I'm proudly releasing my first map.^^
(http://fc09.deviantart.net/fs70/f/2011/352/9/0/kf_disco_by_n3cr0t1c-d4jh6mz.jpg)
As the name says it's a disco, what it doesn't say: It's a real hardcore map.
Let's see if you survive till the final wave :P
Special thanks to Vanico for advice and testing.
Outdated version:
KF-Disco (http://www.mediafire.com/?4sb9x9a1n5vjqh9)
New version:
http://www.mediafire.com/?7gcf8odn1di2720 (http://www.mediafire.com/?7gcf8odn1di2720)
Nice first map concept, and the music starts when the zombies come :)
Great little meshes, and you used the BSP grid, woohoo!
But sadly there's a size problem. That's confusing the AI - they wander around, unsure. If I was upstairs the downstairs zs were confused and visa-versa. Even when I was behind the entry desk, which was pathed with a pickup, the zs were still confused.
Stock size measurement should be FP or Boss, not KFHumanPawn. Latter is useful for scale of objects and rooms, but FP or Boss should be able to fit down the stairs, etc.
Notice the UT default step widths are 256, and the cube default is 256, for a reason. I would suggest minimum width and heights, 192. (step 8: http://themiasma.com/index.php/topic,111.0.html )
You need to think on a larger scale.
If you're interested in a re-work and not too pissed, convert those spirals stairs to static meshes. And all other static meshes can be copied to a map with larger sizes so the AI is not wandering around confused.
But nice first map!
Thanks, Snipe.
Well, I already noticed the issue with the stairs, but I thought resizing will cause some issues or will be very ardous. (Also the whole dance floor is a little bit too small.)
My solution was to add 2 spawns on the upper floor. Also I thought it's an acceptable option when FPs appear.
Quote from: N3Cr0 on December 19, 2011, 06:38
Thanks, Snipe.
Well, I already noticed the issue with the stairs, but I thought resizing will cause some issues or will be very ardous. (Also the whole dance floor is a little bit too small.)
My solution was to add 2 spawns on the upper floor. Also I thought it's an acceptable option when FPs appear.
I'm not sure you understand what I'm saying. Zombies must be able to move freely. In your map they cannot.
Sure, but I didn't like to rebuild the whole level one more time. Also I feared it could be more complex to do so, for example I experienced the architecture will not snap to the grid anymore.
I will try to enlarge the map this week ;)
EDIT:
Just have ported my map to my other computer. All map information is gone, also the preview picture in the map browser.
Have you encountered the same issue at this map?
Quote from: N3Cr0 on December 19, 2011, 17:58
I will try to enlarge the map this week ;)
EDIT:
Just have ported my map to my other computer. All map information is gone, also the preview picture in the map browser.
Have you encountered the same issue at this map?
Means some files weren't in the mylevel, ie, the preview picture. But I saw the preview pic. No reports of missing files, so that's a weird one :s
Anyway, have a look at this for fancy disco light effects
http://udn.epicgames.com/Two/LightingReference.html
Great, I wanna release a fixed version as a beta anyway because I also want to make the tables and chairs to Karma actors, but I don't know anything about that yet. I will learn it later.
When I have all the stuff I want into the map I will release the final version.
By the way:
Quote from: Snipe34 on December 19, 2011, 01:41
If you're interested in a re-work and not too pissed, convert those spirals stairs to static meshes.
I think that's not the best solution because the texture may not fit then or it has the wrong size and you can't change it.
OK, I have added the new version to the first post.
It's just a beta version because I will add a few features later.
PS: Please test it and tell me if it's hard enough or if I have to shorten some spawn times.
Quote from: N3Cr0 on December 20, 2011, 18:33
OK, I have added the new version to the first post.
It's just a beta version because I will add a few features later.
PS: Please test it and tell me if it's hard enough or if I have to shorten some spawn times.
Np with spawning. And try not to touch ZombieVolumes or you may have problems with them spawning.
The only problems are the stairs (with 2 lamps), and definitely behind the bar, definitely behind the entrance desk. The tables upstairs were fine before.
Your problem is scale. And maybe differentiating in your head between BSP and staticmeshes.
BSP is intended for basic level design ONLY. First comes BSP the
basic size and layout of your level.
192 is a good minimum width. 208 better, 224 even better. 6 is the best height for stairs and 32 long. Again min 192 width. Height usually 192 minimum.
Next come static meshes - they are decorations mainly. The are curves and odd shapes. Stuff that, if it was BSP would slow the fastest machine.
