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Higor
07-06-2012, 05:49 PM
Siege and possibly CTF map concept.

Warning, over 9000 seconds on MSPaint.
http://dl.dropbox.com/u/58384316/UT99/Shots/Concept1.png

Special points to take into consideration:
- The tunnels above the portals are a long fall, death is almost ensured.
- The blast holes allow enemies with nukes or translocator to reach the core after sorting all other natural defenses.
- The underground river is very long and will require ScubaGear to cross it.

Game progress will determine availability of entrances:
- First, crossing through the portals will be the fastest and most effective way.
- Secondly, when time isn't critical for basic buildings, the river tunnels become an alternate choice.
- Thirdly, with more RU at disposal, using the river will be a good choice to surprise enemies.
- And last, using translocator or boots + shield to enter the base using the tunnel above the portal becomes possible.

Good Teleporters:
- Underground river, close to enemy base.
- Mountaintop, 360º sniping + item. (sniping or being sniped).
- Mini bases, control both to either create a quick attack lauch position, or to defend your tunnel.

.seVered.][
07-06-2012, 06:41 PM
I like the size and scope.. the more detail the better. How about bringing back the 'flashlight' for the underground tunnels since they are pitch black.

it kinda looks like water in the middle? A Lake? with land masses here and there?

http://i1102.photobucket.com/albums/g457/ChanClan66/concept2.png

Higor
07-06-2012, 07:15 PM
Shallow water + vegetation between the mountains and hills would be ideal, I would have to test how much other ppl lag before doing that.
If map doesn't require too much CPU power, I'll add it.

EDIT: Mid is a big mountain, random items will spawn there.

Second concept: The outer portals (lol stargate).
http://dl.dropbox.com/u/58384316/UT99/Shots/GateOutside.PNG

When defenders lock their own base, they will surely be able to get out with a teleporter if they made one, it's a way to force attackers to focus on the special containers or to use another longer route.

When attackers lock the enemy base, defenders will most likely have to mine their side and use the underground river to get to the tunnels and appear on the closer corner.
In this situation, nuking defenders might use a translocator or antigravity platforms to jump up the tunnel above the portal and retake the other end.

In one war or another, having a teleporter that leads outside of your base is crucial.
There will be many places to hide teleporters on the map.

Higor
07-06-2012, 07:50 PM
Inside of a base:
http://dl.dropbox.com/u/58384316/UT99/Shots/BaseInside.PNG

Bases can only be considered safe locations from the outside, once inside there will be little to no advantages for the defense.
The basecore can be raised and enter the line of fire of enemies that approach through the portal, making it easier to destroy and harder to repair.
Enemy teleporters can be placed on the tunnel above the core and take an unsuspecting team by surprise as well.
And without constant scans on the water entrance, you can never be sure of what's coming from down there.

Bottom line is, in order to defend, you must bravely charge outside of it.

Higor
07-13-2012, 02:49 PM
The test warp portal works almost flawlessly, and its surrounding elements don't look as bad.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction1.JPG

This is only a construction room, it's better do build open maps like this in my opinion.

SAM
07-13-2012, 02:53 PM
I like the concept this will definitely be interesting....will you actually turn this into a map then?

Higor
07-13-2012, 03:08 PM
Will do.

Since it will be an open map, which I already have a concept (unlike my other projects) I already know what to do and how to do it.

The intention is to make a fully pathed map, with lots of (most not yet developed) special purpose actors that will be in a map specific package to increase Siege functionality.
This map will include:
- Switchable paths.
- Portal lockable by placing containers in a special switch.
- Invisible teleporter waypoints to make bots use player made teles.
- Invisible long paths for bot boosting purposes.
- Invisible reference points telling what locations are best for possible buildings (usable in future or not, ill place them anyways just in case).
- Team base parameter voice warnings (if enabled, speakers placed on the map will warn of enemies inside a base's parameters).
- No build zones (optional, to be placed on sky high to prevent weird tele exploits, open maps could use these).
- Hidden flashlight to make water navigation (it's an underground river after all).
- Some other things I will think of with time.

Even if they're unnoticed or unused, I'd like to make use of as many special purpose actors for educational reasons.
I'm waiting for the update before taking the development of this map seriously though, better to test it with an updated Siege after all.

Higor
07-13-2012, 05:06 PM
Added the ceiling field to it, while apparently some weird bug happened, I actually came to like it.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction2.jpg
Added path nodes in a way that they don't make more than 4 connections each, the connections as seen on the editor look like a clean fishnet.

The ceiling field only appears when a container is placed inside the left switch (via usage of special purpose building trigger), it blocks shots and some projectiles.
The bug is, that it can't block players, BioGel, Shock projectiles, and Translocators.

It's weird, but I like the idea of a wall that blocks strong projectiles and shots but not players and translocators.
Don't know how I made it, but I suspect the brush I used has something to do with this problem.

Also, the Mover class I used is a custom version that doesn't crush any object when moving and that with some expansions, it can create visual effects upon impacts.

