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Kreative Korner => Maps & Mapping => Topic started by: Vanico on June 19, 2011, 19:31

Title: KF-Insanity
Post by: Vanico on June 19, 2011, 19:31
I was trying to make a new map.
You're located in the dungeon complex of an abandoned asylum.

(http://img88.imageshack.us/img88/9288/kfinsanity1.png)
(http://img143.imageshack.us/img143/6540/kfinsanity2.png)

Download it here:
http://www.mediafire.com/?3ig71f93rpgr3dn

The download comes with the map KF-Insanity and KF-InsanityNoSeal. NoSeal is for testing purposes and unseals every door in the map so you can explore it.

Tips:
- Try to unseal some doors before the patriarch appears, because the starting area is way too small for an encounter.

Please post bugs and give me feedback so I can improve this map and make better future maps :)
Title: Re: KF-Insanity
Post by: N3Cr0 on June 19, 2011, 20:17
Found one (feature of bug, idk): You can hide (get locked) in the shop if you are in the shoping room close to the door - there is no trading zone.
If you come closer to the trader you'll get teleported to the corridor.

Anyway, I really like the style, but i wish there were more rooms - a map to explore ;)
Title: Re: KF-Insanity
Post by: Vanico on June 19, 2011, 20:21
Oh, I don't think that's a problem. You get teleported when entering the trader zone anyway...
The map is easy to expand, maybe I'll update it one day.
Title: Re: KF-Insanity
Post by: N3Cr0 on June 19, 2011, 20:23
That would be great^^
Title: Re: KF-Insanity
Post by: Vanico on June 19, 2011, 22:14
I'm working on an update, but I want some feedback by other people too...

One question:
Are there too many welded doors?
I've set the welding strength on the second doors to 50, because we don't want to unweld door until round 9, do we?
Title: Re: KF-Insanity
Post by: Hicks on June 19, 2011, 22:27
Looks interesting. I'll test it tomorrow.
Title: Re: KF-Insanity
Post by: Snipe34 on June 20, 2011, 00:07
I can't get MediaFire... not even to upload shit, timeOut timeOut XD (so I'm using RapidShare).  I'll try to download your map later.

Edit:  A reasonable little map which I uploaded to the game server. 

But, some problems with pathing and widths.

I fixed the pathing problems which I hope you don't mind...?  Problem: through the welded door around the left, thru another welded door and up to over-hang.  There was a broken path which I joined.

Widths.  Absolute minimum should be about 144 - place an FP and his hands and head should be able to fit.  So not sure if we won't get some monster jams.

256 is a good minimum width and probably 192 a good height.  If you download your map you'll notice I placed a lot of ForcedPaths (aka jumpspots -look in <NavigationPoint of the jumpspots to see ForcedPaths>) to make sure the monsters will get thru those really, really narrow areas.

Has nice subtle lighting!






Title: Re: KF-Insanity
Post by: Vanico on June 20, 2011, 14:31
Thank you Snipe :)
Yeah, I'm not very good at pathing and door placement etc. but at least my maps are somewhat playable ^^
And I'm glad I've tried mapping. I bet many people don't even try because they get frustrated too fast...

Could you send me the fixed map? Because I'm thinking of an update...

Title: Re: KF-Insanity
Post by: Hicks on June 20, 2011, 18:47
Not bad, heh :-\
But map is too flat, here's need to add decorations, more and more, because for now it's just a simple labyrinth.
Title: Re: KF-Insanity
Post by: Vanico on June 20, 2011, 23:19
Update:
- Added another (weldable) door
- Unweldable doors are not weldable anymore
- Removed LAW, Flamethrower and HS Spawns and replaced by ItemSpawn and more Cash
- Fixed item spawns

http://www.mediafire.com/?18dd27w3ddxd9w3

Following Updates:
- Another ZedSpawn
- More rooms
- [V3] Triggered spawns

P. S.: Before you upload to server:
Press "Build All" before, I'm not sure if I've done this.
Title: Re: KF-Insanity
Post by: Snipe34 on June 21, 2011, 02:27
Uploaded to server - as KF-InsanityV2 (all rebuilt)
Title: Re: KF-Insanity
Post by: Vanico on June 21, 2011, 17:35
*sigh*

I'm sorry Snipe, here's another update (Just replace InsanityV2):
http://www.mediafire.com/?f1c152abp6icb1h

- Lowered weldable door strength
- Added new corridors, rooms and even teleporters
- New money room
- Added another spawn
Title: Re: KF-Insanity
Post by: Snipe34 on June 22, 2011, 01:50
Quote from: Vanico on June 21, 2011, 17:35
*sigh*

I'm sorry Snipe, here's another update (Just replace InsanityV2):
http://www.mediafire.com/?f1c152abp6icb1h

- Lowered weldable door strength
- Added new corridors, rooms and even teleporters
- New money room
- Added another spawn

np.   But the new area off the place where the HS pickup was, is too narrow for zombies.  As I said use the FP as a basis for your widths and heights.  Try for 144 absolute minimum width.  Also Raj doesn't want LAW pickups and you have 2.  And maybe also you put a little too much $$$ in those rooms.  Also it's no use having bZombiesIgnore on doors- means they don't do anything, but stand around looking at the door.  That's what the patty did when he hit that last door in the first version of the map.

