[Tentative Release 1.1] KillerDeathMetal

[Tentative Release 1.1] KillerDeathMetal

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

[Tentative Release 1.1] KillerDeathMetal

Post by SinbadEV »

EDIT: MAP NOW RELEASED ASIS http://www.unknown-files.net/browse.php?dlid=1503

I have begun work on a DeathMatch map, geared towards one of the "single super unit" mods that people are talking about recently... Here are some shots.
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Basically it's a 10x10 with a simple tiles pattern (I found a great program for making maps from tiles called tiled which allows me to acctually handle a reasonable sized texture map on my crap computer, with some textures from the Open Media Archive at https://cat2.dynu.ca/ftoma/tex.html )
Last edited by SinbadEV on 04 Aug 2006, 15:15, edited 2 times in total.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Looks very nice .. Looks like a very coool metal map ... with
high walls ...


Looking forward to its release ...
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Image

I've got all my features place and they are Dgunnable while blocking movement... still some tweeks neccessary... for example krogs can't walk down some corridors.
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Molloy
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Joined: 05 Jan 2005, 22:05

Post by Molloy »

Needs some spikes on the walls, with dying peewees on them. Like so:

Image
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Hit detection...

Post by SinbadEV »

I've got the foot prints working... but only a tiny center region of my feature walls can be hit... what s3o and tdf sttings determing the hitbox/sphere?
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KDR_11k
Game Developer
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Post by KDR_11k »

s3o has a model radius setting, I think that's it.
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Das Bruce
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Post by Das Bruce »

KDR_11k wrote:s3o has a model radius setting, I think that's it.
And footprint.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Now that is one damn fine looking metal map.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Forboding Angel wrote:Now that is one damn fine looking metal map.
Hurray for quake modders releasing their textures under GPL eh?
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SinbadEV
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Post by SinbadEV »

So I set the footprints right as far as pathfinding around walls is concearned, but you can still shoot through them in all but a small target sphere... and unfortunately collision spheres don't show up on features... if someone familliar with feature collision detection want me to send them the beta version of the map to play around with... I'm gonna try playing around with a bit more to see if I can get reasonable shot blocking set up with the guess and check method... otherwise I'll be forced to convert them to buildings so that I can see the collision sphere...
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Argh
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Post by Argh »

Send me the S3Os, and I will look at them.
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SinbadEV
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Post by SinbadEV »

I figured it out, I had the hit radius set one one set of walls for it's tiny, non-scaled version.

NOW RELEASED!!!

DOWNLOAD KillahDeathMetal1.0
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well damn, you make me want to make my Deathmatch mod now, but I can't! WD! noooo...
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Johns_Volition
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Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

may I suggest a prefix like dm_ to imply the maps purpose as a deathmatch map?
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Johns_Volition wrote:may I suggest a prefix like dm_ to imply the maps purpose as a deathmatch map?
Yes you may.
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Teh map has a serious flaw - Gravity.

Fall damage deals like 3 to 4k damage, it's insane!

Fix plox. :<.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Changed Gravity to 100, made the map hardness basically inpenatrable, lowered the hit points on walls... it took unreasonably long to detroy a wall for normal units... problem is now Krogs and Golis can walk through them... so yeah... also... I likes the map to be a bit maleable, can anyone suggest better gravity and hardness settings for me... metal income is very high for pretty much any mex, but the extractor radius is 300 so it should, in theory, balance out.

http://www.unknown-files.net/browse.php?dlid=1503

Any More Suggestions?
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