Higor
07-14-2012, 07:13 PM
Started the bases, I decided to make them underground caves, fits better with the underwater river theme and delights us with a different style.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction3.jpg

The cave itself is a hand made hull with a little subsection (not seen here) where the core will go, despite the rounded surfaces and stuff, it only has around 130 polygons.

The tubes you see there are the spawnpoints, players take 2 or 3 seconds to enter play as the lift goes down.
In order to make respawning faster, a container trigger and a holder will be added to enable quick spawnpoints.

The platform in the middle is the core-lift module, another container holder will be made to disable the effects of the platform and prevent the core from rising.

There's plenty of room above the portal and behind it to place the other entrances, I made both sides of the ramp in a way that it requires 4 supermines instead of 2 in order to properly block it.

The ramp is hollow and containers/sensors can be placed under it, can be leeched from water so they need defense from time to time.

This portal already connects to the outside zone.

I'll leave the third container holder as a surprise.

Disturbed//*.
07-14-2012, 09:27 PM
Nice Work Higor Really Nice Man. Keep its up!

Higor
07-14-2012, 11:16 PM
Software SS on the back side of the cave.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction4.jpg

Behind the blast door there should be a core, and stepping on the platform would expose it (making it rise), the platform will emit purple beam as indicator it is enabled.

Those two boxes hold containers, placing one inside would trigger special functions, as said before, those would be quick respawn and platform disabling.

EDIT: The trigger works for both teams, defenders can rise their core to prevent it from being hit with chainsaws.

Higor
07-15-2012, 10:00 PM
These are the high corners where the tunnels that go to the underground river start.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction5.jpg

It will be a long way down, and any part of the mountain makes a potentially good spot for teleporters.

It is a single brush with 267 faces.

There is intention of seamlessly connecting the brushes in all 8 directions, this means 5 of them will be part of the sky zone.
The sky zone info marker will auto adjust it's position to simulate a single seamless terrain that perfectly connects with the terrain from the play zone.
For more info about this feature, see here: http://www.ut99.org/viewtopic.php?f=15&t=3809

Higor
07-16-2012, 06:45 PM
See the full image for better details.
Second terrain brush made, 215 faces.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction6.jpg

The red square is where the portal exits will be placed.

There will be shallow water above the dirt textured ground.

The minimap should illustrate what parts of the map these represent.

PD: Already coded the core attacher.

|uK|Grimreaper
07-18-2012, 06:39 AM
can i provide u with adobe photoshop ? :P

AuSSiE^uK
07-18-2012, 10:28 AM
Ooo, watching this closely :)

Very nice work

|uK|Cube
07-18-2012, 03:17 PM
Wich programs are you using besides UT editor?

.seVered.][
07-18-2012, 04:28 PM
Wich programs are you using besides UT editor?

Would you beleive me if I told you, NOTEPAD! ('http://www.ut99.org/viewtopic.php?f=6&t=3934&p=39644&hilit=editing+brushes+with+notepad#p39644')

|uK|Cube
07-18-2012, 04:53 PM
I would but i'm talking about programs wich are not standard for mapping thus ( Photoshop, GIMP, UTED, Notepad )

Higor
07-18-2012, 06:01 PM
So far I haven't used custom textures, yet, so no texture image programs so far.

But since you're asking, I use these sets of programs:
Pallete making: Wally (ancient HL .PAK and .WAD editor), then export these into Photoshop palletes, honestly, it's far more useful for custom gradient palletes than the others.
Image making/mixing: Photoshop 7, newer versions don't offer much and this one is lightweight.
Quick image converting: GIMP, allows to save into the .PCX format UnrealEd uses to import without affecting the pallete.
Font making: UnrealEd, 'TRUETYPEFONTFACTORY'.
Font hacking: Photoshop 7 to make the custom image (based on original image).
Font hacking: XVI32, hex edit both the font's image and pallete into the custom one, with this, I can make smooth, black colored, transparent fonts using STY_Modulated drawing style (black letters, grey background).
Package hacking: UTPT, shows me where to hex edit a package (or map), can even decompile .U packages.
Gizmo Manager: Coding outside of UnrealEd, self written batch scripts to generate text files, mostly related to maps' T3D files.
Modelling: MilkShape3D, Sculptris (rarely used), Blender (format conversion, supports nearly every 3D format).

In this map, the special code is done in UnrealEd and the brushwork is a combination of 2D shape editor and Notepad, which is properly explained here (http://www.ut99.org/viewtopic.php?f=6&t=3934).
In this case, I make lots of different shapes, and form the brush surfaces one by one, this is an even more complex method used than in the UT99 post I've developed right as I worked in this map.

