:scool: To Whomever Mapper/Coder,
Has anyone ever thought of converting AS-RobotFactory into an DW_MonsterAssault map?
DW-Ant, AS-RobotFactoryMonsterEvolution Done!
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Last edited by poompoom500 on Mon Jul 09, 2012 1:28 pm, edited 4 times in total.
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Nope. Almost any of the stock Assault maps would make really good starting points for building ME maps though. They share the same basic idea, you just need to add monsters to defend points and tweak some things here and there to make it play well.poompoom500 wrote::scool: To Whomever Mapper/Coder,
Has anyone ever thought of converting AS-RobotFactory into an DW_MonsterAssault map?
Yes I have thought of it, but I'm not a mapper and I don't currently have the resources to do it. I initially thought about combing two or three of the original assault maps together to make one big map as I think just one would be too short for Monster Evolution. It would be great if someone could convert robot factory.
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:scool: To Thwart,
I might give it a shot just for the fun of it. Actually, I started revising it already but just didn't get enough incentive to proceed with it.
I am still working on my first Monster Evolution map, AS-MahloeehMutations1. Check it out -


I might give it a shot just for the fun of it. Actually, I started revising it already but just didn't get enough incentive to proceed with it.
I am still working on my first Monster Evolution map, AS-MahloeehMutations1. Check it out -


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:scool: Continuation,
Well, here is progress report of the AS-RobotFactory revised map. Deleted the turrets in the start point. Moved the SpawnManagers side by side. Then placed TeamProgressVolumes to trigger the monster spawns, first by the zero spawn area, then by the crane area, and then by the antennae objective area. I also added monster spawns by the destroy gate area.



Well, here is progress report of the AS-RobotFactory revised map. Deleted the turrets in the start point. Moved the SpawnManagers side by side. Then placed TeamProgressVolumes to trigger the monster spawns, first by the zero spawn area, then by the crane area, and then by the antennae objective area. I also added monster spawns by the destroy gate area.



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poompoom500 wrote::scool: Continuation,
Well, here is progress report of the AS-RobotFactory revised map. Deleted the turrets in the start point. Moved the SpawnManagers side by side. Then placed TeamProgressVolumes to trigger the monster spawns, first by the zero spawn area, then by the crane area, and then by the antennae objective area. I also added monster spawns by the destroy gate area.
Cool. It's been awhile since I've done RobotFactory but I just checked it out in the game again to refamiliarize myself with it.
My suggestions:
1. That first area, up until the blockaded door, is very sparse in terms of objectives. I also think this part of the map should feature a lot of enemies, as it's meant to represent you breaking through the enemy's defenses. Therefore I recommend adding 2-4 more optional objectives along the way somewhere. These optional objectives could lower force fields to make additional health/ammo supplies available, or respawn allies (or both).
2. Since this outer combat area ought to be pretty busy with foes all the time, I recommend making certain foes in this region spawn infinitely.
3. I also recommend that you utilize some hitscan monsters throughout the exterior section of the level. Hitscan monsters such as Skaarj Snipers, Mercenaries, Nali Fighters (w/ appropriate weapons), Beamlords, etc. are important to keeping long range combats with monsters threatening, since otherwise players won't be at much risk.
4. You'll probably want to replace that big ion cannon thing with another objective, since otherwise it'll go entirely unused.
5. The interior section of the map is a little short, so you might want to consider adding in another objective or two somewhere, and possibly expanding or adding walkways to rooms that would otherwise go unused (like the spawn rooms where defenders would normally spawn).
6. Be sure to delete all the turrets on the inside as well, red and blue, unless you're planning on using them (like I did in my conversion of Thrust).
7. After players destroy the AI generator, you might consider adding another objective which would be to retreat through the map and reach an evac point. This is a very easy way to get a little bit more gameplay out of the map, and it makes great sense. (If you do this, you will probably want to force players into the AI generator room via TeamProgressVolume and lock them in there until it's destroyed.
Other notes:
8. TeamProgressVolumes are generally best reserved for spaces where you're trying to force players to regroup. For example, you might have a door that you don't want players to proceed through until they're all ready. Perhaps because there is a boss on the other side of the door. That's a good thing generally to prevent rushers. Using TeamProgressVolumes to trigger monster spawns doesn't seem like a very good idea unless there's a natural obstacle that players will naturally have to converge on to proceed.
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:scool: To DW_Wail,
Thanks for the comments/suggestions. They are very good additionals. My problem is my being new to the mod. I am still familiarizing myself with the different monsters. I have to know their names in order for me to type them in the DWMonsterSpawner\MonsterSpawning\MonsterName and ...\MonsterPackage.
Also, I learn as I go along. Like DW-Ant's monster bout in several waves using counter triggers and scripted triggers.
As for the progress report, I added doors/wired panel to the passageways right after the second objective (blocked gate) a little after the yellow crates.

