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Kantham
1st Apr 2005, 12:54 PM
The map is Now avalible for Beta download.

Post completely edited - Sorry for the retard inside the progress of it

Critizing the map will make me improve it. So don't be afraid to tell me what you Really think about it.

-Good Pathing, bot's are damn slow becasue they are gathering weapons.
-The Gore's beam effect don't show up in all zones.
-Sentinel cannon for executions is not shoting at the targets all the time.
-good item placment. What about the 50 Shield near the base?
-Lightning problably unfinished. I guess it's ok though.
-No keg or super shield.
-Large scaled map.
-No arena for beta1.
-LTG far away from flag (inside the middle)
-Bio/Link gun near the Switches.
-Bots use all the paths :-)
-Alot of sound used inside the map.
-Good framerates for everyone i would guess.
-Music inside the zip from Perfect dark N64.
-Enjoy.

JailBreak-Solide Hovering Station Beta1 (http://www.kantham.com/maps/JB-Solide-beta1.zip)

http://img270.imageshack.us/img270/1430/shot000377qp.th.jpg (http://img270.imageshack.us/my.php?image=shot000377qp.jpg)http://img270.imageshack.us/img270/201/shot000390uk.th.jpg (http://img270.imageshack.us/my.php?image=shot000390uk.jpg)http://img270.imageshack.us/img270/9616/shot000419br.th.jpg (http://img270.imageshack.us/my.php?image=shot000419br.jpg)http://img270.imageshack.us/img270/8629/shot000405km.th.jpg (http://img270.imageshack.us/my.php?image=shot000405km.jpg)http://img270.imageshack.us/img270/91/shot000383di.th.jpg (http://img270.imageshack.us/my.php?image=shot000383di.jpg)

Ravu al Hemio
1st Apr 2005, 02:03 PM
Looks a bit crude but good nonetheless!

Looking forward to following the development of this map!

RevBillyG
1st Apr 2005, 02:52 PM
Bright and clean. I like :)

Kantham
6th Apr 2005, 01:20 PM
UPDATE

Now working on jails , lighning , bot support , and red base , under passage.

Birelli
6th Apr 2005, 06:01 PM
I like the style of the architecture, it has a nice clean look to it. In that hallway you first showed shots of though, consider retexturing the outer walls. Even just tweaking the scaling so it repeats evenly between girders would help. It just looks a little odd how it tiles behind the girders, maybe inset cubes in that wall so you can put a trim texture behind the girders and then just make sections of that wall texture between them.

Kantham
6th Apr 2005, 06:14 PM
Yea , the outer walls could use somework , i am not quite sure of what you are meaning with the rest , the main room (laser thing room) need apointment , it don't fit with the rest imho.

Kantham
6th Apr 2005, 07:13 PM
This is what you will see from the arena. (so far)

Matthew Leech
7th Apr 2005, 05:27 PM
make sure you release a BETA, and make SURE you read my post.

Thank-you

greetz - matteo

Kantham
7th Apr 2005, 05:34 PM
I know , i will release the beta (when it's done)

Any good file hoster?

Matthew Leech
7th Apr 2005, 10:10 PM
ask sexmachine, i think he is nice enough to allow you acces to his ftp.

although of course i remember him saying you were only allowed puting betas on there so

pm him

cya :D

Kantham
8th Jun 2005, 06:13 PM
Well , sorry , it's ben a while , i got back on it today :)

I removed alot of nubish stuff i made (like the bottom , wich i can admit it do look ugly)

played with ligning a little more , added more efect to the gore by adding emmiters using my new skills ( 3 month of UED training again since the start-build of cawan.

I work better with BSP and meshes now. I will post pic proly tommorow and start to work on the lower level and jail , and ..... Finish it?

The_Head
9th Jun 2005, 04:53 AM
Looks good so far. I like the spining bit, looks really different, will make a good focal point in the map.
If you want a download mirror just lemme know.

