[Map] DM-Nosgoth (Abyss)

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Nelsoncarmo26
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Ok,
I placed the healing pedestral.
The only problem is that only heals up to 100 health, so i had to place some health kegs around the map.

Here is the latest version.
EDIT:
I had to adjust something... here.
http://www.filefront.com/17063559/DM-No ... ss-V1D.zip
I credited everyone that helped.
Thank you.
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Seven_of_69
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Nelsoncarmo26 wrote:Also, to answer your question 69... the water in the Abyss is meant to do that.
It's suppose to drag you down. I have placed a teleporter in the bottom of the Abyss, which will teleport you to the Elder God's Lair.
Yes I realize that. 1) I just wondered if it also affects monsters (it should), and 2) there are several places where I believe the monsters could get stuck (since I could easily get stuck). Check marks are where I got stuck and question marks are where monsters may additionally get stuck.

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The bottom lighting on the pillars in this room is inconsistent. #1 looks lit different from #2, #3, and #4. Also in both pillar rooms it's not possible to stand on the ledges (marked by arrows in the shown room) so the flow seems a bit weird. Yeah it's minor.

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There is a small floor alignment issue in this hallway between the 2 pillar rooms.

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The adren spawning is still too rapid. There are now several 100-adren pills spawning every 10 seconds. IMO any adren which spawns that rapidly should give at most 10 or so and even that's being generous. [Someone should make a map with unlimited adren but where nothing is powered by adren. :devil:]
Nelsoncarmo26
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Ok, thanks for pointing those out, but unless the server them selves say that it needs to be done, than those are minor, benign issues that can be just left alone.

1- The Abyss;
If monsters get stuck in the little island in the middle of the Abyss, monsters can teleport out of there... and human players are not stupid and know that if you can't emerge due to the force, you have to find another way to survive... in other words, you can't go up, you must go down.
In my testing, I didn't see any monsters getting stuck in there.
But, if it needs fixing... then what do you sugest I do?
I am trying to keep the map as close as the Original map of Nosgoth, and the Abyss is one of the main features of this part of the map.

2- The lighting in the pillars.
There's gotta be some sort of "light to shadow" here, as no room anywhere has the same light all over... if there is light, there is shadow.
Notice how the pillars go from, lighter to darker?
That means the shadow is being casted, and that's what we want.

As far as going on top of the pillars, I don't see what's the big deal with them neither, there are so many places you can stand on, why would you want to stand on the ledge of the pillar?
Maybe it's better that way, and it's really not a big issue, and it's irrelevant.

3- The raised tunnel.
I also left this one like it is... it's the underworld, and it's supposed to be a messed up, twisted world... it's not meant to be perfectly aligned, as no one lives down there, except for lost souls.

4- Adrenaline.
... 100 Adrenaline per 10 seconds may be a little too much.
I will increase the respawning time to 30 seconds.
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Seven_of_69
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I have not played the game which this map is based on so I have no reference as to what the original is about.

1) For convenience, I tested the map in death match mode. I just assumed that if I could get stuck in the downward sucking Abyss then monsters would too. I figured it's something to be aware of even if it doesn't require any immediate changes. Also offline tests with stock invasion monsters and settings is much different due to the different types of monsters, and offline monsters don't invade each other's physical space while online DW RPG monsters can occupy the same space. I can test using only the stock invasion monsters and settings; the DW peeps can test the real deal.

2) If the lighting in that room is correct then so be it. I thought the light was coming from the top center of the room. Maybe my picture did not clearly illustrate my point. When I labeled the pillars 1-4, I was referring to them by pillar number and not suggesting that the numbered surfaces were improperly lit.

Being able to stand on those small ledges (or not) isn't a big deal. It's just that where there's a flat somewhat horizontal surface, it seems natural to be able to stand on it. And if I'm falling straight down and there's a ledge, I expect to either stop on the ledge, or bounce off it. Having the ledges functional adds an extra touch of gravitational realism.

3) Ok. Again, my perspective is from someone who doesn't know the original so my suggestions or observations may detract from the original. Having said that, there are other environmental things which could be added (if it makes sense for your theme) such as sounds (wind blowing through the tunnels, water moving through pipes in the "post Abyss" room, etc.) and visual effects (changing lighting, moving objects, etc.).

4) There is no number or formula which I'm aware of which dictates what an acceptable adren respawn rate should be. And it's not just how often, it's how much. For me, 100 adren spawning every 30 seconds is still too much. I'm sure the DW map-approving people will let you know. :ssmile:

Also if not done already, can you add zone names so players can find each other?
Nelsoncarmo26
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I'm suprised you didn't notice, but yes... I already placed named volumes in every room.
Not in the passages though, maybe I should place name volumes in the passages and tunnels too?