Steps:
-
Surfaces facing the sky:
Create simple shapes using 2D shape editor, they have to be made taking into consideration the final 3d form, even if you progress by 5 polygons per addition, it's a slow work.
Add the shape in 'SHEET' mode, make sure it has no rotation or scaling applied to it, then do 'TRANSFORM > MIRROR ABOUT Z', because those shapes are facing down.
NOTE > ALL SHAPES ADDED FROM 2D SHAPE EDITOR FACE DOWN.
With the mirroning, they face upwards, now move the brush to a preset origin location (0,0,0) is recommended, you know the brush is on 0,0,0 because it's clickable dot (which is not connected to any surface) is there.
If you want to move the entire brush, do it using VERTEX EDIT, the brush center dot MUST ALWAYS BE AT (0,0,0).
Vertex editing explained here (http://wiki.beyondunreal.com/Legacy:Vertex_Editing)
Now repeat the step until you made a nice set of (0,0,0) centered shapes, all connected, facing upwards and forming a nice rectangle from the top view.
NOTE > WHEN VERTEX EDITING, ALL THE SCALING AND ROTATION PROPERTIES ARE RESET TO 0, WHICH IS A SIMILAR EFFECT TO 'TRANSFORM PERMANENTLY'.
-
Surfaces completing the brush (sides and below).
Choose one of the 4 sides, make a shape with 3 sides (down,left,right) and with the top sides divided by N points (being N the amount of points to connect with the main ground shape).
Add the shape, knowing it faces downwards you must rotate it until it matches the dots you must connect and the low sides.
Move the shape to the preset origin (0,0,0) in this case, and vertex edit it until it matches the dots, also shape the lower points (which aren't connected to the top shape) so that it makes somewhat a cube, as seen in the screenshots).
Do the same with the remaining 3 sides, and the lower surface which would only be a square.
Now if you notice one of the side shapes is deformed due to high deformations in the main shape, you can either make the lower 2 points higher or lower, or remake the side shape with an extra point on the lower surface.
-
Select all brushes that together make the whole terrain, make sure it doesn't go beyond 1000 polys..., copy them, paste into notepad.
In notepad:
You'll see a lot of actors, if you properly (0,0,0) centered them, the simply copy the surfaces from all the brushes into a single brush.
Then remove the FLAG=8 or FLAG=WHATEVER property on each surface to make it solid.
The result is one brush with all the faces, delete the other brushes, make sure you don't erase the BEGIN MAP and END MAP on the document.
Copy all the text, paste back into the editor, you now should have a complex brush.

About the seamless skybox, that will be explained later...

Higor
07-18-2012, 08:40 PM
Finished the remaining square, now that should be exactly a quarter of the map, given the map's symmetry it's half the work.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction7.jpg

On that flat grass patch (and a little further close) should be the red minibase, which has a tunnel that ends right above the base's portal.
Decided to make the minibase spot a little closer to the red portal in the middle patch to make taking this minibase harder for the attackers.

The mountain on the right might seem like a good place to make a teleporter... until you see that cliff on the left between the mountain and what would be the red portal.
That cliff also has the purpose of support location for snipers trying to defend the minibase location, this way, defenders don't actually have to go through the river to reach the minibase spot and defend it.

Edit:
Forgot to mention the little hill there, that is a nice spot to hide when there's too many snipers on the cliff, and will have a little cave inside...

Higor
07-19-2012, 01:01 AM
Keep playing with the textures, in the meantime, here's the mountain in the middle.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction8.jpg

As you can see, it's mirrored already.
There will be a natural ramp connecting the upwards path and the other side of the cliff.

That other path that goes into the mountain ground actually leads to the side rigth in front of that non-matching, almost green patch on the corner mountain.
That's because there will be another ramp connecting both mountains.

As you can see, there's only 2 normal paths into the corner mountain, that's from the middle mountain, and right from the portal exit.
The only way to access it from the enemy side is by using jetpacks, or carefully placed super boosters, the reason of this is that the corner mountain can be of great advantage for an attacking team if taken.

The middle mountain itself was some walls so that it won't be possible to snipe from all positions.

Notice right in front of what would be the portal, into the mountain, next to where the ramp starts, there's a flat surface there.
That will help attackers from mid to go straight into the enemy portal by jumping down there.

Higor
07-19-2012, 06:29 PM
This is how the early stage of the main terrain should look like, doesn't mean the map is finished, at all.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction9.jpg
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction10.jpg

Rocket boosting anytime, anywhere, and quickly will make the difference at attacking quickly and safely through unsuspecting routes.

Also, tried to reduce as much as possible long distance sniping positions.

I guess the skybox is next.

|uK|B|aZe//.
07-19-2012, 07:02 PM
Also, tried to reduce as much as possible long distance sniping positions.



whatanoobs

Higor
07-20-2012, 01:56 PM
Here's the terrain test, I've included a special skyzone that gives a certain illusion... you'll see once you test it.

.UNR file on /maps
.U file on /system

http://www.ut99.org/download/file.php?id=3604

Higor
07-22-2012, 09:18 PM
An incomplete version of a middle base:
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction11.JPG
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction12.JPG

The little force field on 2 of the gates follow the same logic as the ceiling field on the portal exit, they block most projectiles but allow players and translocators to go through.

There are 4 container holders and there will be 2 lifts leading to a small sniper location in it.

The middle of the base will have the long tunner that leads to the base's portal.

EDIT: The sniper locations are high up on the front gate's side (see the 4 thin pillars?), that place will have 2 lifts that will make the players rise to it and the little wall will open up.
The purpos of making it there is, that if the sniper is hit, he will fall through the long tunnel and die.

Higor
07-23-2012, 04:11 PM
It is defender's responsibility to keep the sniper opening closed when not it use, or infiltrators might get into the main base with a simple translocator shot, going past all defenses in minibase.
+1 for nukers here.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction13.JPG
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction14.JPG

The switch will open it upon being shot.

The lifts will remain up as long as a player stands on them.

Snipers have a wide field of vision, almost extending to the enemy portal exit, the middle mountain and their own portal exit.

If shot, the sniper will most likely fall to his death on the long tunnel.

EDIT: Ops, the switch isn't visible in the second screenshot, it's on the wall behind the snipers, so an accurate shot from the same altitude can close the sniper gate to prevent them from firing as well.
PD: Teleporters can be built in this opening from outside (theoretically).

'Zac
07-24-2012, 02:14 PM
on the big portal, did u use a warp zone info or teleporter?
also, nice editing and mapping skills ;)

Higor
07-24-2012, 02:32 PM
I used a warp zone, but might as well replace it with something customizable, it doesn't precisely has to be a warp zone after all, because I don't really need visual tru the portal.

Higor
07-24-2012, 04:30 PM
Placed the minibases and the portals on the test map.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction16.jpg
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction15.jpg

You can see the ingame terrain extension, despite the looks of it, it is actually outside of the map boundaries, this works like UT3 maps, sorta.

The sniping positions are quite limited, now while the minibases are open, the gates can cover a player sniping above a minibase earlier in game.

The gates are independent and need 2 containers each for activation, there are 4 holders and 4 gates, a result of this is, that 2 containers are required to lock the first gate and that the last 2 gates will lock at the same time with the last container.

Looking at the portal exits, now you may understand why the ceiling field is so crucial, same with the minibase gates.

The core bases will be below the minibases in a long tunnel, if the sniper minigate is open, a transloc nuker can enter directly the core base without facing the minibase defenses, or the locked portal.

'Zac
07-24-2012, 05:34 PM
Higor how have u learned to make such good terrain? like i do ALRIGHT terrain but yours are like wooo !!! dam to good

Shotman
07-24-2012, 08:07 PM
practice practice and practice. Also depends how long he has been mapping.

|uK|kenneth
07-24-2012, 09:15 PM
this is going to be a nice map if i see mid haha.

Disturbed//*.
07-25-2012, 12:39 AM
I Test the Terrain And i fricken HUGE!!!, Really Like it higor, You got me on the water stream part, but thats just part of the skybox lol.! Other than that, Really spacey.

Higor
07-25-2012, 01:26 AM
Did a few tests with Severed, the things I least expected to bug, happened to be nasty ones.

Gates and projectile blocking forcefields: perfect, I expected something...
Dynamic skybox: dissapears on clients, fixed recently.
Container detecting triggers: untested.
Portals: client crashes upon crossing, I'm definetely going to use a custom warp method for this.
Trigger system: perfect.

Things to add after weekend:
Tunnels connecting minibases with bases.
BSP terrain connections and tunnels.
Shallow water.

.seVered.][
07-25-2012, 03:25 AM
Don't forget US players spawn in wrong base and the Pinkish purply thing that won't drop with the door on the triggered barracade door.
"_______________________________________\/" This here thingy...
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction12.JPG

Higor
07-27-2012, 08:00 PM
Player Start issues solved, all those needed was a Navigation rebuild.

Added first 2 rock connections, between middle mountain and corner mountains, above the right river path. (like natural bridges)

Gate's force fields have same tag as the gate itself, they both move when the proper event is triggered.

Portals just replaced with a homemade solution, it consists on 2 built-in transmitter triggers with spherical collision, placed in the middle of each portal, they detect incoming actors and if they cross a user defined plane (portal mid plane) they will be sent and rotated onto the other portal.
Bugs seen so far:
- 1/10 chance object crossing will be teleported high up somewhere else on the map, causing death.
- Clients don't properly rotate upon crossing the portal.
Extended potential:
- Will have ability to rotate the player's view when they make a guided nuke cross, might as well do the same for translocator users so they already come into the hall with proper rotation (because portal planes aren't exactly parallel).
- Will have the ability to disable itself, this way there won't be any need to place a blocking mover to prevent teleport.
(Advantages: 4 less zones on the map)

Extra bug seen:
Core rising pipe isn't replicated on clients.

EDIT:
Given the way the Transmitters were built, these could easily be placed as dynamic entities into a map, now imagine some projectile transmitting portals being setup in a future Siege version...

.seVered.][
07-27-2012, 10:02 PM
OOOhh...that's quite clever... rotations will DEFINATELY be an issue then but in my opinion ALWAYS have.

-only a 1 in 10 change...hmmm... pretty good odds, I like to gamble with my life...LOL

Higor
07-28-2012, 06:41 PM
Water and ramps.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction17.jpg

Water that doesn't look like alcohol with colorants, and with some lively colors.

Decorations would do real good here, might as well take some weeds and trees from Gothic's swamp camp (germans will definetely know what i mean), I still have the 3d models from this abandoned project of mine (http://www.ut99.org/viewtopic.php?f=29&t=2421&start=390#p35996).

'Zac
07-28-2012, 09:20 PM
does the water have to be green? like really... blue water ftw

Higor
07-29-2012, 02:14 AM
645646

Test session, trigger system is perfect, except for the small lifts.

Higor
07-29-2012, 03:32 PM
ACE kicks me for calling PlayerCalcView in the moving skybox module.
Server is going to need to whitelist this package or something when this map is on.

In the meantime, this is half the tunnel that goes into the underground river.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction18.JPG

Higor
07-29-2012, 06:38 PM
Portals have better client simulation and are more reliable now.
High pingers will still notice some oddities but it works.

A little miscalculation on the underground river placement and shape, gonna do something about that.

Lifts inside minibases no longer break.

Another test showed me that Super Protector's projectiles aren't blocked by the ceiling fields, gameplay will nicely vary here.

Blocking the portal entrance is something to do with judgement, if done at the wrong time it can lead a team to defeat.

===
Things added to Shared Resource package and in use in the map:

- XC_LiftTrigger
This trigger remains disabled when associated lift is in movement, enabled when this one stops.
This allows a set of triggers to interect with a lift without pressing and activating other events when the lift isn't ready to start moving again.
It also has the option to remain at a relative position of the lift at all times, so making buttons on the lift is possible as well.

- XC_MultiTrigger_Control
It's a trigger counter, only that instead of only counting up, it also counts down when the sub-triggers do UnTrigger.
If it reaches the desired Trigger hits, it enables events, if the sub-triggers UnTrigger and the hits go below the desired amount, the main counter will UnTrigger as well.
This allows for an event to only execute when a whole (or partial) set of triggers are being hit.
A good usage of these are gates that only open when 2 players stand in different activation points to allow a third one in; or for multiple Buildings at different locations to enable a certain object.

- XC_sgB_Trigger
Building detection trigger is now able to trigger 2 different events at once, it's for convenience and to prevent extra Dispatcher placement.

- XC_InstantField
Mover subclass, used at ceiling fields and portal blockers, these go right through all actors without destroying them if encroached
Can make special effects appear when hit.

- XC_CoreAttacher
Mover subclass, attaches a nearby core, this way the attached core can be moved with the core attacher to a desired spot.
Useful to hide/expose a core, or to simply make it constantly move over a 8 point rail (lol).

- XC_TelePath
Useless so far, bot support might be coded in the future to allow bots go through player made teleporters, for now these will be placed as markers.

'Zac
07-29-2012, 06:49 PM
nice job higor. seems a lil too big but WHO CARES !! :D lol it looks awesome. cant wait to play it

Higor
07-31-2012, 12:33 PM
I'm thinking about making a tunnel with moving platforms (or mini trains) on rails to solve the distance issue between the underground river and the entrance in the corner mountains.

The tunnel shouldn't be walkable, or anything.
It will either go with:
- No build zone.
- Train destroys any building it hits.

.seVered.][
07-31-2012, 02:50 PM
I'm thinking about making a tunnel with moving platforms (or mini trains) on rails to solve the distance issue between the underground river and the entrance in the corner mountains.

The tunnel shouldn't be walkable, or anything.
It will either go with:
- No build zone.
- Train destroys any building it hits.

Like an underground rail system in a mine, with little yellow canaries to protect the miners. (How odd, I was just talking about yellow)... and a triggered oxygen system to KILL everyone in the mine? or triggered lights to make finding my way even tougher...Hey that would be a good for the zone (RUSH: Finding my Way-1975)

.seVered.][
08-01-2012, 02:09 AM
Looking great so far, can't wait to see your bottomside layout.




http://i1102.photobucket.com/albums/g457/ChanClan66/Shot0022.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/Shot0029.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/Shot0026-1.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/Shot0023-2.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/Shot0024.jpg

|uK|B|aZe//.
08-01-2012, 03:42 PM
looks more like an assault map might be proven wrong once its complete

|uK|kenneth
08-01-2012, 05:00 PM
perfect map for a car.

|uK|Tomahawk
08-01-2012, 06:21 PM
or boosters that go about half way across the map because just from looking at it, it even looks bigger then VallyofSiege and that has boosters and they go about half way across the map.

.seVered.][
08-01-2012, 06:31 PM
The FOV was adjusted to include more in the photo. So it's not as big as it looks.

Gravity
08-01-2012, 07:47 PM
http://i1102.photobucket.com/albums/g457/ChanClan66/Shot0022.jpg

MINIGOLF MAP PLZ.

Higor
08-03-2012, 01:57 AM
Fun stuff, added a long tunnel and a minitrain leading to the entrance of the underground river.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction19.jpg
We placed our buildings in the train.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction20.jpg
Now they stay on the train.

This is caused by yet another addition on the Shared Resources package.
*Images were edited to make easier to see, even the mine. PD, don't ask about the blue skin lol

'Zac
08-03-2012, 11:14 AM
-.- still not making one

Higor
08-03-2012, 01:24 PM
Extra additions to the Shared Resources package:

Notify system per zone.
When these special zones receive or lose an actor, they will send notifies to these zones' notify handlers, depending on the actor type and circumstances these notify actors can make alterations, both client or serverside.
The structure of the notify system is clear and easy to understand, allowing anyone mapping with the package, to create a custom notify actor and embed the code into the map to suit the mapper's needs.

- XC_NotifyZone
This ZoneInfo holds a chained list of notify actors, this list is generated on both server and client with only the notifies that are supposed to run in these environments.
When actors enter or leave the zone, the notify actors may receive an event notification.

- XC_NotifyActor
Base class, abstract (not-spawnable), defines all notification functions called from the XC_NotifyZone, so subclassing it and defining new type of notify is possible.

- XC_LiftBuilds
This serverside notify actor will only work with sgBuilding subclasses, which will be loaded in runtime from the current Siege package.
When a build is created on this zone and is above a lift, this build will start moving with the lift as well.

- XC_MeshFX_Attacher
This clientside notify actor will make sure the MeshFX decorations are attached to the builds, or their bases.
It has to be placed if the mapper is using a XC_CoreAttacher or a XC_LiftBuilds to prevent the buildings from moving without their 3d graphics.

- XC_ActorAttacher
Simple actor designed to make sure something remains at the correct relative location from it's base, because the engine doesn't always keep an object's relative location to it's base (especially if a lift encroaches and returns).

'Zac
08-03-2012, 01:50 PM
you really going all out with this. with the underground traincar thing, does that go in a circluer path around the map or in a straightling to the other end?

Higor
08-03-2012, 01:54 PM
2 trains and they simply go in almost a straight line, they were made to solve a distance issue that's all, I built that tunnel in a way to discourage running through it.
Once I finish the little details, I'll mirror the entire tunnel for the blue side.

'Zac
08-03-2012, 01:59 PM
ok cool. sounds like a good idea for a map as big as yours

.seVered.][
08-03-2012, 06:19 PM
LOL, nice aim on that photo. And will this progress to the ability to make the builds themselves moveable? Or a grab feature so you can move your own builds or have things already in the map that you can move and use.

And I vote for more vehicles; (or at least 1) that a player controls would be SO halo.

Higor
08-03-2012, 07:49 PM
This is looking kinda nice.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction21.png

That will be the underground river, or half of it.

There's no direct line of sight to the other base and the trip will take long enough to drown a player if not wearing a ScubaGear.

'Zac
08-04-2012, 10:34 AM
how did get those green lines on there? did u edit those on the pic or just an addon thing for the editor?

Shotman
08-04-2012, 11:38 AM
i believe it just attaches each trigger to each other or could be to separate each level in the map or be water/slime/lava.

'Zac
08-04-2012, 01:14 PM
doesnt sound that ' relative ' in a map. most maps i dont think do that

Higor
08-04-2012, 01:52 PM
Those lines are the paths, I have them on light green instead of dark blue for better visibility.
I always path my maps no matter what, I had lots of time and practice when pathing the entire Unreal and UnrealRTNP single player maps to make BotZ solve them without player assistance.

Found a cleaner solution for the player starts, now instead of having 8 player starts inside the pods, and 8 outside (disabled); there are 12 (3 per pod) and when the fast spawn is enabled, these are moved outside the pods by an AttachMover.
That reduces actor and path count.

The undeground river already connects both bases and is completely dark, crossing it without a ScubaGear is impossible.

Higor
08-04-2012, 09:02 PM
This is the entrance from the train tunnel into the underground river.

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction22.jpg

The distance between the red base and this point is enough to make the player lose 5 health before going out again.

This should hint the map will be filled with decorations.

What you see on the left is an item spawner, in this case, a customized SearchLight.

Additions:
- XC_InventorySpawner
Works like UT3 spawners, can be enabled or disabled, and has an initial timer before starting the respawn sequences.
Respawn timer is customizable, and if a spawned item isn't picked up, the respawn timer will still count down, but to 2 and at 1/5th speed.
The item can be placed rotating, with customized charge or ammo without even affecting default properties.
It can also attach the item to an inventorySpot navigation point if set (explained later), so that bots will detect it.

Example usage: (screenshot)
Initial timer: 200
Respawn timer: 40
Class: UnrealI.SearchLight
Modded charge: 2500 (searchlight default is 20000)
bActive: True
CustomRot: (2000, 2500,1500)

In this case, if nobody picks the SearchLight, the timer will restart at 40, but go down 0.2 per second (instead of 1 per sec), so if the item isn't picked for long enough, it may respawn soon again.

