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DM-AMC-Thesuspense

Posted: Thu Dec 13, 2018 12:05 am
by SzGergo
okay, let me confess something
Image

Not only i missed the deadline, but i ade yet another HiSpeed-reboot crap.
I wanted to try stuff out, so i did it. That's that.
I triedd to make it look nice and full of life, rather than for good gameplay., for I am not much of a player anyways, so i don't always get what makes a map enjojyable or balanced... here it goes anyways.

Since it is a train, it suffers from those inherent drawbacks, like a bit of room corridor room layout, plus not minding your step is heavily punished...

If you find it worthy, pls see as a bonus map for the amc pack,
and any feedback is appreciated.
DM-AMC-Thesuspenseiskillingme.zip
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Re: DM-AMC-Thesuspense

Posted: Thu Dec 13, 2018 12:32 am
by SzGergo
some screenshots:
sc1.jpg
sc2.jpg
sc3.jpg
sc4.jpg
You spawn somehwere at the middle, good stuff are scattered mostly in the front and rear area
There are two fractal style trapdoor traps on both end of the train. Unfortunately i could not figure out trapspringer actors, so bots don't care to operate the traps. However i think it might make som fun moments for human players.
I also didn't had the the time nor the skill to set up bots to snipe, but i guess sniper riffle will be a very effective friend of the human players...

edit:
wowow, i truly suck at snapping screenshots too and saving them in mspaint. So those are not the ugoblin tearing HOMs into the carriage ceiling, it's just me being incapable to ctrl+v shot into the _middle_ of the canvas... :lol:

Re: DM-AMC-Thesuspense

Posted: Thu Dec 13, 2018 2:12 pm
by Feralidragon
I also like trains. :mrgreen:
Most of my earliest maps (released and unreleased attempts) were around trains or had them in some fashion. :)

I will have to try this one somewhere during this week.

Re: DM-AMC-Thesuspense

Posted: Fri Dec 14, 2018 3:04 pm
by SzGergo
seeing the screenshots on a different screen, i begin to wonder wether the whole map is too dark...? Is it?

Re: DM-AMC-Thesuspense

Posted: Fri Dec 14, 2018 3:37 pm
by Aldebaran
No the map is not too dark in UT, only the screenshots are. I have the same problem and brighten them up little bit with a graphics programm like Gimp before uploading them here.

It is a great map you made here. What a bummer that you haven't finished it in time. I think I have never played a train map in UT that looks so realistic aside from beeing an elevated railway (never seen an elevated railway in that size in real life).

:gj:

Re: DM-AMC-Thesuspense

Posted: Fri Dec 14, 2018 4:56 pm
by SzGergo
Aldebaran wrote:No the map is not too dark in UT, only the screenshots are. I have the same problem and brighten them up little bit with a graphics programm like Gimp before uploading them here.

It is a great map you made here. What a bummer that you haven't finished it in time. I think I have never played a train map in UT that looks so realistic aside from beeing an elevated railway (never seen an elevated railway in that size in real life).

:gj:
thanks! that's good news, cos i tend use stuff with some extra gamma correction.

Size of the train was a though design question at the beginning. What is the best cross section that is large enought to be playable but not unrealistically large.
Not that suspension railway is something people ever see. I know only few examples only: i know there are few modern example in Japan, and there is a beautiful century old historic line in use in Wuppertal, Germany.
I have only seen one example in existece ever, that was when I visited Dresden. There is a small suspended railway-thingy, but it is quite small, and it is more of a funcular than an actual railway.

So eventually i came up with the idea createing something with this size you see. I think it is still somewhat comparable in terms of size to those huge irl train that used in the americas... sure it is obviusly even bigger, but it is still relatable, and not completely off.

Re: DM-AMC-Thesuspense

Posted: Fri Dec 14, 2018 7:12 pm
by OjitroC
SzGergo wrote:seeing the screenshots on a different screen, i begin to wonder wether the whole map is too dark...? Is it?
I agree with Aldebaran - you've got the lighting spot on - bright in the passenger carriages and low or no lighting on the wagons, which is what one would expect - and it all contrasts nicely with the dark of the night outside.

The illusion of movement is very well done. Love all the detail you've got inside the carriages - all round it's fine and fun map :tu:

Re: DM-AMC-Thesuspense

Posted: Mon Dec 17, 2018 6:26 pm
by SzGergo
OjitroC wrote:
SzGergo wrote:seeing the screenshots on a different screen, i begin to wonder wether the whole map is too dark...? Is it?
I agree with Aldebaran - you've got the lighting spot on - bright in the passenger carriages and low or no lighting on the wagons, which is what one would expect - and it all contrasts nicely with the dark of the night outside.

The illusion of movement is very well done. Love all the detail you've got inside the carriages - all round it's fine and fun map :tu:
Oh, that's great news you find it fun to play too! I tend to mess up item placement so that things can become quite un-balanced.

Oh, and any ideas how can i make the bots want those damn trapspringers? I set them up according to some description, but for no avail. I also tried tore evrse engineer DM-Pressure, but i simply have no idea what those extra movers supposed to do there, let alone how do the bots kknow of anyone is in the zone, for things don§t seems to be linket to the pressure zone how i would otherwise expect after reading stuff... weird...

Re: DM-AMC-Thesuspense

Posted: Wed Sep 01, 2021 7:56 am
by ExpEM
Just saw this now (via the monsterhunt version thread).
I am thoroughly impressed you managed to pull off a mono rail build! :tu: I've tried afew times over the years and always failed.
Haven't yet played, only browsing in the ed.
SzGergo wrote: Thu Dec 13, 2018 12:32 am There are two fractal style trapdoor traps on both end of the train. Unfortunately i could not figure out trapspringer actors, so bots don't care to operate the traps. However i think it might make som fun moments for human players.
TrapSpringers are a pain in the arse to get to work properly and looking at the setup in DM-Pressure will mislead you.
If you look at the code for trapspringer it actually has a hard coded hack to get DM-Pressure to work (even Epic fucked it up) what you need to do is make the traps into zones, then set the trapspringer tag to match the zone tag.
The extra movers in DM-Pressure are only to make the sounds of the pressure.

Give me a few days and I'll upload a fix for you with if you give permission?