DM-DarkAgonWastes (Metroid Prime 2: Echoes Tribute) [MMs]
Posted: Sun Nov 16, 2014 7:49 pm
Having a bit of inspiration lately from playing the Metroid Prime games, I've begun working on another map project for the Monster Mash servers. I have been lazy with my other project, DM-Tourian, but that doesn't mean the project is dead, I just wanted to get other sources of inspiration in my UT2004Editor.
Currently, I've got the battlefield as a wide open area, but I do plan on getting it filled with spires, plateaus, and maybe a couple caverns in there as well. My thoughts make it so it'd be open, almost like AbsoluteHell, but not extremely tough to survive while keeping the safest areas still exposed whenever possible to monster attacks, but with a lot less punishment compared to AbsoluteHell. I'd probably factor it at around a 7 or an 8 on the difficulty scale (1 being Super Easy, 10 being Super Hard).
I'm trying to be accurate with the atmosphere that was in the game, Hazardous/Toxic to be in, but I've got an idea for neutral healing zones scattered throughout the map, similar to the Luminoth Light Beacons both Crystalized (Permanent activation) and Energized (Shoot to activate, 30 seconds until deactivation, repeat).
I tested the Crystalized Beacons, making the whole map a Hazardous PhysicsVolume (PV), then adding neutral healing PV around the test Beacon, but damage from outside still persists while inside the Beacon's Area Of Effect (AOE). Is there a way to make the priority of a PV be higher than another to prevent this? Or would I have to manually build the Hazardous PVs around the Safer ones? Also on this subject, is there a way to make Mines from the Mine Layer not detonate due to these PVs?
I do have a question about the Hazardous PVs in terms of the amount of damage, should I make it high like 10-25 HP damage/second, or low with about 1-2 HP damage/second? Or should I forget it all together and only make Healing Beacons?
Anyways, I hope that this sounds like a neat idea for a map, although between my FanFiction writing/reading, Playing on MMs2, and General Laziness, I can get distracted quite a bit.
I'll continue to work on this new map project and the DM-Tourian project when I get inspired (off my butt, as I think it seems). I feel that I'm shooting myself in the foot, as the expression goes, with not one, but two projects. But meh, I'll get done what I can and hopefully have at least something up in the future whether it's this map, DM-DarkAgonWastes, or DM-Tourian, it's the least I could do for DW with providing an awesome experience. :sbigsmile:
[hr]
Semper Fi. OORAH! :salute:
Currently, I've got the battlefield as a wide open area, but I do plan on getting it filled with spires, plateaus, and maybe a couple caverns in there as well. My thoughts make it so it'd be open, almost like AbsoluteHell, but not extremely tough to survive while keeping the safest areas still exposed whenever possible to monster attacks, but with a lot less punishment compared to AbsoluteHell. I'd probably factor it at around a 7 or an 8 on the difficulty scale (1 being Super Easy, 10 being Super Hard).
I'm trying to be accurate with the atmosphere that was in the game, Hazardous/Toxic to be in, but I've got an idea for neutral healing zones scattered throughout the map, similar to the Luminoth Light Beacons both Crystalized (Permanent activation) and Energized (Shoot to activate, 30 seconds until deactivation, repeat).
I tested the Crystalized Beacons, making the whole map a Hazardous PhysicsVolume (PV), then adding neutral healing PV around the test Beacon, but damage from outside still persists while inside the Beacon's Area Of Effect (AOE). Is there a way to make the priority of a PV be higher than another to prevent this? Or would I have to manually build the Hazardous PVs around the Safer ones? Also on this subject, is there a way to make Mines from the Mine Layer not detonate due to these PVs?
I do have a question about the Hazardous PVs in terms of the amount of damage, should I make it high like 10-25 HP damage/second, or low with about 1-2 HP damage/second? Or should I forget it all together and only make Healing Beacons?
Anyways, I hope that this sounds like a neat idea for a map, although between my FanFiction writing/reading, Playing on MMs2, and General Laziness, I can get distracted quite a bit.
I'll continue to work on this new map project and the DM-Tourian project when I get inspired (off my butt, as I think it seems). I feel that I'm shooting myself in the foot, as the expression goes, with not one, but two projects. But meh, I'll get done what I can and hopefully have at least something up in the future whether it's this map, DM-DarkAgonWastes, or DM-Tourian, it's the least I could do for DW with providing an awesome experience. :sbigsmile:
[hr]
Semper Fi. OORAH! :salute: