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 Area/Moon levels (v2.2) 
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Area/Moon levels (updated v2.0)
I gotta Agree.
These Maps = Awesome.
Infiltrating it is more Fun than Defending it


Fri Apr 18, 2008 4:08 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Area/Moon levels (updated v2.0)
And another for testing;
A remake of Area57, now at 4000x3000.
Next up, the two moon maps.

About these maps, well, I don't really have a goal and make them for fun really.
I guess all maps are nice to play at infiltration. Haven't tried myself. :)
The only thing I do want to achieve is having my maps as standard as possible, so people can play them without installing additional mods. (Well, the maps have to be fun too ofcourse. Otherwise I'd better quit. :roll: )


Fri Apr 18, 2008 4:32 pm
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Post Re: Area/Moon levels (updated v2.0)
Outpost 7 remade @ 4000x3000.

Download here.

Good news and bad news; Good news, no sudden deaths or bulletholes seen so far, but a few characters move from their place from time to time by sitting/standing/sitting/standing.
I think it might be partly related to the amount of doors you have on a map.
I removed some doors and it seemed that less actors were behaving irratically.
Weird stuff. Can't make heads nor tails from it.

Next map: Crater.


Fri Apr 18, 2008 8:35 pm
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Post Re: Area/Moon levels (updated v2.0)
The Crater's been redone. 4000 pixels wide as well.
On this map the brain exploded spontaneously as are some actors doing their silly situps again.
I tried removing actors and it seems to help, but there weren't many actors on the map to begin with, so I dunno what's going on.
Some actors still act weird, but I can't delete more, since that would take the life out of the map.
Check it out though. I think you'll love the way it looks. :grin:

Download here; Clicker!

And I'd really like feedback about the speed of these maps. :) Has it improved?


Fri Apr 18, 2008 11:32 pm
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: Area/Moon levels (updated v2.0)
PLEASE go through and edit all the posted files into the FIRST POST.

Otherwise you are just being an ass to anyone who wasn't here the whole time this thread was around.

We need a rule about this type of thing, so we can warn people for it legitimately.


Fri Apr 18, 2008 11:39 pm
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Post Re: Area/Moon levels (updated v2.0)
I will do that once the current people/visitors have tested my maps. I am trying to find out why weird stuff is happening on some of them. Once I think they're alright 'll merge them into one mod and put them in the FiPo. :) Hope you won't mind.

Edit: Made notes in FiPo.
Edit2: Put links there as well, for others who would like to test.


Sat Apr 19, 2008 12:02 pm
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Area/Moon levels (working)
Well the "new" maps I only see wierd stuff happening after the ground level is doubled and I'm using modded units =3

The "old" map I still see bullet holes but not much else bad happens

(Actors moved from place to place for a long time btw... Over the builds is happened less and less but it still happens, somehow these maps just increase the chances)


Sat Apr 19, 2008 1:48 pm
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Post Re: Area/Moon levels (w.i.p.)
Going to take a small break from level making. :pipe:
I've put all my maps made so far in one zip;
Clickz me.
Renamed the new Crater map to Crater Mk2. Also updated FiPo. Have fun, peeps. :)


Sat Apr 19, 2008 8:06 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Area/Moon levels (w.i.p.)
Crater's speed got improved indeed. Less actors and the map got more tight made it run faster and so far I had no wierd stuff.

Also I noticed something interesting, I made a similar brickship like yours on grasslands and the KMF were attacking (The number of invaders is really high and the map got full of actors in a few minutes) And I started to recieve the exactly same wierd bullet holes, spontaneous asplosions and much more.

I think its the high number of active objects that cause the wierd stuff. The slowdown is caused by both factors, the map size and the amount of active items(Actors, guns, brains ect.) on the map.


Btw <3 the new crater. Please indeed make a map with alot of big brickships and some floating asteroids that have thick gold pockets inside them. That would cover the resources. And as for the surface, just some rough, small, but flattish terrain would be good for the AI not to cause mass suicide by falling down under.


Sat Apr 19, 2008 8:21 pm
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Post Re: Area/Moon levels (w.i.p.)
Got a present;
This level is a good example to show how many crap you can stuff in a map. :lol:
(Open it in the scene editor and delete stuff to see how you can make bigger tunnels and such. A lot of items on my maps aren't even fully visible. Layers over layers over layers.)

It's a shame this game is very limited at the moment, objects wise. Too many doors and actors and the crap hits the fan.

Warning: This map has a horrible high amount of (inactive) items! Be sure to check it out, but don't be disappointed if the map is too laggy or if your brain explodes. (Well, not YOUR brain, but... you know...)
Weird stuff like breaking down doors and actors dying on the spot WILL happen.
Like I said, probably because there are too many doors in this level (in combination with the number of actors).
The size of the map isn't all that big actually.

I'll be working on my Toybox mod for a while. Going to try making the 24 guns from my earlier posted gun sprites/sounds. After that I'll try to make a level with brick spaceships. (Could take a while. Havent' got a clue how to make guns yet. I hope I'll learn.)


Sun Apr 20, 2008 6:25 pm
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Post Re: Area/Moon levels (w.i.p.)
To the ones who wanted a spacey map with brick ships;
This is an early beta of one that I am making: Invasion.

Right now it has two hardened marine dropships and five cement fighters.

Try to play it to see if a map like this is really wanted. I played it for a bit and it's like an endless rain of enemy dropship bits. :lol:
(It's not quite safe mining the gold.)

If people like it I'll fill it up some more.


Wed Apr 23, 2008 5:31 pm
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Area/Moon levels (w.i.p.)
Nice map =3

Only thing is I thought it was something completly different =3

(When my computers fixed thisll be perfect)


Wed Apr 23, 2008 10:06 pm
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Joined: Wed Oct 18, 2006 12:09 pm
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Post Re: Area/Moon levels (updated v2.0)
Gotcha! wrote:
Holy crap! You do know the tools I have to work with? :shock:

The amount of brick ships you've drawn here would make the map about 10000x10000 in size (rough estimation :grin: ).
What if I remake Crater with less ground (just a small layer to keep the AI from falling off) and fill up the skies with about 6-8 brick ships?
I wouldn't know how to cluster gold, since that's randomly generated in the ground. You'd have gold floating in mid-air.

Anyway, I'll see how this works out. Will get working on it as soon as I can. :grin:


Most of your links are dead, and furthermore, why are you linking to downloads instead of attaching them?


Thu Apr 24, 2008 8:33 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: Area/Moon levels (w.i.p.)
Sorry about that. Had been cleaning up my online space, but forgot to remove some links here.
However, the link for mappack 2.1 hasn't been dead and contains all my maps so far.

About not using the attachment options of this forum;
It helps me when I keep my things centralized on one location. I am incredibly chaotic and the more order I can shape for myself, the better.


Thu Apr 24, 2008 10:00 am
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Area/Moon levels (w.i.p.)
I REALLY do wanna see what youd make a Space station look like, same with a captital ship and 3-5 frighter ships XD

But we will have to see when you make that map (or if) Either continue the great work =3


Thu Apr 24, 2008 11:50 am
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