A low grav map built for vehicles use in 4 "worlds": -a "respawn/teleporter" plat-form; a spaceship/cannon ; a satelite and a large ruin
History:
A peacemaker cannon was built to "pacify" a carceral planet (jail planet) under total rebellion by killing all the population;first shot was the last; the blast of the explosion was so powerfull that the planet was pulverised but it have burn the electronic parts of the invasion army (drones) aboard the cannon station ;the space ship commands are out of use too even if all the enginery system and the reactor is still functionning after some years of decontamination ;the cannon still in perfect order of use but have found no application because all the electronic around becomes unstable the liandry use now this place for tournaments
Comments:
The map was "build" for free vehicles use & space fights; it seem to be a big deal to get a coherent botpathing on the vehicles in space mooves; but they use well the cannons.
Changes since last beta:
-now all the respawn points are on a.....4th world which isnt really a "full level" but more a "bridge " betwwen the 3 "maps" ; there u can choose where u want to "land" after respawn ;dont be scared if u start a match with lot of bots :they ll fight on that "bridge world "first but only some bullets because there s a queue on portals...than they moove on "worlds" to fight
here s where drives you the portals: red teleporters: jail ruin green teleporters: satellite blue teleporters: spaceship
-backed the external color of the spaceship to "all white"
-reset the skylight up
-add some custom sounds
-modified & adjust several textures Botpathing is actually totally dumb and it s the current wip
Credits:
Zedmaster for the music ;Hubble 3d for the sky ; all the unreal old friends
-add blocking & death volumes around the map (map limits) -collision issues with central ring on one side on spaceship -add 2 lifts on the satellite and 1 on the space ship -add custom sounds -botpathing on satellite & spaceship -meshing on spaceship & satellite -jumppads to adjust on satellite -set collision or add blocking volumes on some little space ships -kismet sequence to get the big cannon firing and hurting everyone on the space ship(30pts health)...no damage on ruins and satellite and 10 seconds to escape the spaceship from headquarter room (2 portals there) -find a way to get the vehicles working in TDM -find a way to get blue team and red team respawn points on same part of the map (wars between worlds) -find a way to get coherent botpathing in the space on spaceship mooves
other ideas:
-build a map pack with 4 independant maps (dolmen arena; spaceship; jailruin & satellite) + a huge map with the 4 in 1 -addapt the map to VDOM...lol...Vehicle domination...if it have interrest of course -built a VCTF version with one base on satellite and the other on spaceship
theses are only far projekts for now except the map pack that seem logical the other ideas are alpha and i ll only do it if i have good feedback on the ideas
-- Edited by Bl!tz on Sunday 1st of November 2009 07:54:46 AM
-- Edited by Bl!tz on Monday 9th of November 2009 03:52:05 AM
@Steve: i have just change the original textures of the meshes to another texture....from editor;than i have textured my bsp with same material; that way i was abble to harmonize all parts with same look
@Mick:yes mate i think that it will be the challenge of the map ;each 5 minutes a shot with "earthquake" effect aboard and a "reedemer looking like" explosion on the planet ;all that from a lighty bullet going through the cannon and killing everyones inside...what a programm lol....never did any kismet job...time is come and help will probably be welcome haha^^
-- Edited by Bl!tz on Wednesday 2nd of September 2009 02:47:14 AM
yeah;textures always "autoalign" itself on the more logical position ;sometimes it look crap and sometimes the texture and the static mesh just match like here ...though i did some adjustments manually on scaling and alignement ...and i had sometimes to do a 180 ° rotation(manually too btw i havent find the way to rotate a texture with the rotation set on 180 °;it seem to rotate degree after degree) but with that kind of textures it s easy to do ; lot of lights ,lines and co ;)
-- Edited by Bl!tz on Wednesday 2nd of September 2009 05:00:21 AM
As I stated before that broken moon looks choice! I like the huge rock silloutes! Was a treat to see it in the vid! I'll have to have a look at that broken moon(and lighting) in the editor once the beta is out!
Looks like you've got some very low gravity working there. Is the entire map set to one gravity setting or have you raised the gravity in internal sections?
One thought I had, depending on the current performance, is that long dark corridor needs a light that runs along the length of it every now and then. (like every 40 seconds) That way you'll be running along the corridor and suddently this bright light moves down as well and overtaking and speeding ahead of the player(or comming towards the player). The corridor I'm talking about is the one you start to run through at 3:57 in the video. Only issue is the performance hit with a dynamic light, but if the map is running with high framerates then it may be OK.