Kantham
9th Jun 2005, 01:37 PM
Oh thanks that will be ok. A good guy on the forums gave me a webspace for hosting stuff. Thanks though

Hans Oberlander
9th Jun 2005, 11:51 PM
Wow, Kantham looks awsome and i'll test it for you!

Spudsy
5th Jul 2005, 11:52 AM
WTF? Have we lost all of our hope with these maps? Is this one going into the bin too, or are you gonna pick up the work on it again?

Kantham
5th Jul 2005, 11:58 AM
I worked on it yesturday. I don't rember very well the even tag and stuff for jail so i need to consume more time in the JDN to re-learn it, and i have been busy with alot of stuff.

BTW (http://forums.beyondunreal.com/showthread.php?t=153866)

Spudsy
5th Jul 2005, 12:03 PM
WTF does that have to do with this? Stay on topic. Man, lately Kantham you've been finding anything to complain about. You remind me of my mother in that no matter how well a job you do, she will always find something wrong with it, and you will never hear the end of it.

Kantham
5th Jul 2005, 12:50 PM
Anyway , sorry for the wait people. I have been a little busy (more than i thought)

So here are here the screenies

http://img101.imageshack.us/img101/6316/screenshot11vw.th.jpg (http://img101.imageshack.us/my.php?image=screenshot11vw.jpg) http://img208.imageshack.us/img208/999/screenshot29iy.th.jpg (http://img208.imageshack.us/my.php?image=screenshot29iy.jpg) http://img208.imageshack.us/img208/3706/screenshot31od.th.jpg (http://img208.imageshack.us/my.php?image=screenshot31od.jpg)

Might be done very soon, i will use the Assault ceiling turret for the execution. I thinked alot of the item placement aswell. Sorry for the late again.

Spudsy
5th Jul 2005, 12:52 PM
Eh, it's no biggy, just afraid we might lose it, cause the map looks very nice.

The_Head
5th Jul 2005, 02:25 PM
Any chance of a basic idea of what the overall layout is going to be like? or is it going to be a surprise? :)
1st picture doesnt load. btw, I hope thats not final lighting ;)
looks a bit square aswell. LoL :p

Really I do like the look. Its like no other map I've seen before wish I was better in photoshop to make textures and could make meshes with something....

Spudsy
5th Jul 2005, 04:54 PM
Yeah, it reminds me of one of my favorite DOM stages from CBP-2 (I don't want DOM to go in 2007). It was the peak one with the midair stuff and fighting. I'll edit the name in later when I find it.

Kantham
5th Jul 2005, 06:07 PM
Yes it's my final lightning result, the map is almost completed. It looks very sweet once it's duplicated. The bot pathing is over all done.I remplaced some textures and i wonder if the bots will use the assault path i made though. :hmm:

Spudsy
5th Jul 2005, 06:21 PM
Nice, I can't wait for the beta.

Kantham
6th Jul 2005, 12:03 AM
Avalible to download, see the first post.

The_Head
6th Jul 2005, 06:41 AM
Critizing the map will make me improve it. So don't be afraid to tell me what you Really think about it.

-Good Pathing, bot's are damn slow becasue they are gathering weapons.
-The Gore's beam effect don't show up in all zones.
-Sentinel cannon for executions is not shoting at the targets all the time.
-good item placment. What about the 50 Shield near the base?
-Lightning problably unfinished. I guess it's ok though.
-No keg or super shield.
-Large scaled map.
-No arena for beta1.
-LTG far away from flag (inside the middle)
-Bio/Link gun near the Switches.
-Bots use all the paths :-)
-Alot of sound used inside the map.
-Good framerates for everyone i would guess.
-Music inside the zip from Perfect dark N64.

I'm lost ?!?! add arrows pointing at the Switchs to help

Bots are damn slow fullstop ;) I was playing 9 adept bots, I defended my base and had to wait about 2 minutes for any of the bots to even find each other. They don't really attack at the moment.

I like the spinning thing in the middle, would look better if it was more rounded instead of having only 12 sides.

