New map idea...

Mapmaking? Modeling? Discuss all that stuff that's too complicated for most mere mortals here.
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zeus
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Ok, so I got stuck playing on the A.S.S. server last night because SV was full... Anyways, we were playing this sweet map called ZeroImpact. It looks like the guy just released it.

http://www.ataricommunity.com/forums/sh ... p?t=525044

Anyways, one of the neater features of this map is two counter rotating walkways that you could hop on and get to places quickly. It was pretty cool.

Anyways, I was thinking of making a hellish type theme already. So, now I am thinking of making a seven levels of hell (Dante) type map with rotating rings at each level. I may make it vehicleless.

Comments?? Suggestions?? I have no clue how hard that would be to pull off..
DW_Hornet
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traitor.
Gorzakk
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zeus wrote:I have no clue how hard that would be to pull off..
I really like the idea, but this is what sticks out in my mind.

It sounds very very hard.
killrob
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Theres a beta version called zeroimpactbeta2
I had never played the map before so did not do well on it.
Very stratagy driven map.
DUCK! Oh wait guess I shoulda said that before I shot you huh?
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zeus
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Gorzakk wrote:
zeus wrote:I have no clue how hard that would be to pull off..
I really like the idea, but this is what sticks out in my mind.

It sounds very very hard.
Well.. From what I understand after briefly looking at the map and doing some reading, they are just two static meshes which are movers. The kicker is getthing a very large static mesh, which I find a pain in the ass with Maya. Plus, you have to line them up in unrealed. I may throw together a demo map today to play around with some moving rings to see what it is going to be like.

However, I also want to get your hilly map to you today. So, we will see...
Gorzakk
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Ikkuh is good with movers and related stuff. ONS-creepy has a tonne (which is why its channel count is up I think). He may help you out if you get stuck on that.
zeus
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DW_Hornet wrote:traitor.
Yeah, well, I had to get my fix in!! :bounce:

I still like their HUD. However, the node displays take a while to get used to. Usually the problem with that server is a bunch of people who don't care. I am too damn competitive to play not to win. Unless it is a map I don't care about (Bitchslap anyone??) However, I think that everyone was so jazzed up about that map that people were taking it seriously. Either that, or they got some hard core players to play that night.
zeus
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Gorzakk wrote:
zeus wrote:I have no clue how hard that would be to pull off..
I really like the idea, but this is what sticks out in my mind.

It sounds very very hard.
Turns out it is a piece of cake! Check out my demo map at http://www.finke.ws/downloads . It is the ONS-TestRings.zip. It has two rings in it that move in different directions at different speeds. Just don't play around too long if you are prone to motion sickness like I am.. lol...

It is really the same mesh that has been exported from Maya in two different scales. Obviously, very small scale, but it is just a proof of concept.

Now, I just need to figure out if I want to go down from the outside to a pit of lava or go up a central mountain. Plus, now I am going to have to relearn all the BSP crap since I have mostly been playing around with terrain and meshes.
DW_Wraith
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I was gonna say that making large static meshes is not any harder than making small ones... (maybe I don't understand the question?) Anyhow, making the ring shouldn't be hard, and from there you can duplicate and scale it in maya, then you would have 2. Movers are easy in UT. They are just a static mesh you import and then you just give the editor a starting point, and an ending point and it does all the work.
zeus
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DW_Wraith wrote:I was gonna say that making large static meshes is not any harder than making small ones... (maybe I don't understand the question?) Anyhow, making the ring shouldn't be hard, and from there you can duplicate and scale it in maya, then you would have 2. Movers are easy in UT. They are just a static mesh you import and then you just give the editor a starting point, and an ending point and it does all the work.
Ehh.. I would say it is a bit different because of clipping planes and crap like that. Plus, you are zooming much further distances around the work space.

Unfortunately, I don't think that simple scaling is going to work. Because scaling it in the width and length will change how wide the walkway is from one scale to another scale.

But, with a simple ring this should not be too difficult. I am thinking hollow rings, like the ones in my demo map. But, if I do a central mountain, I could probably just get away with cylinders.
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