If you're going to start making bigger maps, you'll need to pay more attention to the rules of BSP construction as set out by Epic's UT docs.

http://udn.epicgames.com/Two/IntroToUnrealEd.html http://udn.epicgames.com/Two/BspBrushesTutorial.html#BSP_Brush_Introduction

Keep The Grid On   (copied verbatim from the Intro link)

The Grid is a very very useful part of Unreal Ed. By leaving the grid on, you make things easy on yourself for lining up geometry on nice regular powers of two. When you turn it off, you open yourself up for disaster. If BSP brushes are misaligned in any direction they can cause terrible things to happen (randomly disappearing geometry, BSP holes, drastically slowing down render times, etc.) and these problems can be very difficult to track down. Sometimes you can have BSP brushes appear to line up perfectly -even when you zoom in super close, but unless you have the grid on, chances are that super close is not close enough.

If you do need more flexibility, you can change the grid size, and it will go down to a grid size of 1. So really, there shouldn't be any need to turn the grid off as the risk of forgetting to turn it back on is great. Sometimes the only way to fix misalign BSP geometry is to just through the map away and start over."


So remember Vanico, KF Unrealed and Unreal are machines.  They work according to specific rules.

Grid Snap on:   At the bottom of the editor, the square with many small squares - hi-lighted is on. Start map construction with grid size 32 grid if possible and work down from there > 16 > 8 as you map gets more complicated.  But grid snap off if you're moving static meshes around is fine...

Although if you're only going to make small maps and with passages what you're doing atm is passable ^^
Title: Re: KF-Insanity
Post by: Veica on June 22, 2011, 01:56
Would it be possible for you to take a look at my map, Snipe? My two ZombieSpawns don't like to work for me, even at default settings they only spawn once.
Title: Re: KF-Insanity
Post by: Snipe34 on June 22, 2011, 02:02
Quote from: xS0NARx on June 22, 2011, 01:56
Would it be possible for you to take a look at my map, Snipe? My two ZombieSpawns don't like to work for me, even at default settings they only spawn once.

Sure man, give me a link
Title: Re: KF-Insanity
Post by: Veica on June 22, 2011, 02:11
TO DEVIANTART...

[EDIT] Here: http://xs0narx.deviantart.com/art/WIP-KF-Warehouse-0-3-214349086 (http://xs0narx.deviantart.com/art/WIP-KF-Warehouse-0-3-214349086)
Title: Re: KF-Insanity
Post by: Veica on June 22, 2011, 02:49
It also would have helped to mention I've sealed one spawn off to expand my map, so I guess this wouldn't be a good time to request help for the ZombieSpawns.
Title: Re: KF-Insanity
Post by: Snipe34 on June 22, 2011, 02:51
1/ I deleted your ZombieVolumes and replaced them.  Also you have a separate area with a ZombieVolume that has no connection with the main map.  I delete that ZombieVolume.
2/ Also I fiddled with a couple of the lights (and deleted two) Advanced > bDirectional :  True
3/ Converted a shelf to a static mesh and the '1' (for easier placement - easier for the engine.

Goto static mesh browser, and mylevel (your map's internal memory for custom shiz) and you'll see xsonarx and the '1'  and the shelf.

To make statics from complex shapes: goto line view mode >  select blue lines of object > right click > convert to static mesh.  Then to save: always first box: mylevel, then next 'whatever name you want,' and third box, 'whatever name you want....'

Anyway I renamed the map... so your original is fine :)

https://rapidshare.com/files/901262849/KF-Warehouse_revision.ut2
(http://i.imgur.com/itDud.jpg)
(http://i.imgur.com/itDud.jpg)







Title: Re: KF-Insanity
Post by: Veica on June 22, 2011, 02:53
Cool shit.

Thanks, Snipe! I'll check it out, maybe your tut also has some interesting tips.

