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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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#16 | |
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Registered Monkey
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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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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 04-20-2006 at 08:23 PM. |
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#17 |
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Mad Mapraider Moron
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Actually, SuperApe, with some narrative and intriguing dialogue perhaps, that story could work very well
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UCMP/UCMP2/UCMP3/UCMP4 Level designer Portfolio Bioware Level designer Author of DM-Frenzy, BR-Templus, BR/CTF/DOM-Templus2k4, DOM-DMP-Dissipate, DOM-DMP-Enchanted, CTF-UCMP-Aquatica, Shieldgun Mappack II, DM-UCMP2-Taron, CTF-OSR-Gladius, DM-TCMP-Gilles, CTF-UCMP3-Tidal |
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#18 |
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beep...beep....beep...
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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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#19 | |
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"Radiosleepswiththefishes"
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Shrunken heads for all occasions! Collect them, swap them, give them to your witch doctor friend! victorian bushfires appeal 2009 For the cause comrades!! |
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#20 | |
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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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#21 |
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Mad Mapraider Moron
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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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UCMP/UCMP2/UCMP3/UCMP4 Level designer Portfolio Bioware Level designer Author of DM-Frenzy, BR-Templus, BR/CTF/DOM-Templus2k4, DOM-DMP-Dissipate, DOM-DMP-Enchanted, CTF-UCMP-Aquatica, Shieldgun Mappack II, DM-UCMP2-Taron, CTF-OSR-Gladius, DM-TCMP-Gilles, CTF-UCMP3-Tidal |
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#22 |
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Mapper in trouble
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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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#23 |
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Registered Monkey
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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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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#24 |
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UP Regular
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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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Shoot to kill, aim to please. First to join Club Mathlete! |
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#25 | |
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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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#26 |
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Mad Mapraider Moron
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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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UCMP/UCMP2/UCMP3/UCMP4 Level designer Portfolio Bioware Level designer Author of DM-Frenzy, BR-Templus, BR/CTF/DOM-Templus2k4, DOM-DMP-Dissipate, DOM-DMP-Enchanted, CTF-UCMP-Aquatica, Shieldgun Mappack II, DM-UCMP2-Taron, CTF-OSR-Gladius, DM-TCMP-Gilles, CTF-UCMP3-Tidal |
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#27 |
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Registered Monkey
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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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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#28 |
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Mad Mapraider Moron
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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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UCMP/UCMP2/UCMP3/UCMP4 Level designer Portfolio Bioware Level designer Author of DM-Frenzy, BR-Templus, BR/CTF/DOM-Templus2k4, DOM-DMP-Dissipate, DOM-DMP-Enchanted, CTF-UCMP-Aquatica, Shieldgun Mappack II, DM-UCMP2-Taron, CTF-OSR-Gladius, DM-TCMP-Gilles, CTF-UCMP3-Tidal |
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#29 |
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UP Regular
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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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Shoot to kill, aim to please. First to join Club Mathlete! |
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#30 |
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Mad Mapraider Moron
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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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UCMP/UCMP2/UCMP3/UCMP4 Level designer Portfolio Bioware Level designer Author of DM-Frenzy, BR-Templus, BR/CTF/DOM-Templus2k4, DOM-DMP-Dissipate, DOM-DMP-Enchanted, CTF-UCMP-Aquatica, Shieldgun Mappack II, DM-UCMP2-Taron, CTF-OSR-Gladius, DM-TCMP-Gilles, CTF-UCMP3-Tidal |
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