What should I work on next?

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.

What map should I work on next?

DM-BuildingAMap
0
No votes
DM-OceanFloor (Interior Only)
0
No votes
DM-OceanFloor (Sea Only)
0
No votes
DM-OceanFloor (Both)
1
6%
DM-Tranquility
1
6%
DM-FrozenTundra
0
No votes
DM-XenomorphCavern
1
6%
DM-TechTrainV2
2
11%
DM-IncredibleJourney
1
6%
DM-Civ-Forest
0
No votes
DM-Civ-MedievalCastle
3
17%
DM-Civ-Desert
0
No votes
DM-Civ-Snow
0
No votes
DM-Civ-SpaceStation
0
No votes
DM-Civ-LostIsland
0
No votes
DM-Civ-CyberSpace
2
11%
DM-Civ-SkyCity
0
No votes
ONS-UnrealEditor
2
11%
ONS-ArmageddonV2
0
No votes
ONS-DryStoneDesert
0
No votes
ONS-Atlantis
0
No votes
ONS-Downtown
2
11%
ONS-MountainDescend
0
No votes
ONS-GloriousCliffs
0
No votes
ONS-HyperSpeed
1
6%
ONS-Escort (Raptors Only)
1
6%
ONS-Escort (Spaceships included)
1
6%
ONS-Utopia
0
No votes
 
Total votes: 18
DW_Ant
DW Clan Member
Posts: 2673
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Library.....hmmmm

I like that idea. I'm thinking more of a haunted library where there's ghosts traveling through the book cases & floating books traveling to new positions. I'll look up into this one :)
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}
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

Finally got a chance to play Archipalego, great job! :thumbright: If it's not too late (or what failed), I think it's possible to make it sink with a movingwatervolume, which you could copy from one of the maps on epic's site (http://udn.epicgames.com/Two/ExampleMap ... Water.html). You could also look at VCTF-U4E-Sterling Flood which also uses a fluidsurfaceinfo. Hope it helps :pirate:
Image
I love the smell of UnrealEd crashing in the morning.
DW_Ant
DW Clan Member
Posts: 2673
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Okay I've tested & attempted several theories I felt confident in. At the time I posted this, I was very dissapointed to see all of them fail >:(

One of two results always occur whenever I attempted new methods:
The water shoots up & the island sinks in 10 seconds
or
The water mover & the volume fog doesn't move at all, but the water volume moves up (so it appears as invisible water)

Not to mention the collision is all screwed up. My floating lifesavers & the rotating ship's collision always block the players at the same height with the invisible water volume, but the ship's & rafts' physical appearance remains with the visible water.

Things are a mess...
40_Shards wrote:Finally got a chance to play Archipalego, great job! :thumbright: If it's not too late (or what failed), I think it's possible to make it sink with a movingwatervolume, which you could copy from one of the maps on epic's site (http://udn.epicgames.com/Two/ExampleMap ... Water.html). You could also look at VCTF-U4E-Sterling Flood which also uses a fluidsurfaceinfo. Hope it helps :pirate:
The tutorial you sent me does prevent the message "bStatic false, this map will fail in netplay" & it doesn't crash my local server. However this thing is for triggering moving waters. I'm just having a hard time to make the volume move for the whole MM match instead of the island sinking in 2 waves.

Thanks for the link though, Shards! I've gained several nice ideas for my "Ocean Base" map. I'll be sure to test the "triggered short term floods" before I advertise in what's going through my head >:)
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_Ant
DW Clan Member
Posts: 2673
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

::8 Months Later::

**For those who don't like reading that much... Jump to the stars at the bottom of this post ;) **

Great news! New ideas didn't cease to stop (I thank Wail for this method), but I did successfully sunk the island online!

There are several issues that I encountered previously (mentioned in the post above).
But this is what was needed to be done:
  • The flood mover shouldn't be in Constant Loop, rather it should be a triggered mover.
  • The Mover always rushes to the first keyframe online. Despite what high value I place in MoveTime property, it always rushes the first keyframe in one minute & 30 seconds (yes, I did time this stuff).
To fix the fog/swimming volume accuracy...
It occurred to me that the fog was always in place with the flood when it was rushing to the first keyframe, but the swimming portion was on time (where the flood was suppose to be). I had to separate this into two movers & two volumes. The invisible mover will travel to the top without that extra keyframe in place (since it doesn't rush the first keyframe). I set a delay time to prevent the fog from getting a head start. So the fog volume should travel along with the swimming volume... New issue rose when the swimming volume was lagging way behind while the fog appears to be way above the mover. :banghead:

The movers couldn't handle such large move times... I divided the flood mover into five keyframes & the invisible mover into four keyframes at ten minutes per keyframe. (it's nine minutes online). This is done to keep the movers & volumes on track. Although it's not completely accurate, it's pretty close for my taste.

At this rate, the movers will sink the island around wave 7-10. I set the scripted triggers to be set at wave two ... then they'll have a ten minute delay until they'll trigger the movers. The island will sink around seeker time ^.^
Once the movers reach the top, it'll stay open for the remainder of the match (I doubt the match will carry over an hour & 30 mins) :P

Onto the next problem... The swimming volume & the volume fog isn't precisely accurate with each other. Between the keyframes, the fog will have a slight lead with the swimming volume (slightly above the water line). At the keyframes, the swimming volume is way ahead of the fog so it seems like you're flying over the water. The solution for this is to displace the swimming volume lower than usual to balance this out alittle. I doubt I can ever make the two volumes right on each other, but I think it's close enough where they are both slightly ahead & below depending on the scenario. Since I prefer to swim above the water line (than below), there will be moments where you feel like you're 3-10 feet above the water line.

