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WAR-Haunting the Chapel BETA2 (screens, download)

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    WAR-Haunting the Chapel BETA2 (screens, download)



    WAR-Haunting the Chapel
    beta2
    UT3 PC
    patch 2.1
    Titan Pack is required

    Description: A dark and gothic battleground inspired by the Underworld and Van Helsing movies. The main node link is in a straight linear path to each core. There is a countdown node (the Electrocution Node) on an "island" that you will have to ride moving suspension platforms to get to and from. There is a suspension platform near each core that takes you to the node. The center platform returns you to the main play area. The Electrocution Node has an energy disperser that when built and maintained for 60 seconds will overload the enemy core causing some damage.

    [shot]http://i2.photobucket.com/albums/y24/d1rtysanch3z/ss2.jpg[/shot]
    [shot]http://i2.photobucket.com/albums/y24/d1rtysanch3z/ss3.jpg[/shot]
    [shot]http://i2.photobucket.com/albums/y24/d1rtysanch3z/ss1-1.jpg[/shot]

    node layout:
    [shot]http://i2.photobucket.com/albums/y24/d1rtysanch3z/Miniss.jpg[/shot]
    concept art :
    [shot]http://i2.photobucket.com/albums/y24/d1rtysanch3z/HTC_UI.jpg[/shot]
    changelist:
    * no longer a DARKMATCH map, the dynamic light around the player combined with the special FX in the map caused severe fps drops. I liked the FX better than the player light.
    * increased overall lighting. Its still a dark map and thats how it was intended.
    * added extra node link: ALL NECRIS, the name says it all.
    * added Rumples lightning FX idea. thanks, it looks pretty **** cool.
    * too many other changes/tweaks to list....
    * ONS 2.0 weapons are supported..

    Credits: Nomadicus, Rumple, Harmerty.... and PORN! j/k



    DOWNLOAD BETA2

    #2
    From the screens it looks way too dark. Try using a blue light instead of black. You know when it's winter and the moon lights up everything, everything is blue. Try that sort of lighting.
    Edit: Darkmatch eh? Well.... I dunno how to make that :F

    Comment


      #3
      Hell hath frozen over, its a Sanchez map I like!

      My only comments would be:

      - Try to get more of the "dark" effect through in-game lighting rather than post processing. I know it doesn't work terribly well, I've tried. I'm just saying because that would help the player/vehicle visibility. IMHO, you have that sucker a little TOO desaturated. It looks much different with post processing turned off (not bad, but more cartoony dark).

      - While I think the rest of it actually would play very well, I think the countdown node would play poorly in the sense that if I held node, I could just sit there and shock combo you as the bridge ferry came over. Also, tiny point, but by suspension bridge I was kinda hoping you'd used physics to make a swaying bridge, but fair enough.

      - The lightning BOLT effect is a tiny bit meh (the lightning LIGHTING up the clouds part is fine), but I realize you're largely using the lightning texture in the FX so shrug. Probably not worth the effort to make a lightning effect from scratch.

      Pretty minor stuff really, it's a good map. I *would* vote and play this custom if had been around in UT3's hayday. Just not ****-in-a-box levels

      Comment


        #4
        Haunting the Chapel..........hey isn't that a Slayer song????

        Comment


          #5
          thanks for the feedback danimal'. I will take the things you mentioned into consideration as this map progresses.

          Yes Haunting the Chapel is a song and album by Slayer released in 1984.

          Comment


            #6
            Here's how you get the bots to use those lifts: you don't use a trigger, instead select the lift, go into kismet, and create a mover event. Then rig it appropriately, based on how you want it to work. AI needs the lift center on the lift. That lift center will determine where the lift is activated by those standing on it. You need a lift exit at both ends so the AI can determine where to exit the lift.

            It's quite simple, really. I just hadn't figured it out until I really looked around for a solution.

            Comment


              #7
              thanks Viper, I have it as you described above but the interpactor I was attaching it to was moving the lift center to an odd spot where the bots wouldnt go to it. I think I have it sorted out.

              I just have to fix the fps drops and another beta will be ready

              Comment


                #8
                Needs a revival of interest

                Hope to see some more stuff soon.

                Comment


                  #9
                  Good to see your keeping mapping m8, haven't had a chance to try it yet! But uploaded it to the server already

                  Comment


                    #10
                    I love this map! Its dark and creep and Halloween is right around the corner! I do have a suggestion though. In some places like inside some of the buildings its too dark. Is there a way to make a light around the player like in DM-DarkMatch? Also I can show you how I made the lightning flashes in Rumples Raceway Twisted. It would be cool if when the lightning flashed it lit up the ground.

                    Comment


                      #11
                      thanks guys....

                      Rumple: I tried to make this map a Darkmatch map like DM-Darkmatch but for some reason it didnt work out so well. Maybe because I do have some lighting in the map. Here is how to make a darkmatch map: http://gamesmodding.com/unreal-tourn...tches#more-349

                      The next beta is almost ready and I have made quite a few tweaks. One of those tweaks is to the overall lighting.

                      Comment


                        #12
                        What about the lightning flashes? Are you going to implement that?

                        Comment


                          #13
                          would they effect fps? If not I would definitely look into them I will check out your map.

                          Comment


                            #14
                            It doesnt seem to effect Rumple's Raceway at all even when the tornado is going through the map. I have Toggle Directional lights with a light effect that get toggled on and off for 0.5 or 1 second. To make the light function material just make a new material and add a Sine & Time. Connect the Time to the Sine and the Sine to the Emissive channel. Set the Sine to 0.1 and in your material settings check the bUsedAsLightFunction box. Now in your light add a light function and add the material to it. Have them toggle on and off when your lightning emitters go off and presto! I cant wait to see what its going to look like.

                            EDIT: I had another thought. In the rooms that the nodes are in you have lights. How about when you capture the nodes they toggle on team colored lights?

                            Comment


                              #15
                              You can set lights up to only affect players through lightning channels. Or shoukd be able too anyway. That way you can have player specific lights that dobt affect the level.

                              As for dark match not sure uf it works with warfare, but are you putting darkmatch into the world properties name and not the map file name?

                              Comment

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