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#19: No icon Re: MH-Brutes][ Author: DELETED PostPosted: Sun Nov 07, 2010 10:06 pm
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I must admit that I am upload crazy and often some doubts come too late.
My doubts were - monsters not agressive enough - recommended player count over maximum
- spawnpoint placement unrealistic - front spawns not mixed - no movement actor known ... .
But all this is in fact luckily very good and can hardly be improved!

#20: No icon Re: MH-Brutes][ Author: Terraniux PostPosted: Mon Nov 08, 2010 5:32 pm
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The things I dont like is the skybox and the amount of monsters in this map. If this map is placed on main, I think you will get the same reactions like the obnoxious (AATA) maps.
Could use some more detail though . This map fits perfectly on crazy server, but not on main server. That is my opinion.
Please dont get me wrong. Its a good map, but there are things in your map that could use some changes.

I can give you tips for a more succesfull map if you want?

Keep on mapping!!! Wink

#21: No icon Re: MH-Brutes][ Author: DELETED PostPosted: Mon Nov 08, 2010 5:57 pm
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Dont you know that details decrease the performance?
And I just made a skybox tutorial like at that time CTF-Assault (planned as DOM).
I could experiement with sloped skybox walls but there is so much action that I actually dont recognize it.
There was another doubt which catched me - too much behemoths
on the maps end - but dont we know how popular sniping is ... ?

Im already planning a new mega assault ...
with my new weird corps malesoldier and unique aqueen skins once finished ...
the players shall start via apaches from a low to a big connected with two smaller towers with pads ...
to reach the high dome ... very insane I tell you ... .

#22: No icon Re: MH-Brutes][ Author: Terraniux PostPosted: Mon Nov 08, 2010 6:48 pm
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Kaal979 wrote (View Post):
Dont you know that details decrease the performance?
... but dont we know how popular sniping is ... ?
.
 


I made more than 50 maps, so yes I am an experienced mapper Laughing
But many maps I made never came online/were uploaded Crying or Very sad (At that time I wanted to make a mappack)
and then... HDD crash. swearing

What I ment was: It could use SOME more detail, not alot.
Or you will get a too high polycount.

#23: No icon Re: MH-Brutes][ Author: POTS PostPosted: Tue Nov 09, 2010 3:39 am
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DELETED

Last edited by POTS on Sat Sep 01, 2012 9:21 pm; edited 1 time in total

#24: No icon Re: MH-Brutes][ Author: DELETED PostPosted: Tue Nov 09, 2010 4:46 pm
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There actually IS one bad problem - I started a game on the DU private server and spectated before spawn.
Now all the monsters attacked the camera! Is that if theres one player only or always?
If so - how could this be turned off like in other maps?

#25: No icon Re: MH-Brutes][ Author: -BoB-Location: England PostPosted: Tue Nov 09, 2010 5:01 pm
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I think this only happens before the game has started. once the game starts they will not attack a speccing player....i hope  Laughing

#26: No icon Re: MH-Brutes][ Author: DELETED PostPosted: Tue Nov 09, 2010 9:07 pm
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Yes but I saw other maps where they didnt ... .

I have made FixVersion3 with realistic sloped skybox and better bot support and enhanced monster deployment
plus enforcers impact hammer and hidden super shock rifle. But I wont upload it before I havent fixed the
monsters attacking the starting countdown camera ... .

EDIT: Because then happens the toal chaos on servers and half of the mosters kill each other before the player can.

#27: No icon Re: MH-Brutes][ Author: BlackWolfLocation: Berlin PostPosted: Tue Nov 09, 2010 9:34 pm
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I saw that effect on maps like : MH-Face & MH-Nara-beta , too.
Dont know why this happend.

Wolfi

#28: No icon Re: MH-Brutes][ Author: -BoB-Location: England PostPosted: Tue Nov 09, 2010 9:45 pm
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Upload it here and we can try it out on the private server and see.

btw, the super shock will automatically get replaced by our mutator :Zwinker:

#29: No icon Final Version Author: DELETED PostPosted: Thu Nov 11, 2010 2:54 pm
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Face your final fear!

#30: No icon MH-BRUTES][Final Author: DELETED PostPosted: Mon Nov 15, 2010 12:52 pm
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This map had only a few improvements which were very hidden ... .

