FraGnBraG Monster Hunt Dev - Temple Of Dragons

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FraGnBraG
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by FraGnBraG »

Some news ...
i'm at around 1600 total monsters so far - 6 of 12 objectives have been fully "monstered" ...
Currently am working on a "long corridor" connecting section between objective 6 and 7 ...
Have successfully imported various trees plants and rock meshes (i have permission to use from creavion) ...
i managed to get one bot to follow me all the way through and take/trigger each objectives, except for the very last one (monster-end).
The bots can not progress to far on their own though, they can trigger the objectives, which starts factories, but they can not purposely kill all the numbers of monsters needed to advance... however, they can help the player along the way though ;)

The punchy skaarj problem i think was pretty much caused by me --- by rocket spamming the snipers roost (or using a shock to knock him off) i was preventing him from grabbing one of the unreal rifles that appears in front of the spawn point. If punchy can then pick up any gun off the ground (except a UT sniper rifle, which won't pick up for some reason) then you _can_ kill him ... So if punchy appears in front of me now i just "throw" a gun at him, then shoot him, lol!

Also did a brush cleanup and texture cull -- map reduced from 45000 MB to 40000 MB.

Some more pix soon
Cheers
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by Red_Fist »

I used block monsters to keep the snipers on my pillars. don't forget to compliment any waypoints by also using triggered (unblock) paths. They look for the shortest way to the next waypoint such as running into a mover forever.

It's a so much work trying to get the bots being on auto pilot to the end, depending on the map layout.
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by sektor2111 »

Anything new?

Bot support for MH is doable using custom pathing stuff which works proved.
Need paths in large fields ? NO. We might have Actors pushing Bot even from 3000 UU Range, saving Nodes...

Skaarj - there isn't any Skaarj trouble as long as you add an actor meant to be a bodyguard against craps - also easily (re)doable.

Textures problem ?? Who need lags ??
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by Dr.Flay »

I must have been away when this topic started !
Frag doing a scripted map ! Oh joy of joys :rock:

Feel free to poke through my pawns and monsters collections



Don't forget Mr.Loathsomes bag of tricks including bats and birds
http://www.ecoop.tk/load/
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FraGnBraG
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by FraGnBraG »

sektor2111 wrote:Anything new?

Bot support for MH is doable using custom pathing stuff which works proved.
Need paths in large fields ? NO. We might have Actors pushing Bot even from 3000 UU Range, saving Nodes...

Skaarj - there isn't any Skaarj trouble as long as you add an actor meant to be a bodyguard against craps - also easily (re)doable.

Textures problem ?? Who need lags ??
still alive! just in a bit of a lull right now (other priorities) ...

The MH maps are still my "mapping" priority though ...
hopefully I will show some developments in the next few weeks :)

Cheers
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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FraGnBraG
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by FraGnBraG »

knock knock :)

anybody interested in this map ...

i'm trying to decide whether to try and finish it off once and for all because the BETA is like 90% done ...

there's 2000+ monsters plus bot support, however, with 5 hunters they can never make it to the end...

to test this I have to cheat (god mode and a gib-gun) just to move forward fast enough to test things because there are
just so many bloody monsters counters factories triggers etc...

i'm just finishing off the last 3 objectives and the ending-battle (for gameplay) so I figure a BETA can be ready fairly soon...
there is crap lighiting and misaligned textures all over the place but I'll fix all that only AFTER, gameplay is done and all the MH bugs sorted out ...

i'll get at it for now but if nobody is interested or willing to test this map then i won't bother

Cheers

note, i've added a few hundred monsters since this screenshot - the match was set to 1 hour and i just finished it...
TOD recent match cheat 1.jpg
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by papercoffee »

Are you kidding???

Finish this fudging map... NOW! ...please
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by OjitroC »

Oh yes!! Always interested in your maps!!
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by Pileyrei »

Bring it!!!

Will add to our MH server :)
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by EvilGrins »

GIMMIE!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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FraGnBraG
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by FraGnBraG »

hey thanks for the responses :)

okay, this crazy map is somehow holding together although it is very near the limits of ue1 ... i do get some weird homs and invisible walls etc, that come and go with builds...
i am trying to simplify some of the brushing and lighting etc and have been aligning textures for the last week, lol! Seems stable enough, so a beta could appear in the next week or so if it doesn't blow up :P

I know this is not saying too much, but me + 20 lives + gib gun + normal speed takes at least 1 hour to complete (yeah that's cheating but i am just trying to get through the tests)
It _IS_ a lot of monsters - I expect "real" players with normal weapons will want adjustments to the areas (thus beta) and that's cool. I think in the end it could be an okay MH experience even with the weird locales :)

Cheers

hmm.... check the post count (evil laughs!!!)
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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FraGnBraG
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Re: FraGnBraG Monster Hunt Dev - Temple Of Dragons

Post by FraGnBraG »

*** EDIT FIXED *** Semi-solids _can_ be your friend :)

shit - too big - guess I have to start cutting !?
tod-too-big.jpg
tod-too-big.jpg (44.44 KiB) Viewed 2207 times
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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