Unfortunately, the moving ship didn't cooperate with me. I redid my collision model several times, but for some reason there will be invisible collision blocking my way whenever the ship passed by. I decided to delete the sucker & I'll tackle this issue again if this map goes well in Monster Mash without it.

Just today, I ran several online tests with monsters, bots, & stuff. The server didn't crash, most monsters actually fought me (a few stand still), I didn't have aneurysms, no lag (4 ping), Channel count never excelled 250, & I actually made it to wave 16 :D

There are several flaws however...
  • On the surface of the swimming volume, it's a little jerky when swimming...
  • Collision model on the rafts appears to be nonexistent. Sorry, it looks like you're gonna be swimming for a long time. I just ask you not to hog the scuba gear :P
  • Swimming Volume and Fog Volume will be displaced depending on the time (as mentioned before).
  • Some monsters may be dumb underwater (I hope the luci isn't one of them).
  • Before the island sinks, the projectile weapons affected by gravity (flak shell, bio goop, grenades, & mines) may simulate their projected bomb as if it was underwater at times.
  • You will see scuba bubbles before the island is sunk.
I hope that's all the issues & there won't be anymore ;)
Man this map was almost as frustrating as Enigma...I'm glad that this project is near its end :D

********************************************************************************************************

If you were wondering, I have been working on Flight as well. I'm halfway done with it, and I think it's gonna beat Xenomorph to the ground >:) Just wait til you see it!
So don't think I'm slacking on mapping. Well, I am alittle with school & stuff, but I will not cease mapping....noooo....I will not ;)

Well, I hope you're pleased with Sinking Island, and sorry for the long post. I had to post the solutions somewhere for the record of it.
[/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

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Skittles
Site Admin
Posts: 301
Joined: Sun Jun 08, 2008 11:00 pm

The main thing i would like to be seen done is for the current maps on the server to be looked at and be tweaked/improved.

There is a few maps on the server that need to be optimized, i might make a list of what needs doing etc.
DW_Ant
DW Clan Member
Posts: 2673
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

DW_Skillz wrote:The main thing i would like to be seen done is for the current maps on the server to be looked at and be tweaked/improved.

There is a few maps on the server that need to be optimized, i might make a list of what needs doing etc.

Hmmm, I'm doing okay on frame rates on most maps in Monster Mash. Well, I'll take a look at your list, and take a peek of those maps ;)

Just the other day, I've played Sinking Island in Monster Mash. The good news is that it didn't crash or there wasn't a major catastrophe. However there was one issue I overlooked when I was testing. Whenever you die & respawn underwater, the game wouldn't recognize you that you are underwater until you trans over the top of the water & dove back down again. Otherwise, you'll be walking around the island as if water doesn't effect you. This glitch also applies to monsters as well, they would be jumping, running, & rolling in the dirt.

Also people were whining about the water and it was difficult to dodge anything (specially with the fog). They preferred to have Archipelago instead so I've concluded to let the island see sunshin..errr...moonshine over the water than below it. I gotta admit, it was a thrilling experience battling fifty monsters under the sea. You can't see titan rocks or seeker goo until the projectiles are 5 feet in front of your face O.O

Dodge tanking three lucis aint no walk in the park either. I only lasted for 20 seconds until I ghosted & the globers had a tough time as well. I dunno what it is, but I find it thrilling to battle monsters blindly in the thick fog :D

Maybe some other map will have thick fog...maybe for Spam Vikings >:)
Either way, I am going to reconsider some thicker fogs for my future maps!
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}
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

cheapshots cavern make it wider so I can fly my hoverboard on wave 11 xD

last time I hit a raptor and blew up... poor raptor =D
Image
DW_Ant
DW Clan Member
Posts: 2673
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Jons Return wrote:cheapshots cavern make it wider so I can fly my hoverboard on wave 11 xD

last time I hit a raptor and blew up... poor raptor =D
There are many other maps that are very large & that has Hoverboard enabled. Basically anything with a HB tag in its title such as (DM-LittleSample-HB-SE-betaIV-Versionc-PartIII-NoMines-TankMeUp-SVE) has the hoverboard in it ;)

HB = Hoverboard
SE= Special Edition (Mini Boss will appear)
beta IV = This map went through four different revisions. To prevent mismatch errors whenever updating maps, we use the beta system ;)
VersionC or PartIII = Version C or Part III means little. This map was built in three different styles & you're playing the third version.
NoMines (Spam Vikings) = No Mines ^.^
TankMeUp (Spam Vikings) = the map is overloaded with super vehicles.
SVE (Spam Vikings) = Not really sure, but I'm assuming that Spam Vikings Edition means that an original/downloaded map has been modified only for the server.
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_KarmaKat
Site Admin
Posts: 2003
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

D2Boss wrote:....SVE (Spam Vikings) = Not really sure, but I'm assuming that Spam Vikings Edition means that an original/downloaded map has been modified only for the server.


SVE = Spam Vikings Edition :cheers:

You're quite correct, Boss! SVE means that someone in our community, be it DW clan member or server regular has edited or (hopefully!! ::hint hint:: ) made from scratch, a map for play in Spam Vikings.

KKat
:flower:
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...
-1PARA-Queenie
1337 Haxor
Posts: 275
Joined: Sun Apr 20, 2008 11:00 pm

D2Boss wrote:Hmmm, I'm doing okay on frame rates on most maps in Monster Mash.
does anyone else have really bad frame rates on Alien Outpost or is it just my hamster wheel run computer that does?

:queen:
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