Map Project
Okay here's the situation right now.
My primary concern is the balance between rooms. I think I speak for other mappers when I say this. We don't want players to jump on one room (leaving the author guilty), & leaving the other rooms deserted (leaving those authors sad or mad).
So this is what I was thinking. We should not give players choices in where to go unless they can make it to the other rooms. The way I have the neutral zone set up, is that the hallways are too long to travel under ten seconds. Due to multi Skyboxes, I can't have the rooms too close to each other. So I won't see Draco's skybox, in my room. So they have to be seperated by a distant "buffer" zone (resulting in lengthy hallways).
To fix the distant problem & the balance problem, we should have five player starts in each room (25 player starts total). If we have players spawning completely random rooms, the players are certain to be dispersed (if not, we can blame the game for spawning everyone in one room. Not the author). With that being said, does anyone have any specific requests where they want their 5 playerstarts to be located in their room??
My primary concern is the balance between rooms. I think I speak for other mappers when I say this. We don't want players to jump on one room (leaving the author guilty), & leaving the other rooms deserted (leaving those authors sad or mad).
So this is what I was thinking. We should not give players choices in where to go unless they can make it to the other rooms. The way I have the neutral zone set up, is that the hallways are too long to travel under ten seconds. Due to multi Skyboxes, I can't have the rooms too close to each other. So I won't see Draco's skybox, in my room. So they have to be seperated by a distant "buffer" zone (resulting in lengthy hallways).
To fix the distant problem & the balance problem, we should have five player starts in each room (25 player starts total). If we have players spawning completely random rooms, the players are certain to be dispersed (if not, we can blame the game for spawning everyone in one room. Not the author). With that being said, does anyone have any specific requests where they want their 5 playerstarts to be located in their room??
Last edited by DW_Ant on Mon Jan 12, 2009 1:14 pm, edited 2 times in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Yeah, I was thinking of this as well. As some rooms are, inevitably, easier than others, it would be good to have players spread out. The other side to this is if they want to link other players (as is often) or similar, players are going to be frustrated running down huge corridors only to run out of time and die (wave after wave...). Could you make it slightly shorter with warp zones? Most players wouldn't notice and, if they are as long as you say, players may die a bit less (not to say they shouldn't though :evil5: ).D2Boss wrote:Okay here's the situation right now.
My primary concern is the balance between rooms. I think I speak for other mappers when I say this. We don't want players to jump on one room (leaving the arthur guilty), & leaving the other rooms deserted (leaving those arthurs sad or mad).
Another idea would be, as I mentioned early in the project, to have a special feature in each room to encourage players to explore. Instead of forcing them to look around, we could reward them instead :cheers:
Btw who's arthur?

I love the smell of UnrealEd crashing in the morning.
Blast I didn't know we had a few English people here. Well, I fixed my spelling for "author." :)
But anyways, I guess I could add jumppads that'll blast players to the other side of the hallways, but if I make this possible to have players to reach the other rooms under 10 seconds, then wouldn't that defeat the purpose of placing playerstarts into the rooms??
I say to the players that always link up. You don't need to link up. Linking is boring (same as leeching cheap xp by glitching). If you're afraid to die, don't be. A five minute time out won't hurt you, so peak your head out & shoot down a seeker :P
I sware some of the players need some guts lol
I do understand that they might want to link up for luci wave, but they are granted a full minute before the luci spawns. That's more than enough time to get to their strategic location to battle the almighty lucifer >:)
As for the special feature idea, Chavez said that he's working on a "super secret" where he'll place hidden buttons in each room.
But anyways, I guess I could add jumppads that'll blast players to the other side of the hallways, but if I make this possible to have players to reach the other rooms under 10 seconds, then wouldn't that defeat the purpose of placing playerstarts into the rooms??
I say to the players that always link up. You don't need to link up. Linking is boring (same as leeching cheap xp by glitching). If you're afraid to die, don't be. A five minute time out won't hurt you, so peak your head out & shoot down a seeker :P
I sware some of the players need some guts lol
I do understand that they might want to link up for luci wave, but they are granted a full minute before the luci spawns. That's more than enough time to get to their strategic location to battle the almighty lucifer >:)
As for the special feature idea, Chavez said that he's working on a "super secret" where he'll place hidden buttons in each room.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Reloads' FinalFinall version is up, and there aren't any files missing any more :cheers: . That mover is very nicely done :)
Edit: I moved all the out-of-date files on FileFront into another folder so everything's easier to see. Doesn't mean you can't change it back though ;)
Edit2:
Edit: I moved all the out-of-date files on FileFront into another folder so everything's easier to see. Doesn't mean you can't change it back though ;)
Edit2:
Did you ever work this out??superchav wrote:One thing im still trying to get in photoshop is they way you have a image without a background, such as the devil in devilsden, and the minecafe sign in the Mine cafe map

I love the smell of UnrealEd crashing in the morning.
I'm working on the final touches of this giant map. Chavez, I hope you're almost done with your room.
---------------------------------
Music
---------------------------------
I was thinking in what music will be good for the map. I developed a list of music I think that fits for this map:
note: incase you don't know how to work the playlist (F11), you can preview the music by playing the maps that play with the music.
