Map project #1 'GRIP'

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Higor
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Map project #1 'GRIP'

Post by Higor »

Just showing off a project that seems more like a technology test than an actual map, putting something new to the test in every room or it's connections.
If you like mapping indoors you can't miss this one.

Can be tested either as deathmatch or domination, recommend testing both so that you can see what happens with the same map on both gametypes.
Contains a few of custom actors coded right into the map which include:
- A funky damage amplifier
- An alternative shield belt that adds 100 armor then 50 if you already had it without destroying other armors, also absorbs normal shieldbelt into itself.
- A failed attempt at a mover
- A Futurama styled transportation tube (this one is awesome) with interpolation points and interpolation zone, also includes light switching and texture direction altering.

Movers are unorthodox and despite the high polycount and BSP decorations, the game flow isn't disturbed by bumping into stupidly placed small decorations (BSP or actors).
Pathing is just for testing, it isn't meant to have full bot support yet.
Grip-FER.zip
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Higor
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Re: Map project #1 'GRIP'

Post by Higor »

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Re: Map project #1 'GRIP'

Post by Old UT Veteran »

Quite an interesting map. Lots of new features and very good desing though some parts could be improved. I like the "suck tube" idea on the map its really futuristic.
Higor wrote:Just showing off a project that seems more like a technology test than an actual map
My guess is that you're not concerned on map but the scripts and new actors used in the map? I could help you with something because I am way better at mapping then I am at scripting and all other stuff.

BTW... I saw that your map has lots of jump pads. I have script that is fully bot supported and there is less work needed if you're working on bot navigation and support on the jump pads.
Last edited by Old UT Veteran on Thu May 10, 2012 8:58 pm, edited 1 time in total.
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EvilGrins
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Re: Map project #1 'GRIP'

Post by EvilGrins »

The powershield from Unreal1, I use it in ut99 with oldskool, was rated at 200 but for whatever reason the part of the HUD that shows shield strength only goes as high as 150.

Are you sure your alternative shieldbelt is only 150?
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Creavion
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Re: Map project #1 'GRIP'

Post by Creavion »

Like last screenshot and the strange green room for most.

Shieldbelt: UT only "allows" up to 150 total (until you create an own gametype, mutator ?), so if you collect a belt with more "charge points" it will be reduced back to 150.
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Renegade
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Re: Map project #1 'GRIP'

Post by Renegade »

Well. That was amusing.
Wicked damage amp.
Tube was nifty (and trippy) but I see no practical use for it.
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rohitggarg
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Re: Map project #1 'GRIP'

Post by rohitggarg »

cute map :)

the center room with dim light is awesome!!
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Higor
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Re: Map project #1 'GRIP'

Post by Higor »

Using the Forcefield mesh with map textures sure can be a nice decoration, and you can either make the lighting on it disappear or display another effect.
Really useful.

If you want the code for the interpolator in a separate package, just let me know and I'll make a more general version of it. (this one disables SkyBox check to speed up map startup).

Also planning to put something like a Stargate on the red zone, if you look closely, you'll see I already made some room for it.
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