zeta map for a testing & opinions

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zeta map for a testing & opinions

Post by EvilGrins » Sun Mar 06, 2016 10:28 pm

Most people release a map for testing they call it a beta, which is the B from the Greek alphabet. Since this is a map edit from someone else's existing work, I'm going with Z from the same alphabet.

This is an edit, all permissions gotten from THUNDERBOLT & Hitman, that had assisted editing from others.

Initial submission thread on Hermskii's · http://tinyurl.com/z9sgo68
Secondary thread from this forum here · http://tinyurl.com/gmameqv

Summary: I made the first edit, Nelsona & Red_Fist made edits of my edit, and I took those and have been tinkering with them ever since.

What I'm wanting folks to test is from Nels' first edit:
Image
I wasn't too fond of this at first.... but it grew on me quick. Nels made every monster on the map attack at once, with MonsterPathing. It was a little overwelming but I've been tinkering... too many monsters, but given I like maps where you have direct warfare it kinda works. The problem though is I added a hidden monster to a hard to reach area of the map (for those that like to hunt down every last beastie) and with this pathing it wasn't hiding anymore.

It's a GrimReaper... for those that know how scary powerful that is.

I changed the projectiles of several of the monsters on the map, I re-skinned some others, and I did my best to correct the typos from the original map in those instructional messages that happen as players get along the way...
Image
...and, of course, this map has some unusual weapons.

You start in a cabin on one side, in front of which there is a path. Normally you travel the path (not quite a yellow brick road but the analogy holds) and kill monsters along the way. You reach a cabin on the other side, flip a switch, hop a couple teleports, and then you get to the exit you're told about in the intro messages. Of course to get to the exit you need to grab jumpboots at ground level first, among other little challenges.

In this edit, tentatively entitled "STAMPEDE" all monsters are attacking the moment the game starts... but theyre not entirely after only just you, what players are with you, and any bots you've got in tow:
Image
This map has 1 TeamMonster on it, set for Red: listed as a Red Team Thug. It won't help you but it won't attack you, it's only interested in fighting the other monsters... and as it happens, a lot of their attention will be on this Thug.

Out of curiosity, I edited another version with no Thug... and there was no stampede. Apparently a TeamMonster is such a threat that the normal monsters want it dead as fast as possible.

So, I'm submitting 2 maps for your perusal: STAMPEDE & Thug Free. The second should be closer to fairly normal play, as the Thug isn't around to stir up the neighbors.

Weapons:
M-16 Silver: Standard assault rifle with a grenade launcher.
Blue Baller: It's an energetic uzi with a sniper scope.
Greenie Gun: Sort of a cartoon weapon but fairly tough.
Pulse Rifle: TeamMonster drops them around periodically.
Redeemer: Directly behind the cabin you start in.
Instagib: Fairly close to the end of the map.
Transloc: Due to the hard to get hidden spot the Grim Reaper starts... you'd need that plus jumpboots to even get there.

Play both maps, give them a thorough going over, and let me know what you think: suggestions, criticisms, etc.

Usual Suspects:
.u /system
.umx /music
.unr /maps
.png - pwetty
.txt - this message will self-destruct

Given time, I may do this again. After all, Nels did another edit and so did Red_Fist.

Enjoy · http://www.mediafire.com/download/ffn60 ... ORESTz.zip

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Re: zeta map for a testing & opinions

Post by KellyD » Mon Mar 07, 2016 9:29 am

It's a bad idea to pick a map with a ton of trees to then begin spawning tons of monsters. You really should use a map that can be zoned out instead of having clear drawdistance across the entire map. It's going to kill the framerate of most people when they play. It's also going to make the monsters blink in and out of view in the distance.

If you really just like forest maps for this sort of thing try to find canyon type maps like MH-LostInTime and use environment brushes from them. It's a huge map but there are very few places you can actually see a long distance and so it's much easier to render.
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Re: zeta map for a testing & opinions

Post by EvilGrins » Mon Mar 07, 2016 2:10 pm

I've been toying with doing something to LostInTime too, but this issue shouldn't be as bad as you think.

The original DarkForest maps THUNDERBOLT & Hitman put together were designed as an ideal area to test out Ferali's NW2 mod, so it's actually fairly low in framerate issues to start with. Most of the trees aren't "solid" which is why you can fire a few redeemers across it and they'll make it to the other side unless they hit someone. Also, the map above has less monsters on it (Nelsona's idea) than they put on theirs to deal with what framerate issues the original had.

Give it a try... if you haven't already.

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Re: zeta map for a testing & opinions

Post by EvilGrins » Fri Mar 25, 2016 11:21 pm

Just about done with this other one...
Image

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Re: zeta map for a testing & opinions

Post by EvilGrins » Fri Apr 08, 2016 2:04 pm

Okay, the Doom/Quake variant isn't completely finished... but it's done enough for players to give it a go.

Didn't have enough Quake & Doom monsters, so I chose some retro versions of known beasties and other things similarily themed.

Doom/Quake variant · http://www.mediafire.com/download/pu9k7 ... _HELLz.zip
Screenshots · http://unreal-games.livejournal.com/108484.html

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