Techno or Something fun to dance to
KR-Conduit (played in DOM-Conduit)
KR-Metallurgy (played in DM-1-on-1Albatross)
Level16 (played in DOM-Aswan)
Assault or "Serious music"
KR-Convoy (played in AS-Convoy)
KR-Junkyard (played in AS-Junkyard)
KR-Morpheus3 (played in ONS-Adara or DM-Curse)
KR-RobotFactory (played in AS-RobotFactory)
KR-Sulfur (played in DM-Sulfur)
KR-UT2004-Menu (menu music)
SDG-ONS08 (one of the ONS levels :P)
Other music
Intro_Music (UT 2k3 intro music)
Jugs-Entrance (UT 2k3 intro music when the Jugs come out)
KR-SniperTime (played in DM-IronDeity)
UT3 music
UT3-14 Defector
UT3-27 Sanktuary
UT3-31 Bushido
UT3-01 Unreal Tournament Theme (UT3 Remix)
UT3-02 Unreal Tournament Title (UT3 Remix)
UT3-12 Skylab 9000
UT3-18 Frozen Babylon
UT3-25 Tactical Agenda (NanoBlack Remix)
We can have multiple music as well. I don't like to hear the same song for an hour so I want at least 3 songs (one song for the first 7 waves, another at 8-13, and another at 14-16)
I don't want too many songs as well. I want to enjoy the music that'll last for more than 2 mins ;)
I suggest to pick around 3 - 6 songs. What ya think??
----------------------------
Title
----------------------------
Have we came up with a title yet?? Check out Karma's ideas here:
http://clandw.org/distribution/viewtopi ... a&start=60
I don't know about you but I'm leaning towards DM-MappersFolly :P
----------------------------
MiniBoss
----------------------------
Should we have miniboss??
If we do have a mini boss I think it should go to one of these two places:
Neutral zone:
I've created a room that branches off into 3 hallways (or four depending what Chavez does). It's about 1024 uu tall, & there's enough space to battle. If no one is at the room, the mini boss will teleport into a room, right??
-OR-
Shard's Room:
Shard is a giant stadium. It's fitting to place a boss there ^.^
-----------------------------
Navigation points
-----------------------------
I think we should chose pickups, powerups, & pathnodes when Chavez attached his room.
-----------------------------
Note to Reload
-----------------------------
Reload, I've attached your room & it fits nicely, but I'm sorry to say that your sniper mover isn't working for me. The thing is that once I moved your entire room, all movers are displaced. Doors & simple movers I can patch up easily, however the sniper mover has 24 keyframes & I have no idea where it goes.
I hate to say this but when Chavez sends us the copy (after he attaches his room), do you think you can reposition every keyframe once more time??
------------------------------
Note to anyone
------------------------------
For your information:
I did not add music, miniboss, title, pickups, or super secret in map. I think it's best to make these decisions when everyone seen the map. These are just current thoughts to post up here, and have you start thinking in what will fit.
After I patch up a few things, I'll have the map on FileFront in a few hours.
---------------------------------
Music
---------------------------------
I was thinking in what music will be good for the map. I developed a list of music I think that fits for this map:
note: incase you don't know how to work the playlist (F11), you can preview the music by playing the maps that play with the music.
Techno or Something fun to dance to
KR-Conduit (played in DOM-Conduit)
KR-Metallurgy (played in DM-1-on-1Albatross)
Level16 (played in DOM-Aswan)
Assault or "Serious music"
KR-Convoy (played in AS-Convoy)
KR-Junkyard (played in AS-Junkyard)
KR-Morpheus3 (played in ONS-Adara or DM-Curse)
KR-RobotFactory (played in AS-RobotFactory)
KR-Sulfur (played in DM-Sulfur)
KR-UT2004-Menu (menu music)
SDG-ONS08 (one of the ONS levels :P)
Other music
Intro_Music (UT 2k3 intro music)
Jugs-Entrance (UT 2k3 intro music when the Jugs come out)
KR-SniperTime (played in DM-IronDeity)
UT3 music
UT3-14 Defector
UT3-27 Sanktuary
UT3-31 Bushido
UT3-01 Unreal Tournament Theme (UT3 Remix)
UT3-02 Unreal Tournament Title (UT3 Remix)
UT3-12 Skylab 9000
UT3-18 Frozen Babylon
UT3-25 Tactical Agenda (NanoBlack Remix)
We can have multiple music as well. I don't like to hear the same song for an hour so I want at least 3 songs (one song for the first 7 waves, another at 8-13, and another at 14-16)
I don't want too many songs as well. I want to enjoy the music that'll last for more than 2 mins ;)
I suggest to pick around 3 - 6 songs. What ya think??
----------------------------
Title
----------------------------
Have we came up with a title yet?? Check out Karma's ideas here:
http://clandw.org/distribution/viewtopi ... a&start=60
I don't know about you but I'm leaning towards DM-MappersFolly :P
----------------------------
MiniBoss
----------------------------
Should we have miniboss??
If we do have a mini boss I think it should go to one of these two places:
Neutral zone:
I've created a room that branches off into 3 hallways (or four depending what Chavez does). It's about 1024 uu tall, & there's enough space to battle. If no one is at the room, the mini boss will teleport into a room, right??
-OR-
Shard's Room:
Shard is a giant stadium. It's fitting to place a boss there ^.^
-----------------------------
Navigation points
-----------------------------
I think we should chose pickups, powerups, & pathnodes when Chavez attached his room.
-----------------------------
Note to Reload
-----------------------------
Reload, I've attached your room & it fits nicely, but I'm sorry to say that your sniper mover isn't working for me. The thing is that once I moved your entire room, all movers are displaced. Doors & simple movers I can patch up easily, however the sniper mover has 24 keyframes & I have no idea where it goes.
I hate to say this but when Chavez sends us the copy (after he attaches his room), do you think you can reposition every keyframe once more time??
------------------------------
Note to anyone
------------------------------
For your information:
I did not add music, miniboss, title, pickups, or super secret in map. I think it's best to make these decisions when everyone seen the map. These are just current thoughts to post up here, and have you start thinking in what will fit.
After I patch up a few things, I'll have the map on FileFront in a few hours.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}