MH-(dU)CoruscantCity
Select messages from # through # Forum FAQ
[/[Print]\]

destination Unreal -> New Mapping Projects

#1: No icon MH-(dU)CoruscantCity Author: THUNDERBOLT PostPosted: Thu Jan 10, 2019 8:14 am
    —
I was traveling for a couple of years so do not touch the editor anymore, until a month ago I came up with a map based on Jedi Knigth, a game that I always liked, so I'm looking at some ideas to finish it.

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

#2: No icon Re: Working again Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Thu Jan 10, 2019 3:09 pm
    —
A sci-fi city, cool! Very Happy1 MH could use more of these. Is it supposed to be Coruscant?
Great to see you back in business TB. Wink

#3: No icon Re: Working again Author: THUNDERBOLT PostPosted: Thu Jan 10, 2019 3:56 pm
    —
Hellou Dem, yeah is Coruscant city :Zwinker:

#4: No icon Re: Working again Author: BlackWolfLocation: Berlin PostPosted: Thu Jan 10, 2019 5:14 pm
    —
Wow... nice one.  Looks very good at the pictures.
Good to see there comes from time to time a  map from you :Zwinker:

#5: No icon Re: Working again Author: DarkBeemo PostPosted: Fri Jan 11, 2019 12:45 am
    —
Looks awesome! I've always loved futuristic stuff.

#6: No icon Re: Working again Author: EmperorHunterLocation: Somewhere in California PostPosted: Fri Jan 11, 2019 2:19 am
    —
Looks pretty good should give this map a go and have fun on monster hunt servers

#7: No icon Re: Working again Author: Karlthegreat PostPosted: Sat Jan 12, 2019 11:07 pm
    —
Looking great, any hope to test it on mapping server?

#8: No icon Re: Working again Author: EvilGrinsLocation: Palo Alto, CA PostPosted: Mon Jan 14, 2019 8:16 am
    —
Does the landspeeder work?

#9: No icon Re: Working again Author: Terraniux PostPosted: Mon Jan 14, 2019 7:57 pm
    —
Good move TB.  Keep 'em coming Very Happy1. Scifi cities are very welcome, we haven't got much of those. .

Welcome back!

#10: No icon Re: Working again Author: THUNDERBOLT PostPosted: Tue Jan 15, 2019 8:33 am
    —
Well here is, ready to the first test online
Please login to see this link
Get registered or Log in

#11: No icon Re: Working again Author: BlackWolfLocation: Berlin PostPosted: Tue Jan 15, 2019 9:02 pm
    —
Hope to see soon on mapping server :Zwinker:

#12: No icon Re: Working again Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Wed Jan 16, 2019 2:39 pm
    —
It's up! :D

#13: No icon Re: Working again Author: EvilGrinsLocation: Palo Alto, CA PostPosted: Thu Jan 17, 2019 3:31 am
    —
Got 1 initial review from ut99.org -
Please login to see this link
Get registered or Log in


I haven't played it yet, will get back to you later on that.

#14: No icon Re: Working again Author: THUNDERBOLT PostPosted: Thu Jan 17, 2019 4:01 pm
    —
The previous version worked fine, but I decided to correct some ideas, the new version complete is here:
sign link
Please login to see this link
Get registered or Log in



only the map has changes, the files are the same, so for those who already had the files of the previous version, here only the map:
sign_download
Please login to see this link
Get registered or Log in


Last edited by THUNDERBOLT on Fri Jan 18, 2019 3:14 am; edited 1 time in total

#15: No icon Re: Working again Author: Karlthegreat PostPosted: Thu Jan 17, 2019 8:42 pm
    —
Had a second go at it.

A few things I've observed:
- You can snipe the SpaceMercenaries from your starting point. Might be a good idea to block that. They also tend to be happy to see you and fall down all the way.
- The bottom area is not a kill zone, it doesn't kill monsters falling down on impact or at least over time. Otherwise perfect clear will not be possible.
- I got the def relic, managed to fall all the way down and didn't die, likely because I hit a building when almost at the bottom. Couldn't reproduce it though. Another reason why that place should be a kill zone.
Please login to see this image.
Get registered or Log in


Me sitting at the bottom.

- The fish in the final area jumps up and up and then hops around on the water instead of dropping back into it.

