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    Deadly Lycrish's unpolished map pack

    Hey all! I'm Deadly Lycrish- that one guy who was trying to perfect his library map for so long! Lol~
    I've got a map pack for you this time with a bunch of maps I haven't mentioned before, so let's go.
    The first map is CTF-The Cold Grip

    It's very fun, but it's really hard. And It takes some time to load, but not THAT much. The pic pretty much speaks for itself

    Next is CTF-The Hybrid Grounds, and I don't know why the bio rifle doesn't show up in the pic...

    It's a vertical map as you can see. The Red team is at the top and blue is on the bottom. I used mostly textures from UT99 because I wanted to give it a bit of that feel.
    And You can't simply jump down from the top or teleport up from the bottom because there's a deadly Lazar grid. It's a lot of fun to jump into... but maybe that's just for me.

    Next is CTF-The Library

    It's pretty much the same as it was before, but I edited some stuff for gameplay, and *GASP!* I FIXED THE LOAD TIME PROBLEM! If you don't know, it used to be a nightmare to load. Apparently, what I think was the problem was that I was making to many statik meshes out of other statik meshes. To give you an idea of how much that can add to load time, the fronts of the bases in The Cold Grip. I made all of those boney statik meshes into one, and it already loads pretty slowly! Imagine if I had more! Yeah, don't make the same mistake as I did.
    But back about the library...
    Let me say that I know the books are gone from the shelves. I'll add them again later, but it'll be tedious as hell. Just letting you know that I did notice this.

    Okay, so next is...
    CTF-Three
    It's my third CTF map ever, as you can tell
    (Well its alpha was anyway.)

    It's a very actiony and fast ctf map above a city. Not much else to say about it.

    DM-1on1-Folded Mimic

    This map uses UT99 textures too. It's really fun to me and it copies Folded stone noticeably, which was intended, obviously. And though it copies it, the game play for each are unique of each other.

    DM-1on1-Folded Stone

    This map also uses UT99 textures, and was originally made for the first UT.
    It has a link gun on the tiny walkway at the top, a main platform, and a bottom floor. There's a platform in the middle of the main platform which lets you access other rooms/ hallways once you jump on it, or drop down threw a hole to the damage amp on the bottom floor.

    DM-1on1-Hexed

    Is a little dungeon map obviously meant to resemble Curse somewhat. It's sort of cramped, and has 3 levels, and teleporters to access an outdoor landscape which has the Redeemer and a shield. I know that the bots get stuck in the teleporters some times (Trying to get back to the dungeon) But I don't know how to fix it. Any suggestions? Because other than that, it's a fun map.

    DM-1on1-Steamer

    Yes, ANOTHER 1on1 map.
    This one is also very crowded for the most part. It has 3 floors, and ladders, teleporters, and jump pads. And even from that one screen shot I can tell I used that wood texture a bit too much... The whole map isn't like that though. I did use a few other textures.
    How do you make it so bots can climb ladders? They don't climb ladder volumes. What I have right now is that trick with really really steep stairs made up of blocking volumes. It lets the player get up the ladders more quickly, and I thought the bots would find that easier too, but they're still stupid. When I tried forcing them to take the ladders a while ago, all they would do is run into it endlessly, so now they just don't use them... it doesn't detract THAT much from game play for this particular map, but saying that is just ignoring the bigger problem. If anyone knows what to do to fix this please tell me.

    Okay... last up is DM-Deck1
    Original name and concept right? I know I know, don't flatter me.

    This map's pretty fun. I donno what else to say about it, except that this is the map that made me angry at the fact that flickering lights don't work in this game for some odd reason.

    Alrighty.
    I'm just going to remind you all to not focus much on the visual stuff. I know that these maps aren't polished to perfection, so just play them, have fun, and if you can help me with the pathing or anything like that, just point out the problem and feel free to help.
    But mostly, just have fun! Thanks!
    Here's the Pack Download:
    http://www.megaupload.com/?d=LQQVAQW4
    It's compatible with UT2K4

    ** How do you get bots to snipe by the way? I put down unreal script things and set them to bsnipe true, but they still don't use them! What am I doing wrong?

    #2
    There is a solution for your flickering lights problem
    Just paste an emitter which doesn't create any particles and set the light radius, type etc under lighting and set the light brightness saturation etc under light.

    BTW: Weapon base bug in some screenshots. Simply delete all skins under the xNewWeaponBase -> Display properties

    Comment


      #3
      Huh, weird. Thanks for the info

      Comment


        #4
        No one else? Come on~ I work on these so much...
        Does any one know how to set preview screenshots? I STILL don't have a clue /noob

        Comment


          #5
          Originally posted by Deadly Lycrish View Post
          No one else? Come on~ I work on these so much...
          Does any one know how to set preview screenshots? I STILL don't have a clue /noob
          Here are two helpful tutorials, the first explains how to take the screenshots, and the seconds tells how to add them as preview.

          http://wiki.beyondunreal.com/Legacy:Making_Screenshots
          http://wiki.beyondunreal.com/Legacy:Level_Screenshot

          Comment


            #6
            I see a few texture alignments that are off, that can be easily corrected.

            Grab a texture's surface that you want to align. Then press shift+T and it will grab that texture across the entire map. Sometimes this is brutally useful (looks like it will be in your case), and sometimes it's not so useful. Then you can align, and scale your texture to look how you want more evenly. You can also shfit+s to select ALL surface. Then in surface properties set the light map to something consistent throughout the level, but not to low of a value. I usally go with 16.0.