'Zac
08-04-2012, 10:01 PM
well in UT3 in the beginning of a team match, they have this little pole thing that has four or maybe 3 guns on it that spawn at the same time when u get close to it. but sounds like a good thing to do a map though

HIGH[+]AdRiaN
08-05-2012, 02:46 AM
im begining a new work for siege

Disturbed//*.
08-05-2012, 03:00 AM
Higor buddy, Can you Light up the tunnel with water, i can't see in it even with the nuke light.

.seVered.][
08-05-2012, 05:17 AM
AdRiaN;35094']im begining a new work for siege

Sounds great already.... start a thread, build something new, post it and share. It's your world.... create.

--- Updated ---


Higor buddy, Can you Light up the tunnel with water, i can't see in it even with the nuke light.
“Look at how a single candle can both defy and define the darkness.”
http://photo.goodreads.com/authors/1343271406p8/3720.jpg― Anne Frank



Indeed.

HIGH[+]AdRiaN
08-05-2012, 12:05 PM
The map:

http://i922.photobucket.com/albums/ad69/highadrian/imagem-4.jpg

but... mid itens where? on principal mid of map or in the secundary mid a bridge above the valley (if you are on valley, you can get the bridge with piston), I prefer pessoalment on bridge, this will make more competitive catch the item, mid item in a place with constant traffic is 80% luck

http://i922.photobucket.com/albums/ad69/highadrian/novomapa.jpg

FFVII
08-05-2012, 12:29 PM
grim puto pesquisa google ahaahahuahuahuahuahuah

Higor
08-05-2012, 02:05 PM
I like the third option:

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Adrian.PNG

This will prevent item camping, and filter out noobs.

--- Updated ---

Guiding a nuke through the river shouldn't be an option accessible right away.

- I mean, can you cross the river?
Yes, but you need a light and a scuba, or a repairing teammate.

- Can you lock your portal?
Yes, but you're screwed if you don't have backup teles.

- Can you make a tele anywhere near the enemy outposts?
Yes, but expect it to be sniped in this open map if not properly defended.

- Can you trans in directly to enemy base?
Yes, but you're going to need the enemy team's stupidity, or a good teammate to open the safe way for you.

It's the same logic here with guiding the nuke by the water, can it be done in the darkness?
Yes, but you're going to need some preparations before that.

In order to gain advantages in this map, teamwork and preparation are going to be needed.

HIGH[+]AdRiaN
08-05-2012, 02:16 PM
I like the third option:

http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Adrian.PNG

This will prevent item camping, and filter out noobs.

--- Updated ---

Guiding a nuke through the river shouldn't be an option accessible right away.

- I mean, can you cross the river?
Yes, but you need a light and a scuba, or a repairing teammate.

- Can you lock your portal?
Yes, but you're screwed if you don't have backup teles.

- Can you make a tele anywhere near the enemy outposts?
Yes, but expect it to be sniped in this open map if not properly defended.

- Can you trans in directly to enemy base?
Yes, but you're going to need the enemy team's stupidity, or a good teammate to open the safe way for you.

It's the same logic here with guiding the nuke by the water, can it be done in the darkness?
Yes, but you're going to need some preparations before that.

In order to gain advantages in this map, teamwork and preparation are going to be needed.
wow, nice sujestion, i think i gonna put the item between the bridge and the ground hiashe

trans and jetpack dificult is already solved

Higor
08-05-2012, 06:27 PM
Added the tunnel from minibase to base, where transing in will be possible.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction23.JPG


And a protection field in the mid spawn, false protection when you see a couple of switches...
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction24.JPG


Map is playable now, it will enter decoration stage now.
I will also add a few things, but those will be secret.

HIGH[+]AdRiaN
08-06-2012, 08:47 AM
I wanted to learn make this interactive things on maps... =/

|uK|Grimreaper
08-06-2012, 08:57 AM
damn higor u rock!

Keith
08-06-2012, 09:28 AM
Nice job!

HIGH[+]AdRiaN
08-06-2012, 04:50 PM
map ready for now! tomorrow i up and post the link

Higor
08-06-2012, 06:47 PM
Far from over, it's starting to look nice.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction25.jpg

.seVered.][
08-06-2012, 06:52 PM
AdRiaN;35199']map ready for now! tomorrow i up and post the link

Post in your own thread for feedback... can't wait...

|uK|Grimreaper
08-06-2012, 07:18 PM
is that green water slime or just green harmless water?

Shotman
08-06-2012, 08:11 PM
um he said it earlier, its dirty water.

Higor
08-08-2012, 09:27 PM
Additions:

- XC_ComplexSpawner
Complex inventory spawner, with gradual effect (timer rate) based on how many times it's been triggered, randomly spawns items based on odds.
Spawn timer is temprarily reduced as well if the already available item isn't picked for some time, so a second item may spawn sooner than expected.
In short: the trigger/untrigger signals the spawner receives will either disable it or make it go with more strength.

