DM-Underworld-Battle-Arena (Map)

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DW_Ant
DW Clan Member
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Nelsoncarmo26 wrote:How's that... did you get scared?
I didn't check out your map, but I do have some doubt that you could scare people.

It's a bit difficult to develop a scary map. It's not about having some random texture pop-up in front of your screen, or splattering blood everywhere.

First things first, you'll need to get people more involved with the game. The higher the interaction between the player to the game, the more vulnerable they'll become.

To do that, you'll need to create an atmosphere. Since you're using 2k4, it's going to be tough to convert this atmosphere to something similar to uhh... Dead Space. Hint: learning advanced lighting techniques will help you out.

When players get involved with the game, that is when suspense builds up. Building the atmosphere is only the beginning, the direction you take them is the next step. What would you do when they are involved? Are you repeating the same scene over and over?

Like I said, it's going to be difficult to develop a scary part. I wouldn't be surprised if the tunnels gave me a chuckle or two instead.
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.

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Dynadin
Pro but Noob
Posts: 108
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Easiest way to scare someone in a game (though it is very hard to get scared of an Invasion XD) is to use sesory deprivation, which doesn't work if people have their sound turned off. Limit what people can see and hear and wondering what is around the next corner can give people a jump. The downside is most 'scare' tatics of games is having something that can unexpectedly kill you, but when you spawn each round death loses its fear factor.
To bring about the end you have to start at the beginning.
Nelsoncarmo26
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Yes, I know what makes a scary game.
I played Silent Hill, Resident Evil, Alone in the Dark... Hell, even Tomb Raider gets Scary at times, due to the anticipation of a trap and the fear of death.

...and so that is what I tried to capture in this map.
Ant, if you haven't played it, you have got to play this version now.
I'm not going to tell you about the maze, otherwize it will spoil the concept, and you will reply back to me stating you weren't scared.
Man, I made this map, so I know every inch of it, and I was slightly scared.
Turn off the lights, pump up the volume, and see if all the traps and anticipation of death does not scare you atleast a little bit.
Plus I know that you will respawn the next wave, so it's like... whatever!

I was going to force a respawn for every player into the tunnels on wave 6 or so, about half way through, so everybody would have to go throught it, and if everyone dies, then it's the fear of losing the map.
However, I had second thoughts, and it may have been too difficult, so I didn't.


About the map:
UnderWorld Battle Arena Version 4-B

If you find the map too hard to play, I can write a walkthrough, and post it on the server, shall the server request me to do so.
This map was designed to bring the best in every player onto the field.
You not only have to fight the monsters, but you have to survive numerous traps, press switches, etc... if you want to find the best weapons.
I know I "said" typed this before, but...
This map mixes 3 games in one. Has I stated before... Mortal Kombat, Silent Hill, and Tomb Raider.

Download Here:
http://www.filefront.com/15433223/DM-Un ... na-V4B.zip
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Dynadin
Pro but Noob
Posts: 108
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Location: England

Sounds interesting. I think I will give it a test myself today.

EDIT:
- Ok, after a very quick test one problem that has come up. Monsters spawn inside the maze, and they don't set off the traps like players do, making it very hard to kill them. This could cause problems as running around for that 'last monster' can make people bored; especially as it is every wave.

- Some of the traps need a warning. The redeemer blast one hit killed me and I still don't know where it came from. sIt is all well and good having things that kill you but if you can't learn where it is for next time that it makes it redundant in a map where survival is the main objective.
To bring about the end you have to start at the beginning.
Nelsoncarmo26
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Dynadin, thanks for testing the map and your coments.
To reply to your coments, let me make some points.
bare in mind though, that if the changes are really required, I can always make a copy of the map, name it version 4-C or whatever, and make the changes... meanwhile read this though.

