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I got an evil duel map idea, but no skills to make it.

Posted: Sat Dec 13, 2003 4:21 pm
by Kyllian
Like the title says, I can't map to save my life, so I need someone to take up the idea, please :D

Here's the basics, the map is 2 pillars, walls and a ceiling(with a darkish, gothic appearance). Each player spawns on their respective pillar, and a few seconds later, each pillar falls, requiring the players to take their fights to the sky using the grappler

Thoughts? Comments? Hate Mail?

Posted: Sat Dec 13, 2003 5:29 pm
by Defilus
Sounds cool, its kinda hard to do since the pillars have to be movers (special kinds of brushes). I'd do it but im not quite sure how to reset the movers at the beginning of the round. Sounds awesome though, can you give me some more details about it?

Posted: Sat Dec 13, 2003 5:32 pm
by jb
Does sound cool...however the bots need "help" with the grappling :)

Posted: Sat Dec 13, 2003 5:58 pm
by Kyllian
jb wrote:Does sound cool...however the bots need "help" with the grappling :)
Yea, bots can be pretty "thick-skulled" when it comes to new code
Defilus wrote:can you give me some more details about it?
You know the old churches with the obscenely high ceilings? It'd look similar to that kind of design(or kinda like an old grain bin if that helps too) and assuming I still have the pic, I may have a good idea for a stained glass window :twisted:

Posted: Sat Dec 13, 2003 6:13 pm
by Defilus
Something like THIS perhaps?

( the screenshots dont show it but the rooms (together) are about 8000+ high. thats REALLLLY high.)

Image
Image

EDIT: i don't know why the images arent working... here's the links to them though.
http://www.geocities.com/thezerginator/drop02.jpg
http://www.geocities.com/thezerginator/drop01.jpg

images still aren't working... i'll have to find somewhere else to upload them.

Posted: Sat Dec 13, 2003 6:47 pm
by FurrySound
R-click and save as works on the links.

Posted: Sat Dec 13, 2003 7:27 pm
by Kyllian
Defilus wrote:Something like THIS perhaps?

( the screenshots dont show it but the rooms (together) are about 8000+ high. thats REALLLLY high.)
Nice start. Think you'd be able to round out the ceiling as well? I'll see if I can dig up that pic I mentioned as a "stained glass" window

Found it :twisted:
Image link removed by FurrySound{Moo}

Think you could add this in somewhere? Scaled down a bit of course (Not my work, can't remember where I found it.)
Image

Posted: Sat Dec 13, 2003 7:33 pm
by Defilus
Sure can. Wont me too much of a problem.

I'll get to work on it tonight, im headin off to my girlfriends house for the day. I'll be sure to keep you posted though. =)

Posted: Sat Dec 13, 2003 7:37 pm
by Kyllian
Sweet, take your time.

Posted: Sat Dec 13, 2003 8:54 pm
by Shadowstar
The pillars would not be possible, at least not the way you intended. Firstly, playerstarts can't be placed on movers, and secondly, there is no scripting event for the start of a new round, to trigger the pillars to come back up. We would need to make Duel call an event at the start of a round, and then have the pillars be triggered by that event. Then, all we'd need is someone to figure out how to restore Unrealed 2's ability to attach navigation points to movers and we'd be set.

Unfortunately, however, I would imagine this concept is a pipe dream.

This map concept could work for UT1 though.

Posted: Sun Dec 14, 2003 4:48 am
by Defilus
Shadowstar i dont mean to disappoint you, but you CAN place playerstarts on movers. UnrealEd gives you a notification that the playerstart "is not placed on a valid surface, blah blah" when in fact THIS IS JUST A WARNING, NOT AN ERROR. So far the map is playable using a Static from the AbbadonHardware package (lift something, its circular).

I'll get an uploaded copy on my geocities After i make the changes It should be up by morning.

-Defilus

EDIT: forgot to mention that the movers are set to stayopentime of 5 seconds, allowing the players only a few brief seconds of actual free grapple. I can up this if you want, but if players dont grapple immidiately, they are sent to a lavavolume (500 damage/sec) where they die. Pleasant, aint it. :twisted:

unfortunately, the movers come back up before the round ends and have visible "open" bottoms. I can try to create a custom static for this map (which would be practical, yet time consuming). anyways, as said before ill get a copy of it up before tomorrow. Though it most definitely wont be finished.

-Defilus

Posted: Sun Dec 14, 2003 4:51 am
by FurrySound
Sounds interesting... can't wait to see it.

Posted: Sun Dec 14, 2003 5:42 am
by Defilus
I just took a bit closer look at the stained glass window picture...

Kinda offensive, but if there are no major objections i'll stick it in there.

EDIT: can't get the map up tonight. It'll have to wait until tomorrow (today, sunday actually) to be uploaded. So far its looking awesome, but its a big no-no for bots. :(

so play it with your friends once its up and ready.

-Defilus

Posted: Sun Dec 14, 2003 7:40 am
by FurrySound
I just now looked at the stained glass image closely. I don't know if it just happens to look that way, or it was draw that way on purpose. Either way it looks offensive. I prefer you find another image, or atleast remove that one from your post. Thanks.

EDIT: Ok, I looked at it again and removed the image link.

Posted: Sun Dec 14, 2003 7:46 am
by FurrySound
Something to note when making maps... You can't include someone else's work without asking for permission and giving credit...