I've put a couple of new FHI maps up for consideration by my betters
Whilst there are two maps, they have (more or less) the same set of brushes.
One map is intended for straightforward FHI and the other for those playing RPG.
The FHI map is (IMHO) the more complex - rewarding (I hope) team players and the nimble and with some degree of risk vs. reward (a Yiccus.
The RPG map is a recognition that it is not possible to have significant risk/reward challenges in RPG as the risk cannot easily be scaled by player level and also that the RPG player's focus is more on point scoring. Accordingly, the Yiccus is there for the taking and the monsters spawn directly in front of the players to create a kill zone and avoid monster attrition caused by the monsters battling each other.
These are betas! Constructive comments would be most welcome. Things that I think still need to be improved in the FHI map are:
Those who look at the maps in the editor will see unused areas - my ambition originally outran my ability but sanity prevailed and I cut back on the size of the map. A future version might open those areas up and the map will become more of a "hold the fort"/OBJ map. One day...
For the record, I intend to keep my day job.
The maps can be found at:
FHI:
http://www.zen37847.zen.co.uk/UT2K4/FHI-EuropaBaseRedoubtBeta03.zip and
FHI-RPG:
http://www.zen37847.zen.co.uk/UT2K4/FHI-RPG-EuropaBaseRedoubtBeta02.zip
Thanks to Lighbringer and JaggedMetal for their helpful comments on earlier versions.
Whilst there are two maps, they have (more or less) the same set of brushes.
One map is intended for straightforward FHI and the other for those playing RPG.
The FHI map is (IMHO) the more complex - rewarding (I hope) team players and the nimble and with some degree of risk vs. reward (a Yiccus.
The RPG map is a recognition that it is not possible to have significant risk/reward challenges in RPG as the risk cannot easily be scaled by player level and also that the RPG player's focus is more on point scoring. Accordingly, the Yiccus is there for the taking and the monsters spawn directly in front of the players to create a kill zone and avoid monster attrition caused by the monsters battling each other.
These are betas! Constructive comments would be most welcome. Things that I think still need to be improved in the FHI map are:
- Improve exterior lighting - need bloom on ramp lights
- Emitter by crashed vehicle looks pretty rubbish
- Fix interior lighting - static meshes of the emergency lighting look partially lit but do not emit light. Either add rotating lights or lose the static meshes
- Dissuade the bots from trying to get to the Yiccus - they aren't smart enough
- Possibly add a physics volume to push the monsters onto the Jumppads
- Add some location signs
- Ignore somewhat dodgy skybox
- Frame rate iffy when full phalanx of monsters on screen - suggestions for improvement welcome!
- Exterior fogging not operational yet
Those who look at the maps in the editor will see unused areas - my ambition originally outran my ability but sanity prevailed and I cut back on the size of the map. A future version might open those areas up and the map will become more of a "hold the fort"/OBJ map. One day...
For the record, I intend to keep my day job.
The maps can be found at:
FHI:
http://www.zen37847.zen.co.uk/UT2K4/FHI-EuropaBaseRedoubtBeta03.zip and
FHI-RPG:
http://www.zen37847.zen.co.uk/UT2K4/FHI-RPG-EuropaBaseRedoubtBeta02.zip
Thanks to Lighbringer and JaggedMetal for their helpful comments on earlier versions.