About the adrenaline, will have to wait to see, as I only placed 2 or 3 pills for the entire map, and they are a long way from eachother.

The Abyss... the Abyss... I don't know what to do there... Perhaps I will have to place some sort of blocking volume around the parts where the monsters could get stuck. But then the glass mesh effect will come to play again, and you will be walking on air.

What else... lighting in the lost souls room... will wait to see about that one too.
what I will do is place a very faint light, so the very dark bits don't seem so dark, but still retain the darker part, so it still looks realistic.

Ant is usually the one who tests these things, since he is the mapper in the server and knows the score... wait to see what he sayes.
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Seven_of_69
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Nelsoncarmo26 wrote:I'm suprised you didn't notice, but yes... I already placed named volumes in every room.
Not in the passages though, maybe I should place name volumes in the passages and tunnels too?
Well I don't normally call out my status to myself. :stongue: Nice to see that naming is already present since many, if not most, invasion maps seem to have unnamed zones. Sure, naming the passages is a good idea.

If the Abyss turns out not to be problematic (for players or monsters) then it should be fine as is. If it needs tweaking, perhaps you could simply alter its shape to smooth or remove edges which currently prevent the downward pull from pulling all the way to the bottom. As of now, it might be possible for players to camp under the water in several places though without testing with real DW RPG monsters, I don't know if that presents a problem. I just feel it was not intended to be a potential safe zone, and possibly abused.

The adren thing is personal preference. Ideally for me, there'd be minimal to none but it's your map. :swink: But I'd rather see it broken up into more pills of smaller amounts. It gives more players a chance to grab what they need while adren campers are rewarded less.
DW_Ant
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Nelsoncarmo26 wrote:Ant is usually the one who tests these things, since he is the mapper in the server and knows the score... wait to see what he sayes.
I'm not the only tester, I'm merely a speaker. We test maps as a group.
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

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
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Ant,
Sorry, I didn't mean to undermind everyone else.

7of69,
I have place 2 different water volumes, the octagonal one, and then the cone underneath.
I will take the "pulling down" thing off the top water volume, leaving it normal, so you can swim out of it, and the monsters wont get stuck.

...which provably works out better, since the water wont start pulling you down untill you are in the cone bit...
But i don't know what you meant with safe spot in the water, since the water damages you 10hp per second after 30 seconds of you being under it.
So no one would camp in there knowing they would drawn.
But anyway... problem solved. i will do that now.

The issue with the adrenaline, let's leave that one to the server, because at the end of the day, they have the final word... and I'm flexible about my maps for the server.
Like I said before, if it's a major change, and I don't like it, I simply make two versions of the map.
One for the server, and one for my-self.

So... things to do:

1- Place name volumes in passages and tunnels
2- Remove gravity from top water volume

If you think of anything else.
Add it to the list.
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Seven_of_69
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Nelsoncarmo26 wrote:But i don't know what you meant with safe spot in the water, since the water damages you 10hp per second after 30 seconds of you being under it.
So no one would camp in there knowing they would drawn.
Yes but a WM with maxed regeneration and a water or splash-damage healing weapon should recover most (maybe not all) health lost. An AM running their DMM with a water+5 weapon would have a similar affect, though at the cost of adren so they couldn't camp there indefinitely. Medics can use their healing weapons, healing blast, and healing sphere. As long as monsters spawn in the Abyss and attack underwater players, there should be no problem. There is a small area where players are not pulled towards the center though as long as damage from water and monsters occurs, it should be fine.

In summary, I just wanted to make sure it wasn't intended to be a safe zone but could be taken advantage of as such. It wouldn't be a glitch but it might alter the playability in unforeseen ways.
Nelsoncarmo26
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Ok, I made quite a few changes, but before I release this latest version, I would like to hear from the boys at the server, so I can make the final changes, shall any be required.

I want to go back and edit DM-Geometry, which is a map that I never finished, due to a few issues, like not being able to make the planets rotate into one direction permanently, and we never agreed in how do I solve the problem with the visible rooms when I used a skybox in the planet room.

Shall I place teleporters to that one room only?
Would also like help with those two issues.

I remember the guys at the server saying that they really liked that map...

So, whenever you guys have time...

There is a third map, which Ant stated needed a lot of work to be taken into the server... DM-Souvenir Shop.
I finished that map now, and made a lot of changes, and would like to submit it again.
I will submit that map last.

Ok, that's it for now.
Then I will take a long break from making maps again, as I don't want to get into the same thing I was on before... working on maps untill the early hours in the morning...
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