Last edited by DELETED on Mon Nov 15, 2010 6:47 pm; edited 1 time in total

#31: No icon Re: MH-Brutes][ Author: EA_Elemental PostPosted: Mon Nov 15, 2010 3:12 pm
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when do we get V50? :p

#32: No icon MH-Brutes][Final2 Author: DELETED PostPosted: Wed Jan 05, 2011 8:10 pm
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This new version has abit lower spawncounts so the performance is better.
Added in the first post ... .  

Rolling Eyes

#33: No icon Re: MH-Brutes][ Author: BlackWolfLocation: Berlin PostPosted: Sat Jan 15, 2011 5:40 pm
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Map was played with 12 Player they shot down >1600 Brutes in 15min. After 10min is was going a bit boring, because there is no challenge... 90% of the Brutes are only standing arround and waiting for there headshot.
If only 2-3 Player would play it, it would be take one hour to get the map.

Its a small map and I would like it to see 3 little change at it.

- 500 Brutes are enough (Small map).
- MonsterWaypoints. So the monsters are everytime trying to reach the base. Makes a bit more challange.
- A big Reedemer Brutes spawns at the end as final bos monsters.
- (the Alarm sound is very annoying after a while, extremly if you play with headphones Razz )

But I like the map, but without little changes I dont want to play it anymore.

Wolfi

#34: No icon Re: MH-Brutes][ Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Sat Jan 15, 2011 6:31 pm
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Proper skybox plz.

And yes 500 brutes are enough.

#35: No icon Re: MH-Brutes][ Author: DELETED PostPosted: Sat Jan 15, 2011 6:44 pm
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Sorry - I already respected all these points while planning.
Let me explain it abit - with 500 brutes and ten players it would over before you can say "incoming"!
I bet you did not test the map with bots! The brutes are slow but that is good because with waypoint they
would brand at the trench borders and suck. Just think of a wider line and additional firings
holding the brutes down and hurt them this way. Of course I could reduce and direct them
but that would spoil the nice brutish horde effect. And dont look on the skybox at all.

EDIT: anyways if you must have your changes though (boss would indeed rock) feel free to edit and rebame the map ... .

#36: No icon Re: MH-Brutes][ Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Tue Jan 18, 2011 5:20 am
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Kaal979 wrote (View Post):
EDIT: anyways if you must have your changes though (boss would indeed rock) feel free to edit and rebame the map ... .
 

It's unfair to exploit my weaknesses like that you know.

So, I did stuff.

First with the skybox. Tried different skyboxes I already had for other maps (screenshots are slightly darker than in reality):
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Was my first choice, because it's close to the original colors and uses the same sky texture as the original skybox. But in game, all this orange looks a bit dull. Has a cool barren feeling but not lively enough.

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Second test. Much more lively but the color scheme looked too much like DefendingMars, and given it's already the same gameplay, making a full clone would be pointless.

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So I went for this, and I like it the most by far. Blue/aqua color looks good for ambient (read, general) lighting.
It's also the only one that was dark enough to fit with the music.

That aside:
- aligned textures (ctrl-t, align to floor, easy job),
- cut monster count by half,
- added mid bosses that appear near the end of each factory (no actual boss however),
- more playerstarts,
- removed end mover/room, map now ends automatically when the last monster is killed (also, map end room used to open when the last behemoth was killed, therefore it could be ended with other monsters alive, now it's none).

And the critical part, I think I fixed monsters.
By default, monsters can't see beyond 5000 units, and the map is 10k units wide, which is the reason why far monsters remain inactive.
It's not possible to force them to see beyond this limit (even with subclassing), however it's possible to force them to fire to a spot beyond this limit (by bypassing the detection step).
So, I made a funny gimmick that will force monsters to attack players as if they actually saw them. Made it so they stay at distance when shooting (can be changed later if it happens to be a bad choice) yet they are VERY agressive. And they will always try to aim at the visible player with the highest score. ¦D
That thing is greedy in TraceShots however.

I played the map offline with 24 bots and there were clearly noticeable framedrops at times (stills play fine for me), but I'm not able to tell if it's because of my minion or because you have 80 brutes on screen and rockets flying all over the place (as it was constant I would assume the latter, since my actors runs on a 1 sec timer).

It's still kind of easy to hide in a corner where most monsters won't see you and clear the visible ones step by step. There are several core flaws in the map's gameplay so I'm  not expecting miracles, but at least monsters will oppose some resistance now (they all shoot at you as soon as they see a tiny inch of your head).

Also, this time I put my name in the credits because I just did too much not to mention it...



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