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If u have any maps u made or just some u think are worth sharing Post em here
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

This is very interesting map, however I think its too open for TAM or Freon (shock & lg = shooting through half of map matters here only). I like this project, but... could somehow reduce those wide open spaces to make game more close ranged? Even simple big brushes that would server as pillars and taking some space would be enough.
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}TCP{Coco
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Post by }TCP{Coco »

Hi!
}TCP{Carnage wrote:U can upload it m8 .. u use the ONS map for your redirects and i use the TAM for sunday freon and of course ons
... and ONS? Are you sure? There are no ONS maps in the tam dir!

But if I got you right, it is like this:

ons dir -> redirect for 32p server running ONS and for FH#4 (all gametypes)
tam dir -> redirect for FH#1 and #3, as well as for the 32p server running Freon Madness

So that means I can exchange the version inside the ons dir, because the 32p server uses the version of the tam dir. ;-) Will do that now, thanks mate!

Coco.
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}TCP{Coco
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Post by }TCP{Coco »

Hi Frank!

I noticed a place where some textures don't appear to be correct - at least it looks a little strange. I'll append two screenshots to this post for you to check out.

I also made a 1 x 1 pixel aspect version of my picture. I'll post it in the appropriate thread in our members section. In case you're going to work on the map again, it would be nice if you could exchange the old one with this new version. Thanks mate!

Coco.
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rejecht
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Post by rejecht »

Had a look now. I just noticed the fence in the middle area changed and is lower, which is good. I remember I had trouble jumping on top of it earlier. Is that right, or is the gravity modified on TCP servers? :P


The warpzone looks better, and if you're a good little horsie and jump over the pipes, it's all good. ^^ Some bugs are just too hard to please. One could try to subclass the WarpZoneInfo actor and modify the code, to allow Location compensation on either side, but the answer is usually not that simple. It's just not something they thought about from the start, and in code, that shows.

Two screen shots:

In dtc1, the lift seems to wait a long time before it goes down. After you've stepped on it, seconds go by before it moves. It's just inconsistent with short time it waits before it moves up (when you're standing on it from the bottom).

In dtc2, the static meshes have player collision on. If you're sneaking around and hugging the wall, they will stop your movement. Maybe I'm picky about this, but I'd disable player collision on them and use a blocking volume instead--it would still stop projectiles. Just mentioning it while I remember. ^^ It may look like the players are somewhat part of the static meshes, though.
Die, ugly bags of mostly water!
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}TCP{Snowbird
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i am here to stay.

Post by }TCP{Snowbird »

Hi guys, thanks for the comments.

@ Coco. Yes, this is actually a "killing block, thing-a ma-giggy-thingy". It was just an experiment, that I never did anything with. I guess that most have figured out, if you shoot the round target, the block goes forward, and crushes the player, either friend or foe. I should take it out all together.

If there are any comments on this either way, tell me, or I will just take it out. If peeps are in favour of it, I will remake the block with the right textures. Both are no problem. ;)

Yes, I am planning on working on this one again. There are too many things missing, and I have invested too much time into it to leave as-is. I just need to hear what people are saying, as they play the map, to get it just right. Also there is the missing connection to the upperlevels, from the "rocket room". I am not dead yet. ;)

@ MBB: Nice to see that you are still around. Yes, I aggree with you. The middle area is large, and peeps seem to stay in this area too long, and start shooting with the shock, or the sniper rifle. I am not sure if this is a plus or minus on the map yet. It will take time to tell. I have a few ideas that will help the people, like me get around this. Give me 3 to 4 months, and let me collect the information from the people that play it, and I will decide if I will change it.

@ Reject: I am not quite sure which fence you mean, man. But if it works, I guess I did right with you. :D

You had a good idea with the warpzone, and the credit goes to you for this. I did not want to make the pipes too big, because it would have been a problem in-game. I think it works well enough, and if it becomes a problem, I will add more steam.

That DAMN lift. I also do not like it. But I will keep it there and make it move fast. I totally forgot it.

I am going to add more deco around those vents that are blocking players from creeping against the walls. Creeping players, scare me. :P It also slows down the pace of the game. If you have a weak player, that likes to hide behind walls, and creep against them, then they do not get active. I made a map once in the original unreal, that had a perfect spot for hiders, and campers and snipers. I made a hidden wall that would push them out in the open, and they had no chance to hide there. ;)

Thank you all for you comments, and I am still working on this, just a bit slower than normal. If any of you mappers out there, or want to be mappers would like to change something, or add something, please do so. Just remember, this is a TCP map, and it stays that way, so all of our rules MUST be obtained when doing somehting to this, or any of my maps. And please resubmit it to me, so that I can change it on my computer also. ;) Your mapper GOD.... Frank
I'm the mapper, he's the DJ

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}TCP{Coco
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Re: i am here to stay.

Post by }TCP{Coco »

Hi!
}TCP{Snowbird wrote:@ Coco. Yes, this is actually a "killing block, thing-a ma-giggy-thingy". It was just an experiment, that I never did anything with. I guess that most have figured out, if you shoot the round target, the block goes forward, and crushes the player, either friend or foe. I should take it out all together.
Oh, I never noticed that. I shot the target various times, but never could see any effect. :-P

Coco.
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