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    DM-INV-Sandstorm

    Thanks for the help testing, guys. I'm ready to say it's done.

    Remember, this is an invasion map, not DM. It's basically a king of the hill style map, meant to enchorage teamwork at the top. I tried to keep it very simple because, as I'm sure you all know, Invasion can really kill your fps. However, I did use a few static meshes just for decoration and to let you know where you are.

    Download map

    [screenshot]http://mywebpages.comcast.net/gravit/sandstorm/Shot00000.jpg[/screenshot]
    [screenshot]http://mywebpages.comcast.net/gravit/sandstorm/Shot00001.jpg[/screenshot]
    [screenshot]http://mywebpages.comcast.net/gravit/sandstorm/Shot00002.jpg[/screenshot]
    [screenshot]http://mywebpages.comcast.net/gravit/sandstorm/Shot00003.jpg[/screenshot]
    [screenshot]http://mywebpages.comcast.net/gravit/sandstorm/Shot00004.jpg[/screenshot]

    #2
    I'll give you feedback tomorrow

    Comment


      #3
      The thing I notice about Invasion maps, is that the best ones have areas of high vantage points, and lots of places for cover.
      Places for retreat are a must in Invasion, because no one likes to be ********** by a pack of 10 Skarjj warlords.

      You seem to have little to no cover, or places to retreat other than the top point. And let alone there are hardly any supplies.
      And wheres the lighting? :bulb:

      Comment


        #4
        Thanks for the feedback. I agree that places for retreat and cover are a must if you're freelancing by yourself. But, I was trying to force teamwork (something lacking in most games I've played). Sort of a see how long your team can hold the top map. I think if you got 8-16 people sniping and linking up, you could hold it for quite a while. If you try it by yourself, you're definately not gonna get very far. I had considered letting you go inside the pyramid, but then people would just head straight there and forget the whole king-of-the-hill theme. Maybe it won't work, but that's what I set out to do, anyway :sour: .

        Do you mean I need more supplies at the top, or around the map in general? Because, like I said, I was planning on everybody staying at the top. I guess some more health would be good if 16 people are up there :haha: .

        For the ligthing, I was going for a regular pyramid, so the only light source is the sun. I also tried to be fps-friendly. If I put lamps or torches everywhere, it'd eat your fps, and the monsters do that enough . However, I am considering giving it a little bit darker atmosphere, maybe even a moonlit night. What'ya think?

        Comment


          #5
          Ok, here is my input.

          Lighting
          As of now it is to bright in a lot of areas, give the lighting more mood, so it feels more suited to invasion.

          Sound
          Either get a better sound track from the UT2003 stock, or there is a UT1 zip with all the UT music in it that would go great with this map. I would be glad to post a link if you want it. What ever you do concerning the music, the current music just doesn't add to the feel of the map. Also adding some wind ambient sounds if UT2003 has it, might also be a good idea.

          Pick ups, and pick up placement
          The map currently needs more health. For single player the health is fine, but if you play this on line with 6-10 people there won't be enough health. I suggest adding some health at each of the weapons sights at the 4 corners of the map. Also I could not for the like of me get the redeemer or the amp by any normal means, you need to make them accessible w/o the use of the teleporter because most servers don't use the telly.

          Map structure and errors
          When you run up against the sphinx you can see out the other side, you may want to fix that... As for the room inside the pyramid. That might be a good idea. You could carve out a fairly large room at the bottom, with one entrance per side, and you could put either a telleporter or elevator in the middle of the room that would take you to the top of the pyramid. Doing something like that may enhance flow and game play.

          Hope this helps you out some. Glad to see someone makeing special invation maps :up:.



          Edit: Oops just noticed that you have wind sounds in the map, guess there was to much noise from the guns b4. That's cool, good work. :up:

          Comment


            #6
            Ok I tryied to find some music that you might be interested in using for your map, so I loaded your map and searched through my music box and I thought the folowing might be good for the map DE-Drifter, KR-Assault, KR-MenuMusic2, KR-Tomb-of-Horus, and Skyward from UT1, though you would have to change the mood like you mentioned above for that one.

            Two realy good music packs that every mapper should have IMO, are ut_music_conversions, and reversion_musicpack. You can find a dl link on this forum for the second one, if you do a search for it, and some of the music in the pack could also be used in ur map. Again these are just sugestions. But I really hope you change the music, because the opening music is the worst to use in any map.

            Also after playing you map a little longer I notice that some of the shadows seemed off. If they are you may want to fix them.

            And you mentioned that the sun is the light source, but the sky is compleatly covered by some sort of sand storm, so how can the sun be the sorce of light?


            Laterz

            NP

            Comment


              #7
              Lighting
              As of now it is to bright in a lot of areas, give the lighting more mood, so it feels more suited to invasion.

              K, that's a good idea. Definately look into that.

