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FranksWorld?!?!

Posted: Sat Feb 18, 2006 12:12 am
by }TCP{Snowbird
Hey guys!!! I have a new world,,, obviiiously. I also need your help. We all have good ideas for games. We all have played "our favorite game, or level". I am wondering what makes it "our Favorite game"???

Check ooout the popularity of Deck16, and god knows which other level made it to popular. <<<<<<<<<but there needs to be something there that draws people. That is what I want to make. Not to be popular myself, but to make something that people like.

My current level is basic. I need some ideas. Most of you have seen KingsQuest. A very large world indeed. I want to avoid useing everything that looks good, and use something that people want to play.

Now I need you for this level. I need I fire for the "furnice" in the middle.

I need an idea for "take a break" rooms on the ooutside oof the level.

I need Decoration ideas to make it look interesting without being overly cluttered.

Anyone interested in helping?

Oh, I need a good name for it too. How about TCP-Friends?!?!

P.S. If the movers are not there....GFB....tell me. DAF

Posted: Sat Feb 18, 2006 12:36 am
by }TCP{Carnage
I had a look at it

And all in all it's a bit small (prolly coz i've only been playing massive ONS maps)

The layout seems ok i just don't like all the dark spaces in there could do with a bit of light :idea:

Posted: Sat Feb 18, 2006 12:47 am
by }TCP{Snowbird
This is just the beginning!

I wnated to ge tit out and get info for it..

llight is not set upppp yet and I am still working on it.

Any other suggestions?

I know it is small, compared to the room we have now-a-days. Have u tried playing it?

Try the bots out in an advanced form.

Any chance going DM someday?

Posted: Sat Feb 18, 2006 8:44 am
by }TCP{ZzCaT
Maybe you should just make a big fire place on the bottom floor with a hole in the top floor and then make the flames go all the way thru the roof.

I would like some torches on the walls as lighting. This map has kind of like a hellish feel, it just needs some fire elements.


ZZ

Posted: Sat Feb 18, 2006 4:26 pm
by }TCP{Snowbird
Thanks for the input Cat. I had a level like this one almost all done and lost it to a reinstall. I had an emitter coming from the bottomgoing through the floor and reaching to the ceiling. I looked nice. I will make the fire do the same here.

I was iffy about useing torches because it seems that everyone uses them in their maps and did not want it to look fake. But now that you say it I will also add torches for lights.

I have expanded the level on the top and the bottom to a large room the same size as the present one. I added water to the bottom and a walkway all the way around with a platform in the middle. Now I need a goodie to place in it. I already have a super health in one of the hidden rooms near the elevators.

How did it play? Did you try it with bots? Mine seem to stay on the greound floor allot.

Waiting for more comments, and I need a good fire emitter. I think Kobra had a good one in his remake of one of his levels.

Frank

Posted: Sat Feb 18, 2006 10:37 pm
by }TCP{^AngLoid
hi chaps

im currently brain storming the ut4k ed ive got to grips with the terrain ed but its proofing hard to find all the bits that go with the ons maps

eny help would be truely welcomed

Posted: Sun Feb 19, 2006 6:17 am
by }TCP{Snowbird
Then you are further than I am with the ONS Design. I have played with the Terrain editor and am comfortable with it, but I relized quickly, that with the ONS worlds, it was a whole level higher than I was ready to go. Here they use blocking volumes to either block a palyer from going to a certain part of the level or to contain certain information inside of that volume, such as power nodes. Also the worlds are much bigger than the ones I am used to. a typical world will have dimensions aound 20000 x 60000 x 80000 and larger. Now the reason behind all of this, I understand, but the path to get there, is confussing for me. I was doing a Tut from 3dBuzz but he has not finished it yet. So good luck. There is one thing that I can do though. If you need help researching something, tell me and I can research it for you. And when you get something done, send it to me. I woulod like to see it.