            Also explore if there are "shiney shader" versions of any of your inUse textures, and see if you'd like to use that shader instead. BP_arch.utx is a great package for UT2004 look.

            Also maybe try to use some door frame meshes for your entryWays/doors or w/e you wanna call them. It can be complicated and furstrating brush work to do that, but it's worth the effort. Just be patient with it.

            Comment


              #7
              @FewPosts:
              Thanks, I didn't know about that trick with the textures
              I just align them manually and stuff but this way seems way faster. I will also inevitably put doorways and whatnot on most of my maps, but this isn't a completed map pack, so keep in mind:
              "I'm just going to remind you all to not focus much on the visual stuff. I know that these maps aren't polished to perfection, so just play them, have fun, and if you can help me with the pathing or anything like that, just point out the problem and feel free to help.
              But mostly, just have fun!"

              @Darkemule:
              Thanks a bunch man, these'll help-a-plenty

              By the way, do you like where most of these maps are going? Play 'em and let me know if you like the layouts or not

              Comment


                #8
                Originally posted by Sly. View Post
                There is a solution for your flickering lights problem
                Just paste an emitter which doesn't create any particles and set the light radius, type etc under lighting and set the light brightness saturation etc under light.

                BTW: Weapon base bug in some screenshots. Simply delete all skins under the xNewWeaponBase -> Display properties
                When I read this at first it sounded well and dandy, but now that I'm trying it, I'm still not quite sure what to do. Can you recommend me some settings? There are quite a few options under lighting and I don't know which ones would do anything. X3 Thanks for your help

                Comment


                  #9
                  Creating a dynamic light with the help of an emitter, step by step

                  1. select and add the emitter to the place where the dynamic light should be.

                  2. open the emitter properties

                  3. set these things under lighting:

                  bActorShadows - false
                  bAttenByLife - false
                  bCorona - false
                  bDirectionalCorona - false
                  bDynamicLight - true
                  bLightingVisibility - true
                  bSpecialLit - only true if you want special surfaces to be lit!
                  (can be set under surface properties, bSpecialLit)
                  LightCone - let's say 128
                  LightEffect - None
                  LightPeriod - something between 0 and 255
                  (play a bit around with these 3 settings, Period, Phase and Radius)
                  LightPhase - something between 0 and 255
                  LightRadius - something between 1 and 255
                  (note: the dynamic light radius seems to be bigger than that one that normal lights have. For example is the dynamic light radius 32 as big as normal light radius 128 for some reason Or is it me?)
                  LightType - I recommend these: LT_Flicker, LT_Strobe, LT_Pulse, LT_StubtlePulse, LT_Blink (BTW, not all LightTypes work for some reason. Looks like they aren't supported by the engine anymore)

                  4. Set the light saturation, hue and brightness. As an example you could use these settings for yellow light which could be made by sparks:

                  LightBrightness - 255 (UEd3 can use higher values than UEd1 and 2. Values between 64 and 255 are standard though)
                  LightHue - 24 (this controls the colors of the light. Play a bit around with it. If you know how the texture palette looks you'll get used to this very fast. 0=red, 32=yellow, 64=green, 128=blue and 255=red.)
                  LightSaturation - 64 (This one controls the white content of the color. 255 is white, 0 is the pure color)

                  I hope I could help you with this If you have further questions just ask me

                  Comment


                    #10
                    BRO-AWESOME, BRO. Thanks a bunch

                    **Edit: You wouldn't happen to know how to get bots to snipe too would you?

                    Comment


                      #11
                      I'm not into busting peoples balls over visuals usally, I just saw that you could learn some faster techniques Rated thread to boost you back from 3 stars to 5.

                      Comment


                        #12
                        To make bots snipe you could simply add an event to your sniperrifle weapon base. Then add a ScriptedTrigger with the following actions:
                        WAITFOREVENT-EventOfYourSniperWeaponBase
                        MOVETOPOINT-ScriptedSequenceNum1


                        Then create a UnrealScriptedSequence at the place where the bot should stand and snipe. You open the properties window and give it the tag ScriptedSequenceNum1. Now scroll down to the bottom of the properties window. There should be a category called ScriptedSequence or something similar (can't remember it well and am too lazy to open UEd - lol).

                        There you should set the prefered weapon (classicSniperRifle for Sniper Rifle and SniperRifle for Lightning Gun) and bSniping = true.
                        There is a option called "sniping volume tag". The area where the bot should shoot targets should be in a so called "SnipingVolume".

                        Only the area where the targets should be shot should be in the sniping volume, not the whole map!

                        Now you can add the volume to your map and set the tag to "MySnipingVolume" for example.

                        Now open the properties window of your UnrealScriptedSequence again and type in the tag of your snipingvolume under "Sniping Volume Tag". That should be all. LMK if I forgot something.

                        Comment


                          #13
                          @FewPosts:
                          It's okay, I meant nothing harsh by it, and I didn't take what you said harshly. And thanks.

                          @Sly:
                          =D!

                          Comment


                            #14
                            Does it work or did I forget something? I did it the same way in my Face remake and the bots can be pretty annoying there LOL. They shoot you from distance right after you've spawned

                            Comment


                              #15
                              Well, when you say "WAITFOREVENT-EventOfYourSniperWeaponBase", where can you set what event it waits for?
                              **Edit: Now that I know that sniping takes a scripted trigger and an unreal script, I'll just check out Face and see how they did it. Also, you made a face remake?
                              ***Edit Edit: XD They do it completely different! Oops :3

                              Comment

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