Upon leaving the jail you have to go much too far to get a weapon. Imagein if you ran out and an enemy was waiting with a Nice gun. You would run out while he laughs at your measly Assault Rifle. He would have pwned you before you get near a gun.... and that gun is the link..... please change this.

Can we have more obvious clues into which base we are inside. I reckon some slight lighting in team coloours would make this much easier, you wouldnt have to lok around for a jumppad or a team texture.

6-10 bots? your joking right? needs much more. This map is big. I would say 10 minimum.

Lighting is really boring. Especially the jail. Add some colour. Also there is a distint lack of detail around the map. Add more meshes, or something more to look at.
http://img.photobucket.com/albums/v607/The_Head/Shot00037.jpg

http://img.photobucket.com/albums/v607/The_Head/Shot00035.jpg
Looks very blocky in most places. You need something to break it up. Also having to jump up onto the jumpads is really annoying. Also can you mkae the jumpads more obvious, atm the emmiter is hard to see from any distance, if It gave a nice obvious hint at how far you would be launched and it what direction it would be greatly appreciated.

Perhaps return the Lightning gun to in the base somewhere. And in the middle of the map put a Big Shield / Health / udamage. Or a random pickup with the 3.

I can't hear the sounds, even with the music off. (nice music, just to check have you got permission - I see it is from another game) Instead of having 3 Ambient Sound actors together to boost the volume make the radius much larger. Atm it is so small you can't hear it.

http://img.photobucket.com/albums/v607/The_Head/Shot00036.jpg
Going to have a nice terrain skybox? :D

http://img.photobucket.com/albums/v607/The_Head/Shot00034.jpg
This is really plain here. Break it up a bit.

http://img.photobucket.com/albums/v607/The_Head/Shot00033.jpg
replace these with some nice static meshes. Atm the map is very boxey as there is not many Meshes or interesting bsp cuts.

http://img.photobucket.com/albums/v607/The_Head/Shot00039.jpg
Speaks for itself. :s (OVER HERE GUN!)

FPS is fine - getting 160fps average on my comp :tup:

Not to bring you down here, I know it is first beta. Most of these things I should imagine you know. If you make the bots more offensive, The texturing is really great, If you can compliment it with better lighting and static meshes you will have a winner on the hands. Truly original design.
Good Luck with it :)

Kantham
6th Jul 2005, 09:11 AM
THanks

I don't know how i could make the bots more agressive. They are all gathering weapons and this is what that take time. After the 50 shield is respawned they will all turn back to go and get it, but they will mostly fall all the time tring to catch it. :hmm:

BUT. I found that when they leave the jail, they go pick up the linkgun , and attack immediately. I found that Extremely odd , and they really attack fast!

What?? You can't hear the sounds? anyone else is getting that? And by the way, if i put them 3 in a row it's just to get them louder. In a close range.

For the skybox, i will not make a terrain since Solide is hovering over an ocean.

I don't plan to make the rotator less poly. i could add more detail for sure. And more lighting aswell. I will add a little screen in the jail to look at the cameras. I will set the priority of the defence scripts to 0. I can't do anything for the sentinel cannon , it's buggy in this map. I have also tried to change the AI Visibility distance to make it to work, but no luck. The oddest of this, is that the turret will attack it's target sometimes. Maybe Mychaeel could help me there?

IF i can make it to work , i will remplace that slow shock rifle ball by a deadly tank sheel or the comet looking missile ;) That won't be a problem since the jail are big. And you are right for the minimum player count. I will set it to 10 minimum.

Kantham
6th Jul 2005, 10:57 AM
Here another report before i release beta 2

-Bots work better in offensive since i changed the deffence scripts to priority=0
-I puted a volume with a priority of 1 in the middle platform , so the bots are happy going in the center like i do.
-I added sounds for each jump pads
-Trying to fix the blue jail bug that the blue prisonners (bots) refuse to get out of the jail while doors are opened, but they really go ahead when the door close, stupid bots!!
-Gore's Emitter don't show up due to zoning, if someone have any idea tto make it vissible for all zones?

Spudsy
6th Jul 2005, 11:11 AM
I picked this up and gave it a run through. The execution cannon is a nice idea, howvere even if you get it to work, it will take forever to kill the team. I suggest shock comboing instead of just the balls. With the balls, someone could just refelect them, that's right, the shield on the shield gun reflects shock balls. The map is confusing. Head had to tell me where the release switch is. Bot seem only to really fight with the mini. Played 16 on 16 and only 1 bot picked up the Flak. When she did she went on a killing spree. The pic with the Rocket Launcer Head posted above is a bit too plain. I love the map and its idea. I hear the spinning thing and its really cool. Another problem is that there is an area you can fall off the stage from in each base. Falling off the stage does not kill you and you drop only 20 some feet. You have a good thing going here. Loe the idea and the layout. I perfer some boxey stages and this one is nice. Love the lighting and especially love the music. Perfect Dark is my most played game of all time at 13 days and 4 hours, UT2004 is 3rd to PD and Super Smash Brothers Melee. Keep cracking at it!

The_Head
6th Jul 2005, 11:23 AM
http://img.photobucket.com/albums/v607/The_Head/Shot00033.jpg
ON my harddrive I had a look around your amp with the lighting. Its all plain White. In the red base I gave the lights like the pic shows a red hint and vice versa. Gives a good look imo

Another thing. Took a look in your skybox. The sunlight in there is no use if it is not pointing to the skyzoneinfo. Point it at the skyzoneinfo and get some nice shadows on the map to vary the lighting..

For more offensive bots try this : very good guide on botpathing (http://blitz.unrealplayground.com/tutorials/bots.html#AssaultPaths)

Kantham
6th Jul 2005, 11:58 AM
When you fall from outside of the platform near the bases it should kill you instantly. The damage is set to 1000 wich is supossed to kill the player that enter that volume even if it have 150 shield and 199 health.

THe_Head, i have tryed to make it work with assault path , but it's not made for jailbreak. CTF would be cool to use though. And assault path are a pain in the ass to make :hmm:

I don't plan to change lightning color, i guess i will add more clue but i will not add different colors. Probably some coronas ans stuff though.

G.Lecter
6th Jul 2005, 06:40 PM
Wow, TheHead gets 180FPS, dude, you must have a great card... :eek:
-I puted a volume with a priority of 1 in the middle platform , so the bots are happy going in the center like i do.Isn't the 'location priority' option just to show the correct location name when using more than one volume? I think bots don't care this value... ;)
---
Downloading, I am testing it tomorrow... :)

The_Head
7th Jul 2005, 09:46 AM
THe_Head, i have tryed to make it work with assault path , but it's not made for jailbreak. CTF would be cool to use though. And assault path are a pain in the ass to make :hmm:

I don't plan to change lightning color, i guess i will add more clue but i will not add different colors. Probably some coronas ans stuff though.

I've had success with assault paths on Jailbreak. It certainly works fine on Egypt and other maps. It can be used on any gametype, in theory I guess you could use it as a path to anything Although I havaent tried. Just Give the Switchs an objective name and set this on the assaultpaths. If you still can't figure it out let me know.

It's your choice on the lighting but imo it gives it more character.

Wow, TheHead gets 180FPS, dude, you must have a great card...
Quote:
-I puted a volume with a priority of 1 in the middle platform , so the bots are happy going in the center like i do.
Isn't the 'location priority' option just to show the correct location name when using more than one volume? I think bots don't care this value...

Radeon X800XL with a nice system to back it up ;)
I've never seen that tag mentioned before :s will have to try it out sometime

Kantham
7th Jul 2005, 10:16 AM
For the path, i guess i know how it work if i look at blitz tutorial, he told me that assault path work well in jailbreak yesturday on UP forums so it will be ok.

I just feel stupid because i started them first before duplicating the sides, and i deleted it
because i wasn't sure if it would work correcly. I feel VERY stupid.