And, you need space for pics and deco.
[ForcedPath you placed at stair base was problematic because it was fractionally over the edge on the down end, so zombies couldn't come up, only down.]
[Also your map is small, it doesn't really need zoneportals. As per UT docs: zoneportal faces should be hidden away - not facing large areas - or a zoneportal will actually cause lag... but in your small map, it's np anyways]
imo you have 2 problems, first: the scale concept which I think is connected with you not realizing the huge difference between BSP and staticmeshes. Hicks used 128 in Trapper, but it's with straight entrances and straight stairs.
You're doing fine, no biggy!
Quote from: Snipe34 on December 21, 2011, 00:03
Np with spawning. And try not to touch ZombieVolumes or you may have problems with them spawning.
I have already changed the spawn time in the versions I have published - it works good.
QuoteThe only problems are the stairs (with 2 lamps), and definitely behind the bar, definitely behind the entrance desk. The tables upstairs were fine before.
Didn't notice there was a problem with these stairs, also I thought I had fixed the bar (maybe I should place a few more pathnodes there), and the tables: I don't get what should be wrong :/
QuoteYour problem is scale. And maybe differentiating in your head between BSP and staticmeshes.
Yea it is a problem - I hate the resizing tool.
Static meshes are for complex things - you can also use them for e.g. stairs with complex architecture, ture...
...before I forget: I have converted the bars to static meshes because it was hard to align the texture properly. So if I had to resize or move them I had to retexture them too
...
Quoteimo you have 2 problems, first: the scale concept which I think is connected with you not realizing the huge difference between BSP and staticmeshes. Hicks used 128 in Trapper, but it's with straight entrances and straight stairs.
- Well, if I understand all that right I have to remake the whole dance room -> no scale problem anymore.
- Also make new stairs from scratch and convert them to static meshes later.
- add some decoration (I already want to do that)
- remake the bar as BSP
OMFG that's gonna be some work -.-
OK, now it's time to release something.
I have paused the project because I have not enough time, but this evening I made a small advance so I can release a new beta version.
@Snipe34: I was pissed about the stairs, but now let's go the rational way: I suggest to keep the stairs as BSP and test the map on your server if it's lagging. On my PC I didn't experience any laggs.
Please upload it to your server, also Hicks.
http://www.mediafire.com/?9z5afupanny28ia (http://www.mediafire.com/?9z5afupanny28ia)
I have updated my download links in the first post.
Quote from: N3Cr0 on January 11, 2012, 20:51
OK, now it's time to release something.
I have paused the project because I have not enough time, but this evening I made a small advance so I can release a new beta version.
@Snipe34: I was pissed about the stairs, but now let's go the rational way: I suggest to keep the stairs as BSP and test the map on your server if it's lagging. On my PC I didn't experience any laggs.
Please upload it to your server, also Hicks.
http://www.mediafire.com/?9z5afupanny28ia (http://www.mediafire.com/?9z5afupanny28ia)
I have updated my download links in the first post.
Hey that works well - damn zombies got me first round XD
Look forward to the final!
When I have some time I will improve my map - I still have some plans.
EDIT:
FFS! It seems like I have released the wrong version of my map xD some things are missing or forgotten to change.
Not so hard for many players :P Also, some movers, meshes and props would be nice.
just playing it now.....
Some big problems with the bathroom area space wise - too small. Zombies stuck. Smaller monsters are ok. But big ones, the whole map jams up.
Also i suggest you delete all zombie volumes and replace with default.
BUT, [apart from being too narrow in toilet] was a great map to play :)
mc was stuck up there...
(http://i.imgur.com/Y8bVP.jpg)
can't see it here, but zombies are moving in circles
(http://i.imgur.com/u299n.jpg)
Quote from: Hicks on January 12, 2012, 21:11
Not so hard for many players :P Also, some movers, meshes and props would be nice.
One nooby question: how can I make the disco ball spinning permanently?
I know I have to work with the keyframes, but I don't know how to trigger/activate the mover permanently, and the tutorials just describe how to trigger them by players.
Open Mover properties, then select Object->InitialState->ConstantLoop. Thats that. :3
Thank you very much! It's moving!
Now I have to fix the movement, but I guess it will be easy.
EDIT: It still looks aweful: it stops moving for a short moment after each key.
EDIT2: It moves clockwise and back against clockwise :/
but Even if I can fix this one time: I will have some trouble with a not well working trigger light (disco light) ;(
Okay...I wasn't remembering right. Now here are the exact steps to make a Rotating Mover.
