DM-INV-FastLvling
Map is ready to be downloaded, its on first post!
How can i make it so they dont spawn on the player spawns?
that dosent make sense to meDW_Hornet wrote:You write your own mutator to replace the one we currently use.
everyone else is posting answers to your questions here for everyone else to see, it would be good for you to do the same.BlahBlah wrote:You have't to know what to do though, ask me if you want to know how to put Artifacts into your map.
Invasion mapping is a very limited animal. from the discussions i've had with snaggle and others, it hasn't the functionality of other mods even user mods.
To answer your question specifically, no you cannot tell the monsters "spawn here." The invasion mod ignores team designation and bEnabled on PlayerStarts. Even tho DW invasion spawns mostly on pathnodes, cuz of the 'monster mover' mutator, as a rule pathnodes ALWAYS assume bEnabled=True.
the maps that you see on the server. . . that's about as featureful as they get. I discovered this after hours of attempting to do cool things with some of the most obvious crap. Even movers don't act like they should. so what you're left with with is little more than static boxes with pathnodes playerstarts and pickups.
I think Epic was not only trying to keep the game compatible with both dm and teamplay style maps, but trying to quickly add a "one up" of the halflife sven coop mod. and in doing so they really limited what could be done with the gametype.
i got long winded so i broke my response into specifics about your map, and general mapping crap.
i'm lookin at your map now, and will post my thoughts as i go thru it. Something that most of the ppl around here know is that i'm pretty blunt. i'm not dogging on your map or your work, but i've found what works thru observation of other maps and thru my own trial and error.
even tho your map is small and simple, there's some good things going on:
i'm lookin at your map now, and will post my thoughts as i go thru it. Something that most of the ppl around here know is that i'm pretty blunt. i'm not dogging on your map or your work, but i've found what works thru observation of other maps and thru my own trial and error.
- first of all, read the unrealwiki on how to put assets into the mylevel package. that will save all the extra downloading by players. you have 19 files that need to be checked and downloaded by the system which is 19 chances for version mismatches.
- a lot of people aren't going to see your weapon trees. they'll land at the bottom, take what looks to be some tiny bit of falling damage, and immediately gripe cuz they can't find any weapons.
- i don't think your main combat area is as big as you think it is. add a mesh to get a proper sense of scale. I use ONSstaticMeshVehicles > HELLBENDER so i can see exactly how big the shit is. to be the only fighting area, that room is really really small.
- the bars aren't going to be much protection when there's 1400 skaarj warriors dumping plasma into it from all directions. it will give players a false sense of security and noone will ever venture out to the teleporters...
- teleporters which are unmarked. nobody will know they're there. in the secret rooms, it's a little better cuz there's a divot in the wall. good assumption on the players part, but it's still uncertain cuz it's unmarked. There's plenty of particles in the retail game that can be used for teleporters.
even tho your map is small and simple, there's some good things going on:
- clean brushwork. you didn't have any real problems here. sometimes new mappers overlap brushes without realizing it. they'll shape the builder brush then subtract. sometimes the builder brush doesn't hide underneath the new brush and they think it didn't work. so they subtract again. 2 brushes on top of each other like that in the exact same place can cause all manner of bullshit problems.
- teleporters aren't simple. they fucked me up for a while and still do. good job there.
- a working skybox. i STILL haven't figured that shit out.
- a good stab at lighting. a lot of jokers are satisfied with 1 light as big as possible with a passable light value. by allowing some falloff to be visible, it's infinitely more interesting.
Thanks! And im gonna give you a simple tutorial on how to make Skyboxes in my next post!i'm lookin at your map now, and will post my thoughts as i go thru it. Something that most of the ppl around here know is that i'm pretty blunt. i'm not dogging on your map or your work, but i've found what works thru observation of other maps and thru my own trial and error.
nice job working on something original. however i don't think this one is quite ready for prime time. i do want to see your next one tho.
- clean brushwork. you didn't have any real problems here. sometimes new mappers overlap brushes without realizing it. they'll shape the builder brush then subtract. sometimes the builder brush doesn't hide underneath the new brush and they think it didn't work. so they subtract again. 2 brushes on top of each other like that in the exact same place can cause all manner of bullshit problems.
- teleporters aren't simple. they fucked me up for a while and still do. good job there.
- a working skybox. i STILL haven't figured that shit out.
- a good stab at lighting. a lot of jokers are satisfied with 1 light as big as possible with a passable light value. by allowing some falloff to be visible, it's infinitely more interesting.
To make skyboxes:
First, make a 256 by 256 by 256 room, subtract it. Then you find a texture that you think fits your needs for the skybox. After you have done that, set the texture that you chose for all 4 walls in the 256 by 256 by 256 room. When you are complete with this, go to actor classes and find Sky zone info, Info===ZoneInfo===Skyzoneinfo. Place "SkyZoneInfo" in your 256 by 256 by 256 room. When you are complete with that. Ctr click all of the textures in your 256 by 256 by 256 box. Then right click it, this will show up some options. You need to press "Properties (4)." A box will appear, you need to get a Check Mark, in the box, Fake Backdrop.
Next set the texture you put in the 256 by 256 by 256 room, into a part of your map, congratulations, you have a skybox!
Yes you have a skybox, but its not complete, you can see it in your map. But you can actually see a Square for the skybox, if you play the game, you'll now what i mean.
To fix this problem, you need to first go in Static Meshes, and click Open Package. Look for Skyline-Meshes-Epic. Then go to Sky Effects, in the groups. You need to add the static mesh "skyline-skyringo" in your 256 by 256 by 256 room. Make sure that your Static mesh is around the Skyzone info.
Have fun!
First, make a 256 by 256 by 256 room, subtract it. Then you find a texture that you think fits your needs for the skybox. After you have done that, set the texture that you chose for all 4 walls in the 256 by 256 by 256 room. When you are complete with this, go to actor classes and find Sky zone info, Info===ZoneInfo===Skyzoneinfo. Place "SkyZoneInfo" in your 256 by 256 by 256 room. When you are complete with that. Ctr click all of the textures in your 256 by 256 by 256 box. Then right click it, this will show up some options. You need to press "Properties (4)." A box will appear, you need to get a Check Mark, in the box, Fake Backdrop.
Next set the texture you put in the 256 by 256 by 256 room, into a part of your map, congratulations, you have a skybox!
Yes you have a skybox, but its not complete, you can see it in your map. But you can actually see a Square for the skybox, if you play the game, you'll now what i mean.
To fix this problem, you need to first go in Static Meshes, and click Open Package. Look for Skyline-Meshes-Epic. Then go to Sky Effects, in the groups. You need to add the static mesh "skyline-skyringo" in your 256 by 256 by 256 room. Make sure that your Static mesh is around the Skyzone info.
Have fun!