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DM-Partisan RC1 (Download) (PC)

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  • replied
    Actually I did miss the pickup issues earlier ... the armor is all too close to eachother tbh so you really should spread it out and make some of those other areas even more attractive to the bots. Also it was kind of easy to get Juggernaut because of how you placed the Berserk in relationship to the UDamage ... don't know if that is on purpose ... that is not so big of an issue but the armor really does need to be spread out across the level more. Other than that and maybe how easy it is to fall trying to get the shield belt the level is fine as far as I can tell and a lot of fun.

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  • replied
    Sorry for the doublepost, but I need help. Apparently, the blue pulsing animation/sound effect on entering/leaving a gravity field plays for every player/bot, not just the one who incites it.

    I've been messing around with it, though, and I have no idea how to fix it. If somebody knowledgable with Kismet could help, that'd be great.

    Right now, it's set up so if a player touches or untouches a gravity volume, it plays the blue pulsing animation and the sound. Both are targetted at the Player variable, which.. I originally thought only referred to the player that triggered it. How do I make it so it only affects the person who actually activates it?

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  • replied
    Just a note that RC1 won't be the last update, as I've decided to do some more polishing that I figure I should do eventually, e.g. reverb volumes, ambient sound, and all of the other things to please the audiophiles out there. RC2 will probably be the last, and will also include more decorative meshes indoors, maybe make the UDamage and Berserking power-up lights pulse, etc.

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  • replied
    Haha, well a majority of what I had to say about this map has been said.

    I want to point out how much I love your design choices for the stage. Your design for the top of this map is very impressive, and gorgeous to look at. It also over looks the skydome perfectly. Easy to take screen shots of the map, every angle paints an awesome picture on it's own, man.

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  • replied
    RC1 is up! Check the OP for the download link.

    Also, I'm having trouble cooking the map for PC. a) Is it really necessary to cook PC maps, and b) what should I do to fix it? Currently it's throwing an error saying that it simply cannot find DM-Partisan.ut3, even when using the Cook button in the editor.
    edit: Nevermind, got it.

    Originally posted by AnubanUT2 View Post
    This level has totally grown on me ... I love fighting out in space and using the RL and Stinger Alt-fire to knock bots off the platforms and score some easy kills. I can't see anything really wrong with the map except maybe overly liberal use of health vials ... other than that you have good weapon, ammo, and pickup placements. I can't wait to see this as a final and see if you make any major additions or changes to the inside ... like adding some poster/ads, more monitors, maybe a real-time scoreboard, hi tech gadgets, robots in a glass, or equipment/alien specimens in Plexiglas cases.
    Glad you still like it! I've been liking the positive first impressions the level has given people so far, but this is the first that actually confirms its viability as a truly fun level. Thanks!

    Also, I doubt I'll add many more deco meshes, as I'm trying to keep the interiors as clean as the space outside. The scoreboard idea does sound cool, though, and I might try that.

    Thanks to everybody else for their input thus far, too! Without you guys, the level probably wouldn't even have low gravity. :P

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  • replied
    This level has totally grown on me ... I love fighting out in space and using the RL and Stinger Alt-fire to knock bots off the platforms and score some easy kills. I can't see anything really wrong with the map except maybe overly liberal use of health vials ... other than that you have good weapon, ammo, and pickup placements. I can't wait to see this as a final and see if you make any major additions or changes to the inside ... like adding some poster/ads, more monitors, maybe a real-time scoreboard, hi tech gadgets, robots in a glass, or equipment/alien specimens in Plexiglas cases.

    Leave a comment:


  • replied
    Beta 2 action...

    I like it. It has grown up a lot from the early version.

    Found this thread relates most of what we talked about in person.

    Be true to Keep your own vision as some may propose what they want, and yet, it is your level.

    Balance the opinion of "the internet" with what you know as an experienced player.

    Will work to run a few bot matches from home.

    The thread did have an interesting point about the eye candy being "one sided". On the other hand, we are bound to notice the brightest star and have a light side and a dark side of most any position in a larger space.

    Well, even that is a debate able statement, which is why one needs to be brutally honest to themselves more than the collective to bring a vision to fruition.

    Do you remember the talk about floating debris? maybe that could add some balance to the other side as well as some interesting gameplay.


    None the less. See you round...

