[Map] DM-Geometry

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DW_Ant
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The planets look much better, great job on that!

We found out that the Checkered room and the planetarium are the most interesting rooms, and the other two rooms are bland. Removing the pyramid room and the room with the tower in the middle will improve gameplay and visual appeal.
The checkered room has great potential, too. You can really enhance the gameplay experience in that room. Right now, it’s just a giant room with a few displaced cubes. But you can change it to something that to something more interesting. You could convert it to a labyrinth, or make a floating cube fortress in the middle of the room or something. Add some Z action along the main walls of the room. Just examples.
Similarity, the space room is also a room. If you have any ideas in what you think will enhance the gameplay for that room, try it out.
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
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Ok, will remove the other two rooms, and concentrate in the planetarium and cube rooms.
The floating cube fortress is a good idea... will do that too.
Have to think about what would be good to add to the planetarium... provably some floating space ships?
... or, extend the room and place one big space ship on the very top... yeah, I think I will do that.

When you said maze, you mean beyond the walls... add more to it?
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DW_Ant
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Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:... or, extend the room and place one big space ship on the very top... yeah, I think I will do that.
Lets avoid extending maps. Lets try exercising mapping smaller maps. Out of my years of mapping, I do recognize that the smaller the map, the more detailed it becomes. All your sweat and focus goes to that small bit, and next thing you notice, you created a gem. Lets target some smaller maps ;)
Nelsoncarmo26 wrote:When you said maze, you mean beyond the walls... add more to it?
Meant inside/within the room. But I'm with you that the floating fortress idea sounds better. You have better potential in making some enigmatic designs. Or on the other hand, you could create some chaotic floating mess that revolves around the fortress or something. This is where you as an artist come in.
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
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Extending the space room:
... oops, I already did. But not by too much... it's only slightly bigger than before.
Made the Sun bigger, and placed a battle ship floating, and a few more meshes around, such as a control tower.

Maze and fortress:
In the cube room, I've made both a labyrinth and a floating cube fortress in the middle made of smoky glass.

You'll have to see, and say what you think.
Download:
http://www.filefront.com/17172415/DM-GeometryV4.zip
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Nelsoncarmo26
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Hey guys...
if you already tested this map... i know there are a few issues that I needed to solve, but it's now done.

1- There was a spawning node under the box, and it has now been removed.

2- The glass mover was way to low, stopping people from translocating into the fortress, and it has been fixed too.

3- This one is more like a preference than a problem.
I have placed a use trigger hidden, and that trigger is what opens the fortress.
I would like help in how do I set a trigger to activate a mover on a designated wave, instead of a use trigger?

Do report any other issues that you may encounter.
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DW_Ant
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Nelsoncarmo26 wrote:I would like help in how do I set a trigger to activate a mover on a designated wave, instead of a use trigger?
You don't need to place any trigger.

Simple set the mover to TriggerToggle
Tag to InvWave#
Then it should work just fine.

Haven't been map testing these last few days. I got an event tomorrow that I'm preparing for. After Saturday, I'll have some available time.
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
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So i don't need to place any scripted triggers?
Just those two settings?
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DW_Ant
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Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I've looked at this through offline. Here are some quick comments:
  • There are several pathnodes and one playerstart inside the cube staticmeshes. Please check your map thoroughly to make sure no monsters will spawn inside cubes. Looks like you already made note of this from an earlier post though.
  • Another thing is that you need to align the static meshes. Since they are cubes, they are the easiest shape to align. It'll be poor to see shapes like these overlapping each other. These aren't just the cubes on the checkered ground, this also goes to the windows, volumes, and subtracted brushes.
  • Speaking of alignment. I've viewed your map through the editor, and I found that none of your brushes, movers, and meshes are aligned to the grid. Misaligned BSP will cause HOM, you've only built some simple BSP maps so you probably haven't seen any of this yet, but for the future, make sure your Drag Grid button is toggled on (located at the bottom of the editor). Same thing with Toggle Rotation Grid near the drag grid button to prevent HOM.
  • The floating mover inside the floating base should be set to Ignore when Encroached so when a player blocks its way, it won't stop.
  • Also you should set the Adren mover to stand opened time. It's way to much to have 50 adren per second, but it'll better if players have to work for their adren.
  • I think you want the windows to be triggertoggle or triggeropenedtimed with a large stayopenedtimed value. The TriggerControl is used for doors (doors open and stay open as long as a player is holding this trigger).
  • Lastly, you have a useless subtracted BSP brush inside the floating fortress. It's not doing any good, so deleting it won't be so bad (you can see it in wireframe).
[/color]
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}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

[*]There are several pathnodes and one playerstart inside the cube staticmeshes. Please check your map thoroughly to make sure no monsters will spawn inside cubes. Looks like you already made note of this from an earlier post though.
Yes, I already checked it and fixed it.
[*]Another thing is that you need to align the static meshes. Since they are cubes, they are the easiest shape to align. It'll be poor to see shapes like these overlapping each other. These aren't just the cubes on the checkered ground, this also goes to the windows, volumes, and subtracted brushes.
I didn't see any volumes that aren't aligned, but the meshes were a little overlapded, and I now aligned them.
[*]Speaking of alignment. I've viewed your map through the editor, and I found that none of your brushes, movers, and meshes are aligned to the grid. Misaligned BSP will cause HOM, you've only built some simple BSP maps so you probably haven't seen any of this yet, but for the future, make sure your Drag Grid button is toggled on (located at the bottom of the editor). Same thing with Toggle Rotation Grid near the drag grid button to prevent HOM.
Sorry Ant, no idea what you're talking about here, as I never used those two functions.
I don't know what they do, or how to use them.
[*]The floating mover inside the floating base should be set to Ignore when Encroached so when a player blocks its way, it won't stop.
It's been removed, as it had no real purpose, I thought to make another section inside the cube, but changed my mind, so I deleted the floating platform.
[*]Also you should set the Adren mover to stand opened time. It's way to much to have 50 adren per second, but it'll better if players have to work for their adren.
It's not 50 adren per second technically, you have to hit the block every time to obtain adrenaline, and in the middle of the monsters and the confusion, players wont be able to stand there to hit the block every time to obtain it.
Specially in later waves when players are constantly getting hit by monsters, mostly titan's rocks, they wont be able to stand there.
Besides Ant, this map is unique, including this feature of obtainng adrenaline.
I have seen maps on the server, that have 10 super pills of 100 adrenaline close together spawning every second, so what's 1 pill of 50 per hit?
If we make every single map the same, then it becomes boring.
[*]I think you want the windows to be triggertoggle or triggeropenedtimed with a large stayopenedtimed value. The TriggerControl is used for doors (doors open and stay open as long as a player is holding this trigger).
It's ok, I know how to make use triggers that are used just once.
What I wanted to do is to know how to make the doors open at a specified invasion wave.
You said to place on the events wavenumber#, but what you didn't say was... in the events of what exactelly?
The mover events, or the triggered condition, or a scripted trigger?
But never mond about that too, as I just placed a switch near by and a use trigger that only works once.
[*]Lastly, you have a useless subtracted BSP brush inside the floating fortress. It's not doing any good, so deleting it won't be so bad (you can see it in wireframe)
Ok, got it... removed it.
Will upload the latest version later.
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:Sorry Ant, no idea what you're talking about here, as I never used those two functions.
I don't know what they do, or how to use them.
You just press the buttons on the bottom of the editor (toggle drag grid, and toggle rotation grid). This will automatically snap your brushes and meshes to the editor's grid. Making your task to align things much easier.
Nelsoncarmo26 wrote:Besides Ant, this map is unique, including this feature of obtainng adrenaline.
I have seen maps on the server, that have 10 super pills of 100 adrenaline close together spawning every second, so what's 1 pill of 50 per hit?
If we make every single map the same, then it becomes boring.
The reason why those maps are still there is because they were on the servers before we started enforcing this rule. First time mappers like to bribe MM players adren so they would vote the map so the mapper could see their map played frequently.
This results in overplayed maps. We got fairly tired of these 100 adren per second maps. If you search the forums, you could even find some topics that request stop sending these kinds of maps.
Now, to the original statement why the maps are still there is that we can't suddenly pull these maps from the servers without your hands getting bitten off. It's best to just upload balanced maps from now on.

Nelsoncarmo26 wrote:It's ok, I know how to make use triggers that are used just once.
What I wanted to do is to know how to make the doors open at a specified invasion wave.
You said to place on the events wavenumber#, but what you didn't say was... in the events of what exactelly?
The mover events, or the triggered condition, or a scripted trigger?
But never mond about that too, as I just placed a switch near by and a use trigger that only works once.
An event is a function call to all actors that has a matching tag.
Ex:
An event is called. The name of this event is: Treehouse
Then all actors that has the tag "Treehouse" will call it's trigger function call.
In DW invasion (not standard invasion). These events InvWave1, InvWave2, InvWave3, InvWave4, etc... are called automatically at the beginning of the waves.
When InvWave6 event is called, all listening actors that has a tag of InvWave6 will call its trigger function.

Since InvWave6 event is called only once, you only need to worry about setting these movers to triggertoggle. (That's a one time trigger, assuming you don't have any other actors in your map that triggers InvWave6 event).

If you want your movers to trigger once when someone presses the Use Key in a UseTrigger. Set the mover to TriggerOpenedTimed. This mover will open and stay open until the StayOpenedTime expires. So if you want this mover to trigger once, set the StayOpenedTime to 99999999.
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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