Arctic Conquestion II Beta map
I posted the newest beta of Arctic. In it you'll see a tall tube type deal where when you enter, it will pop you up in the air then transport you to the node listed on the sign posted outside the tube. Let me know what you think. I did this just to be different. There is so many things you can do with the unreal engine, and yet you see the same method for transporting time and time again. This is done just to be different, thats all. Before I forget, when you re-appear to the node listed, you end up in mid-air a safe distance from the ground and fall, but not from a height that will hurt you. I saw the bot come thru and its kind of funny seeing a body burst out from the sky and land... This method also prevents a player from being "telefragged" when multiple people try to transport too soon one after another and one dies, this won't happen with this method.
Well indoor map, will it be a minime type thing?. If not what kind of vehicles if any are you proposing?. I just thought of something. Why not make a minime map on a printed circut board. We can fight around a large heatsink and jump from capictor to capictor.DW_Wraith wrote:Hornet: I added 2 redeemers, let's see how that plays out when the next revision is ready.
If you want, I am wanting to create an indoor map, what you can do is figure out "The Perfect Node Layout". I want to build a map by starting with the most important part (node layout). You can decide on whether there are multiple levels, and what nodes go where and how they are interconnected.
Perhaps its time to try Toxic's thought about a Frag-Mart style map/mall. LEt me know what you come up with.
Did you use a physics volume to do that? You can also set up another volume that is really small at the landing point with a low terminal velocity. That way, no matter how high you shoot them up, they will be safe coming down. I wanted to do that for that MT-Olympus map I was working on, but I never figured out that falling through the mountains thing.DW_Wraith wrote:I posted the newest beta of Arctic. In it you'll see a tall tube type deal where when you enter, it will pop you up in the air then transport you to the node listed on the sign posted outside the tube. Let me know what you think. I did this just to be different. There is so many things you can do with the unreal engine, and yet you see the same method for transporting time and time again. This is done just to be different, thats all. Before I forget, when you re-appear to the node listed, you end up in mid-air a safe distance from the ground and fall, but not from a height that will hurt you. I saw the bot come thru and its kind of funny seeing a body burst out from the sky and land... This method also prevents a player from being "telefragged" when multiple people try to transport too soon one after another and one dies, this won't happen with this method.
Hey Zeus!
What I did, was really simple, I just put in a jump pad so when you enter it will pop you in the air. I put the jumpspot directly above the jumppad and the transporter above the jumpspot.
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transporter--------> T
jumpspot----------> JS
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jumppad------------>JP
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My first thought was to use volumes, but didn't know what one to use, and how much fooling around or experimenting it would take to get it working, and so I went with the this idea first. It seems to work well. If you try it and have problems with it sometimes working or not working, you can goto the "collision" of the jumppad and/or jumpspot and change the diameter to fit the space. To see the amount of space the action will work under, right click on the editor windows and select radii view under the actors section.
I was thinking with your mountains and falling thru is because maybe you need to "soften the bottom portion of the mountain, the amount of curve may be too much where vertical polys meet horizontal ones. Thats the only thing I could come up with...
What I did, was really simple, I just put in a jump pad so when you enter it will pop you in the air. I put the jumpspot directly above the jumppad and the transporter above the jumpspot.
____________________________
transporter--------> T
jumpspot----------> JS
|
|
|
|
|
|
jumppad------------>JP
_____________________________
My first thought was to use volumes, but didn't know what one to use, and how much fooling around or experimenting it would take to get it working, and so I went with the this idea first. It seems to work well. If you try it and have problems with it sometimes working or not working, you can goto the "collision" of the jumppad and/or jumpspot and change the diameter to fit the space. To see the amount of space the action will work under, right click on the editor windows and select radii view under the actors section.
I was thinking with your mountains and falling thru is because maybe you need to "soften the bottom portion of the mountain, the amount of curve may be too much where vertical polys meet horizontal ones. Thats the only thing I could come up with...
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Totally cool way to travel!
(now I know how the little carriers feel at the drive thru bank...LOL!!)
Nice job, Wraith!!
KKat
(now I know how the little carriers feel at the drive thru bank...LOL!!)
Nice job, Wraith!!
KKat
Hornet: I don't necessarily want a mini me map, I want/was thinking that the objects to be around the right size to the character.
The circuit board is O.K., and if your serious about it, we can use that theme. Of course, then it will have to be mini-me style.
on a side note: I always wanted to do one based on the HBO show Carnivale. I loved that show, too bad it was axed just as it was getting really interesting....
Anyhow, draw up some node patterns and go from there....
The circuit board is O.K., and if your serious about it, we can use that theme. Of course, then it will have to be mini-me style.
on a side note: I always wanted to do one based on the HBO show Carnivale. I loved that show, too bad it was axed just as it was getting really interesting....
Anyhow, draw up some node patterns and go from there....
Man this map is really playable so far. Im really liking it. I havent tried it with the tubes that should be fun.
My only thought was to lock out the mini turrets. I went to oppisite sides middle node and spawned killed Vic like 50 times so he couldnt get the manta he was wanting.
wp
My only thought was to lock out the mini turrets. I went to oppisite sides middle node and spawned killed Vic like 50 times so he couldnt get the manta he was wanting.
wp
DW_Wraith wrote:Hornet: I don't necessarily want a mini me map, I want/was thinking that the objects to be around the right size to the character.
The circuit board is O.K., and if your serious about it, we can use that theme. Of course, then it will have to be mini-me style.
on a side note: I always wanted to do one based on the HBO show Carnivale. I loved that show, too bad it was axed just as it was getting really interesting....
Anyhow, draw up some node patterns and go from there....
Ill get back to you when i find a schematic and models for the map :).
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and that is bad how? :compress:joeblow wrote:Man this map is really playable so far. Im really liking it. I havent tried it with the tubes that should be fun.
My only thought was to lock out the mini turrets. I went to oppisite sides middle node and spawned killed Vic like 50 times so he couldnt get the manta he was wanting.
wp
That is what I thought as well, when I read that. Kind of like turning the tables on him.ToxicWaste wrote:and that is bad how? :compress:joeblow wrote:Man this map is really playable so far. Im really liking it. I havent tried it with the tubes that should be fun.
My only thought was to lock out the mini turrets. I went to oppisite sides middle node and spawned killed Vic like 50 times so he couldnt get the manta he was wanting.
wp