MH-DarkWhite

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DeathoX 8
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MH-DarkWhite

Post by DeathoX 8 »

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M H - D A R K W H I T E
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Version 0.73
Last update 27/03/11

Filename: MH-DarkWhite
Author: DeathoX 8 (a.k.a. XYZ 8000)
Website: www.DeathoX8.com


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Description
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I had this map sitting almost finished on my hard disk for quite some time (I think I started it in 2008...), I finally decided to finish it for good. In the last couple of days I've given it the finishing touches and I fixed the bot pathing, and here is the finished product.

This is a rather unorthodox Monster Hunt map taking place in a desaturated world.
As you will notice playing the map, this level is more of an arcade gameplay-based map rather than a moody, atmospheric adventure. I chose the monotonous grey theme to allow for large quantities of monsters without impacting too much the performance, due to the absence of lighting (the whole level is zonelighted).

I balanced the level so that there would be very few dead spots, the whole map is action packed and you will keep shooting for most of the time. Monsters, weapons and ammo are plentiful, and if you die you will be able to get right back into the action thanks to the many respawn points and teleporters.


Make sure to play with quite some players (or bots) since the map is pretty hard (but definitely doable, even in classic MH).
You will have to keep moving to avoid the bunch of projectiles flying around, camping will not get you very far. Depending on your play style some sections might be a little harder than others, try to not limit yourself to only your favourite weapon since each situation requires a different approach.


Bots will play the map rather well (considering MH Bot support is pretty broken), but they will not be able to complete the map unassisted. I spent a lot of time trying to fix them but due to the large scale of the level there are some places where they get stuck for no apparent reason.
I recommend to order them to follow you, that way they will work correctly through the whole map. If you see them getting stuck and not following you (like in the room right after the Titan fight) just go ahead alone and they will catch up using teleporters.


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ScreenShots
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Download
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www.DeathoX8.com/Maps/MH-DarkWhite.html#Download
JackGriffin
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Re: MH-DarkWhite

Post by JackGriffin »

Nelsona is on me all the time to address bot behavior. Does anyone use bots in MH really?

Looks like another very nice map from you. I'm a fan of monochrome maps, it puts the emphasis on the monsters.
So long, and thanks for all the fish
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Creavion
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Re: MH-DarkWhite

Post by Creavion »

Interesting concept.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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GenMoKai
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Re: MH-DarkWhite

Post by GenMoKai »

That was a really long time i saw this map... with the beta stuff on excalibur-holland :P glad its still alive
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DeathoX 8
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Re: MH-DarkWhite

Post by DeathoX 8 »

Thanks for the comments :)
JackGriffin wrote:Nelsona is on me all the time to address bot behavior. Does anyone use bots in MH really?
Bots aren't used much in MH since it's played very often online, bot I do use them sometimes when playing alone and I'm pretty sure that I'm not the only one. There aren't many maps that support bots well, personally I always try to add bot pathing as best as I can do although most of the maps are simply impossible to complete by unassisted bots. MH-Templar was the only map that I got where bots would complete the map alone, but that's because its structure is simple and very linear.

GenMoKai wrote:That was a really long time i saw this map... with the beta stuff on excalibur-holland :P glad its still alive
Yeah, we did a test run on Excal IV, I think it was like three years ago :P
By the way, did you release that Glacialis map you were working on? That was some nice MH mappage :)
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GenMoKai
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Re: MH-DarkWhite

Post by GenMoKai »

DeathoX 8 wrote:Yeah, we did a test run on Excal IV, I think it was like three years ago :P
By the way, did you release that Glacialis map you were working on? That was some nice MH mappage :)
Its still there... never releaded though... it has some major bugs... maybe i should revive it agian or something... in the hope people will like it :wink:
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EAT THOSE FRIGGIN BANANAS !!!!!
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JackGriffin
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Re: MH-DarkWhite

Post by JackGriffin »

Someone put it out, I've played it. It was a bit buggy for online play but it had a nice theme. Needed a good, strong end though. You should finish it up, there was a lot of hours in that I bet.
So long, and thanks for all the fish
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GenMoKai
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Re: MH-DarkWhite

Post by GenMoKai »

DeathoX 8 wrote:I had this map sitting almost finished on my hard disk for quite some time (I think I started it in 2008...), I finally decided to finish it for good. In the last couple of days I've given it the finishing touches and I fixed the bot pathing, and here is the finished product.
Well... what kind of bugs you mean then?
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EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
DeathoX 8
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Re: MH-DarkWhite

