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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

KageOni[] wrote:Hmm... should I attempt to add an outside to the map? thinking of where luci could spawn and move around, would be too tight indoors with all the boxes and other junk.
Terrain is not one of my greatest areas, but i guess i can still give it a try.
Well an indoor map doesn't necessarily mean a lousy Luci wave. Sometimes it may raise difficulty in the last wave. Check out DM-FrostDeck if you haven't done so already. In my opinion, that wins second place in Luci difficulty followed by DM-Peak.

But if you do consider in constructing terrain, there are several tutorials you could use on the web to help guide you. Also remember, that I'm often sitting in vent somewhere so if you want live support, I'll be happy to lend you a hand when I'm there.
Mondays and Tuesdays are my bad days.
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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DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

Hey! Welcome back, KageOni! :)

More detailed maps for the win!!!
:cheers: :cheers: :cheers:


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...
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

Nice work! Does your map have a name yet? It appears to be an empty factory or warehouse. It seems a bit like Storage Facility (and that's not a bad thing, it's an observation :swink:) though much larger.

Since it's a work in progress, I hope I'm not jumping the gun here. If your theme is industrial, you might want to add some eye candy and more color. It could be simple things like "work safe" parody posters, exit signs, directional arrows, yellow safety paint to denote caution areas, machinery, an office, a break room, etc.

As for weapons placement, will they be lockers or individual pickups? For a small map like SF, it's nice to have individual pickups. For larger maps, is it better to have lockers?

I think the Luci fight will be fine in the current layout as long as the rafters are high enough so that Luci's movement isn't restricted.
KageOni[]
Killer in Training
Posts: 45
Joined: Sat Aug 29, 2009 1:03 pm

My map doesnt have a name yet, maybe should let some of you guys name it ^^

At the moment I still have a few rooms to add, so was adding the detail in for the main room, then adding all the unnececary posters and stuff, probably what I'll come back when ive finished all the other things.

Most likely use several lockers, but with them only having a few pickups in each, so will still keep the movement going.

Well i have the Luci monster so i can test its height to the rafters, I think luci is to big tho D:

KageOni[]
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KageOni[]
Killer in Training
Posts: 45
Joined: Sat Aug 29, 2009 1:03 pm

Good News, Luci fits under the rafters ^^ so its all good.
Gave him a quick trial couldnt survive very long without getting hit, he's rather challenging.
Finishing adding the other rooms atm, pathing, then coming back to add the posters and other small detail ^^
KageOni[]
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KageOni[]
Killer in Training
Posts: 45
Joined: Sat Aug 29, 2009 1:03 pm

WHERE HAVE THEY GONE D:
My static meshes have all vanished, they are still there on the front top and side views, but not in the 3D viewport, ive checked that static meshes should be visible, i have no idea whats happened, any help people?
KageOni[]
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

There are several possibilities that could happen. But to make sure your meshes are still there, go to the 'Search for Actors' button in the upper left hand corner of the editor. Type in StaticMesh and you should see a full list of all your staticmeshes. If you don't see any staticmeshes, that means you deleted them, but if there is a list, then they are still there.

Double click any one of them and open their properties. Since you can't see the static mesh, you'll have to press the F4 button to open the properties this time. Check the properties bHiddenEd = false, Group = None, DrawScale = (not a super small value), DrawScale3D = (none are super small values). Don't edit the Draw Scale properties unless you are certain that this is the problem.

If that doesn't work, go to the group browser. Make sure all checkboxes are checked.

If that doesn't work, select your viewport and press W to toggle static mesh visibility.

If that doesn't work, hit the show all actors button in the left hand side of the editor.

If that doesn't work, .... ah screw it... Let me know if this works. If it doesn't, I'll throw some more possible reasons out there.
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}
KageOni[]
Killer in Training
Posts: 45
Joined: Sat Aug 29, 2009 1:03 pm

Hey got it working again, no idea what it was, restarded the Ed a few times and it worked ^^
Maps almost finished so, few more days ^^
KageOni
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KageOni[]
Killer in Training
Posts: 45
Joined: Sat Aug 29, 2009 1:03 pm

Ta Da!
It's Done ^^
Just PM'ed The Link To KarmaKat
Hope You Like It =)
KageOni[]
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KageOni[]
Killer in Training
Posts: 45
Joined: Sat Aug 29, 2009 1:03 pm

Heyy, During The Time Since I Last Sent My Map In, I Tested For A Few Bugs, Which Im Now 99.9% Sure There's No Problems :sbigsmile:
Added A Few More Textures And A Few Other Things
Most Likely My Final Version
http://www.filefront.com/16364161/DM-To ... FINAL.zip/
And Here It Is For You To Enjoy, Have Fun ^^
KageOni[]
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