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Author Topic: am_spacecont: Redish fork :D  (Read 23135 times)
Neon_Knight
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« on: July 19, 2009, 01:46:10 PM »

Instead of taking RedishF and directly doing changes to it (after talking with cosmo I decided to treat this map as a fork instead of continuing sago's work) I took it, made my changes, and saved it with other name. It's called Space Contact. Like sago's work, it's based on the DM-1on1-Contact series for Unreal Tournament/UT2003/UT2004. But this one is a space map, unlike Sago's work. I don't have too much time to write, so I'll leave you with the map and screenies.

It's a fun map with few competitive elements. (item placement, risk/some_brainwork at taking powerups) I've included the Nailgun, and I've put the Railgun where it can be counted as exposed enough. The idea is not to put important items on one floor leaving the others with nothing.

NOTTODO: Making it a non-space map.

a1v2 changes:
- Added 12 playerstart points.
- Clipping between the upper platform and jumppads.

a2 changes:
- Railgun & Lightning Gun switched.

Sorry cosmo, (and anti-space-map players) it will be a space map.



Video:
http://www.youtube.com/watch?v=BpcubAEvs1Q

Download: here. Thanks to onykage for the hosting. Smiley  
« Last Edit: December 16, 2009, 12:55:36 PM by |TXC| Neon_Knight » Logged


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sago007
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« Reply #1 on: July 19, 2009, 04:38:38 PM »

The map looks great. It took me a while to notice that I was missing a texture.

Some points:
Only one spawn point (I guess that is for testing)
The jumppads to the platform.

About the jumppads:
They require air movement.
If I just run on the jumppad I will need to press forward to land on the platform.
If I press forward too much I will hit the trim.
It properly comes easy to most players but it might not do to new players and bots will hate it.

Suggestion:
Clip under the trim
Higher jumps (also makes the jumping player more vulnerable) that hit the platform if you just walk on them.
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pulchr
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« Reply #2 on: July 19, 2009, 04:44:20 PM »

i haven't managed to get the in-game debugging of the jump pad trajectories to work. i've followed the steps "out there" on how to get visible curves but i only get one line from some of the jumppads.

to make sure that bots can use the jumppads i've started up a team deathmatch game and joined one team. then add another bot on the same team and ordered him to follow me around. then i test all jump pads to see which way he goes. works ok at least Tongue
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Neon_Knight
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« Reply #3 on: July 19, 2009, 05:05:38 PM »

The map looks great. It took me a while to notice that I was missing a texture.
Where's it? In this map?

Some points:
Only one spawn point (I guess that is for testing)
Yep, but I knew i was forgotting something. -.-

The jumppads to the platform.

About the jumppads:
They require air movement.
If I just run on the jumppad I will need to press forward to land on the platform.
If I press forward too much I will hit the trim.
It properly comes easy to most players but it might not do to new players and bots will hate it.

Suggestion:
Clip under the trim
Higher jumps (also makes the jumping player more vulnerable) that hit the platform if you just walk on them.
These will be fixed in the next release. The map isn't clipped yet.
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Neon_Knight
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« Reply #4 on: July 19, 2009, 06:31:17 PM »

Uploaded a quick-fixed version.

- Clip between upper platform and jumppads, in both areas.
- Added 12 playerstart points.

Enjoy the map. ^^
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chaoticsoldier
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« Reply #5 on: July 20, 2009, 02:36:17 AM »

When you obtain the Flight and fly downward instead of up, your character's falling sound will play repeatedly.
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pulchr
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« Reply #6 on: July 20, 2009, 05:27:13 AM »

add a target_removepowerups brush just above the fall death sound thingie - that way players would probably lose the flight powerup and drop dead Cheesy muahahahaaaa
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Neon_Knight
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« Reply #7 on: July 20, 2009, 07:27:09 AM »

I thought it was there.
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Lain Iwakura
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« Reply #8 on: July 20, 2009, 11:02:50 AM »

Looks very nice. I'm downloading :p
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bill-----
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« Reply #9 on: July 20, 2009, 08:22:42 PM »

The missing texture sago007 mentioned is the trim on the walkways.


This is better.  There were too many items before. 

Some thoughts:

The big problem with the map is the high point which is too easy to hold for a stacked
player with RG. There's only one good place to hide from fire coming from the high spot.
In an SP campaign, taking the high spot from below might be a good objective for the player. 
In regular play, it won't be so good.

Removing the RG and some items from the top platform as you have
will delay the situation for a while, but eventually a RG
player will shut down the map from up there, especially in 1v1. 
The RG and slugs are visible from the top, and RG is about the only
weapon that will be effective from the distance the hiding
places are. 

A possible assault on the high point could be mounted from
the cover where the Medikit is.  After dodging or taking a RG
hit, the attacker uses the Medikit and takes the RA while the
RG is reloading. PG/MG/LG area denial fire from below might
keep the RG player away from the edge of the platform, which
would allow taking the MH and then a jumppad kamikaze attack might
succeed if the NG blast doesn't doesn't atomize him or push
him into the void.  Maybe that's why you put the NG there. :-)

Unfortunately the player on the high point can also quickly
take the RA and MH and return and then charge the Medikit area
to finish off a down opponent.

The Medikit also could come into play if the lower player decides to
grab the RG nearby.  That turns into an uneven game of peekaboo
in which the lower player will appear in one of two places while the
upper player can be almost anywhere on the high platform.

MG and PG are the usual weapons to offset RG.  With that in
mind you might consider swapping some or all of the SG ammo
for MG ammo.  PG will be too easy to dodge due to distance.
This is a sword with two edges.  MG will also be effective from
the high point, so you might only swap the SG ammo near the
Medikit area.

If the walkway under the RA were to be extended through
the wall toward the Medikit platform, with a jumppad or TP
to the Medikit platform to permit both up and down movement,
the other players would have more cover, mobility and another
location from which to shoot at the high point.




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Neon_Knight
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« Reply #10 on: July 20, 2009, 10:13:34 PM »

Medkit? There's no medkit there. The powerups & holdables on the map are Teleporter & Flight.

EDIT: I'll be including the texture on the next releases. It's a replacement, made by cosmo for one of his maps I guess. There'll be a number of changes as well. I want to finish most of what I've started this week. I'll return to real-life things the next week. T_T
« Last Edit: July 20, 2009, 10:37:51 PM by |TXC| Neon_Knight » Logged


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bill-----
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« Reply #11 on: July 21, 2009, 07:05:31 PM »

Pfft!  Sorry about that.  Simple items got me again.  Its a 50H.  I keep wanting them to be Medikits I guess.
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Neon_Knight
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« Reply #12 on: July 21, 2009, 07:55:57 PM »

Don't worry, 0.8.1 will be the last version in which you'll have this problem. Cheesy
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Neon_Knight
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« Reply #13 on: July 26, 2009, 09:21:35 AM »

Added a2 with a minor change:
- Switched LG & RG. Railgun is in a very visible spot, I guess.
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