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| Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my! |
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#31 |
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Registered Monkey
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That question would be most appropriate in the content creation sub-forum under Unreal Tournament 2003/2004. Link
But iirc both UT99 and UT200x have import/export functions in the texture browser. (Crap, new page. OSM Adventure mappers, read my previous post!)
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#32 |
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Registered Monkey
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This is easily one of the better list of "Game Design Don'ts" I've seen:
The No Twinkie Database! There's plenty in there for us SP/CoOp story-driven, objective-based designers, including (converted from negative Don'ts to positive Dos): - Clear short-term goals - Make cutscenes interruptable. (introcutscenes at least) - Use subtitles - Manage progressive (linear) objectives well, don't let player get into a faulty game state just because they figured out how to skip an objective. - Smarter Monsters - etc., etc. I recommend this to anyone designing for OSM Adventure.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 09-10-2008 at 07:43 PM. |
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#33 |
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Registered Monkey
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From Gamasutra
This is a great feature article on Pacing and Intensity in single-player games. http://www.gamasutra.com/view/featur...revisited_.php
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#34 |
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Registered Monkey
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From Gamasutra:
A continuation of the discussion on Pacing and Gameplay design. (great discussion overall) http://www.gamasutra.com/view/featur...revisited_.php
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#35 |
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C8 H10 N4 O2
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Awesome reading - gonna check out more at the weekend.
![]() I found this hilarious (strong language warning ) http://www.oldmanmurray.com/features/39.html That I'm still awake and reading rather than getting a good nights sleep has got me to thinking it'd be interesting to see how many of these gaming cliché's you could cram into one map.
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E X T R E M E w 0 0 t . c o m IP: 94.75.238.104 (click to play now!) A public 5 vs 5 gameserver (Europe) UT99 / iCTF / SmartCTF / Mapvote / Pure / w00t curiositykilledthecat I ♥ C8H10N4O2 Projects WIP - UT2004 Bulldog | VCTF-DeathCrack Completed - Shock ho mutator UT2004 Last edited by JohnnySix; 12-03-2008 at 06:32 PM. |
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#36 | |
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Registered Monkey
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Quote:
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#37 | |
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Registered Monkey
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Another fine article found at Gamasutra:
http://www.gamasutra.com/view/featur...peline_in_.php This one is really an interview with the lead co-op designer for Insomniac's Resistance 2, Jake Biegel. In it he discusses a bold design philosophy with regard to co-op design, treating it as an entirely different game (type). There are some very interesting ideas here which should be able to give food for thought to anyone forging into co-op OSM Adventure. Excerpt: Quote:
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#38 |
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Registered User
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Nice posts those.
Half Life 2: Episode Two,HL2: Lost Coast, POrtal and Team Fortress 2 have a special unlockable mode with developer comments. I found them very interesting, many of them talk about how to balance and make interesting single-player games. I haven't been able to find them on the web, unfortunately. |
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#39 |
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Registered Monkey
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Wow, cool. Another reason for me to get to finishing those games. Medal Of Honor: Airborne did the same thing, but I think you might be able find those online.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#40 | |
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Registered Monkey
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Quote:
I am just itching to put these ideas together with a more elaborate opening in an adventure, highlighting the story, the character you play, etc. It really starts to make OSM Adventure maps look like Total Conversion mods with little effort. ![]()
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#41 | |
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Registered User
Join Date: Apr 2007
Posts: 15
Downloads: 1
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I'm glad that at least AngelMapper has the 2k4 stuff still online. Most resources are gone. |
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#42 |
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Registered Monkey
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Link fixed on original post. Most other links in this thread are still valid, but if you find more to update, I'll be happy to do so. Thanks for the heads UP.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#43 |
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Registered Monkey
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Great article on combat zone design, defines terms and poses good guidelines.
![]() http://www.unrealplayground.com/foru...424#post587424
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#44 |
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Registered User
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Hey there, i hope that fits in 'ere,
i used osmt in the onslaught map i made lately (ONS-Warcraft), and it's a pretty fun tool. There's just one thing i couldn't get to work: Spawning "custom" ScriptedCharacters with a CreatureFactory. The goal was to use respawning playermodels as cheap custom monsters, but i was only able to have respawning jakobs since i couldn't tell the creature factory what kind of "scripted character" i want to have. Any idea? :J |
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#45 | |
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Registered Monkey
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Yes, I had to do that in a similar situation and the solution was to make a custom class specically for that custom ScripedCharacter, so that the PlacedCharacterName and starting weapon inventory, etc. is set up in the class. That way, the CreatureFactory can see it as a unique class and spawn it. Hope that helps.
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