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Posted: Sun Feb 22, 2004 8:20 am
by BIGFOOT_PI
yeah- have you tried falling outside of the pit area yet??? I have a fall-out gimmick also. So go fall out of the map and enjoy :). ALso, I used to have a 3d sky when I did pit1 for original UT, but since I could do uniquely controlled tex panners in 2k3 I thought I would reproduce the original 3 layer cloud paralaxing exactly. My first and foremost goal was to as accurately as possible re-create the Pit1 into the 3d realm. Gameplay, unfortunately, came second.
I was actually going to take a poll to find out which you guys prefer- 2d MK1 sky, or more of a UT sky?
I'm flexible on that.
ps- it IS POSSIBLE in real life to see clouds to one direction and nothing around in the others :), I think i may add some faint stars at the top of the sky box perhaps, but not sure what to do with the opposing side.
Honestly I never understood why MK stages never had stars and this one had a dark blue sky instead of black. Not to mention a nice well lit pit1 stage when was obviously night time. Its hard to make sense of MK designs sometimes :)
Bedtime- I'll talk later in 7+ hours. And keep the suggestions and concerns coming.

Posted: Sun Feb 22, 2004 4:56 pm
by Hammerman
8) I have no experience with Mortal Kombat, so I can't comment on the looks other than a perfect re-creation is fine, but since the game is capable of so much more, more people would be impressed if you made it spectacular looking. Either way it will be fun to play :wink: .
You CAN make your meshes block Karma by simply turning off the simple karma collision in the mesh browser (thanks Marsfyre for showing me that trick). But since the camera view changes to the winner the instant a player dies in Duel, nobody would ever see a player get impaled unless the winner was down there too.
My suggestion (for gameplay-- wouldnt be true to the original I assume), would be to group the floor spikes to small more dense patches for catching and killing players unfortunate enough to fall there. This would leave more room for fighting down there, and people could kick others into the spikes. Maybe have ramps leading up to the spikes giving them their own 'pit' and also giving some Z-axis movement so you're not always on level ground.
I love the custom pickups... sounds and meshes are cool too. Good luck.
Good Times
---Hammer---

Posted: Sun Feb 22, 2004 5:23 pm
by BIGFOOT_PI
Ok, but if I am going to change the design it wont be the same map anymore, therefore I would have to rename the map to something like pit1-remix :).

Posted: Sun Feb 22, 2004 5:40 pm
by Hammerman
8) That's what I love about mapping. It's YOUR world, build it any way YOU like it. It's as close to being a god as we can get :D . I just wish people could get this excited about MY maps :roll: . Good luck.
---Hammer---

Posted: Mon Feb 23, 2004 2:32 am
by BIGFOOT_PI
yeah- thats true.
Anyway, havent heard from |GoD|Plaguelord|LDR| and Bananasalat since I uploaded the pit1meshes.. so if you guys get a chance, try the map and give any input. Thanks everyone.

Posted: Mon Feb 23, 2004 4:53 am
by |GoD|Plaguelord|LDR|
Yeah this Map is great and I truely luv the feel of this map... since playing on this it got me in the mood to hook up my old SNES and play sum MK2 (MK1 on SNES sucked it had no blood)

I do feel like there might be sum things that need fixed but its nothing major... The bots when ever they fall 2 the bottom of the pit they keep running right in2 the spikes and not trying 2 get back up top, and I'd luv 2 see if you could make it so the characters when they die and fall of the bridge they could fall all the way down 2 the bottom

And once again thank you for releasing a beautiful 3D version of The Pit :twisted:

Posted: Mon Feb 23, 2004 6:24 am
by BIGFOOT_PI
|GoD|Plaguelord|LDR| wrote:...The bots when ever they fall 2 the bottom of the pit they keep running right in2 the spikes and not trying 2 get back up top, and I'd luv 2 see if you could make it so the characters when they die and fall of the bridge they could fall all the way down 2 the bottom :twisted:
Thanks, and as said before- the stupid bots not knowing where to go is a Melee AI issue- regular deathmatch they dont act so dumb, I cannot help bot AI code issues. Now what do you mean by "I'd luv 2 see if you could make it so the characters when they die and fall of the bridge they could fall all the way down 2 the bottom" ? dont they allready fall to the pit bottom if the fall off the bridge?

Posted: Mon Feb 23, 2004 1:16 pm
by Mad Max RW
Fence off those bottom spike fields and make it so falling in them means an instant death or hurt a whole helluva lot. I don't know what kinda fence you can use, but it should be high enough to keep people from just walking in there and low enough so a well timed kick or hit from the double sided axe will launch a guy in the fields. You solve the problem with bots and make the level all the more deadly.

Again, I'd love to see those spikes on the pillars extended by at least 2 or 3 times their current length with an instant death. Sort of a spike net to catch bodies would look sweet.

I dig the authentic feel to the map, but the original was done with 2d in mind. With full 3d you find little problems where you sometimes have to compromise. You can make it way cooler and still maintain that Mortal Kombat feel. Maybe even moreso.

Posted: Fri Feb 27, 2004 5:19 am
by BIGFOOT_PI
Ok- heres the "DARK REMIX" release of my Pit1 Duel map. I've mainly incorporated several suggestions from you guys inregards to blades and my own concern with unrealistic overlighting for a night scene, but I still havent made any sky changes yet. Go ahead and give this new alternate version a try and let me know what you guys think.
LINKAGE:
http://www.peterissa.com/files/Duel-MK1 ... _REMIX.zip
(obviously requires the rest of the map's files to be allready downloaded)

Posted: Fri Feb 27, 2004 12:50 pm
by Mad Max RW
Very cool. You made some kinda big changes to the pit area, but it was worth it. Good job. I'll have a more in depth look later today.

Posted: Fri Feb 27, 2004 12:52 pm
by jb
Dam work....why must I be stuck here with out UT...grrrrrr :)

Posted: Fri Feb 27, 2004 3:08 pm
by TKATK
so you work at a dam out of UT? :lol: ,or do you work with someone/thing named UT?

nasty typos you got there

Posted: Fri Feb 27, 2004 6:12 pm
by BIGFOOT_PI
looks like someone needs a new keyboard at work :)

Posted: Fri Feb 27, 2004 9:10 pm
by jeditobe1
he types like that normally.

Posted: Sat Feb 28, 2004 7:08 am
by TKATK
(eyes) (shrug)