Added monsters spawns at the DATA CABLE objective.

Lastly, I added emitters, hold objectives, movers to the two entrances to the THREE SHIELDS objective just for cosmetics.

NOTE: It will REALLY help me a lot if you can post a LIST of monster names along with their corresponding monster packages (under what category they are in).
Thanks for the comments/suggestions. They are very good additionals. My problem is my being new to the mod. I am still familiarizing myself with the different monsters. I have to know their names in order for me to type them in the DWMonsterSpawner\MonsterSpawning\MonsterName and ...\MonsterPackage.
Also, I learn as I go along. Like DW-Ant's monster bout in several waves using counter triggers and scripted triggers.
As for the progress report, I added doors/wired panel to the passageways right after the second objective (blocked gate) a little after the yellow crates.

Added monsters spawns at the DATA CABLE objective.

Lastly, I added emitters, hold objectives, movers to the two entrances to the THREE SHIELDS objective just for cosmetics.

NOTE: It will REALLY help me a lot if you can post a LIST of monster names along with their corresponding monster packages (under what category they are in).
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Here's the Monster Roster.poompoom500 wrote:NOTE: It will REALLY help me a lot if you can post a LIST of monster names along with their corresponding monster packages (under what category they are in).
It's not finished yet, but at least the names, index numbers, and their respective packages are listed here.
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not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
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:scool: To DW_Ant,
Thank you SO MUCH for the list.
:scool: PROGRESS REPORT:
Added more monsters to the start area. And added extra objectives (as per DW_Wail's suggestion). I added an ASOBJ_EnergyCore_Spawn with a crystal cluster static mesh.

Then I added another SHIELD between the start area and the first objective (Antennae) that can only be de-activated by killing the specific monsters.

Will keep you posted.
Thank you SO MUCH for the list.
:scool: PROGRESS REPORT:
Added more monsters to the start area. And added extra objectives (as per DW_Wail's suggestion). I added an ASOBJ_EnergyCore_Spawn with a crystal cluster static mesh.

Then I added another SHIELD between the start area and the first objective (Antennae) that can only be de-activated by killing the specific monsters.

Will keep you posted.
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:scool: Continuation,
PROGRESS REPORT:
Added an extra barrier by blocked gate that gets opened only fater you kill all the monsters at raised platform.

Then I placed an enclosure in the cable element that keeps the players from destroying it until they kill all the monsters.

I also added creature spawns by the huge entrance to the AI generator hall.

And lastly, placed monster spawn at back of the three generators.

Almost done. I just have to work on the last objective.
UPDATE:
Map is finished but I need to test run it. If you want to check it out and test it, then PM me.
UPDATE 2:
Also, I will post the download link as soon as I am satisfied that it is workable.
PROGRESS REPORT:
Added an extra barrier by blocked gate that gets opened only fater you kill all the monsters at raised platform.

Then I placed an enclosure in the cable element that keeps the players from destroying it until they kill all the monsters.

I also added creature spawns by the huge entrance to the AI generator hall.

And lastly, placed monster spawn at back of the three generators.

Almost done. I just have to work on the last objective.
UPDATE:
Map is finished but I need to test run it. If you want to check it out and test it, then PM me.
UPDATE 2:
Also, I will post the download link as soon as I am satisfied that it is workable.
Last edited by poompoom500 on Mon Jul 09, 2012 1:08 pm, edited 1 time in total.
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