[Final] 3072 The Void

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papercoffee
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[Final] 3072 The Void

Post by papercoffee » Mon Nov 07, 2016 2:07 pm

preview06.png
New map ...The Void
preview07.png
Skybox rotates... :mrgreen:
preview02.png
The darker floating cube-clusters are lifts and the bots love to use them.
preview03.png
Some goodies are good visible but hard to reach ...or with a high risk to get.
preview08.png
Bots like to push each other over the edge into the deadly void.

To do List:
  1. preview Screenshot
  2. changing the death message of the cloud-zone
  3. adding Level infos
  4. ...ouups, adding the contest badge
Last edited by papercoffee on Thu Nov 10, 2016 3:42 am, edited 2 times in total.

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Re: [wip] 3072 The Void

Post by papercoffee » Tue Nov 08, 2016 1:37 am

To do List:
  1. preview Screenshot done but not implemented
  2. changing the death message of the cloud-zone done ...now you get lost in the Void
  3. adding Level infos
  4. adding the contest badge
The bots love this map and jump around like insane Pros. Ok some are still clumsy and drop into the void, but even those are still performing better in this map than I did.

I say this map is a one-on-one map max player count should be 4 and that's already very chaotic.

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Re: [wip] 3072 The Void

Post by jaypeezy » Tue Nov 08, 2016 1:44 am

I was trying to remember what this map reminded me of and just figured it out: Mission No. 4, "Sector X Combat Zone" from Starfox 64:


If you're not familiar, it's this strange corner of the galaxy full of space detritus and cryptic structures from the aftermath of combat.
This map has a similar vibe and does an awesome job of conveying it in the UT universe. :tu:

Quite a lot of promising entries, can't wait to play/judge them!

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Re: [wip] 3072 The Void

Post by papercoffee » Tue Nov 08, 2016 2:02 am

@jaypeezy Thanks!
I wished I could make them more floaty ...but this would be unplayable. :mrgreen:
Imagine a map consisting of swaying movers.

:idea: Wait... is there a limit to how many mover you can use in a map?

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jaypeezy
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Re: [wip] 3072 The Void

Post by jaypeezy » Tue Nov 08, 2016 3:29 am

Hahah, I think even if you managed to get the movers right you'd quickly run into the problem of pathing that so bots can get around.
UT bots are pretty smart, but even they have their limits.

I do like the floating-in-space map style. Phobos is hands down one of my favorites; there's also this Rocket Arena map that had this small, blown-out carrier ship as one of the stages. Would have an awesome 1-on-1 if someone isolated it.

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Re: [wip] 3072 The Void

Post by Dr.Flay » Tue Nov 08, 2016 11:49 am

The Chaos grappling hook will be most useful to get around this map :mrgreen:

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Re: [wip] 3072 The Void

Post by papercoffee » Tue Nov 08, 2016 11:34 pm

Dr.Flay wrote:The Chaos grappling hook will be most useful to get around this map :mrgreen:
Ah... this map is really small and fast. You can't use the grappling hook very well... and the ceiling of the map is a no go for the hook as well, because I surrounded the map with a cloud-zone which destroys everything touching it.

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Re: [wip] 3072 The Void

Post by papercoffee » Thu Nov 10, 2016 3:33 am

IT'S DONE!!!

Bot pathing was the most complicated and I think I have still some places where the bots don't react appropriate but they are a challenge and will hunt you through the map. I died more often than I could fragg someone.

Bugs will be fixed after the contest ... I'm tiered now.

_________________________________________________________________________________________________

The Void

A Space between the Existence and the Nought.
The Void awaits you.

One imprudent step, one careless jump and you get lost in it...


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emu3211
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Re: [Final] 3072 The Void

Post by emu3211 » Thu Nov 10, 2016 3:48 am

Very creative design. Your map is unique and the bots seem to support it well. Noted the dependency on "SGTech1.utx" from bonus pack #4, too. Thank you for the map.

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Re: [Final] 3072 The Void

Post by papercoffee » Thu Nov 10, 2016 3:50 am

emu3211 wrote:Very creative design. Your map is unique and the bots seem to support it well. Noted the dependency on "SGTech1.utx" from bonus pack #4, too. Thank you for the map.
Bonus pack 4 should be a must nowadays.

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Re: [Final] 3072 The Void

Post by EvilGrins » Wed Nov 23, 2016 5:04 pm

Interesting map. Close quarters, not a place I would've expected a redeemer, and a bit tricky to maneuver on.

Weird Factoid: If you are in spectator mode and try to move away from the structure to get full screenshots of the whole thing, you die.

Yes, spectators can die... but it's not something you run into that often.

Hitting the "fire" key will bring you out of "death" except now the bots can "see" you and you can't pick up any weapons as you're still a spectator.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Re: [Final] 3072 The Void

Post by papercoffee » Wed Nov 23, 2016 5:23 pm

EvilGrins wrote: Hitting the "fire" key will bring you out of "death" except now the bots can "see" you and you can't pick up any weapons as you're still a spectator.
Never encountered this problem.
Yes, you die as spactator because the vacuum zone and the clou dzone behind it will get rid of everything falling or jumping too high.

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Re: [Final] 3072 The Void

Post by sektor2111 » Wed Nov 23, 2016 6:04 pm

Note: main purpose of UT is game-play not spectating,.. For spectating chapter there are MORE problems, so this is not an issue, this map works properly regarding to other negative positions/opinions.

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Re: [Final] 3072 The Void

Post by Barbie » Wed Nov 23, 2016 10:07 pm

EvilGrins wrote:Weird Factoid: If you are in spectator mode and try to move away from the structure to get full screenshots of the whole thing, you die.
A known "feature" of a "CloudZone":

Code: Select all

event ActorEntered( actor Other ) {
	if ( Other.IsA('Pawn') )
		Pawn(Other).Died(Pawn(Other).Enemy, 'Fell', Location);
	else		
		Other.Destroy();
}
Always funny in CTF if the flag goes in there... :lol:
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: [Final] 3072 The Void

Post by papercoffee » Wed Nov 23, 2016 11:54 pm

Barbie wrote:Always funny in CTF if the flag goes in there... :lol:
Good that I didn't made this map into a CTF version :ironic:

The vacuum zone didn't worked with bNoitem=true and you died not fast enough and the cloud zone had no changeable death-message. So, I had to combine them.
Anyway ...if you feel as spectator that you get sucked into the void, don't get any farther away or you'll die.

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