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Author:  OCAdam [ Tue Jul 21, 2009 10:23 pm ]
Post subject:  DM-FireYard

Background: Situated near the second Phobos Moon Orbital Arena, the Phobos Moon Orbital Complex once was a military depot for the Axon Corporation. Since being decommissioned, Liandri bought the complex and converted Sector 1A (Codename: Fire Yard) for Tournament Head to Head matches.

In-Game Description: This decommissioned military depot is host to select Head to Head matches. Victors leave in style, while losers get shredded by the ship waiting just outside the forcefields.


Testing Stuffs: Tell me the tweaks you think are needed with the map. Please only minor things, not like "MAKE IT BIGGER" or something like that. I'll change gravity slightly, for example.

Author:  Tom10320 [ Wed Jul 22, 2009 5:59 am ]
Post subject:  Re: DM-FireYard

Low-grav maps make some interesting grenade matches!

I enjoy space maps, so if/when you release this I would like a copy. You don't need beta testers, do you?

Author:  deadly_game [ Wed Jul 22, 2009 6:18 am ]
Post subject:  Re: DM-FireYard

Ill be honest, fellas. Needs more Cowbell.

All SNL quotes aside, coming along well. I like the backstory too.

Author:  OCAdam [ Wed Jul 22, 2009 8:09 am ]
Post subject:  Re: DM-FireYard

Well, grass is in, although I had set it where only the players who use UltraHigh world detail can actually see the grass decorations. Reason behind this is... well, there's a TON of grass in here! I've set it to be the weakest I could really get, but it still has a lot (hell, it'd put Crysis and Far Cry 2 amounts of grass to shame!).

Author:  Sergeant Kelly [ Wed Jul 22, 2009 10:56 am ]
Post subject:  Re: DM-FireYard

Grass in Space, eh?

Author:  OCAdam [ Wed Jul 22, 2009 4:50 pm ]
Post subject:  Re: DM-FireYard

Yeah, originally the level was based just next to a jungle, but I felt making that outside the level environment would be too boring. So instead, I just give the idea that the place was terraformed slightly for the grass to exist. Anyways, screenshots!

Oh, forgot to mention, here are the level specs:

2 Health Packs
Minigun and one ammo
Rocket Launcher and one ammo
Lightning Gun and one ammo
Shock Rifle and 2 ammo
one AR ammo
Wildcard Pickup (Super Shield, Double Damage, Shield)

Suggested player number: 2-4
Total player starts: 6

Required Items: CBP1, CBP2






Author:  Herr General [ Wed Jul 22, 2009 6:15 pm ]
Post subject:  Re: DM-FireYard

Try adding multiple types of grass. There's a good mesh in CitadelStatic.usx. :)

Author:  OCAdam [ Wed Jul 22, 2009 6:24 pm ]
Post subject:  Re: DM-FireYard

Unfortunately that is the exactly same grass except with a slight color variance, so it won't make any difference in the looks. I tried testing that one out... it just doesn't really work well.

Edit: Well, got it where the bots can reach the Redeemer without needing a Translocator!

Edit2: Looks like you don't actually need the CBPs to play the map, just standard UT with Patch 3369. I thought one package I used was part of a CBP, but it wasn't.

Edit3: Download link added in first post!

Author:  Herr General [ Wed Jul 22, 2009 8:00 pm ]
Post subject:  Re: DM-FireYard

I was actually talking about the CitadelDryGrass mesh.

Also, you did use one from a CBP. Apparently you used CBP2-Tropica-SM or something like that.

Author:  OCAdam [ Wed Jul 22, 2009 8:02 pm ]
Post subject:  Re: DM-FireYard

Augh, I knew I did use a CBP static package SOMEWHERE!

Edit: Removed the CBP static mesh. You'll never notice any difference, don't worry!

Author:  deadly_game [ Thu Jul 23, 2009 10:27 pm ]
Post subject:  Re: DM-FireYard

Loving this map, very high detail.

Author:  OCAdam [ Fri Jul 24, 2009 5:29 pm ]
Post subject:  Re: DM-FireYard

Thank you DG! Well, I'm trying to figure what song would work well with this level from the standard UT songs alone... any suggestions for things that would fit with how the action seemed to be during 1v1 matches?

Author:  deadly_game [ Fri Jul 24, 2009 9:07 pm ]
Post subject:  Re: DM-FireYard

Im not sure what song it is, but the one from DM-Goliath is my favourite.

Author:  OCAdam [ Sat Jul 25, 2009 12:16 am ]
Post subject:  Re: DM-FireYard

I couldn't remember that song's name (and was a bit lazy on music bits), so I just defaulted it to KR-Absolute_Zero. The main point of this update is to say that I've added one new ramp, a new minigun ammo pickup, and both mini health and adrenaline pickups on ramps and bridges in the level!

Now bots should actually make their way to grab a rocket launcher instead of just always heading for the minigun. I still need to swap the weapon locations back so it's a shock rifle on the lower level and minigun on the mid level. Still working on getting bots to take into account that there's a Redeemer pickup... even with Translocators they don't go for it.

Author:  Captain Xavious [ Sat Jul 25, 2009 7:10 pm ]
Post subject:  Re: DM-FireYard

Sorry I didn't post feed back earlier, and I still only got the first version you released, so this post might be irelevant, but for some reason the lighting seems really off to me. Like in the open area in front of the dock, the grass is really, really bright, but the players are unlit... It looks quite odd.

Also, an idea. Think maybe you could have that forcefield by the docks not block karma? It might not make much sense, but I would love to see bodies too near the field get sucked out to space and bounce off the spaceship out there(add a physics volume just outside the field that pulls them out wards with low gravity), I think it would really add something to it. :D

But again, it wouldn't make much sense for the forcefield to stop living people but not dead people, but eh, I still think it would look cool.

Author:  Sergeant Kelly [ Sat Jul 25, 2009 9:03 pm ]
Post subject:  Re: DM-FireYard

It could be one of those fancy pants HL2 shields which block only certain baddies.

I personally think it would be awesome as a death field instead of a forcefield though. If you touch it you explode. :)

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