I'm also looking for a possibly better texture for those shelves, too.
Title: Re: KF-Insanity
Post by: Snipe34 on June 22, 2011, 02:59
np, map's looking good!  well done!
Title: Re: KF-Insanity
Post by: Vanico on June 22, 2011, 13:32
Huh...
Well, I'm working on it Snipe...
Did you fix those issues?
You don't have to, I'll do it anyway...
Title: Re: KF-Insanity
Post by: poompoom500 on June 22, 2011, 14:55
 :( To Snipe34,

Your link doesn't work.
Title: Re: KF-Insanity
Post by: Veica on June 22, 2011, 15:43
That's because I deleted it for him, but do you want to check it out?
Title: Re: KF-Insanity
Post by: Vanico on June 23, 2011, 18:59
http://www.mediafire.com/?77d5at21998hbv4

Quick hotfix. Could you upload it, please? :)

P. S.:
You didn't upload the panic room fix:
http://www.mediafire.com/?cffto6zqfcfejso
Title: Re: KF-Insanity
Post by: Snipe34 on June 23, 2011, 21:12
Revision of both your maps uploaded!  Sry I gave them new version names so you'll have to re-download too.

KF-Insanity with teleports and the key, I hope it works in game play.

Not sure about those AmbientSound tex by the teleports... but no log complaints and no crash.

Insanity: The latest zombie spawn, i took off the zombieZoneVolume player blocker.  I hope you don't mind??  Few players will risk going in there anyways, and there's no pickups there.

For spawns like that, to make them seem more natural - that zombies don't appear from nowhere, you can place a room above (that players can't access) so zombies spawn and jump down.  For that use a jumpspot where zombies land.  Above use a pathnode.

It works using JumpSpots and ForcedPaths  (jumpspots can be found in ActorBrowser > NavigationPoint > JumpDest > JumpSpot)

Place jumpspot where zombies land.  Double click on it and open Object > Name: JumpspotX   Then in the FROM pathnode above, doubleclick on it > NavigationPoint > ForcedPaths > enter the name of jumpspotX  (The X means a number, eg: JumpSpot1 or whatever number the editor gives the JumpSpot).
After Rebuild you will see a yellow line leading from the pathnode down to the jumpspot.  The yellow line tells the zombieAI:  "with regular pathing it is impossible to go that way: it's too far to jump - too narrow, etc.  But a yellow path line means to the AI: you can go that way."
Maybe you saw in Gothic zombies jumping from the high mountain or in BoxRemake the patty jumping off the high platform - in HappyHour, FPs squeeze thru the window to the roof - the reason, because I used forcedPath -jumpspots- to tell them, jump, or it's ok, you can fit thru here.
Title: Re: KF-Insanity
Post by: Veica on June 27, 2011, 19:21
I like your analogy, Snipe, and I'm gonna try to implement that into my map as well...
Title: Re: KF-Insanity
Post by: Vanico on July 12, 2011, 19:44
The map is finished, but I've encountered a fatal bug + exploit.

http://www.mediafire.com/?3ig71f93rpgr3dn

Fixed:
- Key is now placed in the doorway so you can't avaid picking it up... stupid bugusers xD

Please upload this version!
Title: Re: KF-Insanity
Post by: Veica on July 12, 2011, 21:50
Quote from: Snipe34 on June 22, 2011, 02:51
(http://i.imgur.com/itDud.jpg)

hah.... i had no problem with lighting until I added the terrain -.-
Title: Re: KF-Insanity
Post by: Veica on July 12, 2011, 21:52
Quote from: Vanico on July 12, 2011, 19:44
The map is finished, but I've encountered a fatal bug + exploit.

http://www.mediafire.com/?3ig71f93rpgr3dn

Fixed:
- Key is now placed in the doorway so you can't avaid picking it up... stupid bugusers xD

Please upload this version!

If you cant 'not' get the key, why lock the door?
Title: Re: KF-Insanity
Post by: Vanico on July 13, 2011, 15:44
Quote from: xS0NARx on July 12, 2011, 21:52
Quote from: Vanico on July 12, 2011, 19:44
The map is finished, but I've encountered a fatal bug + exploit.

http://www.mediafire.com/?3ig71f93rpgr3dn

Fixed:
- Key is now placed in the doorway so you can't avaid picking it up... stupid bugusers xD

Please upload this version!

If you cant 'not' get the key, why lock the door?

The teleporter is supposed to open later... if there's no door, you could go to the next room without unwelding.
And if you don't pick up the key, the zeds will get stuck in the underground, which isn't supposed to happen.
Title: Re: KF-Insanity
Post by: [MiA]Raj on July 13, 2011, 19:50
I thought this thread is about KF-Insanity...  ::)
Title: Re: KF-Insanity
Post by: Snipe34 on July 24, 2011, 17:22
http://www.mediafire.com/?fonyyy7sd90l59o

LatestLink for V6