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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sat Apr 21, 2012 11:33 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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MH-UM-BlueTown. ive been working on it for about 4 days. looking pretty good after a few months without mapping :/ thats why maps are kinda bad + im lazy sooo heres the pics after a few minutes after mapping. i accidentaly put the starting pic on the mapping topic though, :\ sooo check that out i poined some stuff out and soo yeah check it out  |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sun Apr 22, 2012 2:33 am
Post subject: Re: -=]UM[=-Zac's Maps |
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Almost done, just need a few more clips and ships here and there but its lookin good  |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sun Apr 22, 2012 4:23 am
Post subject: Re: -=]UM[=-Zac's Maps |
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MH-UM-DjOrinoco. made for DJ |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Mon Apr 23, 2012 3:46 am
Post subject: Re: -=]UM[=-Zac's Maps |
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MH-UM-BlueTown. it works! it ends! it can be played! its awesome. here: |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Tue Apr 24, 2012 9:33 am
Post subject: Re: -=]UM[=-Zac's Maps |
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Zac when you port existing maps to MH don't erase the original authors' names...
The map's name shouldn't be changed either.
I'm not going to upload the Bowling map in this state.
If you have other maps that are ported from existing ones I want to know too.
Other than that:
> BreakinOut1 plays fine.
> EgyptianX still doesn't end. Your MonsterEnd's InitialState must be on OtherTriggerTurnsOn or it will stay off.
Also imo, the pupae factory is unnecessary (they even jump into water, which makes them terribly long to kill), and the skaarjs are too many and have too much HP. It's impossible to survive down there. Either you remove like half of the skaarjs, or you only remove some but halve the health of the others.
> On BlueTown, since there's no multi jump on dU players can't get the boots and walk on the rooftops. So they can't get the deemer and they miss a few monsters.
Imo the monsters factories are unneccessary too. It's fine for a small map to end fast. Just having more things to kill doesn't automatically make it better.
The beginning is also very hard because of all the monsters, especially the dark snipers. If you're careful you can avoid startling all of them at the same time, but in a normal game on Main (multiple players, always someone new to the map, noobs who never understand how to play etc.) it will be a slaughter. So imo remove the factories, and remove like 1/3 of the dark snipers around spawn.
The map can also be ended before the monsters are dead (bosses included).
In the stairs before the behemoths, a wooden beam sticks out from the wall on the left because it's too long.
The map looks simple but good. The water is a cool idea, maybe it could get some more monsters than just pupaes, like some kralls. |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Tue Apr 24, 2012 3:43 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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thanks, just that i used to the UM server, which what ive playing on for 2 years soo thanks for the tips  |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Tue Apr 24, 2012 4:05 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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BlueTown fixed up:
EgyptianX fixed up:
UM server, 1200 is just for like pupae literally, but on the dU you dont have all the weapons soo thats a advantage loss, so i need to get used to the dU stuff sorry for all the fixes and stuff. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Sun Apr 29, 2012 10:38 am
Post subject: Re: -=]UM[=-Zac's Maps |
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Alright, I played your updates.
First, thank you for listening to my advice, and also for restoring the authors' names (and with that, Aalexanderrr is known in MH since he made USSR-Volkov).
> About BlueTown:
It's much better now. No more spawnkilling and no more monsters out of reach. Thanks for removing the brutes at spawn.
You didn't have to remove all the snipers however. I think the normal ones in the houses were nice (especially since they can't get out, so they're less dangerous), and you could let 3-4 black ones around start. Skaarj snipers are not so common in MH so it's a nice change, and the black ones are kinda unique looking with that, which is another good point.
Sliths in the water are cool too. I think there are too many spawning, which unneccesarily slows the game down, but that's your call. 30 pupaes and 20 sliths instead of 50 + 50 is fine imo, you get some action but you don't start camping.
Thanks for fixing the wooden beam.
The boss has a funny name, original at least. Your updates naming scheme is funny and original as well, albeit confusing if you don't know the order.
The monsters' health is nice, even the boss. Would have been perfect imo if the tentacles at start had 900 like the others instead of 2700, but it's still very well balanced overall. Cool for a short and fast map like the original ones in MH (Canyon, Forbidden, NaliVillage][). Not too spammy either.
The end is still buggy, because the trigger is already active before the titan dies. You need to try your maps offline before you post them. These things are easy to check.
The water pool near start has no water. But that's funny so why not.
Players still can't get the boots but since it's not needed anymore it doesn't matter. Your call too. I think it's better without the boots because you can't rush or lame with the deemer (your map doesn't need one).
You have updated ZacPack.utx. It's important that you warn about these things because people won't know which one is the latest version, the one they should keep when they get a mismatch. That said, since it's a small pack, and being updated, you should really keep that stuff in MyLevel rather than using a separate package.
Overall a cool and fast map nice for team records attempts. And good looking. I like it. :)
So, what you absolutely need to do is fixing the end (just making the MonsterEnd bInitiallyActive false), and importing your ZacPack textures into MyLevel so that the map doesn't need this package anymore. If you think you're going to change this package again, you may as well drop it from all your maps and MyLevel the contents for all of them.
The rest are worthwhile pluses, but mostly your preference.
> About EgyptianX:
Skaarjs are much better. I think this way is nice now.
Kralls are better too though that wasn't needed.
Pupaes are still a pain, especially on games with 1-2 players. If you really have to keep the factory, at least keep the spawnpoints before the lake so they won't waste players' time by jumping into it.
The end works, however, unlike BlueTown it triggers immediately at the boss' death. On other servers it's ok, but on dU you CAN consider this as a problem.
dUMH has a monster clear bonus system, that boosts the team score when a map has 0 monsters left. But it only updates every 1 sec or something. So if the map ends upon death of a monster, that monster won't be counted down, and players won't get the clear bonus.
There are many maps where clear bonus doesn't work either so it's not really an issue. It's just a plus to make the game more interesting.
So if you are interested in making clear bonus to work in your map, either you do like in BlueTown, i.e. reduce the collision radius of the end trigger (it doesn't have to be visible if you can put it on a spot that players will be able to identify, like the sarcophagus), or you use a dispatcher to give a delay of a few secs between the boss' death and the end.
The same thing applies to BreakinOut where clear bonus doesn't work either atm. |
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HellFire 
UT Name: }ElitE{HellFire` UT Since: 1999 Gender:  Joined: Jul 20, 2010 Age: 31 Posts: 548 Location: The Netherlands Reputation: 315.9   votes: 6 Status: Offline




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Posted: Sun Apr 29, 2012 5:09 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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EgyptianX didn't end for me?
IMO the skaarjs with 1k health could be reduced (but well I played alone).
Rest is cool, just less pupae's spawning would be appericiated.
BlueTown was like Demona said pretty cool, easy to solo alone but also enough monsters for the main.
You should only make the ''made by Zac'' message triggeronceonly, since players will continiously walk over it on the main.
SO overall good job. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Sun Apr 29, 2012 8:23 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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I played offline. Since the maps weren't fully working I didn't bother uploading, which means you played the old ones sorry. 8| |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sun Apr 29, 2012 8:46 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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Thank you very much, i will fix the end. |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sun Apr 29, 2012 11:17 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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MH-UM-BlueT0wm. monterend fixed :
CTF-BT-UM-AncientClimb:
CTF-UM-ToughRide(seige) IF YOU LIKE SEIGE:
Enjoy! any problems lemme know!!!  |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Thu May 03, 2012 10:42 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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waddup making a new map right now called MH-UM-AirForce1. its on an airplane. |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sat May 05, 2012 2:19 am
Post subject: Re: -=]UM[=-Zac's Maps |
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heey i got MH-UM-AirForce1 done heres the download link: |
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kokok 
UT Name: moobs Joined: Jan 31, 2011 Age: 19 Posts: 76
Reputation: 114.5   votes: 1 Status: Offline




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Posted: Sat May 05, 2012 3:14 am
Post subject: Re: -=]UM[=-Zac's Maps |
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this eat all my syst. memory crashing, IDK why  |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sat May 05, 2012 3:58 am
Post subject: Re: -=]UM[=-Zac's Maps |
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well, im not a tech expert sooo idk :/
DM-UM-Deck16][ (MY VERSION MADE BY ME) >>> |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Sat May 05, 2012 4:17 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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What is your biggest map ever actually?
Instead of making lots of maps at once, u should make a very big map sometime!
Keep up the good work, though . |
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-=]UM[=-Zac 
UT Name: -=]UM[=-Zac UT Since: 2005 Joined: Apr 15, 2012 Posts: 64
Reputation: 14   Status: Offline




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Posted: Sat May 05, 2012 9:04 pm
Post subject: Re: -=]UM[=-Zac's Maps |
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yeah, i have actually. called MH-UM-InDaCrib. dont have it anymore, it was the best. also MH-UM-SnowDay was my best ever!!!!! missing files though, a custom texture package i made is missing, so it cant be opened buuut im making CTF/SIEGE maps lately instead of all the complicated mh stuff with the monsters,end, events and all that so ctf maps are easier dont worry i still make em heres the pictures of em.
snowday even got working/falling snow!!!!! |
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