Kantham
7th Jul 2005, 11:54 AM
You guys have no idea why the bots instantly go attack instead of picking up everything in the base after being Un-jailed from their teammates? I found that very odd.

The_Head
7th Jul 2005, 12:08 PM
Hey dont worry about deleting them before.... You don't even wanna know how many times I have redone the assaultpaths on Egypt :p

On the bots attacking: REVENGE!!!!
on a serious note I'm not sure. I would see it as a good thing though, they do pick up some of the weapons. Having the bots go around to pick up all the weapons is bad imo. thats Why you have to wait so long for an attack. How often would yu need to go through all the weapons?
I have no idea why it is doing this though. I'l take a deeper look when I have the time.

Kantham
7th Jul 2005, 12:27 PM
I don't care if they pick up all the weapons, but that would be cool if some of them would do it random

For example,

-one bot decide just to pick up the link gun and go right in the center
-2 other are picking them all
-one other is picking up the rocket only

And etc.

G.Lecter
7th Jul 2005, 01:04 PM
Already tested:
> If you want to work more in this map, the layout needs some changes, there are 2 important deadends in each base that can confuse everyone...
- In the area where the switch is, the lowest floor is an important deadend, only is possible getting out of it with the jumpad.
- The hallway beside the jail needs another way to get out tooÖ
> Looks too brush-shaped, is there any mesh? Sure you can get a few nice ones from RobotFactory ;)
> I agree, lighting needs more work.
> Gr, again pickups nearly sticked to walls/corners :mad:, move them a bit...
> I think itís too big, hitscan paradise. It should be scaled down a bit (and change some hallways then if they are cramped).
> The jumpad radius should be a bit higher.
> I canít take some of the jumpads walking, a jump is needed. Add blockingvolumes around the jumpad-platforms to prevent that.

Kantham
7th Jul 2005, 02:29 PM
Don't worry for the Dead end , once you know that's made for the rocket launcher you don't care about it , i wanted to make a under tunnel but i came with no imagination for the gameplay side. So i gave up and placed an important weapon there.


Hit scan paradise... i guess not, the sniper is in the middle , but i found the link gun dealy , and the rocket luncher usefull next the jailswitches.

More 'Hit scan paradise' to come btw

G.Lecter
11th Jul 2005, 05:16 PM
Hit scan paradise... i guess not, the sniper is in the middle , but i found the link gun dealy , and the rocket luncher usefull next the jailswitches.The minigun owns everyone here, check how fun the map is swapping it and the rocket launcher... ;)

Kantham
11th Jul 2005, 05:31 PM
I will remplace the rocket by the minigun. Sounds ok.

Spudsy
11th Jul 2005, 08:19 PM
Yeah, you'll want to try an find the right balance between travel and hit scan weapons. Just plug a few things around and try it out. It's looks to be making progress, keep it up ;). I can't wait for your beta 2!

CoolDude
19th Jul 2005, 03:35 PM
OK, I gave it a quick run, and actually I'm not sure what to think of it yet.
Maybe it's the layout which puts me off a bit. I need to give it another go.

BUT. I found that when they leave the jail, they go pick up the linkgun , and attack immediately.Your bots leave jail on release??? Congrats, mine don't. ;)

Please take a good look the explanation of setting up jaildoors on JDN (http://mychaeel.no-ip.com/jailbreak/Jail_and_Release), especially the part about "Setting up Multiple Jail Escape Movers with the OpeningEvent": Give the two jaildoor movers of one jail a separate tag.
Link them with the OpeningEvent events as described on JDN.
Make sure every jaildoor has got it's own DoorMover actor (connected with a with a the correct unique doortag).
Make sure bBlockedWhenClosed=True.If you need an example you could check out JB-Chrome (which has six exits per jail).

Other points
PlayerStart4 is a RedPlayerStart in the BlueBase (please check all playerstarts, maybe there are more).
I haven't got the slightest idea what way the jumppads will take me (and thus missing the jump onto the ledge). Maybe add some emitters showing the direction of the jump.
It took me 5 minutes to find my own button, and another 5 minutes to find the opponents button. If the layout stays as-is, can you please add some arrows or something.

