[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
DM-Cicatrice  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2, 3 Next 
Author Message
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

Name: DM-Cicatrice
Description: My newest map. It's not done yet, I'm still making a few adjustments to it. Feel free to try it out. It won't show up in my maplsit for some reason, so I can't try it in Invasion. So if you want to try it, just extract it and double click the .ut2 file and don't bother putting it in the Maps folder. But when it's done maybe it could serve as a small invasion map (5-10 people perhaps)...
Credits: Epic, and Hourences for a few textures.
Screenshots:



Download: (good link)DM-CicatriceBeta1.0 [1.7mb]
(bad link) http://home.comcast.net/~zeldaguru/DM-Cicatrice_BETA3_3.19.06.zip
Have fun

===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Okinesu

Dominating
[Avatar]

Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
Offline

A few things:

Needs more AmbientSound actors.
Needs music.



The smesh movers for the gears aren't synched up right. Turning on collision might help?



What? I understand why the newspaper trash is in the water on the ground, but where here (twice, even)?



I'm not a fan of the elevator mover smesh you chose. Doesn't really fit in, and it doesn't appear to have sounds attatched to it.


The emitter needs a longer Z value, methinks.


What's the red light?


Did you use something besides a blocking volume for the roof areas? It's weird firing and not hitting the skybox.

Disastrous Consequences
[WWW] aim icon
Pyramidion

Wicked Sick!
[Avatar]

Joined: 02/21/2005 14:31:28
Messages: 1099
Location: Brick City
Offline

I just played it... I thought it was fun and I think it would be a pretty good with invasion. I didn't find any spots that were safer than others, so it would serve as a good challenge. It sort of reminded me of a few of the small maps on DC already, just a different theme. Great job and good luck in finishing it!
[Email] aim icon
v0rTeX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 20:59:52
Messages: 562
Offline

If its not showing up in your maplist then it either needs to have a .int file or a .ucl file. Try opening the map in teh editor and going to

File... Export INT...

something like that. I did it once and it made a map show up in the list.
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

I forgot, this is a slightly older version. I added sounds since this one, and added blocking volumes above the roofs so you can't get up there. And I solved the "not showing up in maplist" problem. The map name has a period in it (DM-CicatriceBeta1.0).

===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

Okinesu wrote:
A few things:
Needs more AmbientSound actors.
put in already
Needs music.
will do

The smesh movers for the gears aren't synched up right. Turning on collision might help?
I don't think that's too important. I'll fiddle with it though, but I think it's too minor of a detail to look at closely

What? I understand why the newspaper trash is in the water on the ground, but where here (twice, even)?
just hanging newspapers... I didn't really use the mesh too much; I think I might just take them out

I'm not a fan of the elevator mover smesh you chose. Doesn't really fit in, and it doesn't appear to have sounds attatched to it.
gonna change it. originally had a few wooden boards on top of it, but I couldn't get them to move with the elevator itself. bSlave didn't seem to work.

The emitter needs a longer Z value, methinks.
It's a mesh, i'll just extend the Z drawscale.

What's the red light?
it's supposed to be blood... I guess it doesn't look too convincing

Did you use something besides a blocking volume for the roof areas? It's weird firing and not hitting the skybox.
added volumes in new version.

 


Some other people mentioned the size, I think it might be a little too small, too. For example, in the outside place with the 3 adrenaline, the area looks terribly small in contrast to the adrenaline. I'll put up an updated version soon.

edit:I just tried it in invasion. It felt a lot different, partly because of the size. IT felt like somek ind of horror movie where you turn a corner and a ton of guys are there. I think it would make a great 5-8 player map, but 20 players wouldn't work too well. I'm going to make an invasion version, with maybe a tiny bit more ammo, and grenade launcher and sniper rifle, for those without loaded/resupply.

It'll also have a small starting room, where you spawn when you first enter the game. It won't be accessible by monsters, so you'll be safe as your game loads. There will be teleporters to the main area so players can spawn in there and head off into the map. After you enter, you'll use normal spawn points.

===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Okinesu

Dominating
[Avatar]

Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
Offline

Tidu! wrote:

Okinesu wrote:
A few things:
Needs more AmbientSound actors.
put in already
Needs music.
will do

The smesh movers for the gears aren't synched up right. Turning on collision might help?
I don't think that's too important. I'll fiddle with it though, but I think it's too minor of a detail to look at closely

What? I understand why the newspaper trash is in the water on the ground, but where here (twice, even)?
just hanging newspapers... I didn't really use the mesh too much; I think I might just take them out

I'm not a fan of the elevator mover smesh you chose. Doesn't really fit in, and it doesn't appear to have sounds attatched to it.
gonna change it. originally had a few wooden boards on top of it, but I couldn't get them to move with the elevator itself. bSlave didn't seem to work.

