PDA

View Full Version : [UPDATED-10/03/08]Experimental Level Design - Feedback needed[PC][PS3]



pcehnaids
09-02-2008, 04:44 AM
Zero-G beta v0.2
-----------------------------------------
[Updated: October 03, 2008]


http://img509.imageshack.us/img509/1163/screenshot1qf7.th.jpg (http://img509.imageshack.us/my.php?image=screenshot1qf7.jpg)http://img509.imageshack.us/img509/9808/screenshot2pe6.th.jpg (http://img509.imageshack.us/my.php?image=screenshot2pe6.jpg)http://img213.imageshack.us/img213/7083/screenshot3bo9.th.jpg (http://img213.imageshack.us/my.php?image=screenshot3bo9.jpg)http://img213.imageshack.us/img213/5348/screenshot4qj5.th.jpg (http://img213.imageshack.us/my.php?image=screenshot4qj5.jpg)

PC Download: [PC] Zero-G (http://chadlumley.com/LevelTest/ZeroG_PC.zip)
PS3 Download: I'll post it if requested.

Changes in v0.2 beta:

- Greatly improved bot pathing! The bots now jump around and utilize the zero-g.
- Removed invulnerability pit (it seems to annoy everyone).
- Increased level size.
- Improved sphere texture with 2 sided texture.
- Faster travel within the sphere. Unfortunately, the zero gravity volumes (space and water) have an annoying dampening effect that cannot be removed, so no full freedom of motion.
- Added a bio-rifle, and rearranged the weapons for better gameplay.
- I removed the ramps and inserted zero gravity tubes that have a current which carries the player up and down (Just to change things up).
- Added a visual caustic effect (still working on it but I left it in anyways).


I also would like to thank brisingre and ShadeMistress for their feedback on the level and I encourage others to make suggestions and comments as well.
--------------------------------------------------------------------------

Description:

This map is just a CRUDE bsp shell used as a proof of concept for an idea I had. The idea is that a cylindrical room with three levels conains a large spherical zero-gravity volume in the center. The zero gravity inside the sphere allows changes of direction, but momentum is still conserved. I will work on making the level more aesthetically pleasing after I feel comfortable that the gameplay is solid, so don't be discouraged by the appearance.

Here are some basic gameplay elements:

- You can jump from level to level and bridge gaps due to zero gravity.
- You CAN see players and items from inside the sphere, but the depth of field and color change displays them as yellow or blue blobs (see images).
- You CANNOT see inside the sphere from the outside, so players can jump out unexpectedly and cannot be easily sniped from the outside.
- If you stand on a ledge inside the sphere you can't be seen from the outside, making it ideal for sniping.
- It's fun shooting people in zero-g, but kinda challenging.
- Full bot Support.

Anywho, I would really appreciate some feedback and ideas from people around the forum so I can make this a fun and unique deathmatch map.

Thanks.

soccerballtux
09-04-2008, 02:24 AM
Hey, cool idea. Hope it works out.

Hushpuppy
09-04-2008, 05:50 PM
Awsome you could do really intresting stuff with this.

brisingre
09-12-2008, 06:13 PM
this is an awesome idea...

dl-ing

EDIT: Just played. Here's my response.
Firstly, 10,000 internets to pcehnaids for the most original map I have ever seen. Nice going. Also, the texture on the sphere is awesome.

Secondly, here's my feedback. I love the way this plays. However, I would recommend a few things.

1. Give people a bit more control in the 0-g sphere. I like how hard it is to fight in, and it keeps the snipers from being overpowered. However, I would like to be able to control whether I am going up or down after I get into it to some degree, and a bit more deceleration wouldn't be amiss.
2. A bio rifle somewhere? I don't actually like it much, but I usually weapon swap a custom into that slot. It's nice to have all the weapons on a map.
3. The bots don't like this map much in general, as you know, but they simply cannot figure out how to get out of the invulnerability pit. I'm undecided if I like that pit. It makes the invulnerability really hard to get to, for better or worse. It's just kind of frustrating.
4. Any way to see the sphere boundaries, even a little, from inside would be great. I keep falling out of it and being surprised.
5. If you are stuck on a name, this reminds me of some sort of Electromagnetic Reactor Core...
6. In the end, it's your map. Don't listen to anything you don't want to.

My advice. I'm no expert.

ShadeMistress
09-15-2008, 05:19 AM
I agree that this needs a two-sided material for the bubble in the center.

It's also really frustrating to be stuck in the bubble for too long, especially if you're taking heavy Stinger fire, then you're pretty much doomed.

Other than that, the damage amp area is a little too hard to get out of at times, especially when everyone's shooting at you....

Cool concept though. I had thought of doing something similar, but as a space station with outdoor areas that were Zero-G (come to think of it, that would be a neat name for this map and it doesn't get much more fitting than that).

pcehnaids
09-18-2008, 05:49 PM
Sorry for the belated response but I just wanted to say thanks for the great feedback on the level. I have applied all the recommendations into the level and it seems to be coming along nicely.

Changes:

- Removed invulnerability pit (it seems to annoy everyone).
- Added a texture to inside of sphere.
- changed the zero gravity to more of a water volume (changes in momentum allowed).
- Added a bio-rifle.
- Improved bot-pathing.
- I made the scale of the level smaller and added corridors to add another gameplay element.

I'll post the level once I get everything working, but I just wanted to say thanks again for the feedback.

brisingre
09-18-2008, 10:36 PM
Excellent! I can't wait to play the new build...

Also, I'd like to mention the best moment I had on this map. I jumped from the bottom of the pit, charged an impact hammer, and landed with it pointing downward ON SOMEONE'S HEAD. It was EPIC.

Also, just a recent realization, you may want to make your weapons a bit denser, 3 or 4 per level, rather than 2. I find myself using the hammer a bit more than I'd like.

THE_SPELUNKER
09-19-2008, 02:16 PM
hooray for creativity!

brisingre
09-19-2008, 04:15 PM
Yeah. We need more weird maps like this.

brisingre
09-24-2008, 01:29 PM
Sorry for the double-post, but as it's been a week I think it's necessary.

This is a question from my brother, who's been playing your map.

What would the settings be for a true vacuum, where you cannot change direction by any means?

Thanks, mate.

pcehnaids
09-26-2008, 12:43 AM
Sorry for the double-post, but as it's been a week I think it's necessary.

This is a question from my brother, who's been playing your map.

What would the settings be for a true vacuum, where you cannot change direction by any means?

Thanks, mate.
[brisingre: I don't believe that you can achieve a true vacuum effect without the help of a mutator. All of the gravity based volumes (Water, Space, and Gravity) seem to completely ignore inertia and allow you to freely change directions (very frustrating). Also, the water and space volumes have this annoying dampening effect that I can't seem to get rid of. I'll keep experimenting and let you know if I find anything out]

As for the map, I am still running a few crazy ideas by my roommates and I hope to have my latest build online sometime this weekend. I also had an idea for another crazy level that I will post up soon, but I'm trying not to be too ADD.

pcehnaids
10-05-2008, 01:16 AM
Since things are beginning to move along steadily I'm moving the thread to the beta forum located here:
Beta thread (http://utforums.epicgames.com/showthread.php?t=625298)