Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: GRD-BouncyMap


Drinker of too much beer

Status: Offline
Posts: 742
Date:
GRD-BouncyMap
Permalink  
 


Here is a Beta of BouncyMap Greed stylebiggrin

http://www.mediafire.com/?m2gtyyfymyf

GRDbouncy.jpg

__________________


...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4290
Date:
Permalink  
 

héhé...looks really nice
you re a mapping mashine bro ;)

DL....thx for this other one

__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-MSI RTX2070SuperGamingX Trio-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-MSI DS300 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



its me .. i'm back

Status: Offline
Posts: 1059
Date:
Permalink  
 

Excellent! this should be fun Dies!

Thx for another one bro.

__________________

#uck the laser pointer ..  I use a stinger mini-gun .......

The Offspring - Days go by

Sublime - Same Old Situation

 





Feedback-Master ..

Status: Offline
Posts: 1767
Date:
Permalink  
 

I checked out the map and it's looking very nice (including the changes made from the 1st DM beta).

A few thoughts...

1. Check your flag radius.  I was getting the "rejected"  announcement in places that I shouldn't have.

2. I like the flag placement, though I wonder if the Redeemer should be so close to it?

3. That jump pad that is in the lowest floor that shoots you straight up to the upper levels doesn't seem to work very well, especially with the bots.  I saw one just keep going up  and down.  I felt like I had to personally control myself in order to land well on the ground.

4. Given that it's set in space and has some-what of a low gravity feel (which is very nice by the way), you might want to add the same Kismet sequences I have for the Greed versions of Beyond Reality and O-bert.

You can just copy and paste the Kismet sequences and tweak them to work for your map.  You will have to add 2 trigger volumes (one for players and one for the skulls).  For Q-bert, I just made the players teleport to a random player start.  For the skulls, I had one specific path node (and I added some meshes/emitter) to signify exactly where the skulls would teleport out of.

If you want, I can set it up for you too.  After tonight, I won't have my main PC up and running for a week or two (sending in motherboard for warranty), but I will have my living room PC to use (which also has UT 3 on it).

EDIT:

After playing some more, I would strongly suggest you add that Kismet sequence I mentioned.  I saw one bot go flying out of the map and if he had a lot of skulls with him, that wouldn't be good for the game play.

That one wall mesh I mentioned in my beta feedback, there are instances of that mesh that the player can see though, which doesn't look good.

As for the jump pad issue.  While it lands you by the shock rifle, I think most players would think it would land you forward and onto the next level up (where the 2 stairs are the lead to the flags).  I would suggest you change this to make the flow of the map a bit better and also given the fact that the floor where the shock rifle is located, is a bit cramped already.


-- Edited by Odedge on Sunday 13th of December 2009 10:05:18 PM

__________________


Drinker of too much beer

Status: Offline
Posts: 742
Date:
Permalink  
 

Thanks for checking it out mate. I will look at the kismit this week. I also have to release the DM final too, as it is finished.
Did you think the few floor meshes were enough to break up the texture tiling?

__________________


Feedback-Master ..

Status: Offline
Posts: 1767
Date:
Permalink  
 

Diesalot wrote:

Did you think the few floor meshes were enough to break up the texture tiling?


At first, I didn't even bother to notice as I was just concentrating on game play.  After I went back to check again, it's not what I originally have in mind, but might be better in a way as you are keeping the simplicity of the map intact (Blitz will be happy), but now there is a better variation using the same material.  Did you create little BSP/staticmesh floor tiles and rotated the material?

 



__________________


Monster Hunter

Status: Offline
Posts: 679
Date:
Permalink  
 

Dies, You are a machine. Just keep pumpin out the maps :D

__________________
"There is a fine line between Sanity and Insanity. Luckily I have White-Out."



Drinker of too much beer

Status: Offline
Posts: 742
Date:
Permalink  
 

@ Odedge. I used the tiles from the LT pack and changed the material.

@rathlos150. Once the map is done its quite easy to convert for greed gameplay.

__________________
Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard