[Map] DM-Nosgoth (Abyss)

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DW_Ant
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Keep getting the 404 error from your link. I don't think this is a temporary problem so please re-upload your map.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Nelsoncarmo26
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Ok, will do.
From now on, I will just upload my files to my ModDb page.
File Front is unreliable and it's always messing up the files, and deleting them for no reason what so ever.
Now they also changed the website, so I can no longer Log in the usuall way, and have to go through a hell of a lot of pages just to log in.
File front is going bye bye.

So here is new link:
http://www.moddb.com/games/unreal-tourn ... goth-abyss

You may have to wait a little bit for it to be aproved first.
Then it will be available for download.

EDIT:
Atleast untill I find a reliable server for my uploads.
You don't happen to know of any... would you?
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Nelsoncarmo26
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Seems like File front is back to normal.

Here is the link:
http://www.filefront.com/17154575/DM-No ... ss-V1E.zip

Ant, would yo please help me with geometry?
I really would like to see that map on the server, but I can't get to grips with the rotating planets... and also the see-through walls problem.
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DW_Ant
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Location: North Carolina

I would go for the Tex Panar method. I found out later that the rotating movers are inconsistent in Net play so it's best to use Tex Panar. If you need to check out an example, check out Sub Rosa. That has a spinning planet that uses Tex Panar. Creates the same effect you're going for, and I think it'll suite yours well, too.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

This map is structured like a single player map (where the players advance to the next scene). Unfortunately, those structured maps are not best for Monster Mash. For people who have no experience in Soul Reaper, they’ll be confused in what you’re trying to create. They’ll be confused with the spiral stairs room that lead to no where. Or the pond that’ll teleport players to a random room. The endless box hallways that seem to move in a large loop won’t have any meaning to them.
We think it’s best to just to keep the terrain section of the map. It’s the only place where players will often fight in. The other rooms will be left abandoned and will not contribute to the gameplay.
Another thing to change is to extend killing volume under the terrain. We were able to glitch into multiple spots in the terrain, and we were able to glitch in the valley section, too. It’s best to extend the killing volume under the valley section of the terrain, too.
On a similar note, we were able to trans outside of the hills in your terrain. Many cases, we were wedged between the fake back drop and the terrain. First off, it’s a completely safe spot. Second, it’s going to be a questionable glitching spot. To remove risk of controversy and bans, placing a blocking volume over the hills will be easier solution.
When you do just make the map into the terrain section, don’t forget to justify in what’s going on. It’s a bit silly to have a path (the valley section) lead to nothing. Instead of that, you should give a reason why the road is blocked. Maybe some giant boulders fell onto the path or something, and if you can, some more visuals into this room wouldn’t hurt. The map is now smaller and now you can concentrate your attention to this room. Visual appeal shouldn’t be such a difficult task as this map once was.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
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Right, so... you're only interested in the room with the terrain?
But no safe spots or anything... what other rooms you want to keep?
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DW_Ant
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Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:Right, so... you're only interested in the room with the terrain?
But no safe spots or anything... what other rooms you want to keep?
Well we don't have to keep any of the existing rooms, but I do recall a building next to the terrain. If you're concerned about safe spots, you could place some shelter inside that place. Try not to extend the fortress too far.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

I've only played Soul Reaver for like 10 minutes total, but I agree with Ant : The outside/terrain area of this map has the most potential, everything else can go. The waterfall / pool room in particular is pretty cool as a setpiece. I actually wish the entire level were centered around that area. However a giant pool of water isn't terribly conducive to gameplay so I don't think that'll work.

What you have now with that outside area is pretty nice looking, the main thing is you just need to add more interesting gameplay and visual interest to that terrain area that leads into the waterfall.

Here are some interesting looking elements I found when I searched for Nosgoth on Google.
[thumbnail]http://gameshelf.jmac.org/pillarsofnosgoth3.jpg[/thumbnail]
[thumbnail]http://www.peterhe.com/pcgameimage/Lega ... nshot2.jpg[/thumbnail]
[thumbnail]http://www.justadventure.com/reviews/Le ... /soul2.jpg[/thumbnail]

Anything like that could make that area way more interesting. Right now nothing about it really evokes a sense of place as it's just terrain with a foggy look.
Nelsoncarmo26
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Joined: Tue Sep 08, 2009 1:21 pm
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Ok then... I will make Kane's castle, and the pillars...
Delete everything else, and add more visual effects to it.

Maybe will work on this map this afternoon.
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