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Need help with my first map

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  • replied
    Overall I think your map looks good. I like the textures you added in your latest release. All of my suggestions are based from this release.

    Bot-pathing was one of the first things I noticed but since that has been covered I will only add one thing. Don't forget to add a LiftCenter Actor to the mover in the Main Room. Also, change the tags on your LiftExits to reflect the name of the mover. You currently have these set to happylift4 or something similar. The acutal name in the properties is Mover1.

    Main Room
    The power-ups (DD, Keg, and Super Shield) are too easy to get to and too close to each other, IMHO. I suggest you spread them throughout the level.

    Light 136 - located between the power platform and the I-beams has bCorona set to True. It looks out of place. I suggest you change the setting to False.

    Top Floor doors seem it move too slow for a DM map. I foresee alot of peeps dying waiting for the door to open.

    Boiler Room
    Wall Grates - The mesh you used has a pipe attached, why not cut a hole in the wall. It looks odd to see a wall behind the grate and still here the ambient sounds.

    Green Hall
    The fluid surface doesn't fully reach both ends of the hallway. I suggest you change at least the X axis to 1.11 and then re-center the actor. These are the adjustments I made - X=1.11, Y= .4 . Then I just re-centered the actor with equal overlap on all sides.

    Good luck with your map!

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  • replied
    A Word on Bot Pathing:

    First and foremost: http://www.leveldesigner.com/index.p...ion=doc&ID=172

    That link is to an awesome tutorial. The best thing it teaches is that you should decide whether or not you want to bot-path the level before you start designing it. Some ins and outs to the bot’s AI need to come under consideration before the level is built.

    If you don’t do this… more than likely when you bot-path your map, you will find that your bots do a lot of crouching and shooting without much movement. The reason why so many Unreal maps resemble each other in construction is that the bots don’t understand much else. Big open rooms, pickups tucked out of the way in corners, tricky movement influencers (moving floors, carts, etc..) don’t factor in well with the basic bot AI.

    Consider this… A bot has a gun, sees a player across an open room, samples its surroundings and finds nothing on hand worth running after, and it rarely understands that a longer distance could equal a faster trip… what do they do? They crouch and shoot…

    Another map with the same ole boring hallways… Same bot looks around but sees nothing. It samples its surrounding path choices and realizes it could get its favorite weapon if it runs down the hallway to the center of a small room. Once it picks up the weapon that pickup-base becomes unusable to it and it does another sample. This time it finds a shield boost in the hallway out the other side of the room. It runs out of the room and down the new hallway. Along the way it runs into a player. There is a battle which the bot wins with its RL. The bot then continues to the shield pickup.

    I realize the story is a bit bland and cheesy but that’s basically how it works… When a bot is standing on that apple you place, it is going to look around and if it finds no good understandable reason to move it might not (or it might pace either way it wont be constructive or engaging). If it sees a player the chance of moving decreases further.

    Hope this is helpful. Just had to drop this in cause I used to not make the same boring levels too ;-)

    Btw, the level looks great. Lots of what looks like interesting BSP work!
    Good Luck on its completion.

    Leave a comment:


  • replied
    Re: Volumes are bad

    Originally posted by 73h1337n00b
    The main reason for zone portals are for optmization. So that when you can't see a zone, the engine does not render it. Volumes don't do that. So to create a zone portal, create a plane that is the size of the opening, such as a door, and click on the special brushes button and select zone portal. Be sure to seal off the entire space. To add a indentifier to the "zone" go in the actor browser and to info>zoneinfo and place it in your zone. There should be many options for you to pick from in the properties.
    your totaly wrong. thats an ANTIPORTAL :noob:

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  • replied
    Ok, I made some changes. They are as follows:

    Download new map here: DM-Refurbished-Beta2

    1. Changed some of the textures to brighten it up some.
    2. Added doors on the upper level. (you never know who is on the other side
    3. Added a few more props (Burning barrels and cones)
    4. Changed a few pickup locations.

    I tried to add a few zones and it did help in the performance. Once again I am asking for opinions and help in optimizing this map.

