DM-DW'sStorageFaciity

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Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

I "played" only in "death match" mode with no bots. Map looks ok though it's just another big box where everything spawns in the same room. Single room maps are just ripe for noobs to vorpal everything in sight. It also looks like a combination of Storage House and Four Corners of Color though that might not have been intentional.
  • The rapid spawning ammo pickups are too fast. Also why is there a rapid spawning link pickup near the link gun but no other weapons have ammo pickups near them?
  • There are no health pickups and the kegs and flat blue cross and damage amp appear to be for show only. There should be some health pickups available since there isn't always a medic around.
  • The open door with a dark interior that you can't go into is a dead giveaway of something amiss though maybe that's the intent. I threw my trans at the door's top and it sank to the middle of the door. When I activated it, I was killed by an exploding barrel. If that's the intent then fine. I'm really not interested in secret rooms especially filled with mega adren.
  • I was easily able to "kill" all the pawns. Again, having disappearing projectiles and shooting splash damage weapons into the floor without inflicting self damage is a dead giveaway of something awry.
Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

Thanks for your time Seven!

I started making this before four colors came to the servers. Renegade told me that maps with single white lights were going to be boring so I had made 5 different colors. Yes, the map is pretty small. That being said, the first rounds are going to be plain spam and when it goes up to wave 11 and beyond things start to get hard. Unfortunately, I can't make another copy of the main room (or don't know how) to make a second room to break up the spam.

I made the ammo pick ups to 5 seconds until re-spawn. I'm not sure if that is enough though.
The misc storage box (the one with the fake pickups) was pretty lame so I added some real pick ups. I also had removed the big mine layer ammo box/pack/thing to go with Ant's reply to how easy it was to survive.

Is there are way to connect a usetrigger with the door blocking the adrenaline box? That would be much better than the stupid looking barrels in front of a suspicious-looking black door covering the storage box.
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Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

Anonymouse wrote:Thanks for your time Seven!
And thanks for taking my criticisms in stride. :ssmile: I'm sure the map will play fine in real DW MM mode.
Anonymouse wrote:I started making this before four colors came to the servers. Renegade told me that maps with single white lights were going to be boring so I had made 5 different colors. Yes, the map is pretty small. That being said, the first rounds are going to be plain spam and when it goes up to wave 11 and beyond things start to get hard. Unfortunately, I can't make another copy of the main room (or don't know how) to make a second room to break up the spam.
While there is some resemblance to Four Corners of Color, I do prefer your map. :sbigsmile: Without hacking the map up or putting in afterthought rooms, maybe simply stacking a couple more containers or a bunch of boxes in the open area will break the room up a bit. Maybe even throw in a forklift (e.g. from Pathogen) to go along with the storage theme.

Also how did we get into the warehouse? Maybe you could add a large non-functional garage door and a people door to one of the walls. :swink:
Anonymouse wrote:I made the ammo pick ups to 5 seconds until re-spawn. I'm not sure if that is enough though.
I'm not sure what a good ammo respawn time is. I just think that instant respawn is too fast. Maybe Ant and other DW/mappers can answer this one.
Anonymouse wrote:Is there are way to connect a usetrigger with the door blocking the adrenaline box? That would be much better than the stupid looking barrels in front of a suspicious-looking black door covering the storage box.
FWIW I couldn't see any barrels (video driver or settings issue?), just the "suspicious-looking black door covering the storage box". I'm not sure what to suggest for making it look or act better. I'm not a mapper. :swink: I can only test the visuals and pickups and such.
Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

Thanks again for your time! :stongue:

The storage door might make the map more realistic, like stalwart or Storagehouse.

