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Dekrayzis
11-20-2007, 08:48 PM
Started on it to get to grips with the new editor.
Base terrain is down, and untextured, and most of the staticmeshes are in place.
Only the heightmap from the original is being used.

What would you guys like to see, featured in this map?
Want it Necrified? Overgrown with more trees? Both?

Ideas and suggestions welcomed.

MrZeaL
11-20-2007, 08:50 PM
nice cant wait, wouldn't mind it necrified. also wouldn't mind some pics of it as it is now tho :D

freddĦe
11-20-2007, 09:18 PM
nice! are u going to make the same link/node setup as it was in ut2004?
primeval was a great map, but looking like a fart.

i would like to see more smaller trees (instead of the 3 center big ones!!).

for the ground something like:
http://www.utzone.de/popup.php?img=gallery/bilder/8/ut3screenheadshot.jpg (i mean the grass :>) would be absolutely awseome!

i hope this map is not going to be a quick 'lets-get-it-done' build like all the previous ut3 custom maps! ;)

Dekrayzis
11-20-2007, 09:32 PM
Everything will be the same, only updated with UT3 staticmeshes, or an equivilant looking mesh. After that I'll be adding the New stuff.

I've got the power Cores down and the nodes in their respectful places, but not setup yet.
My problem at the moment is vehicles. I've got the Axon vehicles in the map as they are in Ut2004 but seeing as it will be Necrified. What Necris vehicles would be best? Dark walker would be nice but might be too much.

The map is very grey looking at the moment. Gonna have a play around with getting the speed tree thing to work. Once I got that and the trees in place. I'll post some shots.

Edit:
Yea I could probably add that grass as shown in the screenshot. Probably best adding it through the terrain editor.

Xyx
11-21-2007, 04:41 AM
If you're going to deviate from the classic, you could consider making the side nodes optional. That'd open the map up some.

A Darkwalker might work, though the fact that your enemies have to come from only two directions might make it rather strong. Vipers seem to be less dangerous in the roadkilling department than Mantas, Scavengers make great Scorpion replacements. Only the 'bender is hard to replace with a Necris equivalent... the Nemesis is way more powerful... maybe the Nightshade... that'd put some spidermines back in the map. Speaking of which, I believe there are spidermine trap pickups.

Dekrayzis
11-21-2007, 04:08 PM
Update:
The Power Cores, and the central node is linked, the two nodes by the powercores I've set as standalone so ingame you only go to them if you want to unlock additional vehicles. Currently they're not showing up ingame.

The Dark walker is too powerful for the map. but I'll release a few betas when the time comes to test it out fully. Otherwise it will be replaced by the Nightshade.

Some early screenshots as requested.

http://img.photobucket.com/albums/v56/dekrayzis/RedBase1.jpg
http://img.photobucket.com/albums/v56/dekrayzis/RedBase2.jpg
http://img.photobucket.com/albums/v56/dekrayzis/Bluebase1.jpg
http://img.photobucket.com/albums/v56/dekrayzis/Bluebase2.jpg

MrZeaL
11-21-2007, 05:51 PM
Looks good so far :D

Dekrayzis
11-21-2007, 06:24 PM
2 more shots just so you get a sense of the feel of the map.
http://img.photobucket.com/albums/v56/dekrayzis/Necris_Primeval1.jpg
http://img.photobucket.com/albums/v56/dekrayzis/Necris_Primeval2.jpg

Xyx
11-21-2007, 07:06 PM
Don't forget to vary the terrain. The old Primeval had some nice bumps and shallows near the side nodes. The more variety, the better!

-delete-
11-22-2007, 01:05 AM
looks good but could use a massive reduction in the "Grungification" if you want to really do an update on Prime at least make it have a similar atmosphere. this grunge crap is really getting annoying.

VoodooMaster
11-22-2007, 10:08 PM
Primeval is an awesome map you picked a good one, doing it Necrified is a interesting idea i think you should try and give it just a bit extra green.
Primeval has a very good gameplay you should try to keep something similar.
Well from the screens it seems rather good, looking foward for a release...
keep at it. :cool:

dbrown
11-23-2007, 02:12 AM
Thanks for making this..

VACkillers
11-23-2007, 04:29 PM
this is looking quite good indeed... keep it up! :)

Sanch3z
11-28-2007, 11:01 AM
any updates on the status of this project?

thank you for your efforts BTW! Some of us are eagerly awaiting....

Khainegom
11-28-2007, 12:42 PM
If you want to "necrify" it go with replacing the axon with the equivalent Necris.
Goliath = Darkwalker
Manta = Viper
Scorpian = scavenger
Hellbender = Nemesis
Raptor = Fury

dbrown
11-28-2007, 06:05 PM
I would like to see a exact clone of this map too, with just updated eye candy....

Dekrayzis
12-01-2007, 09:10 PM
sorry folks, ive been busy lately. i will be getting back to finishing the map fairly soon. still looking around for a decent terrain texturing tutorial.

Dark Quill
12-02-2007, 08:27 AM
Heya Dekrayzis =p
Maps looking awesome man. The original Primeval had a lot of deep color to it, so see if you can tone those around.
Although, if those screenshots are going to be of the Necris version, then leave the color as is. It's perfect =p

Keep up the great work ^^

Catalase
12-09-2007, 03:19 AM
Good to hear this one's still in the pipelines. Have you considered doing any other classic maps after this one?

Re Primeval itself...it's a swamp, right? Perhaps some muddy areas or shallow puddles and stuff..?