>The monsters aren't supposed to set off the traps, otherwize it would kill them and let you know where they are.
>Traps aren't meant to be told where they are, otherwize it wouldn't be a trap. (I did place kind'a warnings in some places, but you don't know what's going to happen the first time you play).
>Once you triggered the trap once, you will remember it next wave, and wont go through there again, or find a way to go through it.
>There are certain dead ends, with teleporters, that will confuse you, but you can also use to your advantage for a quick escape from a monster, shall you be low on health.
>No Survival game ever lets you know where the traps are, otherwize it would not be survival. You just have to learn where they are.
>Plus, you don't have to go to the tunnels, I added lots of other things in the main arena area, and there are other ways you can get to the safety of the bunkers up on high (Look up). you just have to find out how to get there.
Look Hard, next time you play.

The tunnels are just an extra to spice things up and to get the redeemer really, as I have been meaning to make maps like this, so I took advantage of the theme and made it in this one.
You can stay in the arena and the bunkers alone and make it all the way.
You got everything you need on the main area to survive, arena and bunkers.
The tunnels are for the more adventurous players.
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Dynadin
Pro but Noob
Posts: 108
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Location: England

Nelsoncarmo26 wrote:Dynadin, thanks for testing the map and your coments.
To reply to your coments, let me make some points.
bare in mind though, that if the changes are really required, I can always make a copy of the map, name it version 4-C or whatever, and make the changes... meanwhile read this though.

>The monsters aren't supposed to set off the traps, otherwize it would kill them and let you know where they are.
>Traps aren't meant to be told where they are, otherwize it wouldn't be a trap. (I did place kind'a warnings in some places, but you don't know what's going to happen the first time you play).
>Once you triggered the trap once, you will remember it next wave, and wont go through there again, or find a way to go through it.
>There are certain dead ends, with teleporters, that will confuse you, but you can also use to your advantage for a quick escape from a monster, shall you be low on health.
>No Survival game ever lets you know where the traps are, otherwize it would not be survival. You just have to learn where they are.
>Plus, you don't have to go to the tunnels, I added lots of other things in the main arena area, and there are other ways you can get to the safety of the bunkers up on high (Look up). you just have to find out how to get there.
Look Hard, next time you play.

The tunnels are just an extra to spice things up and to get the redeemer really, as I have been meaning to make maps like this, so I took advantage of the theme and made it in this one.
You can stay in the arena and the bunkers alone and make it all the way.
You got everything you need on the main area to survive, arena and bunkers.
The tunnels are for the more adventurous players.
There are several flaws in this. Mainly, you cannot learn where the traps are. One corner looks much like the previous one so learning where a trap is becomes near damn impossible. I do not mean something obvious to tell people there is a trap there, but maybe something that, once you have set the trap off, it is by 'the piece of wall that is slightly different' kind of thing.

The next that, if monsters don't set the traps off, then it becomes too hard to kill them. No one is going to brave the tunnels at a low wave for some low level monsters. This means that the players are going to have to wait for the wave to end for the next one to start. It is all well and good to make a map interesting and hard but it still has to fit with the 'invasion' classification.

Take absolute hell. It is hard, there are traps and challanges and events. There is always something, a misplaced rock, a different texture, something like that to tell you where the trap is. That and, where there are traps that can kill you, no monster can spawn there, meaning the flow of the waves is still kept intact. It relates to what Ant has said. Yes the level may be very well made, very interesting and challenging, but it still has to have a smooth flow.
To bring about the end you have to start at the beginning.
Nelsoncarmo26
1337 Haxor
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I just tested the map again properly on Invasion.

The monsters DO set off some of the traps, like the bomb traps near the end of the tunnels.
(All triggered traps can be set off by monsters)
You sugested that they would and they do.
So I don't think you played this map, atleast not the latest version. Otherwize you would have known.

So you think I should take the path nodes out of the tunnels?
Monsters still spawn on the teleporters though.
You would find less monsters on the tunnels, but still come across a few.