Post by DeathoX 8 »

GenMoKai wrote:Its still there... never releaded though... it has some major bugs... maybe i should revive it agian or something... in the hope people will like it :wink:
You should revive it indeed, I remember that it was almost finished the last time it received a test on Excal. It is a nice map and I'm sure that MH players will like it, MH could always use for some more nice maps (you probably remember the average quality of MH maps :P)

JackGriffin wrote:Someone put it out, I've played it. It was a bit buggy for online play but it had a nice theme. Needed a good, strong end though. You should finish it up, there was a lot of hours in that I bet.
Thanks for the feedback, could you be more specific on what kind of bugs you encountered? The map contains 900 monsters so it can be pretty rough on weaker servers, but last time I tested it online I didn't notice anything breaking down.

The ending is not terribly hard, but it depends on the playercount and game modes I guess. I tried to balance the map for 2-3 players with MHExcal rules and 4-6 players with classic MH, if you are playing with a UTMHJ-like rules or a large playercount then the whole map does indeed become pretty easy.

I consider this map finished (unless some game-breaking bug comes up) and I am not going to expand it, since the map is already heavy enough on servers. I've had old versions of this map (with more than a thousand monsters) fill out the CPU usage of servers, so I actually had to tone it down a bit.
Splitting the map in two parts would allow me to expand it, but each part would be like 5 minutes long when playing with UTMHJ.

To be honest I'd rather start a new map rather than expand this one, this is an old map of mine (I think I started it in 2008, if not even in 2007) and I just get it off my hard disk. I found it pretty fun and decided to finish it up despite its age, I do prefer having the map released rather than collecting dust on my HD since someone might enjoy it even though it's pretty old.
JackGriffin
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Re: MH-DarkWhite

Post by JackGriffin »

I remember two separate groups couldn't run the map because it crashed their servers. You could chat at Unreal Mayhem, as they were one of the groups with troubles. Monster Hunt Mayhem was the other. I get asked so many things about so much stuff that is broken/wrong I just can't keep everything straight. I do remember playing the map with Hitman (UM) to test it, so you might ask him if he remembers the exact errors it generated.
So long, and thanks for all the fish
DeathoX 8
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Re: MH-DarkWhite

Post by DeathoX 8 »

I did play a couple of matches on UM and chatted a bit, the map was never tested on their servers and Hitman apparently never played my map or a black and white map with a bunch of black and white monsters for that matter. I do appreciate your feedback, but I could use some less confusion, thanks. I will try to contact Hermskii to see if they indeed found errors after testing my map on MHM...
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Re: MH-DarkWhite

Post by JackGriffin »

You know, I had this whole response typed out but I think I'll just pass. I don't want to add to the "confusion". I'll not bother you again.
So long, and thanks for all the fish
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FraGnBraG
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Re: MH-DarkWhite

Post by FraGnBraG »

JackGriffin wrote:You know, I had this whole response typed out but I think I'll just pass. I don't want to add to the "confusion". I'll not bother you again.
hmm, I don't think x8 meant anything too personal by the "confusion" remark... anyways, interesting map, quite impressive piece of work (if you ask me, but I'm definitely an MH noob :) I find the discussion interesting because I've just recently started playing MH, after largely ignoring the gametype over the years - And would like to make a map. I've not played many MH maps, yet, maybe about 30 or so. This one seems to be largest so far. So in terms of scale, is this map an exception, being so lengthy and with this many monsters? Is there any point to making an MH map nowadays with maybe 200 monters and just one end boss ? I was thinking of doing a conversion of that Temple assault (6 vs 6) for MH, but now it seems it would be way too small and tight...

About DarkWhite - The map did seem to work okay as I ran it on a host here. I did get a bit of lag near the end, but nothing that bad - I thought it might have been the sheer number of pawns. X8 had mentioned some problems with BOTs - I can understand what he means but they seemed to work alright (as my team) but they were all killed near the end. I played it with Nick (tom_cat) and as a "team" we got to the end battle together, but neither of us could last very long in the mayhem, even with the redeemers we saved...

Anyways, all good stuff
GJ X8 :)
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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Sergeant Todd
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Re: MH-DarkWhite

Post by Sergeant Todd »

FraGnBraG wrote:X8 had mentioned some problems with BOTs - I can understand what he means but they seemed to work alright (as my team) but they were all killed near the end.
Same with me - lost everybody. But hey, this is one whale of a nice MH map. Glad you're back in the community, DeathoX 8!! :)

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DeathoX 8
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Re: MH-DarkWhite

Post by DeathoX 8 »

JackGriffin wrote:You know, I had this whole response typed out but I think I'll just pass. I don't want to add to the "confusion". I'll not bother you again.
Sorry if that sounded offensive, I might have worded it wrongly and it was not my intention to offend anyone. As I said I do appreciate your feedback, I am just a bit puzzled about some things since you didn't give me much details to work with. Crashes occurring during online play are of course something I want to eradicate ASAP, but aside from your posts I was unable to find any further detail on the matter, and I do not really have a lot of free time in my hands to spend chasing people around on servers to ask them if they tried my map (especially since those servers aren't very active most of the time). So it would help me greatly if you could clarify a bit your posts, giving me some more details that I can work with to fix up the map.


FraGnBraG wrote: interesting map, quite impressive piece of work (if you ask me, but I'm definitely an MH noob :) I find the discussion interesting because I've just recently started playing MH, after largely ignoring the gametype over the years - And would like to make a map. I've not played many MH maps, yet, maybe about 30 or so. This one seems to be largest so far. So in terms of scale, is this map an exception, being so lengthy and with this many monsters? Is there any point to making an MH map nowadays with maybe 200 monters and just one end boss ? I was thinking of doing a conversion of that Temple assault (6 vs 6) for MH, but now it seems it would be way too small and tight...

About DarkWhite - The map did seem to work okay as I ran it on a host here. I did get a bit of lag near the end, but nothing that bad - I thought it might have been the sheer number of pawns. X8 had mentioned some problems with BOTs - I can understand what he means but they seemed to work alright (as my team) but they were all killed near the end. I played it with Nick (tom_cat) and as a "team" we got to the end battle together, but neither of us could last very long in the mayhem, even with the redeemers we saved...

Anyways, all good stuff
GJ X8 :)
Thanks Frag, glad you enjoyed the map :)
Seeing a MH map of your would be quite the bomb, now you got me all excited :D

Size-wise, my map is a bit larger than the usual classic MH maps, but it is not terribly long. It does however contain much much more monsters than usual, I think that most maps float around 300 / 400 monsters. The main difference from the usual MH maps is that DarkWhite contains a bunch of weaker enemies (like the swarms of flies), which is why the monster count is so high. Had I used only strong monsters like Skaarj Warriors and Troopers with standard health the monster count would have had to be drastically reduced, to around 300 I think. Monster placement is something that varies deeply from mapper to mapper, since you can have bazillions of combinations and still have a good gameplay.

For example, my maps tend to always have lots of monsters, which are either weak (bunch of Kralls, tentacles, flies, mantas etc.) or have reduced health, all fighting at the same time. My boss fights have generally relatively weak bosses but with tons of minions. I did an exception with MH-Glider, which is a bit more standard in monster layout since it contains only about fifty standard Skaarjs scattered thorough.
Derdak2Rot is who comes to mind when I think of reference MH maps, his maps are considered classics and I think that they are a good example of monster placement. He tends to use Skaarj more preeminently, generally not having a whole lot of monsters fighting at the same time. He tends to have few but strong monsters, and this counts also for his boss fights.
Another classic MH mapper is Rob, which uses mainly few standard monsters without altering their health. He tends to mix the monster types a lot, but only in different sections of the map.

The main concern when placing monsters is to keep the map from becoming impossible. Once you choose the intended playercount, if the map can be completed without going nuts but also keeping some challenge then there is a proper monster placement.
I would recommend taking a look at Derdak2Rot's MH-HellFireV3, MH-Kroogar-SE and MH-LandsOfNapali and at Rob's MH-Kittara and MH-Miam to see some classic monster placement.
The maps that come with the mod (e.g. MH-Canyon, MH-Forbidden, etc.) are not a good reference for monster placement, since they are very very easy and can be finished alone without sweating at all.

Sergeant Todd wrote:
FraGnBraG wrote:X8 had mentioned some problems with BOTs - I can understand what he means but they seemed to work alright (as my team) but they were all killed near the end.
Same with me - lost everybody. But hey, this is one whale of a nice MH map. Glad you're back in the community, DeathoX 8!! :)

Sergeant Todd
Bots are a bit buggy due to the size of the map unfortunately, I've tried to fix them in many ways but they are still unreliable :(
If you see them running in place it means that they cannot find the next attack point, order them all to Cover You to unstuck them. This is crucial when reaching the end section since otherwise they will stay in the spawn room.

Thanks for the comments, glad you enjoyed the map :)
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