Object -> InitialState-> RotatingMover
Movement -> Physics-> PHYS_Rotating
Mover -> MoverEncroachType-> IgnoreWhenEncroach
Movement -> RotationRate -> Yaw 50000 (Its the speed of the rotation.)
Movement -> bFixedRotationDir-> True
So you don't have to use keyframes at all.
Hope it helped. :3
Thank you very much, it's working!
Man (girl) that was complicated!
OK, one more nooby thing:
The triggerlight doesn't work for a disco light (I can't see it in the game), also triggerlight: stroboscop is not blocked by walls (it lights the whole map)
Question: Does anyone know how to fix the first of these issues?
TriggerLights, lighting > LightRadius 4 is usual, 8 is larger 12 much larger - and larger, sunglasses time
Also TriggerLight: BInitallyOn: True
It still doesn't work properly:
On dynamic lightning I can's see it and without dynamic lighting I can only see some not moving lights -.-
Maybe I'm bugging you again, but I'm working on a solution for the not moving disco light: I wanna add a projector (like in arcade gas station).
I have drawn a texture file (template was AbaddonArchitecture-epic -> base) and saved it in the .dds format, BUT:
Now I'm stuck and can't add this texture. Could someone write a tutorial please?
EDIT: Maybe there is just something wrong with the file format o.O Strange, I just have redrawn this exported projector texture and saved it...
Hello there, I found a 2 new glitch in KF-Disco , can fix it Please ? :)
Screenshots:
http://screenshot.xfire.com/s/120911503-4.jpg
http://screenshot.xfire.com/s/120911489-4.jpg
http://screenshot.xfire.com/s/120911478-4.jpg
http://screenshot.xfire.com/s/120911474-4.jpg
Thanks :)
No problem!
It's fixed now.
I will upload a new version soon.
new changes/fixes:
- Boss music - fixed. Thanks Hicks, I have copied(and modified) your triggers from KF-Broken
- new spawns - building... @Hicks again: I'm trying to use your triggers from Iced V2. I hope that's OK for you.
- karma actors - will follow later
I promise, there will be a nice surprise :P
I think I will release one more beta and then a pre-final before it's really done.
Each version will have important changes.
Releasing new version:
http://www.mediafire.com/?bcnj3ntvq25lx69 (http://www.mediafire.com/?bcnj3ntvq25lx69)
There are many changes and bugfixes.
Also it's not too easy anymore :P I've got some surprises for you.
Will you be pure enough to hear the boss music?
Your pathing is good, giving wide corners around doors, and placed in the centre of doors. So I was wondering why the delay in zombie spawning. Then I noticed your pathnodes are not in inside the zombieVolumes. Zombies (the AI) are getting a little confused for a few seconds - they have to think... where is a pathnode?
That back toilet is a little small, treble the size it would be still be a little small, but much better than now. Btw the spiral staircases look good and work well.
Crawlers wave 2?! hehe.
Cool all that :)
Thx
Changes planed for KF-Disco2-prefinal:
- more bugfixing:
- I will have to enlarge the toilet area
- some minor fixes - more karma
- more decoration
- moving discolights (if i finally got my special texture imported :'( )
planed for final:
- more music
- fixing last minor stuff after successful tests
I will work on that when I have some time, you have to be very patient :P
A long time has passed, but now I finally have some time proudly to release the pre-final version of this map.
Get ready to an innovative sadistic map which requires some team work :P
http://www.mediafire.com/?36o62wrybc0x3ma (http://www.mediafire.com/?36o62wrybc0x3ma)
Special thanks to hicks for his great triggers and scripts and to Snipe, Vanico and Poompoom500 for advice and help.
Don't forget to change the pic in 1 post :)
reuploaded:
http://www.mediafire.com/?7gcf8odn1di2720 (http://www.mediafire.com/?7gcf8odn1di2720)
Quote from: N3Cr0 on March 16, 2012, 22:24
reuploaded:
http://www.mediafire.com/?7gcf8odn1di2720 (http://www.mediafire.com/?7gcf8odn1di2720)
Toilets fixed :D
Dangit mediafire got rid of it. Please re-upload again.
Damned, it's already screwed!
It still has some issues I have to fix first. Please be patient - I'm having some stress these days, but I think I will continue my work after the middle of next month.
Sorry, I'm burned out.
It's alright. It's better to have it take a while and be good than it is to have it done quickly and be terrible.