    I have a question. Are the double damage and shield pickups in a good place?

    Thanks again to everyone for helping!

    Marc

    Leave a comment:


  • replied
    Volumes are bad

    The main reason for zone portals are for optmization. So that when you can't see a zone, the engine does not render it. Volumes don't do that. So to create a zone portal, create a plane that is the size of the opening, such as a door, and click on the special brushes button and select zone portal. Be sure to seal off the entire space. To add a indentifier to the "zone" go in the actor browser and to info>zoneinfo and place it in your zone. There should be many options for you to pick from in the properties.

    Leave a comment:


  • replied
    Thanks! Iwill play with it and try some other textures to break it up a bit and hopefully in a few days I can post an update. Thanks again!

    Leave a comment:


  • replied
    pathing... now thats a dificult one. just place them QUITE far apart and if they dont connect then put one inbetween. there is a rough distance i know, but im afraid i cant explain it.

    what you need is to think of some different textures. thet same rusty texture looks boring, try some other textures in different places.. look for what fits.

    Leave a comment:


  • replied
    Truly a life saver you are! Thanks a million for that. If I can trouble you with one other question. As far as paths go, how far apart can they be? I was playing with placing them and realized I had way too many. About 3 cubes apart and it took over an hour to compile and finaly locked up the editor.

    Do you have any tips for placing paths? Someone told me to make a grid across the entire map. But that seems excesive to me. Any advice?

    As for the map the way it is are there any changes you recommend? (Besides what you mentioned above).

    Thanks again for all your help. I really appreciate it!

    Leave a comment:


  • replied
    right! now the easiest way to do this is with a volume. so say you wanted to make 1 room say "boiler room"

    1) create brush the same size as room. if you dont know how big it is, duplicate the subtracted cube and right click > convert > to brush. DO NOT ADD OR SUBTRACT IT. find the volume button, its near add and sub, looks like a see through cube. right click, add just a volume. now move your red brush, there should be an odd coloured cube there. thats your volume.

    2) go into the volume's properties, find volume, expand it. find location name... you know what to do

    zoning has become to an extent obselete with the inclusion of volumes. however, if you wanted to seperate 2 zones for some reason, just add a zone portal. to make one, create a red brush sheet the same size as the "doorway" you are seperating, at the top of the screen click brush > add special. then from the prefab list click *zone portal* ok that then close the window. you should now have a zone portal. :up:


    any questions?

    Leave a comment:


  • replied
    Oh, by zone I mean "Portals". Also I need to make it so when you in an area it will have a name other than "Unknown zone". You know when you press F1 durring a game it tells you what room\area your team mates are in? With my map everyone is in an "Unknown zone".

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  • replied
    what do you mean by zone?

    im no good with hallways either. they just look bland.

    i think you could use a little debris but other than that the floor is fine

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  • replied
    Thats a great idea that I was unaware of. I will try that. Le me ask you something. Om the ground level, do you think there is too much open space?

    I know many maps have many hallways and ramps etc. Thats something I am not too god with, but learning. Do you have any thoughts on this? Or is less more?

    I was thinking of adding a sub level with a with stairways to get down. Maybe make 2 or 3 rooms simular to the boiler room. What do you think? Or would that be overkill?

    Also, do you know how to zone a map? I really need help in that area and I found the tutorials a little confusing.

    Leave a comment:


  • replied
    jump pad looks fine, allthough im worried that the green bit is off-center.

    Also, to make it fit properly, select the texture you used for the floor. go into the static mesh's properties and select display. find a thing called skins, and pres add. then press the use button.
    it should change to the texture off the floor. see if that looks good

    Leave a comment:


  • replied
    Rails, sounds like a great idea! Thanks!

    What do you think about the jump pads (the one to the crane with vile pickups and the one that takes you ontop of the van)?

    I am trying to make this a fun map but practical at the same time. Thanks for all your input on this.

    Leave a comment:


  • replied
    the idea is fine. maybe give it a better texture?

    Put some reils in for it to go along too.

    Leave a comment:

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