Dekrayzis
12-11-2007, 12:30 PM
I might consider working on recreating some maps from UT2004. Maybe Antalus. Dunno yet, life is hectic at the moment.

unrealfan
12-11-2007, 06:38 PM
If you wan't to Necri-fy it, don't make the visuals Necris, just add the vehicles.

Catalase
12-14-2007, 10:23 AM
I might consider working on recreating some maps from UT2004. Maybe Antalus. Dunno yet, life is hectic at the moment.
Hope everything works out for ya then, at any rate.

Quite looking forward to this one. And also, allow me to toss in my vote for dark, stormy CTF-Citadel. :)

Dekrayzis
12-14-2007, 12:14 PM
Just a quick update.
I figured out how to paint additional texture layers onto the terrain now. my biggest issue is finding out how to create new colloision meshes for the geometry i have in the map. It would be so much easier if Epic had left the Export to Brush option in Unrealed as i could have exported the mesh out, made the new collosion mesh and reimported.

Still not figured out how to get the nodes to properly work. which is another headache im having.

Xyx
12-14-2007, 03:54 PM
You can make different setups for Axon vehicles, Necris vehicles... even Axon versus Necris vehicles... even make the usual necris tentacular visuals dependent on link setup. You can offer many different ways your map looks and plays. It's easy. Ask me if you need help.

Dekrayzis
12-15-2007, 10:09 PM
Was gonna ask for help on creating multiple Node setups, but i just had an idea.
I got the Axon vehicles to appear for the red team and Necris vehicles to appear for the blue team when either one takes over a Node.

How many variations of the Necrics tenacular effect is there? I thought there was only 1.

Heres some new screenshots.
http://img.photobucket.com/albums/v56/dekrayzis/PrimvalShot1a.jpg
http://img.photobucket.com/albums/v56/dekrayzis/PrimvalShot1b.jpg
http://img.photobucket.com/albums/v56/dekrayzis/PrimvalShot1c.jpg
http://img.photobucket.com/albums/v56/dekrayzis/PrimvalShot1d.jpg

Xyx
12-16-2007, 03:05 AM
Shaping up nicely! Could still use a lot of decoration, though.


How many variations of the Necrics tenacular effect is there? I thought there was only 1.
You mean for the powernodes? They show some weird necris wires in the editor, but I haven't seen that in the game yet...

If you mean the decoration tentacles... there's quite a few of those; moving bulbous ones with the spines in the water, really big ones coming down from the skies, shiny metallic thinner ones coming out of the big ones... and even that giant thing in Avalanche that supposedly leads to the jump gate (it even has a name... but I didn't catch it). Just open up Corruption, Avalanche or Floodgate to see what's there.

Wail of Suicide
12-16-2007, 07:27 AM
This is shaping up pretty nicely. I'd like it if you could reduce the desaturation on the colors a bit though ... Import some of the textures from the original Primeval if necessary. That was such a beautiful green map, I'd hate for it to be washed out and grey in UT3.

I also encourage you to add different vehicles setups as Xyx mentions. Axon vs. Axon, Necris vs. Necris, Axon vs. Necris, and Mix vs. Mix.

Dekrayzis
12-17-2007, 01:55 PM
ok i've created the default and OneWay setup node links like in UT2004 for the cores. How do i let the player choose which setup they want to play. Also i cant seem to figure out how to allow Necris Vs Necris, Axon Vs Axon, Axon Vs Necris and Mix Match the vehicles.

a little help?

Xyx
12-17-2007, 08:42 PM
How do i let the player choose which setup they want to play.
In UTOnslaughtMapInfo, select bSaveSetupToIni, then enter the name of the setup you wish to make available. It'll be saved to WAR-Primeval.ini in your config folder. You'll need to distribute that along with the map.


i cant seem to figure out how to allow Necris Vs Necris, Axon Vs Axon, Axon Vs Necris and Mix Match the vehicles.
Place both sets of vehicles. Divide them into four groups; RedAxonVehicles, BlueAxonVehicles, RedNecrisVehicles and BlueNecrisVehicles (enter this in their Group in the properties under Object). Select all vehicles, open their properties, then under UTVehicleFactory, select bDisabled. Now your map has no vehicles by default. Go to your link setup, expand ActivatedGroups, press the green plus button twice, and enter the two groups you'd like to enable for that setup.

Dekrayzis
12-17-2007, 09:07 PM
Thanks for the info, Its late here, so i'll give it a try tomorrow.
You wouldnt happen to know how to add custom collosion to a staticmesh for UT3 would you, or is it exactly the same as it was in UT2004?

Catalase
12-25-2007, 09:58 PM
Soo...how's this going? :)

There's another Primeval remake coming along, but it looks like a direct identical port of the 2K4 version. Not my bag, to be honest.

KnowSkillz
12-26-2007, 06:08 PM
THAT LOOKS SEXY!!!!!!!!!!!!!

The bumps Xyx was talking about were pivotal for using the Goliath that spawned center node. Those bumps allowed the driver to avoid constant avril spam.

It would be awesome to play this map again without the Spider Mine Farming that was exploited in the game. Don't forget the Manta shortcuts (jumping off the tree inbetween power core and center node) to allow drivers to get behind the Goliath.

Kohan
12-29-2007, 09:55 PM
KnowSkills, after four pages and no one stealing my line, you have to go and ruin my fun >:(.

Yes, that looks absolutely sexy. If you don't finish it, I *will* eat your babies.

No pressure.