View Full Version : AS-Dietmar [fun as map]
legacy-Dampfnudel
06-27-2004, 02:02 AM
Name:AS-Dietmar
Version:0.0000000000001
Compatibility:ut2004 o.O
Description:Ya must destroy da raptor
Comments:Only 400kb and my first map :0 botsupport is in, but bots are stupid as hell
Screenshots:
http://insel.heim.at/jamaica/320753/dietmar1.JPG
http://insel.heim.at/jamaica/320753/dietmar2.JPG
Credits:only me:dampfnudel, and the bottle of coke
Homepage:no at all
Download: http://insel.heim.at/jamaica/320753/AS-Dietmar.ut2
thoughts critics and all that stuff to Dampfnudel@soleet.net
legacy-eliot
06-27-2004, 02:09 AM
lol you english on that pic is really **** and the map likes stupid but for you first is this good but you should better make first a deathmatch map!!! so you learn more try my Assault map
Down, the textures are not good what i have to say is that you must put more work in it before you release a map !! + you say bots play its not easy that they play the map is so small that nothing others can do lol, Spawns are bugged learn first how you make you spawns for assault when i tested this map then spawned i just at enemy so make you map much better!!!! lol
and go read this first before you make assault maps
1) locations of objectives.
NavigationPoint>JumpDest>JumpSpot>GameObjective
ASOBJ_EnergyCore_Spawn: this is the engine in AS-Junkyard that you take back to the jeep
ProximityObjective>ASOBJ_EnergyCore_Delivery: this is the return point
DestroyableObjective: this is a cylinder shaped shoot spot.
DestroyableObjective>DestroyableObjectiveSM: this is a destroyable objective that is shaped like a staticmesh. you can change the static mesh used under the display properties. this way you get per-poly collision on the mesh you want to shoot
ProximityObjective: this is a cylinder shaped trigger that is an objective. touch it and its complete.
UseObjective: stand in the radius and hit USE to disable it.
HoldObjective: these are like the handles and the missiles in convoy. you stand on them, a mover moves. when you die, it stops where you left it. this objective is normally used in conjunction with a mover set to "TT_TrigerAdvance." the trigger advance setting will make it hold position instead of return when the person touching it dies. the proper sequence is to give the mover a tag, give the hold objective a tag, then make a scripted trigger that sets off your new spawn points and any effects you want.
the tag of the mover is put in the hold objective (under the assault tab i think) so when you are in the radius of the hold objective, it will move the mover, when the mover is done, it will trigger the hold objective, and the hold objective will set off any scripting
TriggeredObjective: an objective that you trigger through scripting.
2) spawn progression
under Info there is an actor named PlayerSpawnManager. place a bunch of playerstarts and give them a team # of anywhere between 0 and 255. put the PlayerSpawnManager near them and set it to the team you want to use those spawn points and set it to the proper team # of those player starts.
i usually make attackers use even numbers and defenders use odd ones.
so the first attacker spawn will be 0, the next 2, the next 4.
defender spawn numbers would be 1, 3, 5 etc...
you can also make the teams use the same playerstarts by having them use different player spawn managers at different times. so the defenders might start out using playerstarts with the # 8. when an objective is completed, you would ENABLE the playerspawnmanager for the attackers to use 8, you would ENABLE the defense next spawn area, then you would disable both the old PSMs.
its kind of complicated since you arent directly triggering the player starts like you would in UT. but its a lot more flexible this way.
laurent (assault coder) and i are planning on putting together some documents that cover setting up all the assault scripting. and i want to (if i have time) do a tutorial on making your own emitter effects (explosions and nice special effects), also a small tutorial on how to do scripted triggers properly.
if you need any other help, keep posting here and i will help when i can.
also. if you want to do some SAFE triggering of PSMs. use a scripted trigger with some ACTION_ASSetPlayerSpawnArea lines. these will make SURE that the PSM you link through a tag will be set the way you want. it makes sure that its enabled or disabled. directly triggering PSMs (which you can do) can sometimes be messy.
if you arent familiar with scripted triggers. read up on them at the UDN. they are sort of like dispatchers from Unreal and UT, but are MUCH better and more powerful.
we made a bunch of specific actions for assault that will be documented soon
good Luck
legacy-Dampfnudel
06-27-2004, 02:32 AM
i have the spawnmanager and for me all players spawn at their bases:weird:
legacy-jamie1224
06-27-2004, 09:47 AM
Hey man, take heart. This looks to be a decent first attempt at an assault map. It's important to learn all the key elements and where to place them. When Eliot made his first map it wasn't anywhere near the project he has now. I helped him find some good information (like what he posted above), and fixed a lot of his initial problems for him. If you need any links to resources or anything like that, or if you just want someone to check out your levels, gimme an e-mail jamespoorejr@hotmail.com. I'd be happy to help.
I'm no expert on mapping, but I've come a long way from where I started. It's important for the more experienced mappers to help the ones less experienced.
Some links that may come in handy:
http://www.unrealops.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=152
http://wiki.beyondunreal.com/wiki/
http://blitz.unrealplayground.com/tutorials/bots.html
Good luck on your mapping!
legacy-Fm1nus
06-27-2004, 05:08 PM
will you idiots stop making these pieces of ****
you're not cool and neither are your maps, you are going to **** up the AS community with these piles of crap
1) they aren't fun
2)they suck
3you suck
4) the map sucks
legacy-Meroin
06-27-2004, 07:29 PM
Originally posted by Fm1nus
will you idiots stop making these pieces of ****
you're not cool and neither are your maps, you are going to **** up the AS community with these piles of crap
1) they aren't fun
2)they suck
3you suck
4) the map sucks
I hate to repeat what others have said, but:
If you want to make a better map, go ahead!
1) They are fun.
2) They aren't fun for you because you probably suck at them.
3) That's why you hate them.
These maps aren't '****' ing up the community, they're making it better.
P.S. It's called punctuation.
legacy-FireCrack
06-28-2004, 02:24 AM
Originally posted by Fm1nus
will you idiots stop making these pieces of ****
you're not cool and neither are your maps, you are going to **** up the AS community with these piles of crap
1) they aren't fun
2)they suck
3you suck
4) the map sucks
wow youve posted this in lots of threads so far, in fct i've reported this post for flaming.
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