    "Judge"

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  • replied
    Originally posted by Karsh View Post
    Probably not, especially with the lower gravity. I expect players to be in the air a majority of the time, and the walkways aren't your only methods of travel anymore, as you can do tricky jumps between platforms and take shortcuts along walkways.

    What I might do, though, is add ammo piles to far-away corners to give players an incentive to travel that far and risk a horrible atmospheric death. Only time and testing will tell.
    That makes sense and when combined with the AirControl mutator I should do better this time around.

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  • replied
    Originally posted by AnubanUT2 View Post
    One question: Are you going to make the width of the walkways just a tad bigger?
    Probably not, especially with the lower gravity. I expect players to be in the air a majority of the time, and the walkways aren't your only methods of travel anymore, as you can do tricky jumps between platforms and take shortcuts along walkways.

    What I might do, though, is add ammo piles to far-away corners to give players an incentive to travel that far and risk a horrible atmospheric death. Only time and testing will tell.

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  • replied
    Second beta looks good man ... if I have anything major to say I'll let you know ... so far I have no issues at all with this level. One question: Are you going to make the width of the walkways just a tad bigger?

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  • replied
    BETA2 is up!

    Changes include:
    • Low gravity outdoors, normal gravity indoors (by popular demand and easily the best solution to all of the travel problems between platforms)
    • Blue-tinted lighting in normal-gravity areas
    • New look to indoor areas
    • Pulsing effect for transitions between gravity levels
    • Improved lighting in some areas
    • Botpathing where there didn't used to be
    • Some changed item placement


    Things I want to fix but do not want to rebuild the map for (I have old hardware and it takes a while, okay?):
    • Second-to-highest level of main building, albeit a normal gravity zone, is not tinted blue
    • The lens flare from the sun is really unproportionate and I hate it
    • I might change the gravity "bubble" material because it's kind of hectic for what I'm looking for
    • Add a volume before map boundaries as to remove projectiles before they explode on nothingness (Thanks Kohan!)
    • Remove collision from cylindrical pieces where walkways meet the ground (Thanks Kohan/others!)




    Get downloading, folks! See the OP for download links.

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  • replied
    Something happened with the PS3 link so I will upload the file again ... here is the new link:

    http://files.filefront.com/DM+Partis.../fileinfo.html

    The OP (the first post) needs to be updated.

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  • replied
    First of all I like what you have done thus far. I have downloaded every "space" map and deleted most of them, kept a couple. This could end up being my favorite.

    What I'm considering doing is completely getting rid of a lot of the walkways on the outer sides all-together.
    OK, personally I love the walkways. I use Uberboard mutator on maps large enough for it to make sense and I loved using it on these extra long walkways. I feel the walkways make the map more dynamic. I was playing against 7 bots set to skilled difficulty and I really did not die too much by being shot off the walkways. I love the eye candy in the map, especially the sun. My only complaint is that all of it is on one side of the map! I would love to see something at the other end of the map too. I liked the item placement, thought it made sense and was well thought out. I look forward to the final version and hope you do not remove the walkways lol.

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  • replied
    Originally posted by Karsh View Post
    Post it here if you could, that'd be great. Thanks!

    So far, I've decided on either reducing the length of most of the pathways, or decreasing the gravity. I'd much rather do the former, because the latter would throw off the indoor areas, as jumping would easily propel you into the ceiling. However, it'd also make traveling between platforms much easier, but at the same time make it much more dangerous for people getting shot back by the shock rifle. I might just go with jump pads and shorter pathways, in that case.
    Why not do both?? All you have to do is create gravity volumes around the various areas, and you can have multiple gravity types through your map. Look at DM-Deimos that shipped with the game and do a Search for actors containing gravity. You will see that teh map has around 20 gravity volume throughout the map. Look at these nodes to see what type of various setting you will need to change... I think this would be the best solution IMO.

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  • replied
    The general consensus is that the map either needs low gravity or more jump pads to counteract the long, dangerous travel times between platforms. What I'm considering doing is completely getting rid of a lot of the walkways on the outer sides all-together.

    I'm going to post an updated beta tonight, with fixes such as the above, but also a bit more polish. I don't think I'll have the lighting done by then, but I at least want the level itself to "work" better in a vanilla deathmatch.

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