#16: No icon Re: Working again Author: THUNDERBOLT PostPosted: Fri Jan 18, 2019 3:18 am
    —
Karlthegreat wrote (View Post):
Had a second go at it.

A few things I've observed:
- You can snipe the SpaceMercenaries from your starting point. Might be a good idea to block that. They also tend to be happy to see you and fall down all the way.
- The bottom area is not a kill zone, it doesn't kill monsters falling down on impact or at least over time. Otherwise perfect clear will not be possible.
- I got the def relic, managed to fall all the way down and didn't die, likely because I hit a building when almost at the bottom. Couldn't reproduce it though. Another reason why that place should be a kill zone.
Please login to see this image.
Get registered or Log in


Me sitting at the bottom.

- The fish in the final area jumps up and up and then hops around on the water instead of dropping back into it.
 


The important thing is that your creator likes it, and your comment is late,  cuz you  have Loser Team jajaajjaja Razz  Razz  hooray bouncing  heart

#17: No icon Re: Working again Author: Karlthegreat PostPosted: Fri Jan 18, 2019 8:19 am
    —
THUNDERBOLT wrote (View Post):
Karlthegreat wrote (View Post):
Had a second go at it.

A few things I've observed:
- You can snipe the SpaceMercenaries from your starting point. Might be a good idea to block that. They also tend to be happy to see you and fall down all the way.
- The bottom area is not a kill zone, it doesn't kill monsters falling down on impact or at least over time. Otherwise perfect clear will not be possible.
- I got the def relic, managed to fall all the way down and didn't die, likely because I hit a building when almost at the bottom. Couldn't reproduce it though. Another reason why that place should be a kill zone.
Please login to see this image.
Get registered or Log in


Me sitting at the bottom.

- The fish in the final area jumps up and up and then hops around on the water instead of dropping back into it.
 


The important thing is that your creator likes it, and your comment is late,  cuz you  have Loser Team jajaajjaja Razz  Razz  hooray bouncing  heart
 
Lovely answer...

So you don't want help fixing the map?

#18: No icon Re: Working again Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Fri Jan 18, 2019 10:24 am
    —
Lol I was about to comment on the 2nd version only to discover there's a 3rd one now.

Test3 is now up but I'll need sleep before trying it. Razz

#19: No icon Re: Working again Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Sat Jan 19, 2019 5:28 am
    —
Alright so, compliments first, I think the map is fun to play and nicely balanced.
I like the idea of jumping between buildings by dangerous paths. It looks like you went the wrong way and missed the correct easy path, before realizing the dangerous path is the only one. Razz
The brush ships are really well made, and the squid projectile is funny.
The deemer secret is nice, but I was hoping to find more. I jumped in some more hidden places but found nothing. Smile


I did play all 3 versions, and the problems I noticed aren't really solved:

- Monsters don't always die after falling from buildings. If you have trouble to fix that I can help.
Also the death line should be placed higher so that players can't fall on a lower building with boots and survive. Same for monsters.

- Map ends for me with 502 monsters not spawned.

- Some monsters around the starting point of the map can become invisible online because of brushes hiding them, particularly the skaarjs:
Please login to see this image.
Get registered or Log in

The best way to fix this is to recreate the obstacle brush as a Mover (except it doesn't need to move), as Movers are see-through online.

- The crates added to hide the troopers don't really stop them from being triggered and sniped.
The only way to prevent them from being killed too early is to spawn them later like MH-ShootingGuys does.


Now for less problematic things that you may want to improve Wink  :

- Doors and lifts in the map crush the player. Not sure if the exit ship still does.
It's less frustrating for players if Movers are set to IgnoreWhenEncroach. Laughing

- Intro text says "Blue Orale" instead of "Blue Oracle".

- You may want to change Blue Text Messages to Green (MH messages). They last longer on screen so players have more time to read them.

- Some brutes with default projectile will shoot bio with dUMH and be useless from distance.

- Why didn't you reuse more Star Wars monsters from your previous maps like the Droids?