I like the big drop onto the ship then over to the redeemer. Good stuff!
Looking forward to playing the beta! ...plus the work you guys are doing here is making me want to get back into the editor again....
first i was going for something more "classical" but finally i m bored by classical things and i hope i m not too wrong on the gameplay choice haha^^
the map hav low grav but all the enclosed rooms have normal gravity (same for the lifts and the little "tunnels") that way it still possible to have a classical fight inside and something "different outside" ; the low grav allows fast mooves and i tryed to chose only some flying vehicules (no surpowered one !) all the tourets are on the "outside of the map" and normally noone can ruin the game with anything( i mean in the way the darkwalker " can ruin a game on heat ray for example)
good idea for the corridors and the active dynamic lighting but i ll build the "kismet" cannon shot sequence before; to see how it affect the fps :)
some pictures more , this will probably ending with a map pack: 3 dm ( 1= 1v1 and 2= big maps) and a huge vehicle DM in bonus with three maps in one ;)
for now it play like a charm but i had to build 3 botpathing to get something coherent and it s pure fun to navigate from one map to other i will "finish " the huge dm vehicle first
i wasnt happy with the respawn points so i removed them all; on such a big map it was boring to respawn randomly and quite always far from where u was fighting when u died:
now all the respawn points are on a.....4th world which isnt really a "full level" but more a "bridge " betwwen the 3 "maps" ; there u can choose where u want to "land" after respawn ;dont be scared if u start a match with lot of bots :they ll fight on that "bridge world "first but only some bullets because there s a queue on portals...than they moove on "worlds" to fight
here s where drive yoiu portals: red teleporters: jail ruin green teleporters: satellite blue teleporters: spaceship
haha...yes that s the current wip...thx for pointing it ...though the only changes on botpathing since beta one are on "new arena" with playerstarts and on the debris part ;still lot to do there....on vehicles ,botpathing was very light on beta1 too....ops... :)
i have a long list of tests to do and a lot of questions to answer:
-is it possible to use classical botpathing with bots using vehicles ?
-is it possible & how to ask to a bot to leave turrets and vehicles ?
-is it possible, if a bot is facing 3 teleporters to get him choosing the right one to find you or other bots ?
-what is the radius limit of the "influence" of a pathnode ?
-what is the radius limit of the influence of vehicles ;turrets weapons and items on bots ?
i m really not sure to get a good result on all that and the target of the "big map" is more humans vs humans online and i ll finish it even if botpathing is impossible to build it ll not be same way for the "little maps": the jail debris; hirax spaceship ; the satellite & the dolmen arena. the no vehicles DM version of thoses maps will have fonctionnal botpathing...haha....i hope ;)
thx for taking time to try it
-- Edited by Bl!tz on Thursday 29th of October 2009 10:19:43 PM
Sorry I forgot to give my thoughts on beta 1! I'll DL beta 2 tonight and give it a try this weekend.
Regarding beta 1 my son and I had quite a bit of fun with it. I'll have ta say...the map is huuuuge! FPS was great!
Only thought was to possibly move the different areas/platforms closer together so you could get some nice crossfire between them. I'll check beta2 with it's changes though.
yooo mick here s the "rules" i tryed to use to set the distance between the 3 areas (4th one ; the playerstart arena will be off vehicle access and the only way to land there is to die & respawn):
-u can fly with vehicles between the 3 worlds(flying vehicles like cicada and co)
-u can "fly" with floating vehicles (manta & co) from satellite to the ruin and to the spaceship and from ruin to the spaceship
-u can use eradicator & shock turret between first plat form of the ruin and the spaceship but no way to fire between ruin & satellite and between spaceship & ruin
-u can escape the turrets fire radius/action with flying vehicles and recollect to return to the fight :p
-having some distance between the three arenas was the best deal to be abble to have some decents space fights with vehicles (starwars influence haha^^)....and to be honnest was the best way to be abble to divide the map in three little maps later (the famous 4 in one pack...lol )
i luv the noise of that eradicator cannon in background, it gives to me a very special athmosphere and if i wasnt comfortable with it ;after some use it s a nice weapon
u think the distance between the worlds is too big? it take actually less than 10 seconds to fly between them; perhaps i can add some intermadiatte platforms between them to short the distance feeling...or do u know a way to copy/paste a entire world closer to others? not sure of the result though
in fact as far as i cant find a way to have interactive gameplay between the worlds (no idea how work botpathing on vehicles) i ll need to grab a lot of infos first ;)
-- Edited by Bl!tz on Friday 30th of October 2009 01:20:36 PM
Sorry, didn't have the time B1 yet & I won't have the time to try B2 anytime soon.
I have some damn bad things happening in RL so my gaming/mapping time is... none.
If I can help you out a bit about bot pathing
- There is a special actor for vehicles, it's like the heightfog actor with wings (from memory). It does the same as a regular bot path (cut little apple) but it's intended for air vehicle.
- If you want to assign specific bot behavior between path node, like forcing them to use a path or go more often or disable the traveling between path "A" - path "B". You can select multiple regular path node, when you right click, notice there is a "Path Option" menu, go in the sub menu & select the options. Very pratcical when you want bots to travel more on specific paths :)
I use that for Nano in the narrow corridor & it work like a charm :D
As for the distance between the worlds, I can suggest to put some small asteroids with the avril weapon base & 1 ammo or some turrets & link them with jump pad or teleporter so the guy on foot will have some fun if he don't want to use the vehicle. He can travel asteroid to asteroid & do some kills on his way.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Sorry, didn't have the time B1 yet & I won't have the time to try B2 anytime soon.
I have some damn bad things happening in RL so my gaming/mapping time is... none.
If I can help you out a bit about bot pathing
- There is a special actor for vehicles, it's like the heightfog actor with wings (from memory). It does the same as a regular bot path (cut little apple) but it's intended for air vehicle.
- If you want to assign specific bot behavior between path node, like forcing them to use a path or go more often or disable the traveling between path "A" - path "B". You can select multiple regular path node, when you right click, notice there is a "Path Option" menu, go in the sub menu & select the options. Very pratcical when you want bots to travel more on specific paths :)
I use that for Nano in the narrow corridor & it work like a charm :D
As for the distance between the worlds, I can suggest to put some small asteroids with the avril weapon base & 1 ammo or some turrets & link them with jump pad or teleporter so the guy on foot will have some fun if he don't want to use the vehicle. He can travel asteroid to asteroid & do some kills on his way.
yoo steve
first i hope u ll fix ur RL problems soon
second: mega thx for these essentials infos & good idea on the "little asteroids with turrets" suggestion ; can be a good deal between actual status and micks suggestion to short the distances....i like the idea to keep it huge because it just hasnt be done for now and because it gives something totally different to play ( flying simulation & fps mix) .....i m actually like a child and i spend several hours with no opponent flying through the structures ....thoses vehicles just kick arses! if someone could built a real fightspaceship vehicle like on UT2k4 mothership assault ; i mean with rotating moove...but....i m a dreamer ...lol :p
-- Edited by Bl!tz on Friday 30th of October 2009 02:30:48 PM
J'ai un de mes amis qui est décédé, j'men vais à l'expo dans pas long & demain le service, youppie.... :(
OK, I check the special path node, you'll find it in the generic browser, actor class\actor\navigationpoint\pathnode & the actor to use is volumepathnode. It's an apple with wings.
Hope it help mate :)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
UT3 will run with no probs on ya new rig M8! Unfortunately though UT3 only threads up to 5 or 6 so you'll have a spare core or two to keep the OS happy.
Bl!tz new version of this map is getting better and better. I like the floating building debris area. Looks kewl! Gave me thoughts of a map being made up of broken parts of a planet.
I haven't looked at the map in the editor yet so you may have already done this.. Use 'volume path nodes' between the different areas. This should promote bots to use vehicles to cross from one area to the other.
I had framerate issues unfortunately in the best part of ther map where you're looking down the barrel of the giant gun where you've got the rotating meshes. I'd post a screenie but I can't as I'm at work atm. I'll need to replay the map though, as I was only able to squeeze in 5 minutes late lastnight, to see if it occurs again.
ok thx for comments and for trying it mick ; i think it s the "water effect" that can crap the fps...havent it here....AMD Powaaa haha^^
LOL! we could start one of those annoying fanboy flaming wars that plague forums everywhere. The intel fanboy vs the AMD fanboy vs everyone else telling them both to pi55off.