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Red_Fists mapping stuff.

Posted: Tue Dec 12, 2017 7:45 am
by Red_Fist
DM_Mounds_RF.zip
(572.44 KiB) Downloaded 5 times

Re: Red_Fists mapping stuff.

Posted: Thu Dec 14, 2017 2:43 am
by XaNKoNII
Looks pretty dope, i love when the skybox delivers luminosity.
You should explore more this design, i can see a Venus colony base or something like that coming out of this :D

Re: Red_Fists mapping stuff.

Posted: Thu Dec 14, 2017 2:45 am
by papercoffee
Uhm... is this map finished?

Edit-----------------
Ok ...this was surprisingly fun. Ugly but fun.
When you use the dodge can you go up again and take the other weapons on those pikes. Nice.

Re: Red_Fists mapping stuff.

Posted: Thu Dec 14, 2017 3:49 am
by Red_Fist
Just call it my 3072 contest entry, LoL.

No I had the idea and just wanted to slap a map together for fun. took a few hours.

I did learn one thing, the sun was in the corner but the skyzone actor only faces walls 90 degree.
So rather than trying to move the textures or rotate the brush.
I made the skyzone temporarily movable and not static. and made it directional.
While in the editor with the live view on, I rotated the skyzone while looking at the sky inside the map to line it up to the sun. Then I undone the settings back to static. not sure if all that needs to be done I was thinking it would just snap back the skyzone actor rotation, in game.

PS, I never use dodging, always off. so I would have never known that, should have made the mounds taller.

Re: Red_Fists mapping stuff.

Posted: Thu Dec 14, 2017 4:17 am
by papercoffee
Red_Fist wrote: PS, I never use dodging, always off. so I would have never known that, should have made the mounds taller.
No no ...it's very cool and fast that way. :tu:

Re: Red_Fists mapping stuff.

Posted: Thu Dec 14, 2017 7:27 pm
by Terraniux
Just had a go at it, and it isfun. Will post some screenshots.

You have a fun concept here. I really think that the more players are in it, the more fun. Map is working, and did not crash or cause any lag. :tu:
Here is what I think you could improve, if able :

- some undercover ( or "bridges") between the hills to prevent at least some (spawn) killing.
- some traps between, or even better on the hills, to cause funny fast deaths. This will force players to learn the map at least a bit. Too simple at the moment.
This will get you some hilarious moments. I'd really love some small lava pits on some of the hills. beautiful, dodging incinerations there. :lol2:
- Skybox is not aligned at some angle, see screenshot. PLease align.
- There is no music, might wanna add some cool music. :agree1:
- Edit : 1 more thing: I'd like to see to see different weapons scattered more around. Not all at one hill, for all them. But this is up to you. I.E. some hills only RL, some hills only flak, etc....

The map is spammy, weird and funky. haha :mrgreen: . I love it. Just at the current state too simple concept. Hoping for a final product. :thuup: :thuup: :thuup:

Re: Red_Fists mapping stuff.

Posted: Fri Dec 15, 2017 1:16 am
by Red_Fist
Ya I was not sure of the end result, I think my main idea was, if you DARE stay on a mound and get killed while trying to act like only you can see all the players, but at the same time everyone gets all (most) the weapons instantly, so they can peg you standing out on top
People were not supposed to get back up on the mounds, forcing you to make a decision, bridging them would also be bad in - that each player starts out equal, but all of that is debatable. :noidea

That stupid skybox, the only fix will be to make the skybox 255 or 254, and not the exact size as the texture, which is 256. Seems there was always one seam or another.

The other thing I would do, if I redo it, would make each mound a separate brush, I used the terrain brush so it's all one brush. Besides all you top notch awesomeness graphics mappers should be very happy, I put some plants in there and a fake door. :loool:

I think I am done, you can use the same idea for your own mappage, if you want, it's more or less a prototype with the main ideas, just mention me, a tiny bit . It could use music for sure

am thinking to do another idea-map. not this one, but a different one

Thank you all for the comments !!!

Re: Red_Fists mapping stuff.

Posted: Fri Dec 15, 2017 1:27 am
by papercoffee
Red_Fist wrote: People were not supposed to get back up on the mounds
Did you try it with the dodge? It's not easy but certainly fun that way.

Re: Red_Fists mapping stuff.

Posted: Fri Dec 15, 2017 2:40 am
by Red_Fist
Well that's better, so long as it's not too easy, and no, I despise dodging, I had it turned off for years, and any other game if it can be off. I fight different. Like I read ahead of where the opponent will be and always on the offense. Flak cannon, sniper, minigun, and bio rifle for a time delay.
At the same time I try to psych out the other player by NOT being where they think I will be, and zap them on the rebound. Or bait them into following, then snap around a corner and nail em. :twisted:

My big problem with DM now days is I got soft playing SP and MH, and mapping, I am way out of practice.

Then again, if you can get on top would add another accidental dimension to the strategy, and since I would never use dodging just call it an unintentional feature you found, beyond the scope of my idea-knowledge, a freebee, :idea2:

Re: Red_Fists mapping stuff.

Posted: Wed Jan 31, 2018 1:23 am
by Red_Fist
A new DM map(s) by Ghostwheel, not me.
Check it out !!

Why can't I add more than one file, ? I had to use a quote to add the screenshot.

Re: Red_Fists mapping stuff.

Posted: Wed Jan 31, 2018 1:35 am
by papercoffee
Red_Fist wrote: Why can't I add more than one file, ? I had to use a quote to add the screenshot.
You can add up to 5 files. But you can't select them all in one go. You have to upload them one by one.
browse => select file => click "Add the file" => repeat.

Re: Red_Fists mapping stuff.

Posted: Wed Jan 31, 2018 5:54 am
by MEAT
As a player...the simplicity of this maps is what I think makes it a great map.
No doors to hide behind or teleports to escape with...what you see is what you get.
Only your better players (depending on what weapon is used) will appreciate this type of map.
That being said, I only wish it was a BIGGER map...the size limits its potential.
But if "Red_Fist" were to build a much larger version of this map I'd gladly use it on my redeemer server.
???

Re: Red_Fists mapping stuff.

Posted: Wed Jan 31, 2018 11:13 am
by XaNKoNII
Wow dude, it's really good. Those screenshots don't sell it as they sould :highfive:

:gj:

Re: Red_Fists mapping stuff.

Posted: Wed Jan 31, 2018 8:56 pm
by OjitroC
I'm not really a fan of arena-type maps because of their size, amongst other things, but this map is big (8 levels plus the top room) and it has more z-axis action than one can shake a stick at. As XaNKoNII rightly observes, the screenshots don't do it justice and it is "really good".

Re: Red_Fists mapping stuff.

Posted: Fri Feb 02, 2018 5:25 am
by Hook
I made a map similar to this one but way larger.
Maybe too big LOL
I may redo it a bit smaller and re-install it on our server again.
I wish I had some pics of it.
Will show them when and if I get them. :tu: