View Full Version : DM-Eclipse (formerly DM-Walkway) BETA Released (Download + New Screens)
ShadeMistress
12-20-2007, 07:26 PM
Map Name: DM-Orbitox
Player Support: 6-16 (16 is kinda crazy, 24 is utter chaos, but fun, 32 is probably out of the question.)
Gametypes Supported: Deathmatch, Team DM, Duel
Download Here: http://dodownload.filefront.com/9330432//b13e9e0ae650faeb1eef6bdc026963b7655adee5043f648a1e 9004331e63409f632bfcd2650b2146
Screens Here:
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00011.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00013.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00001.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00010-1.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00008-1.jpg
First off, I'd like to thank everyone who posted and supported me in this and in DM-PerfectTemple.
Secondly, this map is for a smaller group of people (6-16).
Well, I decided that I ought to make at one more space-themed map in my life, cuz I haven't made a space-themed map since Quake 2... :p
So, here it is. I added in a Fury that is not really hard to get to, but you WILL become a target really fast. I added ARVils to balance it out on the opposite side of the map, plus most of the map has some sort of cover. Rarely will you take a full-on blast from it. I definitely think it's 100x more balanced than the Darkwalker in Heat Ray.
I kinda like this maps crampy, claustrophobic gameplay, yet there is a LOT of various ways to get around of you're daring enough to take a leap once in a while.
So, it's coming along nicely, and, as always, Feedback and constructive criticism is always welcome.
BOT PATHING WORKS and they will even go for the Fury once in a while, which really mixes up the play.
Also, yes, I already know that some railings are incomplete or missing. I didn't really care for a few of the stock railings, and until I find my Max disc, I can't model new ones, so adding them in one or two at a time and rotating them to fit has been quite a chore.
Also, some of teh structure is still missing, and yes the lights in the lower room are wayyyy too loud.
This will all be fixed in an update. :)
ShadeMistress
12-21-2007, 04:44 PM
Well, I guess this will be my last public release for a while... /shrug
community feedback sucks arse these days... :P
Oh well, bumped anyway...
ur-name-here
12-21-2007, 05:13 PM
Intresting!!! Will there be Boosters and low Gravity? Like directional Boost over long distance.
I think that would make it great!
More Space stuff too for better appearence
ShadeMistress
12-21-2007, 05:30 PM
There will be a few jump pads just to be able to get up on top of that central roof. I may add a couple of other ones just to get a boost to other areas of the map (in case there's no action where you are, you can hop into the action faster).
I was trying to mess with the gravity, but I may need help in that area when the time comes. Just altering the zgravity in the world properties seemed to just break gravity entirely, but if I can, I want to set the map to use only 75% of normal gravity.
I am adding little emitters to the portal thing, so it will spit out rocks and hopefully the occasional lightning bolt(s).
Like I said, this release was more for the layout than the actual play-style. I have already enclosed a few of the walkways, but for the sake of some weird action, the walls aren't solid. They are mostly enclosed with girders, railings and stuff, so a skilled person can shoot between the supports.
(PS, I love blowing the bots off the platform with the bio rifle. I usually hate bio, but it's actually really deadly in this map.)
pionata
12-21-2007, 05:58 PM
Hey it looks good. You need more lights in there (more contrast). Perhaps some different gameplay stuff (how about electric traps? - beams flashing at certain areas). You could also have a larger interior to this, very dark with strong strobes lights (flashing quickly).
l-_-l
12-21-2007, 07:16 PM
I would be willing to crit.... but i need to play the game first :D then i can DL and play maps, and THEN, i can crit you, unless you just want me to crit you without knowing what im talking about, i can do that too. :)
ShadeMistress
12-21-2007, 07:22 PM
I am trying to figure out how to make the lightning emitted from the portal actually hit the base and deal damage to a player if they are unfortunate enough to get hit... I kinda like the idea of having a random threat, keeps everyone on their toes...
I'm going to release a second Alpha, with a little more structure to it, so that you can compare and see what I will be trying to accomplish as I progress along...
One major diff between this and my other map is that so far there is NO BSP except blocking volumes and my KillVolume...
I was thinking that the lightning could probably just be Shock Rifle beams with a fancy material applied and just up the damage to something like 75 (yeah owww)... If anyone comes up with an idea of how to do that, I would be grateful :)
pionata
12-21-2007, 11:07 PM
Check the dvd tutorial with the particle generator part. It's the coolest stuff to do ;) . Then you place a damage zone in the area if it's permanent (like a reactor-fire); or you can put the damage in the particle generator but I dont remember how...
I like the originality of it, I just thought it would be nice to have some maps with interactive stuff in it, where the environment is also dangerous.
ShadeMistress
12-21-2007, 11:33 PM
hehehe, ya I have a plan once I get used to the editor for a map in an alien jungle where the plants can catch/eat you. Think giant venus flytraps that will eat players and vines that will grab the players and rip them apart... :) also, going to try and make quicksand for that map... Anyways, on to the project at-hand...
ShadeMistress
12-22-2007, 11:05 AM
Bump. Put an updated download and pics on first post. Lighting and structure for the "back" area near the sniper is not done. Most lighting is not even close to being at "finished" quality, but it will get there.
I am thinking that, due to the fact that I put a Solar Eclipse happening in the background, I should re-name this to DM-Eclipse. It sounds cooler and it fits the theme better than just Walkway.
SEBASTIEN-NOVA
12-22-2007, 11:40 AM
Just played this map,
I like this kind of "dangerous arena" (Quake like), each step or jump can bring you to fall, that great !
I like too the way to go to the UTDamage, with multi-jumpad, just cool :)
Maybe, decrease a bit the gravity will be cool on it (Just use a "GravityVolume" to make that ;) ).
Good job on it, can wait to play the final one !
And DM-Eclipse sounds good, that's true ;)
AnubanUT2
12-22-2007, 11:43 AM
Bump. Put an updated download and pics on first post. Lighting and structure for the "back" area near the sniper is not done. Most lighting is not even close to being at "finished" quality, but it will get there.
I am thinking that, due to the fact that I put a Solar Eclipse happening in the background, I should re-name this to DM-Eclipse. It sounds cooler and it fits the theme better than just Walkway.
The level looks like it is coming along fine. I like the new additions and they give the level more life. Also be patient when it comes to community feedback ... there are a lot of levels to check out so some times you may need get the feedback you want as quickly as you would like ... but believe me it will come especially when you have something that catches peoples eyes. I think you show a lot of promise and also I have to say the new name is a lot more attractive and fitting ... DM-Eclipse sounds like a much cooler map than walkway ... you'll probably get more attention from the name change alone. BTW does this Alpha have bot support? If not please add some rudimentary pathing in the next version so it is easier to test. Thanks and never get discouraged ... we are all pulling for you just like we do for all the content providers in the community. People like you are the life blood of the franchise so believe me we appreciate the hard work you do. :)
Edit: One other suggestion I would make is to stay focused on one project at a time ... I know you still have the Temple level to finish up and maybe you are splitting your energies and since this is a new editor and it has so much to learn since there is such a greater amount of functionality it might be to your benefit to really focus on one level at a time for now. Then once you really get using the editor down and how you really want to make your maps ... as in develop your own signature style that is recognizable to your fans ... it will be easier to successfully juggle multiple projects.
How about DM-Walkway_Eclipse? Just kidding... :D But you could do something with the space theme, for example DM-Starscape or DM-Nightflyer. Not that there's necessarily anything wrong with Walkway (there's something to be said for simple, descriptive map names...), but Eclipse does sound cooler, yeah.
Anyway, nice map, I especially like the combination of open and 'covered' areas, and the generous use of purple really adds to the atmosphere.
ur-name-here
12-22-2007, 12:19 PM
Yeah; your sure going to need rails. Even getting hit once with a redemer will knock you off. If there is alot of falling off; not many ppl will want to play it much.
I still believe directional boost pads would help when needed for strategy.
AnubanUT2
12-22-2007, 12:25 PM
Yeah; your sure going to need rails. Even getting hit once with a redemer will knock you off. If there is alot of falling off; not many ppl will want to play it much.
Nah ... that is what makes it challenging and fun ... maybe a few rails but don't over do it ... think about maps like the Quake arena one with the jump pads and maps like Diemos, Morpheus, Pyramid, etc. Space/high altitude maps with little to no rails ... even CTF maps like Omicron Dawn and the most famous of all CTF-Face ... part of the fun is knocking people off the maps with hit scan weapons and Rocket Launchers. :D
ur-name-here
12-22-2007, 12:29 PM
Prefrence of what the common gamer wants; is what plays more in the community. Id personaly would rather be fraged from skill than fall off from gameplay movement!
SEBASTIEN-NOVA
12-22-2007, 12:56 PM
Nah ... that is what makes it challenging and fun ... maybe a few rails but don't over do it ... think about maps like the Quake arena one with the jump pads and maps like Diemos, Morpheus, Pyramid, etc. Space/high altitude maps with little to no rails ... even CTF maps like Omicron Dawn and the most famous of all CTF-Face ... part of the fun is knocking people off the maps with hit scan weapons and Rocket Launchers. :D
I totally agree :D
FragTastic
12-22-2007, 08:22 PM
Sorry shademistress just played first download. will have to update. I like this map but think it could benefit from more of the wider pathways, which actually give you room to dodge and have a bit of a battle. Would also like to see some of the arches enclosed with some detailing to break up the monotony of the pathways. Will post back with more after I download new version. Loved perfect temple :) I do check out the betas coz there is not so many maps out yet. Now i can give feedback to (since i finally got me lazy azz up to joining lol)
ShadeMistress
12-22-2007, 08:23 PM
Edit: One other suggestion I would make is to stay focused on one project at a time ... I know you still have the Temple level to finish up and maybe you are splitting your energies...
Actually, DM-PerfectTemple is about 99.9% done, I have been deleting statues and then adding them back in, mainly just because I hate having too much flat wall showing and haven't found anything to put in the statues' places on the wall. I normally wouldn't care, but the textures I used behind the statues aren't very flattering and are kinda bare. I wish there was a mesh of a tapestry or flag. Oh well, once I get 3DSMax installed again (whenever I find that darn disc) I will probably start adding alot of custom content.
Anyways.
Thanks for all of the feedback guys. I am going to be adding a few more jump pads here and there for ease of mobility through the leve, as mentioned before.
And, yes, this map has full bot support already. I would bump it up to Beta status, but I feel that with the bare "arse-end" (sniper area ramps) makes it a little bit too incomplete at the moment.
The beta will probably be out in about a week, whereas, PerfectTemple should be out in a day or two, granted I can find meshes to fix the blandness of those few walls.
Kudos. :D
ur-name-here
12-22-2007, 08:42 PM
Keep up the Good work!
Seems to me u Work hard at this. Great admiration for your follow through
AnubanUT2
12-22-2007, 09:09 PM
Sounds good to me ... I'll be looking forward to PT and to the Beta of this level. Thanks for the update.
ShadeMistress
12-26-2007, 08:07 PM
Bumpitty, bump, bump....
New Beta version released with pics... ENJOY!!! and GIMME FEEDBACK!!! :D
booshack
12-26-2007, 08:52 PM
Played it a bit, the overall concept is okay really. I like the intricate open layout, it is fun and fresh to have alot of options of where to go at any moment. The weird sounds at various places are also... fresh, hehe. This is definitely a weird map, but that doesn't have to be a bad thing, I say go with it and try to figure out some way to make those lightning storms.
Perhaps make it a huge thunderstorm emp-like burst thing that emp's the fury so that the pilot falls out to his death, would be funny and balancing too as I thought the fury was waaay overpowered, much more than the DW on Heatray. It's just too easy to zoom across the map with the boost whenever someone is shooting at you, and you can always boost behind cover if someone fires an avril.
SO. You already have the blue sparks up in the sky. Put a trigger somewhere, perhaps on the bottom of the whole structure, perhaps on a stick above it so it's more accesible. If you hit it, and the Fury is currently occupied, a emp burst will spring from the portal thing and do to the fury what emp mines do :) Perhaps you can scale up the emp mine explosion? If not and if you can't figure out a way to make a global emp effect with decent animation, you could also place many shoot triggered buttons on poles around the map that trigger a normal emp mine burst so that you can try to shoot one near the fury.
Anyway that's my primary thoughts, besides i like the flow and movement and lotsa jump pads with chain jumping - all good. But the walk to the sniper is too looong, and when you get there you can't even dodge down to the main area cus of silly railings. I would rethink that whole area.
Anyways good work so far and I hope you figure out something cool and balanced for the lightning portal thing and the fury ;)
ShadeMistress
12-26-2007, 09:12 PM
yeah the sounds are one of the things that are still in very very early beta phase. Also, the railings up in the sniper area are going to b a little lower and a few on the ramp up are going to be "blown off" since it is kinda meh....
I am doing away with the whole concept of the lightning, but am hoping to figure out how to make the asteroids dynamic, alot of them damn-near hit the base, which is exactly what I wanted for the following reason: I want them to be able to collide with the fury and deal decent damage to it. This way you can fly around and get people, but only as long as you don't fly straight into too many asteroids, then also, any good player can take down a Fury much faster than bots can. Hell, I took one down with a Flak Cannon after taking the screens....
But, I am trying to make everything more "smooth"...
If you listen carefully, you can hear the turbines... (I stole the Redeemer Rocket sound for that, lol) I'm going to turn them up a bit. I had to turn them way down because the In-Editor game makes it wayyyyyy louder than the actual game does.... it's weird...
Also, the same goes the Opposite for Simple Ambients, in the editor, they seem sorta Okay (albeit drowned out by the turbine sounds), but in the game they are all like BLAM!!! in yo face!!!!! lol
I'll iron all that out before the next beta release version.
booshack
12-26-2007, 09:22 PM
Looking forward to see those improvements. I'll also reserve judgement about the fury, although I do think you are underestimating it a bit. It's lightning fast, it kills people with the same power as the darkwalker, except it has instant turn radius for its turrets. Well almost as powerful as the DW anyway, you just have to scan over people once with the beams and hold down the button and it will lock on and kill anything in half a second.
Did you think about an award for killing the Fury, like the amp+berserk on Heatray? It would have to be given to the player that kills it automatically since you obviously can't just drop items into space. Since there are already amp and berserk in the map, perhaps invisibility? a redeemer? Or perhaps the person that died in the fury spawns next time with half HP or spawns in a slow volume or something. Haha i crack myself up, but they say anything is possible with kismet now so what the heck :P
ur-name-here
12-26-2007, 11:23 PM
Tested it out. Love the Coloring. Spiral Ramp??? A bit to long I think.
I was wanting to see more Boost Pads. With the ramps and the potential of mass bots; getting to another place in the map, might be difficult. More Booster Pads could change strategy, and access to other parts of the map faster.
I dont know: I got a thing about the Pads in space. lol
Also any way to reduce gravity?
ShadeMistress
12-27-2007, 01:41 AM
gravity IS reduced, but only by about a third. Any more and I could almost do away with the jump pads entirely.
I am going to keep the spiral ramp, and I just noticed the jump pad that is supposed to launch you up to the sniper makes you hit the railing... lol
Will fix that...
Also, as I said before, I will be moving some stuff there around so you can choose to jump down to the lower areas. The ramps are just an alternative mode to getting up there and adds to the map's structure.
Thanks for all of the feedback. :)
ChookWoods
12-27-2007, 10:40 AM
from quickly scanning the thread i think the sound has already been mentioned? but thats about my main gripe with the map, way too loud. apart from that i really didnt run into any problems.
Lexx000
12-27-2007, 12:24 PM
Keep up the Good work!
Seems to me u Work hard at this. Great admiration for your follow through
I completely appreciate your dedication to making new maps, you have some very good ideas, please don't be discouraged.
I am very curious in your man eating plant map too!
Cheers,
Lexx000
chaos667
12-27-2007, 12:40 PM
this map looks like a part of Warhammer 40k battleship ) cool! and i will play on it)
ShadeMistress
12-28-2007, 09:19 AM
Just a quick poll, would a Raptor be more fair, or should I just keep the Fury? No idea when I will get the asteroids working properly to hit the spacecraft, which will definitely have an impact on gameplay when in the flyer.
Adding Lightning or an EMP pulse might be too much of a stretch, but making the person who destroys the Fury get 199 Health and 100 Armor sounds fair to me...
I completely forgot about the Fury's boost ability, as I don't fly them often. That will get a little tamed with the asteroid threat I think, cuz it will be really easy to boost yourself right into a cluster of those things and go BOOM.
lol.
Thanks again for the feedback, I will keep chuggin' away on this one 'til it's finished. May be a while as I have to teach myself a few things, but the results are much better than I originally anticipated... and I'm glad that the structured areas on the base of it really make the station look like a real, solid entity.
Kinda funny, no one seemed to notice the "Meteor Shower" on the planet... sometimes I like to sit and watch them for a few seconds before a match... Really like the way that turned out. It's not painfully obvious though, so that's all... *watches you go load up the game to go see.. lol*
Lord_PorkSword
08-29-2008, 02:36 AM
Noticed this due to your comment on the other 'new' Eclipse map. Glad you did mention this cuz it looks quite interesting and I always hunger for low grav space maps. :D
Will definately check it out this weekend. :)
EDIT: Is the beta still up? I can't down the file. :(
/CPH\
08-29-2008, 03:01 AM
I really like this map. Good Work. I really like playing it with 32 bots :)
ShadeMistress
08-29-2008, 06:41 AM
Looks like the link went away... stupid filefront. :(
I will see if I can dig up the Beta backup, the RC isn't quite ready for release yet.
chilau1
08-29-2008, 12:32 PM
wow looks good
Lord_PorkSword
08-29-2008, 10:08 PM
I'll be happy to wait for the RC if ya want. :)
Crayfish
08-30-2008, 05:08 AM
Very nice looking map, love the re-coloured planet. Is there another download link, the OP one doesn't seem to work?
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