Map Project

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superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Oh lol i forgot about your request.

Yes i will maybe include your personal Non deathly room :D
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Alright my room is up :D

It's not complete. I'm waiting for a few things. Also I can't figure out what in the world is wrong with my fluid surfaces. Please let me know what's wrong with them if you happen to figure it out :)

I've placed in a redeemer & a player start for testing purposes. You may delete them when we're placing our pickups & such.

If you open my room in the editor, I've placed a million note pads if you want to read specific details in what needs to be done.

Enjoy!! :D
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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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

okay im gonna dl this now But i reformatted so unreal ed isnt installed yet, gimme 15 mins and ill install :)
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superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Very nice room mr.boss, didnt look thoroughly but will play it lata, form what i seen you put alot of effort into it.
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40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

There were a couple of things I just wanted to post...

Firstly, I think we should use either Warp Zones or corridors to link the rooms, and not teleporters, as this means that players aren't walking blind into different rooms. Also, most projectiles (and monsters?) can go through them.

Also, if anyone's room is too big I think it can be scaled down with a tool, though everyone probably knows that already :P

My room is coming together nicely, and I'm very sure it'll meet the deadline :cheers:
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I love the smell of UnrealEd crashing in the morning.
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

2 rooms ive received are good sizes.

Also if we attatch some via tele's mr.boss has working online feed video cams. i think would be cool to have like a main room with teles to each room with the name above the tele.

Has anyone played the old crash bandicoot games where theres lotsa teles around the walls and you decide what mission you want? sort of like that.
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Seintz
Pro but Noob
Posts: 105
Joined: Thu Jul 24, 2008 11:00 pm
Location: Germany
Contact:

i think if u get through a tele there must be kind of little safe place that monster dont attack you instantly if u get there
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nice point you got there, Seintz! I totally agree, it'll be very frusterating to some players to teleport right underneath a raptor's mouth.

We have to place these teleporters within the safe spots (or at least a decent spot not in the middle of the battlefield) of the rooms. Same goes to leaving the room as well. Do you think we should place the teleporters on some sort of ledge where it's out of reach from monsters in the neutral zone?
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}
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Well maybe high up on a platform with blocking volumes, or add a 20 seconds protection after tele, but i could see problems with trying to glitch the safe time by going in and out etc. will be easy to make it in a easy enough place so they get the chance to run :D
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Draco
Camper
Posts: 68
Joined: Wed Nov 29, 2006 12:00 am
Xfire: dracothedragon73

imo it would be better and easier to just attach all the maps to the "main room" through doorways and hallways, and i believe it would be much better than portals.

portals are to "finicky" and "boring" all you will have is a room with a bunch of portals, which restricts "game flow" because you can only have 1 person go through them at a time, it restricts game play, and it restricts the overall view and feel and look of the map .

it restricts game play in more ways that not, like i had stated, if you just have portals only 1 person or monster at a time can transport through them which limits everything. Then you get to the fact that you cant "see" through them, so you never know whats on the other side. which is also a big problem, especially if you are looking for something, you will physically have to go through all the portals looking for what it is you are looking for. and it restricts where you can go, for instance look at luci round, what happens if the lucis spawn in one of our rooms right next to the portal, no one will know it cause they cant see it, and the second they walk through the portal he is going to kill them instantly...idk there are alot of instances i can describe but i will leave it at that

The portals also restrict the view and look of the map, IMO it would look 10 times better to be in a center room and look around and see doorways, and even hallways (if needed) leading into the larger custom rooms everyone has built...instead of looking around and seeing 4-6 portals...it just doesnt have the same impression.


but thats just my 2 cents
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