I'm also working on DM-KR-Frozen, which will be a very eerie map, and I'll try to make the map look as desolate as possible through limited lighting and such. I'll continue this one after Quetzacoatl, since I hate readjusting the skybox over and over again. As for Circuit, I hope you guys are enjoying it to some degree. |
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| Author: | Bulska [ Wed Dec 26, 2007 12:10 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
You work on many maps. Remember, quality over quantity. I've been busy with DM-B-Ancient for a long while now, and look at the results
not that ur maps are bad, |
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| Author: | KylinRage [ Wed Dec 26, 2007 2:02 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
Bulska wrote: You work on many maps.
Remember, quality over quantity. I've been busy with DM-B-Ancient for a long while now, and look at the results ![]() not that ur maps are bad, I'm still working on Quetzacoatl, and I have to say, it's getting pretty good. Circuit was supposed to be a test to see if I can actually complete a map. Now that I know I can, I'm probably going to spend more time on Quetzacoatl. So far, I've got most of the basic framework down. |
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| Author: | Bulska [ Wed Dec 26, 2007 5:09 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
but Circuit is fun! It can very easily become a very nice map. But if your new map is better, I suggest working more on that
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| Author: | KylinRage [ Wed Dec 26, 2007 10:57 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
Thanks . To me, Circuit is pretty fun as well. I sort of intended the map to be a "what's around that corner" map, and I hope it is one. I might want to extend the map a bit if possible. By the way, Circuit was actually pretty easy to make. It's just a lot of duplication and laying out the structure.
So far, my new map Quetzacoatl sort of reminds me of de_aztec. I'm trying to focus more on the atmosphere in this one. So far, the basic layout is complete. I'm going to add some more rooms, pickups, pathing, make sure it's gives that feeling I want it to give and it'll be pretty much done. |
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| Author: | Bulska [ Thu Dec 27, 2007 7:14 am ] |
| Post subject: | [Map] DM-KR-Circuit |
aztec has rooms with a skybox ceiling, like DM-B-AncientArena. My map has been inspired by my brothers map which has been inspired by DE-Aztec from counterstrike. Open ceilings look nice most of time, I use it alot in my maps. Could you send a screenshot of the progress so far?
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| Author: | KylinRage [ Thu Dec 27, 2007 4:31 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
I might need a little help. How do I fix this (look at picture below)? Dang, I forgot to attatch it. I guess I'll have to link it then. http://img175.imageshack.us/my.php?imag ... tchfd9.png As you can see, the rooms seems to be cut off from one view. Anti-portal doesn't help, neither does 2-sided. |
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| Author: | Bulska [ Thu Dec 27, 2007 4:51 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
image wont show, could you host it on imageshack again? |
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| Author: | KylinRage [ Thu Dec 27, 2007 5:54 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
Try this: http://img172.imageshack.us/img172/1046 ... tchcl1.png |
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| Author: | Bulska [ Fri Dec 28, 2007 4:29 am ] |
| Post subject: | [Map] DM-KR-Circuit |
what is that? I cant make up out of the picture, but I can say one thing. You can see things trough the skybox surfaces, make sure they're different zones. You can do another thing, connect the 2 rooms at the place of the bug. Make it look realistic... Its hard to explain but DM-B-AncientArena has this thing. Make an area like with my map where the trees are. Or it can be a completely different problem and I didnt see it...
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| Author: | KylinRage [ Fri Dec 28, 2007 12:11 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
Okay, I'll try the zone thing. Can you clarify on that a bit though? |
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| Author: | Bulska [ Fri Dec 28, 2007 5:44 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
lol Its hard to explain. But ill put it this way. Substract a large cube above the room with the skybox surface. |
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| Author: | KylinRage [ Fri Dec 28, 2007 5:49 pm ] |
| Post subject: | [Map] DM-KR-Circuit |
They all have skybox surfaces, so I make a cube for all of them? |
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