Edit: XC_sgB_Trigger
- Now it can trigger/untrigger 3 different Events at once.

Other stuff:
- Decorations.
- Map specific inventory.
- Waterfall ready.

FFVII
08-09-2012, 11:40 AM
Any release date? I want to play siege in this map now!

HIGH[+]AdRiaN
08-09-2012, 03:25 PM
my map ready, not comments yet, test it please i think this map can be improved

http://www.unrealkillers.com/showthread.php/2601-CTF-TwinValley-Siege

Higor
08-09-2012, 08:56 PM
Addition:

- XC_MusicController
This is a dynamic music controller, depending on the conditions set it will play different songs/sections.

Music that plays in the map: UT3's Skyward Fire (dynamic version).

.seVered.][
08-09-2012, 09:43 PM
Addition:

- XC_MusicController
This is a dynamic music controller, depending on the conditions set it will play different songs/sections.

Music that plays in the map: UT3's Skyward Fire (dynamic version).

Jeez, and to think that I know how long and how complicated the code is behind that little 2 line description of this addition. Doesn't do it any justice... and it is a good idea.. nice work!

'Zac
08-11-2012, 10:09 AM
is it really possible to take music from UT3 into the UT99? or is that a default package u found

Shotman
08-11-2012, 11:47 AM
UM[=-Zac;35585']is it really possible to take music from UT3 into the UT99? or is that a default package u found

yes you can. But UT99 > UT3 music. In UT3 they just added extra bass and drums.

|uK|B|aZe//.
08-11-2012, 05:11 PM
yes you can. But UT99 > UT3 music. In UT3 they just added extra bass and drums.

true story...

and yes you can

.seVered.][
08-11-2012, 07:33 PM
Update with PICTURES YEAH!... well, just pictures...

http://i1102.photobucket.com/albums/g457/ChanClan66/H1.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H2.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H3.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H4.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H6.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H7.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H8.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/H9.jpg

http://i1102.photobucket.com/albums/g457/ChanClan66/h10.jpg

|uK|Tomahawk
08-12-2012, 01:37 AM
You get to pick up rocks?? Hell yah this map will be mad dope when finally on server xD

Higor
08-12-2012, 06:21 PM
Working on the skybox now.

Extended terrain using mesh decorations, these make the BSP tree simpler, the lighting will be corrected later.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction26.JPG


The very same decoration can be placed over and over with a different texture, makes things real easy.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction27.JPG

Applied a cleaner ground texture on the corner mountains, also, notice the 'geo' effect of the land at the background.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction28.JPG

The decoration was made by converting a vertex edited BSP terrain, by making it assymetrical and detailed, it can be reused to create mountains, or plain grounds by simply inserting, rotating and retexturing.
http://dl.dropbox.com/u/58384316/UT99/Shots/Unrealed/Construction29.JPG


In order to achieve the geo effect, the skybox must be a cylinder.
If we want the clouds to be above our decorations, and 'behind' the land to further enhance the 'geo' effect, we make it into a cone shaped set of sheets (in the simpler of cases), this sky sheets have 24 surfaces (12 on the first cone, 12 on the remaining faces extending the cone).
The cylinder must have a huge radius and the lower points of the cloud cone must closely match the edges of our cylinder.

Shotman
08-12-2012, 07:30 PM
the area looks very bland.

Higor
08-13-2012, 07:47 PM
Added:

- XC_PulseCharger
This triggers events when it has been charged enough with one (or more) pulse gun's alt fire.

- XC_Transporter
Warps player in its radius to a different location upon trigger.

With this, the XC_Siege_r1 package is ready.
Documentation on how to use it next week.

Higor
08-13-2012, 09:54 PM
Beta version http://www.unrealkillers.com/showthread.php/2634-CTF-OutworldHold-BETA-TESTING-VERSION

'Zac
08-15-2012, 10:39 AM
does the water HAVE to be green? because it its one of the worst colors for water :/

Disturbed//*.
08-15-2012, 02:13 PM
It's his map, he worked really hard on it, just let it go, it just water, i thing green water goes best with the Terrain.

Shotman
08-15-2012, 03:07 PM
thing green water goes best with the Terrain.

^^ blue water wouldn't not go so well with this map. When making a map you got to fit the right textures for the map. You can't just have blue water in a terrain that is completely desert, it wouldn't look right. That is why he picked that kind of color for the water.

HIGH[+]AdRiaN
08-15-2012, 04:15 PM
UM[=-Zac;35951']does the water HAVE to be green? because it its one of the worst colors for water :/

really? then put red water! oO
HAIUSEHU

green is good this scenario

Higor
08-15-2012, 05:09 PM
Blue water makes blue team's mines totally invisible, how do you think I get so many mid hogging suckers on Simplex?

|uK|Grimreaper
08-16-2012, 01:02 PM
i love the booby trap ape cannon and the demping shit