As for the barrels at the adrenaline door, they are supposed to be invisible. In unrealed, double clicking an actor opens up a menu. in the Category "Advanced" there is an option called "bHidden" which hides the actor. There is also one for "bHiddenED" which hides it in the editor. I don't recommend using that because if you lose it, you are going to have a lot of trouble finding it.
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Seven_of_69 wrote:
Anonymouse wrote:I made the ammo pick ups to 5 seconds until re-spawn. I'm not sure if that is enough though.
I'm not sure what a good ammo respawn time is. I just think that instant respawn is too fast. Maybe Ant and other DW/mappers can answer this one.
There isn't a 'good' resapawn time because it varies on the weapon and quantity of ammo per spawn. If it's a link spawn with 30-50 ammo per 5 seconds, it should be okay. Refilling players' link guns (999 ammo) every 5 seconds is too fast.
Anonymouse wrote:Is there are way to connect a usetrigger with the door blocking the adrenaline box? That would be much better than the stupid looking barrels in front of a suspicious-looking black door covering the storage box.
You can create a mover set to Trigger Toggle so the door will toggle open/close every time a player uses the button. Simply set the UseTrigger's events property equal to the door's tag property.

In your previous post, I'm having difficulty imagining why there are invisible explodable barrels in your 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}
Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

http://www.mediafire.com/?fea8r6oj0o75mte
Download the newest version! The map's size was greatly enlarged, more stuff in the secret room, an updated mover for the adrenaline storage box, and more! :thumbright:
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

It is nice how you scaled the map, but we feel you should expand upon this map.

Right now, it's a box. Boxes aren't very fun to run around in. You had an idea that enables you to expand upon this map. Maybe you could add more rooms behind the door you recently created. You could add some Z-Action, too. If this map is truly a storage facility, it should look like some sort of warehouse. It can be more than a box. If you're out of ideas how to expand your map, you should check out what Kage Oni did with his Torned Rust map. Notice his use in Z-Action and other rooms to "spread" the action.
New MM Maps Thread

Don't get me wrong, you didn't build a bad map. You just built a lonely room. Like a main character needs supporting characters to build a strong story, the main room may need other rooms to strengthen theme and gameplay.

Another major concern is the secret rooms process. The secret rooms were quite annoying. I got the impression you were trying to piss players off by placing invisible floating mines, ghost static meshes, tiny transing holes, invisible unpredictable teleporter locations, and bait. I would recommend revising or removing the secret rooms so that the player isn't required to die a hundred times to memorize the traps and teleporters, or cheat through the editor to find the adren spawns at the end.

Other things to note:
  • Miniboss should not spawn on wave 3. Please set it to a higher wave.
  • The miniboss should not have 100 thousand health. We want to avoid situations where it takes over a half hour to kill the miniboss while the dead players sit in boredom waiting to play. Please keep it at default: 40k
  • Monsters can open the adren door simply by going near it. To fix this, simply set bUseTriggered to false in the mover's properties.
  • There are several networking changes to note: Your exploding barrels don't exist online. Your emitters are invisible (see Converting to MyLevel Tutorial Emitters part to fix this problem). The custom skins for weapon locker causes the flickering between default and new skins (Must subclass the weapon locker and set default properties to fix this). These aren't required for fixing, I'm just letting you know about this so it won't come to a surprise to you when you see this online.
  • The adrenaline is spawning a bit too fast (25 adren per two seconds X3 pills plus super adren rush pickup in secret room).
  • Please change the name of your map when submitting new versions. I encountered some downloading mismatch problems since the names (in my C drive and the server's map were the same). A way to fix this is to add some suffix at the end of title. For example, DM-DWStorageFacility-beta-1 will do fine. Incrementing the number per release will fix problems like this. Whenever the map is finished and final, then you can revert back to DM-DWStorageFacility.
Your map includes DW prefix in title, we got to make sure the map is in great shape before it goes live.
Sorry if this is a bit harsh on you. Criticism is something most experienced mappers will encounter throughout their mapping career. Only use criticism to your advantage and strengthen your mapping skills. I believe you can do it. Otherwise, I wouldn't bothered staying up to 4:30 in the morning knowingly that I have class in about five hours.
Let me know if you have any questions.[/color]
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}
Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

Sorry for no updates (and the bump); here is an updated version.
http://www.mediafire.com/?5liagsk9z5tt3ur
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Anonymouse wrote:Sorry for no updates (and the bump); here is an updated version.
Your sentence conflicts with itself. Is this map updated?
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}
Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

Yes I updated the map; and by no updates I meant on the topic.
Sorry for the mix up.
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