You also think I should place more hint messages about the traps?
Places do have differences though, you just have to look around and familiarize with the surroundings.
It does look different if you are patiente enough to look.

Every trap is unique, for the exception of the explosions which are side by side, but even them have differences.
Once you open the door, a message comes up "Something happened". then...
If you look at one in the right, there's a damage base, the one on the left... you can see the adrenaline.

Have you played the latest version though?
What do you think of the bunkers?
Think they are too high up or just about right?
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Aravona
Killer in Training
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Ok I just downloaded this map and had a look. I'm by no means a mapper but I do thoroughly beta test every single one of Dynadins maps whether it is submitted or not, and I don't hesitate to let him know whats C%*p. I've made campaigns etc for other older games. I'm also a coder - just not a mapper :)

I played for about 2 minutes. I must say that graphically its a very good map. Its a big map, though I never made it to these tunnels you mentioned. I gave up when the mover I was on dropped me suddenly - I may have a level 12x WM but I'm poor aim with a trans and couldn't get myself to safety after I realised it dropped. I don't like maps that are too trap filled. It took me about 5 plays to decide that Absolute Hell was worth trying to survive on (And even then a flight wep inside one of those boxes was always my best bet) and that was after I played it on single player lol - and in my mind, thats not the best way to learn the maps secrets.

I stopped simply because there didnt seem any trustworthy way to get around. If your making any changes i'd like to give the next version a go :)
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Nelsoncarmo26
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There are two ways to get to the safety of the bunkers.
One is through the tunnel/maze, and the second is hidden in the wall by the arena.

Now, not everywhere is trechorous (I'm I spelling it right?). There are safe places you can stay on and survive the whole game. You just have to give the map a chance.

Three of the bunkers are safe, the red bunker isn't because the monsters spawn on teleporters.

If the server decides the tunnels are too much, then I'll just make a copy of the map, rename it, and delete the tunnels.
Then I'll just recycle the tunnels and make another map out of it, where I can add safer tunnels and places to be safe.

Alternativelly I can type a walkthrough to this map, like I stated before.
A simple quick guide in how to survive this map.
To me i think the walkthrough option is the best way to go.

But at the end of the day, it's up to the server to add the maps to the selection... and that's why I'm flexible in changing them acordingly.
If I don't like the changes they want, I make copies of the maps and build one the way I want for personal use, or make different versions, and upload them to my website.

As for visuals, I did state the map is not very visually appealing, but then again i have seen maps on the server... and not just this server, that looked like they were made by ten year old kids, yet people like to play them.

So it just goes to show... you would be suprised sometimes...

I started making maps for Command and Conquer Red Alert for God's sake, and sometimes the better the map was visually, the less people liked the map.

I made maps for C&C Red Alert, War Wind, C&C Generals and Zero Hour, amongst few other RTS games, and now for UT2004... and I must say I really enjoy making maps for UT2004.

I really enjoy making Survival Horror type maps, it's a shame that Ut doesn't have a Story mode where you can use your own maps.

Anyway, I'm going off topic here, but I guess my point is that I want to make unique maps, and give players the expirience of other games.
Last edited by Nelsoncarmo26 on Thu Jan 28, 2010 2:37 pm, edited 1 time in total.
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Dynadin
Pro but Noob
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Nelsoncarmo26 wrote:I really enjoy making Survival Horror type maps, it's a shame that Ut doesn't have a Story mode where you can use your own maps.
There used to be a thing you could download which allowed to you make single players in UnrealEd 3.0 and export them to a standalone .exe program (it just exported the meshes / textures etc you used to make it smaller) For the life of me though I can't remember what it was called. I made a few single players on it myself but my computer had to be formatted so I lost them and the program. Anyway, off topic as well.

I think I have said enough so we just need some admins / testers to speak now. I can only test it with the normal invasion so a person who can use the DW invasion can give a better insight. You never know, it could be a lot better with the real deal.
To bring about the end you have to start at the beginning.
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