I know the Sentinels in jail sometimes suck at aiming. It happens on all maps containing the Sentinels. But if they are set up correctly (shooting the right team and stuff) by lowering them the biggest part is solved. Also putting more then one in helps. (I have to look into that sometimes, it's on my to-do list, which already is way to long).


As I said, I still need to give it another go, but then I hate to test it when the bots stay in jail.

tarquin
22nd Mar 2006, 02:19 PM
Kantham, what's the status of this map?

The_Head
22nd Mar 2006, 02:21 PM
I've just sent him a PM regarding this map ;)
More likely too see it, rarely see him around here now

The_Head
22nd Mar 2006, 04:03 PM
Update,
Kantham says it is ok for another mapper to finish this one off

Kantham
22nd Mar 2006, 04:05 PM
I confirm this.

Hazel.H
22nd Mar 2006, 05:12 PM
Can we get a working download link? :)

Kantham
22nd Mar 2006, 05:30 PM
Oh ****.

Anyone still have it?

The_Head
22nd Mar 2006, 05:46 PM
Surely someone must have... sadly I lost my copy when I kiled my harddrive, lost many of my owns maps too :(

Kantham
22nd Mar 2006, 06:00 PM
I can't find it anywhere on my pc either lololol.

tarquin
11th May 2006, 07:11 AM
Is this the same map as Skaraphat?

CoolDude
11th May 2006, 07:48 AM
Is this the same map as Skaraphat?Nope, it's a different one.
Anyone still have it?
I tested it (see a couple of posts back), so I must have it on my harddisk somewhere if anyone is still interested.

tarquin
11th May 2006, 08:02 AM
Oh right, I see Skaraphat on NC.

Yeah, upload it -- let's see what this map's like & whether it can be finished.

CoolDude
11th May 2006, 02:53 PM
On request:
JB-Solide-beta1 (http://www.clanlessfun.com/cooldude/JB-Solide-beta1.zip)
(available until I need the space for something else ... )

Kantham
11th May 2006, 02:57 PM
Cool, you still have it. :)

tarquin
13th May 2006, 03:13 AM
Looks good, and there's some very interesting architecture.

But I found it hard to get around, and it took a while to find the enemy.
It needs some lighting to lift all the grey, and some features to help orientation: signposting, sounds, different light colours, or something.
Also, you forgot to set the gametype.

There's a massive antiportal doing nothing, and you could use a zone for your jails instead of several volumes.
Lastly, the thing that rotates on the roof goes a bit too fast, and it's distracting.

Kantham
13th May 2006, 10:01 AM
I'm thinking about resizing the whole map, it's way too open.

The_Head
13th May 2006, 10:12 AM
Biggest problem isn the layout is very confusing, I'm really not a fan of the position of th switchs.

The architecture is very good, and lighting needs work.

I don't think scaling down the level well necessarily help.

tarquin
13th May 2006, 11:05 AM
I agree with Head.
Some of the rooms are at funny angles to one another. I couldn't get a feel of the direction things were in. Eg that little hole in the balcony that drops you into a corridor -- that seems very weird, almost like your BSP happened to touch.

The_Head
13th May 2006, 11:50 AM
Eg that little hole in the balcony that drops you into a corridor
Yeh it feels like an afterthought.

Kantham
13th May 2006, 12:13 PM
both of the holes found at the back and the balcony are not glitch, they are trully there as fox holes.

G.Lecter
13th May 2006, 12:33 PM
Never been too keen on this layout, some deadends and long sightlines is what I remember... :hmm: IMO it would be better borrowing the architectural shapes and trying to build a different layout... :rolleyes:

Mr. UglyPants
16th May 2006, 08:35 PM
From the picstures the map looks really good Katham!

tarquin
17th May 2006, 02:59 AM
IMO it would be better borrowing the architectural shapes and trying to build a different layout... :rolleyes:

That's what I was thinking too.