JB-Monody (2004)

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Vatcilli zeitchef

Dead and back
May 16, 2005
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Eindhoven, The Netherlands
Thanks Birelli, annother Wiki page in my favorites list, makes 12 :)

Guys I have a problem. When I use psp to save my Panorama map
it tells me I must save it as a merged image (MEANS NO ALPHA MASK!)
Can anyone help me?
Yes I also tried it the wiki way.
 

Hazel.H

Member
Jan 15, 2004
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I find this is the easiest way to create alpha channels in psp7:
- Make the texture and the alpha channel as 2 seperate images and save them.
- On the texture image click Masks > New > From Image...
- Select the alpha channel image in "source window" and click ok.
- Click Masks > Save to Alpha Channel
- Save the image as a .tga file. Before saving the file look at the options (button on the right of the save dialog) and make sure it's set to 24 bits uncompressed. :)

Hazel please help me on that one. In my map there are two brushes somewhere in the blackness. You can find them easely.
look at them and tell me what I did wrong with them please. :(

It looks like you converted from a mesh to a brush, which could cause those tiny bsp error lines to appear. Were the lines there before?
 

Vatcilli zeitchef

Dead and back
May 16, 2005
665
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Eindhoven, The Netherlands
Thanks Hazel! unlike the tutorial on Wiki the way you said worked.
My map now has a working panorama.

As for the brushes They never were staticmeshes I wanted to turn them into
staticmeshes. But the lighting was awfull.

Here I have alpha2 just wanted to upload it before I had to go.
It is still doubledom, Don't look at the playerstart positions keep in mind it will be Jailbreak
I did not spend any time to do any advanced pathing yet so I guess bots will suck at this
point but the layout has been done (most of it exept of jails and arena)
http://rapidshare.de/files/4930536/DOM-Monody.zip.html


here is a shot of a part the map With functional Panorama map.
 

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Vatcilli zeitchef

Dead and back
May 16, 2005
665
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Eindhoven, The Netherlands
Ok $crew Double Domination!
Here is annother alpha in JB
Hope it is more enjoyable, I did not do any advanced pathing
or execution secuence yet but I hope you like the layout
and the story.

http://rapidshare.de/files/5021016/JB-MonodyAlpha3.zip.html

It has most things a jb map must have but I'll add the rest later
It still has no:

Custom Loading screen,
Execution secuence,
Advanced pathing for bots.

But I'll add these later.
Please come back with comment and perhaps a good Idea for an execution.

Finished loading screen, (Pic attached)

______Edit______
I give up (due no interest and the map being total crap),

I'd better stop working in ued3, I suck at it:(
 

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Hazel.H

Member
Jan 15, 2004
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yay a new loading screen character :lol: :D (what skin is that?) The logo looks like it needs tidying up a bit around the edges, but i know this can take ages so if you need it... View attachment psp_logo.zip don't forget the horizontal lines too :)

will play soon and comment ;)
 

Vatcilli zeitchef

Dead and back
May 16, 2005
665
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Eindhoven, The Netherlands
Thanks I thought there was absolutely no one
who cared about whether I'd go on or not.
If I continiue I'll try to fix those lines.
The character in the loading screen
is Kit from the cat Anthro skinpack on skincity
(http://skincity.beyondunreal.com/?section=models&action=show_infos&id=496)
One of my personnal favorite skins (would be better if it had 4 tc's though)
I also wanted to add a new song to the map but my
OggDrop does not want to convert it anymore.
Anyway I'm not sure it makes sense going on.....
Have no Idea for an execution and I'm sure no one will like the map anyway. :(
What horizontal lines?
 
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tarquin

design is flawed
Oct 11, 2000
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www.planetunreal.com
I've just downloaded & played it.

It's got potential, but it also has a few problems.
I found it very hard to find my way around. I kept hopping around the area that has the four corners and the blue thingy in the middle (the sort of power core bit), wondering where the bases were.
Then I found the switches and whoa! outside area!

I couldn't work out if there were 2 of the power core areas or just one.

The problem is that many places look the same. Eg, the north and south exits from the base: for both there's a flak cannon and a jump up to a teleporter. If there's no variety, I can't get my bearings.

I actually find the whole teleport area a bit weird. It means you have 2 completely different routes between bases. (and the teleport route has 2 teleporters).
I would suggest ditching the 2 route & teleport concept. You can keep the power core section, but connect it differently.
For example, the south east section of your terrain has a high path. You could put a 2nd base entrance there, that leads into the power core thing, & then connect that to the south flak area.
(You'd have to duplicate on the other side & make your terrain symmetric)

Oh and BTW... off-grid brushes make the UnrealEd Goblin unhappy ;)
 

G.Lecter

Registered Tester
Dec 31, 2004
1,257
3
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Spain
www.oscarcrego.com
I give up (due no interest and the map being total crap)
Don't give up now! :mad: Maps look total craps in their alpha stages, that doesn't mean you're bad with UED3... Patience, UT2004 maps need more time to look good... :)
And it's not lack of interest! Many people have commented it already and I'm going to do so, too. Rapidshare didn't let me download the map yesterday... :eek:

[Edit:]I've already tested it once, but I'd like to look for more ideas tomorrow before posting... ;)
 
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Vatcilli zeitchef

Dead and back
May 16, 2005
665
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Eindhoven, The Netherlands
Ok thanks for your help.
@Tarquin: the only two spots that look the same are red and blue base
The two side teleporters both lead to the same power core room,
If you are teleporting back there is a 1on2 chance you get teleported either at the flak or at the link side.
The best way to defend the map is by putting someone near your bases jail exit (that is also near the teleporter to the bases)
and near the front entreance.
The only other way to connect the core to the teleporters I see are warp zones
(last time i tried that it was 1 omega HOM)
off grid can you tell me where?
(did not have problems with the ued goblin yet though)
Also there is a panorama map:)
Also I'm not that good with terrain editing so I can't make it symmetric:(
@G Lector: thanks for testing it I'd like to know whether this is better than the dom version;)
 
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tarquin

design is flawed
Oct 11, 2000
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www.planetunreal.com
Vatcilli zeitchef said:
@Tarquin: the only two spots that look the same are red and blue base

The two flak rooms look the same in each base. I got lost. :(
Random teleporters won't helpwith the getting lost thing.

Vatcilli zeitchef said:
The only other way to connect the core to the teleporters I see are warp zones

My suggestion was to have two power core rooms, one in each base.

Vatcilli zeitchef said:
off grid can you tell me where?

um... everywhere!

for terrain, try G16Ed.
 

Hazel.H

Member
Jan 15, 2004
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The outside area is lit much better now ;) the core is looking nice too.
monody_core2.jpg

A few things I noticed:
Bots get stuck on the jump pads next to the teleporters. They go up the jump pad then jump down again over and over, and sometimes they get stuck under the overhanging trim on the ledge above.

monody_bsperrors.jpg
some tiny bsp errors near one of the blue teleporters

monody_core.jpg
It's very dark here and it isn't easy to see the huge pit (I lightened the image). Maybe you could lighten this part a bit and put some lights on the walls of the pit to give you a sense of how far down it is.

The lighting in the corridors around the base looks a little flat IMO, and you can't really see where the light is coming from. The lighting next to the lock and around the core is much better :)
 

Vatcilli zeitchef

Dead and back
May 16, 2005
665
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Eindhoven, The Netherlands
Seems like I need to redo the whole outside part.
looks like you guys don't like the teleporters.
(me hates terrain editing, goes wrong everytime when I try to fix the edges)
But Ok I'll do it, you can expect the next update to take quit a time though;)
 

G.Lecter

Registered Tester
Dec 31, 2004
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OK, this is not a bug report. Just some ideas… Do what you think it’s interesting and leave what you don’t like: :)
- The jails and the powercore area feel completely out of the map as Tarquin said. There are 2 different routes, but no posibilities to switch paths, and the core room is much shorter than the terrain area. I like how the core area is looking though. I suggest removing the actual bases and making new ones in this theme…
- I won’t say very much about visuals since it still is an alpha. Just use many more static meshes instead of brushes, and make non-flatten ceilings… You are making the detail using complex textures, which doesn’t look too bad, but makes the map feel not very 3D like… Staticmeshes everywhere, add tons of statics… :D
Terrain should be completely symetrical and more smooth (said in my earlier post…) I hate the terrain tool, too. Just place cliff meshes and stuff where you get trouble... :D
- Add more interest to the jails: More z-axis, cameras, an escape route… just something to play with…
- If you want to do changes in the layout: Merge all the paths in the terrain area, it’s a good way to encourage everyone to go out rather than staying beside the swithes. For the bases, make them much more open, with three different z-levels… I have marked in the picture some good spots to open the terrain to inside, why they should be at these spots, and how the base should be in each path [IMO]… :rolleyes:
I don’t know what else to say… but that’s enough for an Alpha. Keep on it! :)
 

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tarquin

design is flawed
Oct 11, 2000
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UK
www.planetunreal.com
Vatcilli zeitchef said:
(me hates terrain editing, goes wrong everytime when I try to fix the edges)


It can help to give yourself quite a bit of 'spare' terrain at the edges of the playing area.

I think I put some tips on the wiki about using G16ed to get symmetric terrain.