DM-Talon-beta1

If u have any maps u made or just some u think are worth sharing Post em here
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ZePpEliN
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DM-Talon-beta1

Post by ZePpEliN »

Hi all

Well i had the urge to make a Tam/Freon map so here it is

http://www.filefront.com/13984947/DM-Talon-beta1.ut2

It could probably do with some more refining but its playable as it is

Would like to try it out sometime
Hint Hint :D

Let me know what you think
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Wigglebottom
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Post by Wigglebottom »

just downloaded it , will have a look tomorrow ^^ *Wiggle*
Hello. Would you like to come help me in a side-plot that has seemingly no relation to your main quest at all?
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Wigglebottom
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Post by Wigglebottom »

sorry it took so long but i did take a look *Wiggle* loved the rotating wall ^^ elpecialy when ya try to get cought between it and a wall. noticed it has no botpaths :P was hard to get into the 2nd big room with all the bots setting up their tents there *wiggle* but overal it was fun ^^.

ps. those boostjumps hoing down over the lava are evil :P realy scared me the first time i used one *Wiggle*
Hello. Would you like to come help me in a side-plot that has seemingly no relation to your main quest at all?
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Apollo
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Post by Apollo »

Hey Zep,


Nice map m8. :)
I lmao when the roof came down on my head. :P
All it needs is abit of deco and it would be a very nice map. Would play good on the sunday freon.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

:O I downloaded the game, and b-4 I had a chance to open the editor, the Download started my UT game. :/ that was strange.

But I had a chnce to look around, and it looks nice. A few things I did not like were the giant rotateing wall, and the way it went through the stairs. If you put some deco on the wall, like an emblem, or blood splatter, it would break the monotone things up a bit. You could "curve" the stairs out a bit, to make room for the wall.

I liked the design. It was roomy and there are allot of places for peeps to "escape" when in trouble. And the level is not too hard for peeps to find their way back to home.

Keep working on it man, and it would be a nice level. Frank
I'm the mapper, he's the DJ

Fresh Prince: Will Smith
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ZePpEliN
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Post by ZePpEliN »

Thanks for taking a look guys :D

I appreciate the comments you all made

I'll add in some botpaths and make the deco a bit more interesting.
Frank I agree about the rotating mover it would look better if it didnt pass through the stairs.

Oh anyone got any advice on how to stop ending up inside the mover?
i cant seem to stop it from happening

Also the lifts dont always seem to activate when you stand on them :?

ZePp
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Wigglebottom
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Post by Wigglebottom »

yeah , noticed the lift thing too. i'm pretty new to editing stuff so i cant help ya there *Wiggle* sorry ^^ i have some troubles with lifts too somethimes.
Hello. Would you like to come help me in a side-plot that has seemingly no relation to your main quest at all?
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rejecht
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Post by rejecht »

ZePpEliN wrote:Oh anyone got any advice on how to stop ending up inside the mover?
i cant seem to stop it from happening
Since you've made those static meshes in the editor, you also have to make the collision model for it. It's possible for primitive shapes.

To make the collision model:
Add the static mesh used for the mover somewhere. Delete it again when done:
Surround the mover with the red builder brush, or shape the red builder brush however you would like players and projectiles etc to collide with it.
Ensure that the static mesh is selected/highlighted;
right-click the red builder brush;
select Save Brush as Collision.
It should be saved now.

The collision model applies to already added static meshes of that type, so you don't have to add them again or anything.

One way to verify that there is a collision model is by going to the static mesh browser and selecting View | Show Collision. You should see pink lines surrounding it.

You should then set bBlockKarma = True in the Collision properties of every mover the player interacts with, or else players will fall through when they die, or maybe when a player is thrown around. But for this to work at all, you need a collision model.
ZePpEliN wrote:Also the lifts dont always seem to activate when you stand on them :?
Verify that it says StandOpenTimed in the Object properties of each mover used as a lift, or if the delay time has been used and is set too high.

Would you like to know more? hehe
http://wiki.beyondunreal.com/
..and the official site:
http://udn.epicgames.com/
Die, ugly bags of mostly water!
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ZePpEliN
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Post by ZePpEliN »

Thanks Rejecht

that worked a treat :)
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rejecht
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Post by rejecht »

np


I'm not sure what version we played on Sunday Freon, but there can't be any collision set on the cube that goes up and down, because some of us got stuck in it instead of getting crushed.


Most people seemed it was a fun experience, some said OMGOMG, but that's pretty much the usual feedback we get. :P
Die, ugly bags of mostly water!
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