              Sound
              Either get a better sound track from the UT2003 stock, or there is a UT1 zip with all the UT music in it that would go great with this map. I would be glad to post a link if you want it. What ever you do concerning the music, the current music just doesn't add to the feel of the map. Also adding some wind ambient sounds if UT2003 has it, might also be a good idea.

              Actually, I didn't select any music. It must just use a default. I had my ogg player running so I didn't notice . I'll find something good.

              Pick ups, and pick up placement
              The map currently needs more health. For single player the health is fine, but if you play this on line with 6-10 people there won't be enough health. I suggest adding some health at each of the weapons sights at the 4 corners of the map. Also I could not for the like of me get the redeemer or the amp by any normal means, you need to make them accessible w/o the use of the teleporter because most servers don't use the telly.

              Right, more health. Like I said before, I didn't plan on people spending much time anyplace but the top, but I will put some more around. And more on the top . . . You can get the deemer and amp with hammer jumps (shield gun jumps), and if you're good you can even get the deemer with a boost jump. Now I can't just give it to you . . . :haha:

              Map structure and errors
              When you run up against the sphinx you can see out the other side, you may want to fix that... As for the room inside the pyramid. That might be a good idea. You could carve out a fairly large room at the bottom, with one entrance per side, and you could put either a telleporter or elevator in the middle of the room that would take you to the top of the pyramid. Doing something like that may enhance flow and game play.

              That's the way the static mesh of the sphinx is made. I guess I could change the collision detection to blocking volumes, but that might make it even harder to get the amp. I'll think about the room inside some more . . .


              Hope this helps you out some. Glad to see someone makeing special invation maps :up:.

              Edit: Oops just noticed that you have wind sounds in the map, guess there was to much noise from the guns b4. That's cool, good work. :up:


              Thanks for the input. It's much appreciated. :up:

              Comment


                #8
                New version DM-INV-SandstormBeta2

                I've taken a lot of the suggestions made so far. Here's the change list:

                -added two internal levels of the pyramid to improve flow. The halls are wide enough for dodging warlords and even for lowgrav. In the center is a wind tunnel that takes you to the top (took me forever to get the bots to use this correctly).
                -changed lighting to a more appropriate mood for a sandstorm.
                -added BG music track (KR-Ghosts-of-Anubis).
                -added bricks in back of sphinx to aid in dodging up the back.
                -added more health around the level.
                -added more ammo on one of the internal levels.
                -added hanging walls at the top to give it more of a bunker feel.

                The download link in the first post has been changed.

                Comment


                  #9
                  Sweet, DL'ing now :up:.

                  Comment


                    #10
                    Originally posted by Shuri
                    I'll give you feedback tomorrow
                    So? Where's my feedback?

                    And, Neo, what'd you think of the changes? Any other suggestions?

                    Comment


                      #11
                      I liked the new lighting outside, seems to go better with the overcast from the sand storm. The inside of the Pyramid is nice too, esp the second level. The first level seemed kinda empty, but it is liveable if you decide to keep it the same. The bots some times get hitched up in the wind tunnel too, so you might want to tweek that some. The only draw back to the map, really, is trying to get to the weapons. Because they are so far apart if you die and respawn in it's hard to collect the weapons again. Though I don't know how or if you could fix that. Other then that its a nice large map for invasion, which I prefer to small tight ones, and the amp is much easyer to reach.

                      Thx

                      NP

                      Comment


                        #12
                        or simply the apropriate meshes etc in mylevel

                        Comment


                          #13
                          Well, it's a map for invasion, which came with the bonus pack. That's why I put INV in the title. It really wouldn't work for DM.

                          Comment


                            #14
                            yes

                            You are right, my mistake! I wish you luck!

                            Comment


                              #15
                              Originally posted by NeoPhoenix
                              I liked the new lighting outside, seems to go better with the overcast from the sand storm. The inside of the Pyramid is nice too, esp the second level. The first level seemed kinda empty, but it is liveable if you decide to keep it the same. The bots some times get hitched up in the wind tunnel too, so you might want to tweek that some. The only draw back to the map, really, is trying to get to the weapons. Because they are so far apart if you die and respawn in it's hard to collect the weapons again. Though I don't know how or if you could fix that. Other then that its a nice large map for invasion, which I prefer to small tight ones, and the amp is much easyer to reach.

                              Thx

                              NP
                              I think you're right, so I killed 2 birds with one stone. I put the weapons that are near the spawnpoints inside the bottom level. They're still at the spawns so you can get a weapon immediately, but now you can collect all of them relatively easily.

                              I've uploaded a new version if you want to check it out. I think this is gonna be the last version unless an unforseen bug pops up.

                              Beta3 Change list:
                              -added weapons on bottom level of pyramid
                              -tweaked pathnodes for wind tunnel
                              -fixed jumpspots for bots to get the amp

                              Comment

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