Frank

Posted: Sun Feb 19, 2006 9:07 am
by }TCP{ZzCaT
DAFrank wrote:Thanks for the input Cat. I had a level like this one almost all done and lost it to a reinstall. I had an emitter coming from the bottomgoing through the floor and reaching to the ceiling. I looked nice. I will make the fire do the same here.
It's called an emitter huh :) Okay an emitter with fire would do great here.
DAFrank wrote:I was iffy about useing torches because it seems that everyone uses them in their maps and did not want it to look fake. But now that you say it I will also add torches for lights.
Are you kidding? Torches are cool :) Come to think of it, why not add those hellish sounds from DM-Inferno?? It will add to the effect.
DAFrank wrote:I have expanded the level on the top and the bottom to a large room the same size as the present one. I added water to the bottom and a walkway all the way around with a platform in the middle. Now I need a goodie to place in it. I already have a super health in one of the hidden rooms near the elevators.
Water in hell? Why not change that to lava instead? The presence of water in a very hot place like hell would be strange now wouldn't it.
DAFrank wrote:How did it play? Did you try it with bots? Mine seem to stay on the greound floor allot.
Couldn't find my way around because it was too dark. I will try that after you've added some lighting.

A very nice job so far, keep up the good work!

ZZ

Posted: Mon Feb 20, 2006 8:08 pm
by }TCP{^AngLoid
thanks DeFrank for you input :)

yes the maps are very large for ons so its going to be an art trying to keep the FPS high..ive found if you get too carried away with the terrain ed you will use up fps very rapidly.. and for things to research if you would like to you could look into the fog (misty) effects :)

this is where i found the Tut for the terrain

http://www.planetunreal.com/architectonic/

Posted: Tue Feb 21, 2006 6:18 am
by }TCP{Snowbird
Yeah, I have used there tut's a few times over. They are very precise. I am sure I could get a good ONS level out but I am still not sure where to connect all the dots. Like,, why use blocking volumes on the edges of the map? Any idea on that?
And the FPS can not be handled anymore with Zones. But I have learned that you can regulate the static meshes when they appear and disappear.


Frank

Posted: Thu Feb 23, 2006 7:58 pm
by }TCP{^AngLoid
Thats a good point i am also wondering about the blocking volumes some of them appear on top of mountains in the middle of maps! my first thought about those is that it could just be to stop a player from getting to the power nodes to easy and to channel a player to the nodes a certain way perhaps. and as for the ones around the edge, i don't really see the point at the moment the edge of the map would do the same job just fine. . but i suspect further investigation with uncover the reasons :)

i used to use a 3d ed called gmax, it had a very similar option for makeing things appear at a certain distance away from a player. it was very good at keeping fps high :) especialy when used along with mist or fog, it was possible to make things appear and dissapear out of sight within the fog thus resulting in great fps and more complex meshes :)

Posted: Fri Feb 24, 2006 8:03 am
by }TCP{Snowbird
I just checked out a ONS map and got curious about those Blocking volumns at the edges. I took one out, and although it did not change game play or the way it looked in game play, but it did effect the editor. I could hardly move around anymore. Maybe this is just an editor trick? Also the opposite wall disappeared on me.

The blocking volumns around the mountains, that was clear what they were, and I found out what the voulumns around the other objects, like a power node, are used for. This is to contain the information about that particular power node, (or other object), to the objects that are contained within, such as vehicles. LOL And keep me updated if you find out what they are really used for. Frank

Posted: Fri Feb 24, 2006 2:55 pm
by }TCP{Snowbird
OK found something on those. They are called Limitation Volumes, and from what I get they are there to limit the stry bullets that will go off in the distance here is a link to one of the things I found.


http://wiki.beyondunreal.com/wiki/LimitationVolume

I makes sense. I remember back in the Uned 1 days when we would get BSP'S off the fake background when you would shoot a poorly matched brush. The whole sky would light up with a reflection of your shot. And I guess these worlds are so large, that this would also happen?

I am getting there.

Oh back to the subject of this forum. I have expanded on the map and am almost done. I need a few more weeks, and it should be right. Thanks all for the input. Frank