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DM-Phatman UT2004. An insite exclusive!

Discussion in 'Editing & Map Playtesting' started by barballs, May 17, 2004.

  1. barballs

    barballs Packed with Unreal goodness

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    Well after the success (so far) of DM-1on1-TheCore and a brief respite, I am back to the grinder! ;) After all the support I got from Insite's community I've decided to release some shots of the new map I am working on. A beta will be uploaded here shortly. In the meantime here are some screens for y'all. Am looking foreward to any feedback you may have.

    The first build is here! Very few static meshes at the moment. More are on the way. This build is primarily to get feedback about the flow of the lavel, which geometry-wise, wont change too much.

    The level is has full bot support.
    Major items and initial weapon placement done aswell.

    Download 100% working Build 01

    Looking forward to your feedback!
     

    Attached Files:

    Last edited: May 28, 2004
  2. barballs

    barballs Packed with Unreal goodness

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    More screens

    Second batch of screens here:
     

    Attached Files:

  3. barballs

    barballs Packed with Unreal goodness

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    Final batch

    Below are the last few screenshots and a shot of how the bots play on the level.

    I have a technical question about bot control. Is there anyone who knows how to get bots to wall dodge. I have them trying but they seem to try and double jump instead.

    Under JumpDest: I have
    bForceDoubleJump = false.

    Under JumpSpot I have
    BDodgeUp = true and,
    bCanDoubleJump = true

    Is there anything else I can do? do I need to indicate a surface to dodge off of or something? Is it even possible?
     

    Attached Files:

  4. BobTheDog

    BobTheDog Sarkazein

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    Now I understand better the mapmaking process. My problem is that I tend to try and perfect EVERY little section before I move on ^_^

    Yah, layout looks good. Dunno about the botpath thing tho... Gui might be able to help ya out.
     
  5. Corion

    Corion Reviewer Dude ... Guy

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    I love the stucco look :0)
     
  6. barballs

    barballs Packed with Unreal goodness

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    Pre-alfa for you to play around in coming tomorrow. There are not many changes from these pictures but the bot flow is sweet and you should get a feel for how the level will play and help me make the map a better playing experience for all of you! :)

    I've been given inspiration for another idea so this map will lead the way to my best map yet!!! Hopefully. Back to the topic at hand - expect to see a nice big visual change to part of this map soon ;)
     
  7. barballs

    barballs Packed with Unreal goodness

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    First build released

    Alfa build released. Just use the link in the first post!
     
  8. spec_x

    spec_x DA2 Project Lead/Level Designer

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    Woooo!!!
     
  9. Corion

    Corion Reviewer Dude ... Guy

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    Um... Isn't it spelled alpha? Alpha, beta, etc ...

    Maybe you're thinking of Alfalfa (hay). And the last thing that was built with alfalfa was blown down by a long-winded wolf. ;)
     
  10. barballs

    barballs Packed with Unreal goodness

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    Yes, it is spelt A L P H A. But in the effort to make sure this page loads at it's quickest I merged the ph into an f to save a byte. Anyways, english lessons aside, the proper al"ph"a ;) is being uploaded as I type. Download link will be re-activated shortly thereafter.
     
  11. spec_x

    spec_x DA2 Project Lead/Level Designer

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    lol.......sure ;)
     
  12. barballs

    barballs Packed with Unreal goodness

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    u see it IS done!

    So there Mr. SmartyPants :p lol

    *hopes it works this time!*

    Download from link on first post.
     
  13. BobTheDog

    BobTheDog Sarkazein

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    Calling it an Alfa just gives it some extra flair -_^
     
  14. Corion

    Corion Reviewer Dude ... Guy

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    Got any updated screenies? :0o
     
  15. Gui

    Gui AD Cop

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    A cool layout but too much corridors IMO: attempt to make them wider wherever you can to avoid too much spamming... Only one power-up is usually not enough and make the map too much easy to control: a minimum of two is required, knowing the fact that the Amp is less and less appreciated by competitive players a mini-Shield may be welcome (presupposed you want to orient your map on gameplay of course...): what I'd do personnally would be to displace the Flak and Link to a different location and replace on of them with the 100a and the other with one 50a.

    The Flak and the Link rooms are very similar in layout and this brings some sort of symmetry into the map, something which may reduce the interest of the level. I'm not very fond of these slanted planks against the walls behind which you can easily get stuck: such 'shortcut' has been implemented in a better way in other maps, like DOM-ScorchedEarth for example... Lift-jumps don't enhance flow and there's slightly too much pills IMO, also make sure to use pills and vials in different numbers from one location to the other to help players locate the opponent more easily.

    A good start anyway: keep at it :tup:
     
  16. barballs

    barballs Packed with Unreal goodness

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    am just in getting some custom textures I took photos of put onto CD for work on the map :) I was thinking someting similar the past week and I have another layout in the works. I'll post that up to see which you perfer and progress from there.

    I definatly agree about the one power up. Thats why I made the lift shafts so high. I was going to but the 50 shield in one and the quad in the other. However I thought this was a bit much so I stopped that design. Hence, just normal lifts (for now).

    Relocating flak and link is not an option, simply for this reason: they are on the same plane. They would be only 4 dodges away from each one. A good player could still armour run the level. But your idea is right. Instead i'd have to move the RL and the Minigun and have the shileds there. Put the more powerfull weapons with the 50 shield and the "weaker" weapons near the 100 shield. That sound better?

    Anyways I'll upload the new layout i was talking about when its playable for you to compare. Oh! By the way, ANY ideas how to get bots to wall dodge?? they try but just cant seem to make it, but I think they are just double jumping the whole time. if you see my post above you will see what I have tried.
     
  17. Gui

    Gui AD Cop

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    Bots being stupid, there's good chances that you'll never be able to make them this. A friend of mine already tried some AIscripts things wihtout any success, so I think you should give up on this and focus on more important aspects of your design...

    Your idea of weps relocation sounds good. You can also consider the possibility to put a 50a in the same room than the Link and the Flak, instead of one 100a and one 50a, like this you'll not need to displace these weps but you'll still get 2 PUs in your map...
     
  18. barballs

    barballs Packed with Unreal goodness

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    Something like you did on Katath with the 2 50s? (very sweet job, as usual btw) I was thinking of that but we'll see how it plays with the new version (Asymetrical version).

    Also, I was thinking about the bot problem a lot because I REALLY want the bots to be able to do this. I believe I've found a way. Its a dirty filthy cheat but if it works, I wont care! :)

    Its the same approach as your friend, kinda, but instead of scripted sequence I've got a better plan! It involves coding a new bot network node that will act as the scripted sequence.

    *fingers crossed*

    None yet as there is nothing updated visually. Dont you worry I'll be uploading pics as soon as I progress :)
     
  19. barballs

    barballs Packed with Unreal goodness

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    Progress

    Well I've done it! Its a filthy dirty hack, but with some custom UC files I've managed to get bots jumping the distance. Gameplay is improved 100% I'm now in danger of being owned on my own map by a bot!! :eek:


    About the lift jumping: I've decided to kill two birds with one stone so-to-speak. In an effort to make the flak & link rooms different, I've added the some extra geometry and made it so the lift jumping tactic can be employed. See the screens below.

    The Item placement has been fiddled with too. The 100 Shield has been removed as have the shock rifles. The place where the shield was is now a shock rifle and the 2 shock rifle positions are now two 50 shield positions. By the way, how do I change the settings so that the add up and not just keep to a max of 50? I mean I pick up one and it gives me 50 armour. When I get over to the other, I can pick it up but shiled strength stays at 50. Is that the way its ment to be?

    I would have placed the new build up now but I am unsure how to Import the UC files needed for the bots jumping ability into my map. I'd rather not have to have it as a .u file in the system folder. I suppose it doesnt matter either way. Any ideas?

    I might just remove the uc untill you guys can test the new flow and decide if it is better. Till then I'll leave you with a few screens.
     

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    Last edited: May 31, 2004
  20. barballs

    barballs Packed with Unreal goodness

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    New Build up.

    The new alternative build "sans" the bot magic is now available. Please let me kow you you think this flow is better.

    It is still possible to armour run. The quickest I've managed to get from shield to shield was 8 seconds. Even with that there should be some interesting battles with this flow.

    The mid secion as had a few changes.
    - Alternative method for geting to the main bridge.
    - Modification to the platforms in preparation for the work to take place in middle ground

    Anyways I hope this is better.

    Download Build 2! (alternative flow)
     

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