DM-Tomb Raider (Map)

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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
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This map is recycled from the DM-Underworld tunnels.

I have added lots of new things, including more traps, and some rooms you can be safe-ish

NOTE:
This first version was made for home use only.
I have added 2 teleporters in each room, for the simple purpose that the bots would not be able to get to the weapons and other rooms.
They would just all die in the traps, and therefore the reason I placed teleporters.

If you wish to add this map to the server, I will make another version, in which I will remove the teleporters, so players will have to go through the traps to get to other rooms.

Download here:
http://www.filefront.com/15648623/DM-Tomb-Raider.zip
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Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

You know what? I like it. These are the kind of traps I like to face. A few things to say ... different types. We have spikes, moving walls, a rolling ball, a series of jumps over a pit and the plunger like thing (at least that is all I found). I say add a few more different ones in, maybe every trap is different. That way you really have to work it out, you figure your way past one but then you face another. Lets add a few from Tomb Raider. Fire pits, climbing over deep drops, jumping up to higher levels by a series of ledges (we do have quad jump) the sterotypical slide and jump before hitting something (just put a slope with 0 ground friction) the series of things to press to activate / stop something (triggers) moving something to something else so you can jump / open something (Karma Actor) shoot something to open / close something (triggers again). In some places stop the player from using a trans so they have to work their way past it and not just trans across. I am not saying add all of them in but there is a lot you can do to make it interesting. Also, dont all have it on one level, have stairs, or ways that if you fall into a certain pit that has trans disabled you have to pass a series of challanges to escape. And maybe not all stone, you could add an underwater part as well. I think this map needs a lot of work to be interesting over a few plays but I think the base idea is very good. (Despite what I have said please bear in mind the aim is to kill monsters XD)

P.S. After having a quick view in the editor (to makes sure I hadn't missed any wave tirggered events) I found you do have a scripted trigger and a trigger to activate it ... just floating in nothingness ... are they supposed to be in a tunnel?
To bring about the end you have to start at the beginning.
Nelsoncarmo26
1337 Haxor
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Joined: Tue Sep 08, 2009 1:21 pm
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Location: Portugal
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Thanks Dynadin.

Well, about the trigger... i just left it there in case I needed it for something, it's not doing anything, but it's not doing any harm, so I left it for now untill I was 100% sure I don't need it... and i forgot to remove it, but with your ideas of using triggers and all, seem like I'm going to use it after all.

i do like your ideas... a lot, specially the underwater one, where you will have to swim under water to get somewhere to press a switch to open a door that lead to somewhere else.

You will have to explain to me better how to make the ground friction for the slope though, as i want to make that slope idea of yours too.
i want to add a rolling ball to the slope, so when you go down it the ball may catch you, and you will have to be quick enough to run away from it after the slope.

I will also add a restriction>translocator to the spikes pit, so you have to jump from beam to beam to get to the other side, rather than just translocate.

I will also make more levels, rather than just one floor.

Right then Dynadin, seems i got work to do.

I will also remove the tunnels from Underworld, and upload the new version, since it's a Under world battle arena after all, the tunnels have nothing to do with it really.

Thanks again dynadin...
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Dynadin
Pro but Noob
Posts: 108
Joined: Thu Oct 15, 2009 2:41 am
Location: England

Don't make to too big. You dont want to get eaten by Ant :swink:

As for the ground friction, just place a physics volume over the bit you want slippery. Go to its properties, go to physics volume, change ground friction to 0 (the standard is 8)
To bring about the end you have to start at the beginning.
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
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I made 2 versions of this map.
one for online (MP), and one for home use (Bot).

The bot version has teleporters, and it's easier for the human player, but there is no other way of making this map version, without getting all the bots killed in the traps.

Also added some forced paths, so when you open the doors to the rooms, the bots will know where to go, and not just roam around the corridors aimlessly.

The MP version is meant for online, and for human players only.
Does not have teleporters, so if you want to play solo, don't spawn any bots, because they will just roam around in the same spot, or get killed by the traps.

Bot Version:
http://www.filefront.com/15657347/DM-To ... dition.zip

Multi Player Version:
http://www.filefront.com/15657369/DM-To ... dition.zip
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
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Any news on this one?
think it's ready for the server?
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Didn't know this was intended for invasion; thought this was just a side project you did for single player. Unfortunately in the multiplayer version the puzzle/trials were too easy for just the four of us that night (under 10 minutes). I don't think the difficulty is sufficient enough for it to be its own 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
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Initially I did.
But then I made 2 version of it, one for single player and one for online.
Don't know if you got the play the second version.
It's up to you, wether you want it on the server or not.
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