That sounds better than a map with lots of walkways. If it has good flow, I think it'll work out fantastic. I don't think it'll be too big either since you're restricted to the sphere, and players are not stranded in one large room. Now they got places to go to.
If anything goes really bad, we can go back to this version of Underworld and send it to the servers so be sure to save an extra copy in case this happens.
DM-Underworld-Battle-Arena (Map)
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}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Ok, will do.
EDIT:
I have finished it... but file front is playing up, so I'll upload it tomorrow.
I made a copy and renamed to version 3, in which I added more movers going upwards, and I added a sort of fort mesh which comes in the albatross pack.
If you don't like it, you can allways use version 2 which is the update of version 1, with no changes, except for the ones we mentioned... like the emitters and things of that nature.
EDIT:
I have finished it... but file front is playing up, so I'll upload it tomorrow.
I made a copy and renamed to version 3, in which I added more movers going upwards, and I added a sort of fort mesh which comes in the albatross pack.
If you don't like it, you can allways use version 2 which is the update of version 1, with no changes, except for the ones we mentioned... like the emitters and things of that nature.
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Seems like closing file front and reopen did the trick.
[s]Here is version 3:
http://www.filefront.com/15400741/DM-Un ... ena-V3.zip[/s]
Check latest post for latest upload.
Version 4 now available.
If you don't like it, here is version 2, the update of version 1:
http://www.filefront.com/15400785/DM-Un ... ena-V2.zip
All I did was align that platform by the Adrenaline, I think, and changed the emitter.
Ho, and added named volumes.
Other than that, it's all the same.
[s]Here is version 3:
http://www.filefront.com/15400741/DM-Un ... ena-V3.zip[/s]
Check latest post for latest upload.
Version 4 now available.
If you don't like it, here is version 2, the update of version 1:
http://www.filefront.com/15400785/DM-Un ... ena-V2.zip
All I did was align that platform by the Adrenaline, I think, and changed the emitter.
Ho, and added named volumes.
Other than that, it's all the same.
Last edited by Nelsoncarmo26 on Mon Jan 25, 2010 5:12 pm, edited 1 time in total.
That wasn't really what I meant by Z-action. It's going to be tough to explain, but I was meaning Z-action to build the flow. Flow may be a difficult concept to grasp, but it is a subject all good mappers must understand. Flow is one of the major contributing factors that make positive gameplay. I like to view flow as the ability to navigate around your level. Is your map fun to run around in without anything shooting at you? I often build my geometric structure, play the map (no bots), run around for a long time, make adjustments, then build the real deal. But when I'm running around in my boxy map alone, I look for potential places where I could make lift jumps, wall jumps, find dead ends that could link to other rooms (usually dead-ends negatively affects flow).
When you throw in Z-action, now you have stairs, ramps, windows, and ledges attached to preexisting rooms. Here, you could find short cuts to get to certain places when you wall jump or dodge up a ramp. Play the original Rankin to see great examples of this (notice the steep ramps).
Playing lots of TAM will help you understand Z-action. When you play those maps, you'll find yourself looking in all directions (even up). You'll also notice that almost all DM maps have no dead ends. Each room goes somewhere, and often branches off into many directions.
What you have currently, is a hollow rectangular platform a hundred feet up. Yeah, you may have altitude, but you don't have flow. Notice how difficult it is to get up there. When you have smooth flow, getting to places that loop to each other should be something that can be done in seconds.
You could be saying that flow may be good for DM, but this is invasion. Yes, there are many maps that are lacking flow. I made maps that lack flow. Usually terrain/outside maps lack flow since it's just one big room. That's why you don't see many terrain maps since they can all melt into one. Terrain with snow and terrain with sand, what's the difference?
Then you got maps with flow. They have the distinguishable gameplay. They have their own unique identity just by their own flow. In Akbal, I've spent five waves just running around just for fun. I used the lifts to get to the hidden ledges nearly up to the ceiling. I shield jump from ledge to ledge finding new shortcuts to evade raptors and anguses (while leaving my trans at the hiding spot). This is not just Akbal that has flow. You also got maps like: FlightUnleashed, Fiji, Flight, DeepViolet, GrendelKeep, Peak (use the jump boots), etc...
Other things to make note of in Underworld:
The fire emitter does work online, but now it lags computers. How many particles is that? Can you limit to 100 particles max?
The center is still boring and flat. Some decorations in the middle could add interest like some bomb fire (if you're going to use fire, please restrict to 50 particles max).
The platform alignment still seems to be a bit off, but there were improvements from the last version.
When you throw in Z-action, now you have stairs, ramps, windows, and ledges attached to preexisting rooms. Here, you could find short cuts to get to certain places when you wall jump or dodge up a ramp. Play the original Rankin to see great examples of this (notice the steep ramps).
Playing lots of TAM will help you understand Z-action. When you play those maps, you'll find yourself looking in all directions (even up). You'll also notice that almost all DM maps have no dead ends. Each room goes somewhere, and often branches off into many directions.
