map: Glacier Facility (rc1 on server)

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monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

I took the opening facility from the assault map Glacier and have begun cleaning it. The map goes as far as the first door to be blowed up by the ion tank. basically there's 2 large areas separated by a facility. the towers in front will be opened up for sniping while the back area will be left to ground level.

inside the facility i will be adding a couple of halls that open it to the back so that i can leave the bulkheads closed and keep framerates down.

so far i've cleaned it of irrelevant entities, assault switches n such. Ima do some more tonight, and hopefully it should be ready for a test in a couple days.

One thing about this map... i forgot that the facility is like a construction kit of pieces of building. I may use them for something original down the line cuz it could probably come together pretty quickly using those sections.
Last edited by monsTo on Wed Jan 17, 2007 8:27 pm, edited 2 times in total.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

so i've been messin with this bit . . . and the view optimizing has been kicking my ass.

for all inside zones, except for 2, the portal-sheet that is across an open doorways acts OPPOSITE of the way a portal is suppose to work. that is, it blocks whatever is directly behind the portal as opposed to blocking what's behind the bsp surrounding the portal.

i even went so far as to copy the portal-sheet from one of the working doorways to the affected areas and it still didn't work.

any suggestions? this is the only thing stopping me from working on entity placements and finishing this thing.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

well i figured part of it out... from the back you can't see the ENTIRE front, and from the outside you can't see the ENTIRE inside, but from inside you can still see all of the back OR all of the front, depending on where you are, but not both. i guess that's good. it still needs to be better tho.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

i didn't figure out as much as i thought i did. so i'm tabling this thing until it gets fig'd. with as many monsters as there tends to be, it'd be a real hog of a map if it's drawing the whole map AND all the monsters. nobody would want to play it because it runs choppy.

from the back you can see almost the entire map except for a couple of pockets. BUT when you go into the two rooms in the back, they successfully occlude visibility the way it should

anyone that cares can take a look. load it up and console "rmode 1" and you'll be able to see what i'm talkin about. the stupid part is that the only places that work right are about the most obscure.

http://www.monsto.com/DM-[INV]-GlacierFacility_2.rar
kaeolian
1337 Haxor
Posts: 661
Joined: Thu Dec 29, 2005 12:00 am
Location: U.K.
Contact:

I dont have ny advice on this one but just wanted to say keep going, it sounds good and I cant wait to play!!!
Aih PittaH TeH F00l !!!1!11


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DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Mostly done with this one now. Going to finish it up tomorrow hopefully.

Some notes to myself...

Sniper Nest 2 (3?)
Buildings + Blocking Volumes / Walking Volumes
Windows + Glass
Playerstarts / Weapon Placement (General Pathing)
Open/Close doors?

Block off edge of map / Terrain issues
Fix Antiportals/Blocking near SNTower#3
Fix lights/coronas on Tower #1
Kickers on shore (?)
Exit Door
Blocking on High Tower (?)
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

hm... no awesome smiley so i'll just use (=
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

X Sniper Nest
X Sniper Nest 2
X Buildings + Blocking/Walking Volumes
X Windows/Glass
X Terrain / Edge of Map
X Exit Door
X Tower 1 Lighting

-StallZ (High Tower) - Runtime Errors...

To Do:

Sniper Nest 3
Playerstarts / Weapon Placement (General Pathing)
Open/Close doors (?)
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

i figured out that the doors are the problems with the visibility. without the the back bulkhead door, the inside zone can see the outside zone. and since there's only one big huge outside zone for the whole map, seeing out the back is the same as looking out the front.

so from the back you can probably see the entire front, but at least you're not seeing inside.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Okay, Wraith was nice enough to get RC1 up on the server for us last night and force it.

Thought it went okay -- Unfortunately too many of the monsters for my liking were going for a swim. I'm going to have to adjust the botpathing so they go there less often. There's also a strange terrain bug where monsters get stuck and become extremely difficult to hit ...

There's also the FluidSurfaceInfo wackiness to fix...

I probably want to add in openable-closeable doors eventually so that people can defend the lower levels of the structure more easily. It was pretty much completely overrun the whole game last time.


Next Version:

Monster Pathing
FluidSurface Wackiness
Underwater Stuck Issue

Maybe:
Doors/Triggering
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