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Sudo
23 Apr : 11:03
I'm working on a little something. I'll show you guys it soon, hopefully.

Grue
15 Mar : 10:57
We need to become more active, guys!

Fraser
14 Feb : 23:28
Is it my phone or is the forum down?

Fraser
14 Feb : 19:01
Safe Peeps dont im not a ghost lol using my phone to write this how u all doin

Sudo
05 Jan : 11:28
Amen!

Nazar
04 Jan : 20:48
Happy 5 days after New year!

Trapmaster
01 Jan : 11:41
Happy new year!

Sudo
01 Jan : 08:46
happy new year everyone! It's currently 1:45 PM here. I'm sorta late

Nazar
31 Dec : 22:33
Happy New Year everyone, its currently 3:30 in the morning, and im still alive!

Tim
31 Dec : 19:01
Happy New Year, guys! And

I know I'm 1 hour late, but I actually have a life (SUPRISE!!!)


Forums
Soulbreakers Collective :: Forums :: UT2004 :: UT2004 Mapping
 
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DM-Nameless(So far..)
Moderators: Tim, Sudo, Danish Power
Author Post
Sudo
Sat Oct 27 2007, 01:13PM
Public Relations


Registered Member #2
Joined: Tue Aug 15 2006, 06:16AM
Location: The Wolf Clan
Posts: 108
Suggestions for the name please.

It's not done yet, and almost everything in the map is placeholders. So I won't even bother posting screenshots. I am working on this map in my spare time, 2nd in priority to KF-Hospital.


I wrote ...
When I thought of DM-(Currently I've named it Bla), I wanted it to be different to every other map, I thought of the great 'different' maps. DM-Reconstruct was one of them. It was so out-of-the-ordinary and cool, that I wanted to do something like it, without copying it at all.

So, Reconstruct has bridges that reconstruct themselves when needed, right? Well...top this. DM-Bla features a dynamic map that is always changing, with gates randomly opening or closing. This creates a dynamic obstacle for the player to overcome, on-top of the fact that the way to their favourite gun may be closed off, or the only path open at the moment is a path straight to one of the opposition. It sounded great to me in theory, but in practice I still have yet to test it.

My next thought was the best way to set the map out, In the end I deemed it far too frustrating to have multiple floors, so its all constrained to one floor. That was the simple part, the next part was difficult to decide, the layout of the map. If I was to make it confusing, it would only add to the frustration. In the end I went for a simple idea where you would have the ability to see the opposition player most of the time. This means you wouldn't have to search around aimlessly to find him. And he has less chance of running away. It's symmetrical too. It's just a big box. No, not exactly a box with nothing in it. It's a series of corridors and center spot, which makes the map layout from a top perspective look like a box.

Ok, thats done with...now...How are the gates going to randomly open and close?
Easy, apparently. I spoke to Tim for awhile who confirmed he could do it if I failed. There is a script on the UnrealWiki called RandomTrigger...which does as it says, Triggers...triggers...randomly. Does that make sense? Its a trigger, which triggers other triggers, randomly. Set the gates up to triggered mode, and they will all get triggered randomly by the RandomTrigger(Not setup yet though...)

Next idea was the overall look of the map. The only way I saw it working was my current idea, of medieval. But now I am thinking more of Portal...which may enhance the gameplay due to the fact that the corridor walls could be glass, meaning you could ALWAYS see your opposition. (Your thoughts would be useful)

Next thought, keeping the player happy.
Nobody would play the map if they were stuck in a corridor with 5 minutes with nothing to do. To ensure this doesn't happen I've got 3 counter tactics. One is the last resort, the gates are not brick walls, meaning you can see, and shoot through the holes. Meaning you could shoot the enemy if stuck.
Two was making the randomtrigger trigger the triggers(I'm going to stop saying that...) more often, meaning that there is more chance of your gate getting opened quicker.
Three was simply, less gates. I don't want to resort to that.

Next thought was not getting lost in the Editor.
Since these gates will play a vital role in my map, I had to know which is which. So as soon as I started I made a name rule. This is an example, TRL.
Gate TRL, which means, Top Right Box, left gate. Looking at it from a top perspective. As soon as I know the gates name, I can easily find it.

Next thought was the weapon layout.
Still not decided on this one yet. I don't want to force a player to use a weapon they hate, but the gameplay of this map basically requires it. Thoughts? Opinions? Keg of Health was going to be in the very middle of the map, with the most gates, meaning...hardest to get to.


I think thats long enough. I look forward to your views.

[ Edited Sat Oct 27 2007, 01:13PM ]
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Nazar
Sat Oct 27 2007, 01:49PM

Registered Member #26
Joined: Mon Jun 25 2007, 04:28PM
Posts: 11
sounds like a good idea, maybe make the whole map made out of glass? and there could be a skybox around the whole map, so you see something fitting through the glass
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Sudo
Sat Oct 27 2007, 02:35PM
Public Relations


Registered Member #2
Joined: Tue Aug 15 2006, 06:16AM
Location: The Wolf Clan
Posts: 108
Ahh, skyboxes....now that is something I'm NOT good at.
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Date published: Mon, 06 Sep 2010 12:26:46 EDT
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Poll


Dual Monitors, or one big one?



Dual, you can load up gameFAQs on one screen and play on the other!

Single, Dual is just a waste of space!



Posted by Sudo
Votes: 24 Comments: 1
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