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Re: DM-Time Travel (Map)

Posted: Fri Jan 22, 2010 11:20 am
by Nelsoncarmo26
You mean turn everything to false?

Re: DM-Time Travel (Map)

Posted: Fri Jan 22, 2010 11:45 am
by DW_Ant
It doesn't have to be a blocking volume. It can just be a volume with a tag set to NoRain. Then in the weatherFX, just set the tag to NoRain, too (or was it event?). I would try both out and see which one is working.

Re: DM-Time Travel (Map)

Posted: Fri Jan 22, 2010 1:39 pm
by Nelsoncarmo26
Ok thanks Ant

Re: DM-Time Travel (Map)

Posted: Fri Jan 22, 2010 7:41 pm
by Nelsoncarmo26
Ok, so I've done most of the stuff, but there are a few things that i didn't due to the map concept.

Changes:
>Switched all Broadcasted messages to false.
>Checked spellings and corrected them. Wonder why I typed Volcanoe instead of volcano.
>Reduced the amount of adrenaline, and increased the respawn time.
>Fixed the terrain textures. No longer look tiled, but look natural now.
>Changed the gazebos is textures to nicer ones, and acording to era.
>Changed the water texture in europe, so no longer looks like... milk?
>Placed a button inside the dome, so you can open it if someone closes it on you.
>Placed blocking volumes to decrease the playable area.
>Also placed "Leaving battle field" Volumes.
>Checked the very last teleporte, and it's working fine. i went through it over 10 times, and allways teleported me where it should have... the secret room.

Things I didn't change:
>could not do multiple skyboxes, even though I followed Rachel's tutorial to the letter, I kept getting errors and the game shut down.
>Place weapons, so they are easier to find.
The whole purpose of the map, is so you have to unlock the rooms to get more and different weapons.
Changing this will cancel the whole purpose of the map, and might aswell remove all triggers since they would not be needed, which will just go back to the same boring box connected by teleporters.
If you want me to place them on better view, but still inside the locked rooms, that's not a problem.
>Did not backup teleporters.
Reason I didn't do it yet, it's simply because I just don't know where to place them.
I can place one in the ice dome, and one in the castle, but that's about it.
there is no logical place to place a second teleporter in egypt or in dino era, since it will just ruin the layout of the map if i have to change things around.

I can do the changes if you see it's really necessary.
I'll just keep this version as it is, and edit a copy.

Here is the download:
http://www.filefront.com/15406707/DM-Time-Travel-V3.zip

Re: DM-Time Travel (Map)

Posted: Fri Jan 22, 2010 11:00 pm
by DW_ChocoCake
Ok I just looked at V3, and I can say the map is becoming much more visually appealing. The skybox however still needs to be fixed.

One thing you absolutely must do is reduce the size of the map. The map is way too large to be playable on the server. Reducing the size of the map may require some content to be removed, however I think that's more preferable than having a map that is too large. I suggest removing unnecessary terrain areas and reducing the size of the special structures in each area (such as the pyramid and the gazebos).

Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 4:52 am
by Aravona
DW_ChocoCake wrote:Ok I just looked at V3, and I can say the map is becoming much more visually appealing. The skybox however still needs to be fixed.

One thing you absolutely must do is reduce the size of the map. The map is way too large to be playable on the server. Reducing the size of the map may require some content to be removed, however I think that's more preferable than having a map that is too large. I suggest removing unnecessary terrain areas and reducing the size of the special structures in each area (such as the pyramid and the gazebos).
I'm afraid I am in complete disagreement. It is about time we had a few larger maps that let you actually run around and use that quickfoot skill to its full advantage. Besides, a seeker will have no problem throwing you from one side of an area to another. As for the resizing of the structures, I don't agree either, there could be 20 people porting into the same area (unlikely but could happen.) You need the space so it doesn't get crowded and people glitching into meshes.

I see they are now retextured, they look a lot better now. I would however add the anti weather thing to them as well though so you don't see the rain / snow coming through them. On that note I noticed you didn't add it to the other buildings either, it is still raining through the roof.

As a side note I'm not sure the leaving area message is a good idea. The amount of knockback this game has from mobs there is a good chance it will fill peoples screens and become annoying, just something to think about.

Looking good so far.

EDIT: This is Dynadin by the way. Stupid cow didn't log me back on to mine like I asked her too ... tut tut.

Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 5:15 am
by DW_Ant
Aravona wrote:I'm afraid I am in complete disagreement. It is about time we had a few larger maps that let you actually run around and use that quickfoot skill to its full advantage. Besides, a seeker will have no problem throwing you from one side of an area to another. As for the resizing of the structures, I don't agree either, there could be 20 people porting into the same area (unlikely but could happen.) You need the space so it doesn't get crowded and people glitching into meshes.
Quickfoot skill is already at an advantage when you play maps with a great layout (see flow from my previous post). The map is too large since it's about 8 maps in one. (I would consider half of one section to be a normal sized inv map).
If there were 20 people in one place and they're whining about how crowded this map is, I'm sure they're old enough to use the teleporters to go to a different era. A crowded area will not make it any easier to glitch in a static mesh than as if the place was empty.

Other things to note:
  • Ambient sound for the rain is too loud. It can be turned down a bit.
  • The water in Europe should be transparent. Also it could use a couple more U and V tiles. Notice how enlarged the texture is?
  • The shrubs in the Frozen Pangaea should not have collision. Plus they will prevent me from glitching if they have no collision
  • I can glitch behind the waterfalls
  • I can glitch under the giant teleporter
  • the giant teleporter still teleported us in mid air. Choco looked at your map through the editor, and you have the teleporter url linked to an emitter which may not exist online. Therefore it could be resulting in teleporting us in random places (all predictions though). I would verify if you done your emitter properly. If it looks good, then I would have the scripted trigger teleport you to a teleporter instead of an emitter.
  • The adren in the secret is excessive (100 per second X3 pills).
  • The super adren kegs are a bit inconsistent within maps. Try to keep the adren kegs consistent within the map. If you want to change the adren quantity, then I would use a different adren pill.
  • It wouldn't hurt to place a death volume under your terrains. There will be that dummy that will search for glitches, and I think he/she deserves a spanking. Give em a piece of my mind ;)
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Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 9:32 am
by Nelsoncarmo26
Ok, everything is taken on board and will make changes.

Ant, i can't find any transparent water meshes... a little help please.
Dynadin, I did forget the anti rain volume too. Will definetivelly do that.

Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 3:34 pm
by Nelsoncarmo26
Ok, version 4 is almost ready, but there are a few things I need help with.

Changes made:
>Raised more terrain to decrease the playable area by 20% each map, making a total of 80% less playable terrain.
>Lowered the rain Volume
>Shrubs no longer have colision.
>Sorted the problem with the teleporter. wonder why I conected it to an emitter and not to another teleporter on the first place. I sometimes wonder why I do such things?!
>Adrenaline is now at 100 per 10 seconds... and all pills have the same setting.
>Placed a blocking volume by the waterfall, so people can't go behind it and get stuck.
>Same thing with last teleporter, raised the terrain so you can't go under it and get stuck.
>Placed Lava volumes, under all maps. Wether it works or not, not sure, since I never used a Lava Volume, and couldn't fall down to see.

Things I changed but didn't work:
>Place a normal volume on castle, but still rains inside.
can someone please explain the proper way to do this and what designated volume I should use.
>still can't find a semi transparent water texture, so I used the same one as in Pre-historic era for now.
I did change the number of tiles to 2 U and V, and looks better, but just needs texture.

Once I sort those 2 problems, i can finalize version 4 and will be ready for re-test.

Re: DM-Time Travel (Map)

Posted: Sat Jan 23, 2010 3:57 pm
by DW_Ant
Nelsoncarmo26 wrote:Ant, i can't find any transparent water meshes... a little help please.
I'm going to copy and paste this from the texture index.
Check out these packages:
All standard packages that contains water are...
· ArenaTex
· AW-Stuff (polluted)
· Bastien_02· cp_terrain1 (rapids)
· dom-goose**
· FireEngine**
· H_E_L_Ltx
· HourAdaraTexor (odd shaped)
· HourDinoraTex**
· HourMoria*
· Imulsive* (reflecting water)
· SC_Animated (green water)
· SC_Froth (ocean waves hitting the surface)
· SC_DGC
· SC_Jungle
· SC_Water**
· streamlinewater (dirty water)
· Terrain* (ripples)
· WeaponSkins
· wm-textures*
· X_CliffTest
· X_cp_terrain1*
· X_jm-prefabs (Waves & water walls)
· XceptOne* (ripples)
· XEffectMat (water ring & water)
* = few options
** = many options

Note, the texture index is still under development. You may find some data that is inaccurate.

Nelsoncarmo26 wrote:>Raised more terrain to decrease the playable area by 20% each map, making a total of 80% less playable terrain.

Considering that you have four terrains, the 80 would be out of 400.


Nelsoncarmo26 wrote:>Place a normal volume on castle, but still rains inside.
can someone please explain the proper way to do this and what designated volume I should use.
Set XWeatherEffect's tag to NoRain
Set the volume's tag to NoRain
May have to rebuild geometry for this to take effect (not sure).

Nelsoncarmo26 wrote:ge the number of tiles to 2 U and V, and looks better, but just needs texture.
I was thinking that 4 - 8 would be better. Then again I'm only making guesses.