The emitter needs a longer Z value, methinks.
It's a mesh, i'll just extend the Z drawscale.

What's the red light?
it's supposed to be blood... I guess it doesn't look too convincing

Did you use something besides a blocking volume for the roof areas? It's weird firing and not hitting the skybox.
added volumes in new version.

 


Some other people mentioned the size, I think it might be a little too small, too. For example, in the outside place with the 3 adrenaline, the area looks terribly small in contrast to the adrenaline. I'll put up an updated version soon.

edit:I just tried it in invasion. It felt a lot different, partly because of the size. IT felt like somek ind of horror movie where you turn a corner and a ton of guys are there. I think it would make a great 5-8 player map, but 20 players wouldn't work too well. I'm going to make an invasion version, with maybe a tiny bit more ammo, and grenade launcher and sniper rifle, for those without loaded/resupply.

It'll also have a small starting room, where you spawn when you first enter the game. It won't be accessible by monsters, so you'll be safe as your game loads. There will be teleporters to the main area so players can spawn in there and head off into the map. After you enter, you'll use normal spawn points. 


Good idea, but you'll want to use a ZoneInfo there so Dru's anti-camper mod will kick in in that zone. Or however an OOB area is defined. Just so you can't camp their all day, but can take a 10 second respite if needed.

Disastrous Consequences
[WWW] aim icon
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

The room would be a one-way out, no return room. It would only act as a safe-zone on entry to the server when it's playing the map. This can be done by making the playerstarts bPrimaryStart=True. But any spawn after that would just be the normal spawn points on the map. I don't want to make it out of bounds, because when players enter the server, they spawn when the game is still loading, and that might take more than 15 seconds. It could also give those players who leave to get a snack or take a leak or something in between maps some slack. I just don't want it to be a safe-zone where you can go and heal and stuff.

And would anyone who codes know how to make a volume that doesn't allow translocators? I know people would put a trans in there when they spawn and just keep going back there for safety.

How does anti-camper determine out of bounds, anyway? I always wondered that...

===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Okinesu

Dominating
[Avatar]

Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
Offline

Tidu! wrote:
The room would be a one-way out, no return room. It would only act as a safe-zone on entry to the server when it's playing the map. This can be done by making the playerstarts bInitial=True. But any spawn after that would just be the normal spawn points on the map. I don't want to make it out of bounds, because when players enter the server, they spawn when the game is still loading, and that might take more than 15 seconds. It could also give those players who leave to get a snack or take a leak or something in between maps some slack. I just don't want it to be a safe-zone where you can go and heal and stuff.

And would anyone who codes know how to make a volume that doesn't allow translocators? I know people would put a trans in there when they spawn and just keep going back there for safety.

How does anti-camper determine out of bounds, anyway? I always wondered that... 


Make it to where there are no x-axis planes in the room that you could rest a trans on, then add a blocking volume 16 high at the bottom so if you fire a trans, it will HAVE to hit the floor, and you won't be able to trans there.

Disastrous Consequences
[WWW] aim icon
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

...I don't get it

===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Okinesu

Dominating
[Avatar]

Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
Offline

Tidu! wrote:
...I don't get it  


Yeah, I did a really bad job of explaining it. I'll do a test and see if it works anyway. PS check your PMs.

Edit: Nevermind, that was a dumb idea.

Disastrous Consequences
[WWW] aim icon
Okinesu

Dominating
[Avatar]

Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
Offline

Fire a trans at the ground

http://www.dangerfox.com/stuff/misc/NoTransZone.ut2

Disastrous Consequences
[WWW] aim icon
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

Awesome, I forgot 'bout those LimitationVolumes.

===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Tidu!

Dominating
[Avatar]

Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
Offline

updating it. Adding more rooms (like this) and some more hallways to increase the flow, not for dl yet.



===============
this is tidu
Thanks to KohanX for the avatar
[Email] aim icon [MSN]
Okinesu

Dominating
[Avatar]

Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
Offline

Lookin spiffy! Keep us updated.

Disastrous Consequences
[WWW] aim icon
 
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2, 3 Next 
Go to: