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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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Old 04-20-2006, 07:42 PM   #16
SuperApe
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Quote:
Originally Posted by Lord_Simeon
I can also use SuperApes matinee mut to blend scenes / level loads / interesting events to really give it some SP class.
Ah, remember that the new nifty OSMObjectiveManager now does the job of my intro matinee do-dad. It also handles all the intermediate cutscenes. An "outtro" cutscene is pretty easy, just have the last objective start the outtro and trigger the OSMEndGameTrigger at the end of that last matinee.

My ideas for OSM maps and other gametype maps using this toolset center around either you are invading the monster's homeworld or you are trying to reclaim an area that the monsters have invaded.

But one idea I had specifically to finish OSM-PeaKPerformance (no the test map is not the final) goes something like this:

Opening scene: a starfield. A computer graphic zooms the view in to magnify a galaxy, then a solar system, then a planet. A caption prints out on screen:

SkaarjPrime : Unauthorized Tournament Match #27-G

A space carrier passes by camera on it's way to orbit the planet. A dropship is deployed and begins its decent.

Inside the cockpit, some pilot chatter as they prepare to enter the atmosphere. In the cabin, Tournament players are buckled in and psyche up for another match. Outside, dropship heats up during entry. Inside, it's shaky and Tournament players joke a little with each other.

Dropship arrives at an installation on a high ridge of mountains. The main building (OSM-PeakPerformance) is large and snow covered. The dropship hovers and prepares to deploy the players and gear necessary for the match.

Suddenly, two Warlords teleport in ahead of the dropship and begin to fire. Inside the pilots scramble to raise the shields. Outside, another Warlord teleports in near the shield generator on the dropship. The shields raise, but the Warlord quickly takes it out and all Warlords attack the dropship. The dropship crashes. Fade to black.

You wake up in the wreckage of the crash site. The monsters have left you for dead, while carrying others back to the installation. The dropship is toast. You have to try and rescue any survivors, warn the carrier about an impending attack, and find your way off this hostile world.


It's all very Halo-like. It's a standard story used in SP games. I don't expect there will actually be any survivors, or if there are, they'll be "dispatched" by bad guys immediately. The story gives the player a chance to see monsters in their environment, trying to execute their plans against the Tournament races. As the player progresses, they'll see more and more of the sophisticated behavior like a Skaarj manipulating a control panel, well-executed ambushes, coordinated attacks, patrolling, setting off alarms, etc.
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Last edited by SuperApe; 04-20-2006 at 08:23 PM.
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Old 04-21-2006, 01:14 AM   #17
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Actually, SuperApe, with some narrative and intriguing dialogue perhaps, that story could work very well
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Old 04-21-2006, 04:34 AM   #18
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I like it mate, feel free to gank my skybox from my space ONS map or even MOV-Solaris if you wish
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Old 04-21-2006, 05:58 AM   #19
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Quote:
Originally Posted by Lord_Simeon
Areas will include -
Australia - Bush area
- Salt flat
- Windy canyon type setting
- caves
- Uluru, which is also the Aliens secret underground base
KBC's bedroom... the evil plotees lair

Alien Base - Hangar
- Testing / autopsy / science labs
- main control rooms

Alien mothership - Corridoors / rooms / walkways etc

Alien homeworld - All sorts of wierd and wonderful places.

Hopefully i can pull this off, i'm pretty excited about it.
I can also use SuperApes matinee mut to blend scenes / level loads / interesting events to really give it some SP class.
I'm not sure about MOD loading and having saves but i can find out about that on the WIKI
Most weps will be custom, haven't really thought about that yet.

Anyway, it's still drawing board stage so i'm open to ideas
hehe
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Old 04-21-2006, 09:42 AM   #20
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Quote:
Originally Posted by Sjosz
Actually, SuperApe, with some narrative and intriguing dialogue perhaps, that story could work very well
Thanks. Yeah, I'll need new dialogue at some point (I can only get so far with the dialogue from the game). I plan on doing a lot with the cutscenes and sound design. The layout of the map itself will have to change dramatically. I may end up doing two maps, indoor and outdoor; using the level transition stuff I link to on the OSM Level Design thread. I'll also be needing to add static meshes, etc. for detail. It's a pretty basic idea for a SP adventure, I just want to use as much "already built" stuff as I can, so I can concentrate on the rest.
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Old 04-21-2006, 04:24 PM   #21
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I must admit that I've started a small testroom, and it has given me the mapbug. I've worked on the one room for over 2 full hours now and it's still nowhere near done. I've already thought up a few things for the room to expand to etc... I will keep you posted (btw, if anyone should want to know, I'm doing this OSR style, BSP ONLY , tex alignment's a bitch though, you'll soon find out )
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Old 04-21-2006, 04:43 PM   #22
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I think I will start an inside map as well, seeing as I probably won't pull the big one of in time. BSP all the way!
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Old 04-21-2006, 05:04 PM   #23
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I encourage people to create new threads on this subforum for their beta maps whenever they're ready to show off WIP images or links to beta versions. Also any special requests or problems related to your map project, like Blitz's modeling requirements, should make use of it's own thread. That's not to say I'm discouraging use of this thread, I just think it might be a good idea when your map ideas begin to take shape. I think it's awesome that Blitz and Kingster allowed us to use this private subforum. We should take advantage of it.
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Old 04-21-2006, 07:26 PM   #24
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You know, I have only the vaguest ideas for what I really would like to set up for a map. However, I've been playing around a lot with physics volumes. I don't know what it is about them, but it allows so much control over what goes on to a player... makes me smile.
Also and on a totally different vein of thought, I'm thinking of making a low-grav style map, and will see if I can incorporate infinite wall-dodges into the level.

Either way, my levels will be much more puzzle-based than the average single-player map.
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Old 04-21-2006, 07:49 PM   #25
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Quote:
Originally Posted by Blitz
I've had an idea for a long time that I thought might work well for an assault map, but it would probably work even better in SP. Basically, it's a level where the player is the primary mover in a giant Rube Goldberg machine....
One link in particular I liked from the wikipedia was this one showing Rube Goldberg machines made in Japan. I especially liked the one using the magnets. I like this idea a lot, Blitz.
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Old 04-24-2006, 06:27 PM   #26
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I'm not sure how, but the editor has grown more and more unstable as I put in additional BSP brushes. With every small change I make I have to save and pray it won't crash for another change that I can save before it crashes. it's like 1 room so far, with well over 500 brushes.... Anyone know how to make it more stable without resorting to static meshes instead?
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Old 04-24-2006, 06:44 PM   #27
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Well, my first thought is that you should keep it simple (as simple as you can, and if that means resorting to static meshes for complex modeling, so be it).

Beyond that, I punched in "BSP crash" in the Search feature on UnrealWiki and got a host of interesting info. I've heard of various problems like yours. Without actually seeing the mapfile, I'll have to ask a couple lame questions:

- What is your method of keeping everything "on grid"? Do you ever take it off snap to grid? (Personally, I don't trust grid snap and regularly "zero" my red builder brush by right clicking on it and zero-ing out the properties under Movement -> Location)
- Are you doing a lot of Boolean operations with your brushes? That is, more than two per "piece" of BSP you're fitting into your map? If so, I'd really start thinking about static meshes.

Remember that this is UT2004 and static meshes are all over the place, the pickups, the weapons, some projectiles, etc. I understand the desire to go "old skool" like the contest, but when it begins to interfere with the performance of your map or your performance as a mapper, I'd re-think that strategy. I believe UT200x works best when BSP is limited to the bare structure of the layout and static meshes are laid on top to give the detail and decoration desired for aesthetics.

I hope it gets better.
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Old 04-24-2006, 06:56 PM   #28
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I only do basic cubes and then vertex editing into the right shape. I take as many cubes as I like, and everything is dead set ongrid because they're all simple cubes. No intersect, no deintersect, no weird cuts or anything, just simple cubes vertex edited and put into a room in such a way with such quantity that it approaches a 'nice look' :P
Static meshes are the last resort, in which case I will kill off the map idea and just work on others.... it's a testroom anyways, and if that one room can't be made without crashing the editor every f*cking 2 minutes then I can't be bothered to further it's complexity/size to carry OSM. I'd rather work on workable work (work work work, it's 2 AM, sue me for sillyness in posts)
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Old 04-24-2006, 08:14 PM   #29
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I've personally had problems with creating non-planar surfaces while vertex editing. I only edit all points on a plane at one time, and that should take care of that problem. Other than simple resizing, I only use BSP cuts(nothing crazy) and rotation to get the shapes I want and I never blow up the editor.
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Old 04-25-2006, 10:25 AM   #30
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I guess that I should upload my testroom and show it to you. I find it rather odd.... the editor even crashes while I'm aligning textures ffs...
grrrr
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