And finally, I was surprised and sad not to hear Star Wars music in the map. I think it's the most important part of the atmosphere to make the map feel like you're in Star Wars. Star Wars music please! Very Happy1

#20: No icon Re: MH-(dU)CoruscantCity Author: THUNDERBOLT PostPosted: Sat Jan 19, 2019 6:52 pm
    —
Well first, just say that the only version that interests me is the last one.
The secrets in the maps are to discover them not to reveal them, the map only has one way and 220 monster so no secret areas are necessary, since in the secret zone I only put redeemers and a boom would end with a great amount of monsters, also, tends to be a sniper map, so the map will end faster than an open map.
I could notice the exceeded amount of monsters also when I entered the mapping server, and discovered that it was due to a factory of monsters that was not even active or configured (fixed matter)
I want to clarify that the tests are carried out offline many times (ammunition and limited health), and that the online test only performed when they upload the map. (At no time do I wait for the comments of other players, since being the one who made the map, I am directly responsible for looking for their mistakes) I appreciate every comment, but I do not depend on them.
The problem of the monsters that disappear after a brush is exclusively online, this does not happen offline, so I'm not going to worry much.
MH players do not appreciate an adventure map or missions, they only look for maps with many monsters and many births of them, just for the score. I rely heavily on the game mode of the Unreal 1, so I totally scorn maps like ShottingGuys Razz
Please login to see this link
Get registered or Log in


Please login to see this link
Get registered or Log in

#21: No icon Re: MH-(dU)CoruscantCity Author: Karlthegreat PostPosted: Sat Jan 19, 2019 9:43 pm
    —
THUNDERBOLT wrote (View Post):
Well first, just say that the only version that interests me is the last one.
 

At that moment it was the current version on server. Moot point on your side, we can't comment on what haven't seen yet.

THUNDERBOLT wrote (View Post):
(At no time do I wait for the comments of other players, since being the one who made the map, I am directly responsible for looking for their mistakes) I appreciate every comment, but I do not depend on them.
 
Then you should act like you do appreciate it. Sticking out your tongue, even if via a smiley is just an unnecessary kick in the nuts, let alone talking about being in the loser team. Say thanks, or ignore it, but don't be rude just to show you don't want to consider a comment..  Sad

THUNDERBOLT wrote (View Post):
The problem of the monsters that disappear after a brush is exclusively online, this does not happen offline, so I'm not going to worry much.
 
Sure, but your map will be played thousands of times on servers, much less so in an offline environment.

#22: No icon Re: MH-(dU)CoruscantCity Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Sun Jan 20, 2019 8:29 am
    —
Diplomacy, gentlemen. weapon_ripper

TB you're aware that dU has a test/mapping server because maps play differently offline and online, even more so if the server has specific mutators like dUMH.
It's great that you look for errors yourself offline (and not everyone does it so thank you cheers), but you also need online testing if you want dU players to enjoy and keep voting the maps you make. If not, what's the point of the (dU) prefix in the maps' names then? Razz


And so I uploaded Test4 on the mapping server, and surprise, there's a huge framedrop issue in this version (it's unplayable) because of the interaction between dUMH and actors with astronomical collisions (
Please login to see this link
Get registered or Log in
).

Indeed, it's dU's fault, and I hope it can be fixed later.
But it's also bad mapping manners, and fortunately there are better methods.

Like in Test3, the Trigger and SpecialEvent aren't needed. Just replace the VacuumZone with a CloudZone (default collisions), rebuild all, and it should be ok.
CloudZones are better than VacuumZones because they kill the victim instead of doing damage.
Also put the ZonePortal higher so players and monsters die before they can see below the buildings. Razz

#23: No icon Re: MH-(dU)CoruscantCity Author: kokok PostPosted: Sun Jan 20, 2019 6:23 pm
    —
some masked textures do not work (e.g. starships with black backround):

[img]http://www.destinationunreal.com/modules/Image_Repository/files/10139/undefined[/img]
 
girl is too bright, needs more girls:

[img]http://www.destinationunreal.com/modules/Image_Repository/files/10139/undefined[/img]
 
(again bad masking on or its only me?)

Moo,

cow

links:
Please login to see this link
Get registered or Log in
Please login to see this link
Get registered or Log in


Last edited by kokok on Sun Jan 20, 2019 7:27 pm; edited 1 time in total

#24: No icon Re: MH-(dU)CoruscantCity Author: BlackWolfLocation: Berlin PostPosted: Sun Jan 20, 2019 7:13 pm
    —
@kokok, i have the masked problem,too.
btw.. your picture links are wrong  Cool

#25: No icon Re: MH-(dU)CoruscantCity Author: THUNDERBOLT PostPosted: Mon Jan 21, 2019 11:53 pm
    —
Well texture fixed, and vaccun zone too , but i need to test again Razz
Please login to see this link
Get registered or Log in

#26: No icon Re: MH-(dU)CoruscantCity Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Tue Jan 22, 2019 3:32 am
    —
It's up. Not played yet but it seems to run fine. Wink

#27: No icon Re: MH-(dU)CoruscantCity Author: THUNDERBOLT PostPosted: Tue Jan 22, 2019 10:21 pm
    —
online test number 5, I am satisfied with the result. Smile , tested the falls in differents areas (with and without health and boots) work very well, and  mercenarie fall and die. So i finished with this map cucko  need coffee
Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

Please login to see this link
Get registered or Log in

#28: No icon Re: MH-(dU)CoruscantCity Author: -POTS- PostPosted: Wed Jan 23, 2019 6:30 pm
    —
For those who are still experiencing masked textures problems (i.e. solid pitch black background instead of transparent for some textures), if you're using the high resolution S3TC textures, I strongly recommend opening your system console, type "preferences", then under the Rendering section set the "UseS3TCTextures" entry to False, then go to your UT installation folder and swap the Textures folder with the "CD 1" original textures.

I don't know what causes this, but having the high res textures support enabled on newer renderers messes up with some masked textures

For more detailed info read also
Arrow
Please login to see this link
Get registered or Log in

Arrow
Please login to see this link
Get registered or Log in

Arrow
Please login to see this link
Get registered or Log in


Thanks to Dem for the heads-up

#29: No icon Re: MH-(dU)CoruscantCity Author: kokok PostPosted: Thu Jan 24, 2019 3:25 am
    —
TY POTS.
(I would keep my S3TC, any ideas for working renderers, prefs, or suggestions for mappers?)

#30: No icon Re: MH-(dU)CoruscantCity Author: -POTS- PostPosted: Fri Jan 25, 2019 3:53 pm
    —
1) AFAIK this bug affects both new d3d and opengl renderers (haven't tested it with d3d10 though)
2) I tried messing with the precache, high detail actors and masked texture hack settings but none of those worked.
3) If you wanna stick with S3TC support you should ask the mapper to add an Alpha channel to the textures and force them being masked all the time, provided it would work.

Check
Please login to see this link
Get registered or Log in

Quote:
MaskedTextureHack - [True/False]
Enabling this option can prevent rendering problems with masked textures when the same texture is applied to different polygons that do not have the masked attribute set consistently across all of them. Likely examples of masked texture problems are rendering errors with solid colored boxes around railings and trees that can often times be fixed with the flush command. There is some risk to using this option, which is why it's called a hack option. It's likely to be very safe, but not completely safe. Implementing it the completely safe way is a lot of extra work, so it uses the simple solution. If it does happen to fail, there will be some completely incorrect textures on some objects.
 


and also  
Please login to see this link
Get registered or Log in
and in particular:
Quote:
This release contains a fix for the annoying black squares that people sometimes encountered. Like the skyboxes i forced the planetsmoons to be masked at all time by adding an Alpha channel to the textures. Theoretically if the texture is being used as last texture in a skybox it could punch a hole to the universe and create a monster of a HOM. But i never heard this happen with the skybox textures, while they really pose a risk on that. Since it was succesfull on those textures, than its unlikelly this will happen on these. I doubt a mapper ever will add them as last texture in a skybox.
 


TBH I'd just give up on the S3TC textures, way too many problems they cause.

#31: No icon Re: MH-(dU)CoruscantCity Author: EvilGrinsLocation: Palo Alto, CA PostPosted: Wed Apr 03, 2019 3:06 am
    —
All the download links appear to not be working.

#32: No icon Re: MH-(dU)CoruscantCity Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Wed Apr 03, 2019 4:19 am
    —
Last link given on
Please login to see this link
Get registered or Log in
works for me



destination Unreal -> New Mapping Projects


output generated using printer-friendly topic mod. All times are GMT + 2 Hours

Page 1 of 1