I got the map to run, but it's still depending on the Bender packages for some reason.
I searched the map through the entire actor's list and through the used packages through the browsers. Nothing is showing. I'll need some more time to analyze why this map is still calling for that. Seems useless to be downloading extraneous packages that won't do anything.
Some other notes while I was glancing through the editor.
What's with the 150 adren per second (X3 pills?) You gotta turn that down.
If you're placing the super adren rush, you got to increase the spawn time from 30 seconds to at least two minutes.
The Mover Rifle gotta go. I can already imagine people bullying others by dragging them around or pulling low levels away from their hiding spots.
You should get rid of that locker with the Mover Rifle all together if you can't get to it.
There are a few weapon lockers with empty elements. If you're not going to place a weapon in a weapon slot, you should delete that slot.
I don't understand why you have the CannonImplosionEffect at the beginning. Seems a bit random.
That's just a quick look. I'm still trying to figure out why it's still calling for the Bender Mesh if it's not there. But I gotta run to class, so this will have to wait.[/color]
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
Fixed all those conflicts. I wanted the Leviathan explosion to be connected to a usetrigger but it didn't work. http://www.filefront.com/17489691/DWsSt ... cility.zip
Newest version
Added a different custom weapon, this time it's basically a weapon that shoots random projectiles that can completely vary. If you get lucky enough you can get a tank shell. I believe it's balanced since it shoots a flak chunk or a link shot sometimes. See what you think. :snerd:
Last edited by Anonymouse on Sun Nov 07, 2010 1:23 pm, edited 1 time in total.
You've placed two actors called ShieldCharge (They're emitters).
The ShieldCharge emitter is from the 2009BenderStaticMesh Package. To remove the Bender references, replace both ShieldCharge emitters with a stock package emitter class.
Concerning the new weapon, I would recommend not to place any custom weapons at all. Even though the Tank Shell has a low probability, it still can easily ruin the game if one person steals all kills just because he got lucky.
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
You've placed two actors called ShieldCharge (They're emitters).
The ShieldCharge emitter is from the 2009BenderStaticMesh Package. To remove the Bender references, replace both ShieldCharge emitters with a stock package emitter class.
Wow, thanks Ant! I would not have ever been able to find it. :ssurprised:
Added more stuff to the map, and made some new hiding spots.. Also made it harder to reach the secret rooms. In order to get to the secret room, you need to finish the Trials room and get out of it. Only problem is the translocator... Is there a way to block it from being used in the trials room?
Newest version of the map: http://www.filefront.com/17489691/DWsSt ... cility.zip
Limitation Volume.
Set its properties to block Translocators.
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
I was able to run it without Bender stuff. I didn't find any custom weapons. Adren pills seem reasonable. I'm not sure if the xMutantPawns will screw up the monster counter or not. We'll find out when we test it online.
Also some problems I spot off the quick scan through the editor:
The custom skins for the adren pills and the weapon locker will not work online. The clients will still see the default skin texture. To fix this, you'll need to subclass the weapon locker and adren pills and set the new texture as its default skin.
Also the screenshot may not work in the map preview because it needs to be 512X256. This doesn't matter online, but it's just information in case you're interested in getting the map preview working.
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
We had a run through today online.
The main concern is the 100% safe spots. There were multiple spots where anyone can hide through all five waves without shooting a single bullet. This promotes poor tactics such as hiding/camping the entire map. It's very boring for the player camping and any dead players spectating this player(s) for the last five waves. We want to encourage people to actively play in the server, not hide the whole time. Not only is that dull, but it's also lame (sucking up free xp while doing absolutely nothing).
Some other notes:
Super adrenaline spawns are too fast (25 Adren per 1 or 2 seconds X two pills next to each other). Adren pills should require some risk to get or should not be of a size and respawn rate that allows constant use of artifacts.
Weapon placement needs excitement. This map is small enough to place single weapon pickups all over the place. You don't need to place all weapons in one locker. If you must use a locker, don't put every single weapon in the game in them!
The lockers in the middle can easily grief dancing players. Many players don't want the nade launcher or minigun in their inventory while they are globing, but they can easily accidentally run over the lockers to pickup another annoying copy of those weapons. Make sure you don't place weapon lockers or single weapon pickups in the middle of the fighting zone.
This map has too many link spamming places. Especially the section on top of the SV storage box. Three instant link pickups inside a safe spot is overkill. Try and avoid places that are structured for players to shoot at monsters with minimal risk. Meaning, your storage room, the adren storage, the section beneathe the storage, the top of SV, and the SV box are all way too safe for players to be shooting out of.
Some things to keep in mind: In general making a map where it's easy to gain experience is a poor practice in mapping. You want players to vote your map because it's unique, has good gameplay flow, is visually appealing and challenging enough to make them want to play it again. Almost all new mappers make this mistake..(make the easiest map they can possibly make so that players will vote their map and so see it in play often). I'm just throwing that out there before you make too many super easy maps.[/color]
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
Ant has covered our concerns about the map and we're looking forward to an updated version for further testing.
I'd just like to add that everything we mention or suggest is designed to help you become a better mapper...both in the general UT sphere but also in the more tailored maps we use in Monster Mash. It's often tough to find the right balance between what players consider fun and what we consider balanced gameplay. That's why we post our critques and reviews here and why we thoroughly play test maps -before- they hit the live servers. It's not an instant process, but the time taken for improvements is very much worth it!
KKat
Karma...a term that comprises the entire cycle of cause & effect... Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Ok I managed to balance things out. Some places were altered but not as much to keep the theme. Instead, I had added path nodes inside some boxes.
I added a limitation volume to the pawns so that people wouldn't shoot them. Things like bullets and link beams can get past that though.
Fixed the trials room a bit and changed some ugly light colors to something more simple.
I added a blocked door over the adren storage box so that people wouldn't access it without knowing how to open it. The thing I used for blocking the use-triggered door are the semi-invisible exploding barrels with no explosion effect to prevent people from seeing unnecessary explosions.