What you have currently, is a hollow rectangular platform a hundred feet up. Yeah, you may have altitude, but you don't have flow. Notice how difficult it is to get up there. When you have smooth flow, getting to places that loop to each other should be something that can be done in seconds.
You could be saying that flow may be good for DM, but this is invasion. Yes, there are many maps that are lacking flow. I made maps that lack flow. Usually terrain/outside maps lack flow since it's just one big room. That's why you don't see many terrain maps since they can all melt into one. Terrain with snow and terrain with sand, what's the difference?
Then you got maps with flow. They have the distinguishable gameplay. They have their own unique identity just by their own flow. In Akbal, I've spent five waves just running around just for fun. I used the lifts to get to the hidden ledges nearly up to the ceiling. I shield jump from ledge to ledge finding new shortcuts to evade raptors and anguses (while leaving my trans at the hiding spot). This is not just Akbal that has flow. You also got maps like: FlightUnleashed, Fiji, Flight, DeepViolet, GrendelKeep, Peak (use the jump boots), etc...
Other things to make note of in Underworld:
The fire emitter does work online, but now it lags computers. How many particles is that? Can you limit to 100 particles max?
The center is still boring and flat. Some decorations in the middle could add interest like some bomb fire (if you're going to use fire, please restrict to 50 particles max).
The platform alignment still seems to be a bit off, but there were improvements from the last version.
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}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Ok, I see what you mean now..
I will have to come up with some ideas for this one.
I did notice that the fire does lag a bit.
I forgot where the particles settings are situated?
where on the emitter would I find this?
I will have a look anyway, I think it's under size, isn't it?
I used to have hundreds of ideas for maps, and all of the sudden my mind has gonne.
I will look around for some inspiration for this map... to be honest, I didn't try that hard to come up with something fresh for version 3.
I just slammed in some more movers, and the thing on top.
I will definetively try harder, to come up with something nice and neat.
I will have to come up with some ideas for this one.
I did notice that the fire does lag a bit.
I forgot where the particles settings are situated?
where on the emitter would I find this?
I will have a look anyway, I think it's under size, isn't it?
I used to have hundreds of ideas for maps, and all of the sudden my mind has gonne.
I will look around for some inspiration for this map... to be honest, I didn't try that hard to come up with something fresh for version 3.
I just slammed in some more movers, and the thing on top.
I will definetively try harder, to come up with something nice and neat.
General ---> MaxParticlesNelsoncarmo26 wrote:I forgot where the particles settings are situated?
where on the emitter would I find this?
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}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
I think this is my best map so far, not in terms of visuals, but in terms of playability.
This map will make you poo your pants, and it's not for the faint hearted.
You can either just stick to the Arena and play it safe-ish, or risk it all and venture into the unknown.
Inspired by Mortal Kombat and Silent Hill, I bring to you one of the most difficult maps you can ever play on DM/Invasion.
[s]Download here:
http://www.filefront.com/15424783/DM-Un ... ena-V4.zip[/s]
Version outdated.
You know what you have to do... yes, check the latest download.
This map will make you poo your pants, and it's not for the faint hearted.
You can either just stick to the Arena and play it safe-ish, or risk it all and venture into the unknown.
Inspired by Mortal Kombat and Silent Hill, I bring to you one of the most difficult maps you can ever play on DM/Invasion.
[s]Download here:
http://www.filefront.com/15424783/DM-Un ... ena-V4.zip[/s]
Version outdated.
You know what you have to do... yes, check the latest download.
Last edited by Nelsoncarmo26 on Tue Jan 26, 2010 5:55 pm, edited 1 time in total.
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- DW Clan Member
- Posts: 87
- Joined: Sun Jul 22, 2007 11:00 pm
Ok Nelson, there are two things you still really need to do.
First:
You need to add clutter or obstacles to the center arena. Currently, the center arena (which is about 75% of the playable area) is essentially a flat circle. There is nothing to hide behind and in my opinion that leads to a lesser quality of gameplay. I understand you might want to be recreating some sort of Mortal Kombat arena, but you really do need to consider monster mash gameplay here. I suggest adding a decent amount (not just a few) of static meshes that players can interact with and hide behind while fighting.
Second:
You still need to add some z-action, so there should be some area where players can shoot down on to the fighting arena. That means the higher up area should not be super high above the arena like it is right now.
First:
You need to add clutter or obstacles to the center arena. Currently, the center arena (which is about 75% of the playable area) is essentially a flat circle. There is nothing to hide behind and in my opinion that leads to a lesser quality of gameplay. I understand you might want to be recreating some sort of Mortal Kombat arena, but you really do need to consider monster mash gameplay here. I suggest adding a decent amount (not just a few) of static meshes that players can interact with and hide behind while fighting.
Second:
You still need to add some z-action, so there should be some area where players can shoot down on to the fighting arena. That means the higher up area should not be super high above the arena like it is right now.
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact: