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DM-IslandStrike - Assault conversion

Posted: Wed Jan 20, 2010 5:54 pm
by Skyline
This is a heavily-modified version of AS-UCMP3-IslandStrike by LordSimeon. The main difference is probably that the entire interior section (behind the huge doors) has been removed for gameplay flow reasons, but alongside that a large number of pickups and new details have been added, bugs have been dealt with, and everything else needed for a great Assault map to be a great Invasion map has been done. New items in the form of Armor Shards, the Personal Ion Cannon, the Enhanced Minigun Turret and the Gravity Belt.

Screenshots:
Image Image Image The new pathing network Image The original map had pretty good optimization, but there's a lot more I can do on that front, so tell me if you get low framerates anywhere around the map and I'll take a look. In a later version I'll add a wave event to Wave 16, but since I'd like to do some pretty spectacular things there I think I need a little more practice with emitters first :ssmile: .


Download Beta 1

Note that you need the Ripper files extracted


Any comments/suggestions welcome

Re: DM-IslandStrike - Assault conversion

Posted: Thu Jan 21, 2010 11:50 am
by DW_Ant
I had decent frame rates during the assault version of this map. I think it will be okay in MM since there are obstacles and hills blocking players' field of view.

Pathing looks reasonable, eye candy is appealing, gameplay looks good (wondering what you did about the water though), I think this map will be the next SubRosa, maybe better.

About the minigun turrets, I would estimate to set the damage modifier to 3. I have a feeling that Damage Bonus doesn't apply, or if it does, at least we should act like they have triple damage on all the time. They can't last long since they're turrets, and they cannot dodge titan rocks.
Hey if it gets turret gets overpowered, we can ask to turn it down ;)

Re: DM-IslandStrike - Assault conversion

Posted: Mon Jan 25, 2010 1:46 pm
by DW_Ant
Missing a file:
Starship

Re: DM-IslandStrike - Assault conversion

Posted: Tue Jan 26, 2010 5:38 pm
by Skyline
Put on a second clean UT install earlier (since UTDeps is only useful to a certain extent when you're using 80+ packages) and found a second non-myLevel'd package along with Starship. Beta1 should be out within a couple of days, but Starship.utx and AmbModern.uax are here if you want them.

Speaking of packages, since it seems the GravBelt needs a package of its own, would you rather I kept PICResources.u as a separate file (thus reducing the file size of each map it's used on by 1.5MB) or myLevel it all just for simplicity?

Re: DM-IslandStrike - Assault conversion

Posted: Fri Jan 29, 2010 4:20 am
by DW_KarmaKat
40 Shards wrote:Put on a second clean UT install earlier (since UTDeps is only useful to a certain extent when you're using 80+ packages) and found a second non-myLevel'd package along with Starship. Beta1 should be out within a couple of days, but Starship.utx and AmbModern.uax are here if you want them.

Speaking of packages, since it seems the GravBelt needs a package of its own, would you rather I kept PICResources.u as a separate file (thus reducing the file size of each map it's used on by 1.5MB) or myLevel it all just for simplicity?
Hey ya!

The last version of UTDeps that I have won't allow you to point it at a different installation...it defaults to whichever UT install you have on your C: drive (even when I installed it on a separate hard drive on the same machine). I have gone so far as to install it and a clean install of UT on a totally separate computer (yay for home networking!). :D Kind of a pain in the butt..but between doing that and opening maps in the editor I can usually isolate missing resources.
I don't know if the UTDeps developer is still around..but how hard could it be to code in an option that lets you point it at what ever directory you want it to use?

I'd much prefer the keep it simple option...anything you can do to keep files organised and compact is a win-win for me. Handling numerous maps from several different mappers who in turn make several revisions of each map...makes for a LOT of record keeping. myLeveling content is a very large help! :)

Looking forward to your beta!

KKat

:flower:

Re: DM-IslandStrike - Assault conversion

Posted: Wed Feb 03, 2010 2:39 pm
by DW_Ant
Keep in mind this is only an offline test. These are some notes only I found.
When we test this with the group, there may be more.

The only things I found:
  • The satellite doesn't kill players while they're swimming underwater.
  • You should spread out the weapons a bit more. I'm not saying remove the lockers at the beginning, but maybe you should have some of the popular weapons placed else where. The grenade launcher could swap positions with the mine layer. Or the mp5 could switch with the rocket launcher (Just examples).
  • Glitching. There is water underneathe the island, I'm certain people will abuse this. Therefore, it's important to seal all glitching holes or this map could be glitcher's haven like the old Desert Isle.
    -I managed to get under the terrain by transing near the missiles (where the terrain meets the platform)
    -Left Side of ramped base (where the door is, but outside of the frame. Where the terrain meets that building).
    -By the docks where the super adren rush is (there are some floating rocks over there on the left side facing towards the island). I think just fixing the rocks should stop me.
    -Under the spawn platform #2 (the red one). When the terrain climbs up to the ledges, I can glitch when they meet.
  • Last thing to mention is that you need to mylevel the external packages. Converting those static meshes and ambient sound will save many people a lot of trouble (ranging from admin's uploading to user's downloading). Let me know if you are having difficulty myleveling these packages.
Good job with this map!
I'm still curious in what you did on wave 16. I can only wait :P[/color]

Re: DM-IslandStrike - Assault conversion

Posted: Wed Feb 03, 2010 3:59 pm
by Skyline
Been busy the last week or so, but along with fixing various things I've tidied up some of the architecture and moved/removed a lot of pickups. On the weapon front, the ML is now where the Grenade Launcher was, the minigun is now where the MP5 was, and the MP5 is now by the SuperHealth at the docks. The GravBelt works properly now that it's in its own package. On the subject of glitching, you do know that the original map came with a 3-foot wide hole under the terrain... :stongue:

Also, I'm removing the custom Painter until beta 2 when I add in the all the wave 16 events, since effectively it won't appear until the final wave, and without the scripted events it won't really make sense if a massively powerful weapon appears for no particular reason.

Re: DM-IslandStrike - Assault conversion

Posted: Mon Feb 08, 2010 5:51 pm
by Skyline
Long overdue I know, but I finished everything up tonight. All that's needed now are the Ripper files and ChaosPickups.u (which is in the download). Notable changes: anti-glitching methods, collision fixing, cleaning up architecture + pickups, much fewer monsters spawning at the PlayerStarts, myLevel'ing, and lots of tweaking. I'll go into details tomorrow.

http://www.filefront.com/15536077/DM-Is ... beta1.zip/

Re: DM-IslandStrike - Assault conversion

Posted: Tue Feb 09, 2010 12:16 pm
by Skyline
Custom Content

- Added in the GravBelt
- Added a few more, redone Nali Fruit - they now give 49 health rather than 29, can Superheal and have their own pickup sound
- Increased the base damage done by the PIC from 150 to 200 (the Redeemer is set to 250 with the same damage effect)
- Altered the damage, spread and health of the Enhanced Minigun Turret, and enabled respawning
- Added in VSOverride so the turret shows up in Invasion
- myLevel'd everything except the Chaos Pickups (Armour Shards and Gravity Belt)

Fixes

- Fixed the collision on the plank of wood by the turret and around the fences
- Fixed several glitching spots, and corrected the rock's rotation near the SuperUDamage (honestly, how'd I miss that before)
- Added a teleporter with a huge radius for anyone who gets under the terrain
- Added a blocking volume above the PlayerStarts which removes the majority of monster spawning there
- Replaced the IonKillVolume with a massive ring of teleporters which simply take you back to the island

Tweaks

- Altered a few bits of architecture, including opening up the large gates by the oxygen tanks
- Removed the ML and minigun from the lockers and altered weapon spawns accordingly
- Tweaked the ammo at the lockers, and moved around the ammo pickups
- Changed the third projectile of the Miniboss to the power generator, which now has the correct texture setup
- Tweaked the lightmaps on several surfaces
- Added CullDistance to a few objects, as well as changing a couple of other very minor things

Re: DM-IslandStrike - Assault conversion

Posted: Wed Feb 10, 2010 1:51 pm
by DW_Ant
The main problem with this map is the unneeded terrain. Not only it makes your map size larger than needed, but it also provides room for players to screw around. Placing blocking volumes or ion painter countdown around the island and over terrain where players don't need to go (like behind the nuke layer, the missile platforms, etc...) will help out.
Also doing this will also save you the trouble in how to prevent players from using the hoverboard over the ocean.

You did well with the new teleporter at the bottom of the terrain, but there's a section that's above the teleporter. Next to the wall (the wall closer to the nuke layer behind the power boxes when the terrain slopes up, you can trans in the corner and land safely on a floor above the teleporter. I hope this is descriptive enough where you can find it. Let me know if you want more details.

Some visual things to note:
The pConsole static mesh from AlleriaHardware package by the radar dish near the docks is not completely touching the wall behind it.

The parachutes seems to be out of place. I know this may be a bit tricky to do, but if you know how to animate the parachutes (since the wind is blowing) that will be cool. If you don't know how to use the xProc mesh, that's okay, too. This isn't a needed fix, just pointing it out.
The parachute on the ground should be more flatter than it is now.

The minigun turret is good. It does slightly more damage than the mp5, but but the risk of unable to dodge incoming projectiles makes the turret worth jumping onto.
Gravity belt looks good.
Super Adren respawns in a reasonable fashion.
Super Adren Rush is good.
Weapon pickups looks good.