Mapping Concept for MonsterHunt, GIANT SIZED!
- EvilGrins
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Mapping Concept for MonsterHunt, GIANT SIZED!
There are various Giant Sized maps where all the players are tiny by comparison. Some are just kitchens, some are entire houses.
Take an existing map of this type, set it up for MonsterHunt... but have the monsters be GIANT SIZED too!
To scale with the furniture of the map.
Is this too insane?
Take an existing map of this type, set it up for MonsterHunt... but have the monsters be GIANT SIZED too!
To scale with the furniture of the map.
Is this too insane?
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
There's already an existing MegaTitan which is about the right size, and I figure the map gets primarily stocked with redeemers.
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
I played once a map with one Mega Titan ...it was a huge map and that thing was huge as well... 1.000.000 health points.
We had Redeemers and normal weapons... Half an our later I left.
That thing was still there and jumped around.
We had Redeemers and normal weapons... Half an our later I left.
That thing was still there and jumped around.
Re: Mapping Concept for MonsterHunt, GIANT SIZED!
Yes, probably - in that kind of map there could only be a few giant monsters and they would have to have very hight health. So it might be fun for a while but, as papercoffee says, do you want to spend half an hour or more trying to kill one monster? Would that kind of map be played more than once by most people?
There is a MH map around with some giant skaarj warriors in it but I can't remember the name so that's not a lot of use.
Re: Mapping Concept for MonsterHunt, GIANT SIZED!
Remember that Pawns with a bigger collision cylinder cannot be hurt by projectiles that create damage by HurtRadius.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
Te he, one of features which I had in my MH versions was trying harder to put them back on default scale... if mod will fail, here NavAdder will bite them badly with any matter using a plugin with dedication, it's why XC_Engine for me it's a stock thing - and that's why I don't have any use of newer 469 with new warnings and the rest because it doesn't support last public XCGE.
Why slapping them ?
1) They are useless in navigation;
2) They do not take damage properly;
3) Some mesh in that size won't render well;
4) They don't look animated well at that size;
5) Summary: "coder" doing these was probably sick. I recommend a good hospital here.
Why slapping them ?
1) They are useless in navigation;
2) They do not take damage properly;
3) Some mesh in that size won't render well;
4) They don't look animated well at that size;
5) Summary: "coder" doing these was probably sick. I recommend a good hospital here.
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
I personally like the idea of giant sized monsters, but by "giant" I mean maybe up to 10x the size of a normal titan at most, but as a "boss" kind of fight, with some of them spawning smaller minions of a different kind.
And I don't mean them having 1M of health, that's kinda moronic as well (upping the health of a monster to require stronger weapons which in turn lead mappers to raise the health more, in a retarded loop until there are no bits left to raise).
These giant monsters should have "normal" to "boss"-like health, a reasonable amount that takes a short amount of time to kill if they are meant as normal monsters (or mini-bosses or tanks) and a higher amount of time if they are meant to be a boss fight, but nothing beyond 5 to 10min at most with 4-8 players in a server.
Although as bosses it would be nice if these behaved in more complex ways than the rest, with special abilities and maybe different health stages, like in other games, which is possible even with the existing ones.
However, like others have said, in the current UT version there are some problems mostly related with rendering bugs and damage, but both of these can be fixed in new UT versions (rendering ones definitely will), now that new patches are being made, and these monsters may also have mechanics such as weak spots where you could attach something smaller which works with every weapon damage-wise.
And I don't mean them having 1M of health, that's kinda moronic as well (upping the health of a monster to require stronger weapons which in turn lead mappers to raise the health more, in a retarded loop until there are no bits left to raise).
These giant monsters should have "normal" to "boss"-like health, a reasonable amount that takes a short amount of time to kill if they are meant as normal monsters (or mini-bosses or tanks) and a higher amount of time if they are meant to be a boss fight, but nothing beyond 5 to 10min at most with 4-8 players in a server.
Although as bosses it would be nice if these behaved in more complex ways than the rest, with special abilities and maybe different health stages, like in other games, which is possible even with the existing ones.
However, like others have said, in the current UT version there are some problems mostly related with rendering bugs and damage, but both of these can be fixed in new UT versions (rendering ones definitely will), now that new patches are being made, and these monsters may also have mechanics such as weak spots where you could attach something smaller which works with every weapon damage-wise.
Re: Mapping Concept for MonsterHunt, GIANT SIZED!
MH mapping contest is like music in my ears! count me in Not for the prize, just for fun!
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
@terraniux He wrote concept in the title, not contest
(We are planning on a skinning contest though)
(We are planning on a skinning contest though)
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
oh sorry! I wasn't wearing my glasses! I guess the eyes read what the minds wants
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
Even if it had been a proposed contest, there's not enough interest in mappers to make it.
At most it would be you and Ferali.
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Mapping Concept for MonsterHunt, GIANT SIZED!
This is a side effect comming from YOUR hand. Naliweapons are WAY too powerfull and could clear a normal MH game with a few shots, so don't blame mappers for trying to introduce gameplay back to the game?Feralidragon wrote: ↑Sun May 10, 2020 2:03 pm And I don't mean them having 1M of health, that's kinda moronic as well (upping the health of a monster to require stronger weapons which in turn lead mappers to raise the health more, in a retarded loop until there are no bits left to raise).
Retired.
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Re: Mapping Concept for MonsterHunt, GIANT SIZED!
Oh, they're not too powerful.
I collect monsters and do map edits all the time, I can think of several monsters that make NW3 seem WAY under-powered.
Now, that might be less of an issue if someone ever got around to making NW4...
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins