View Full Version : OSM-CastleOfTheDamned (Alpha Preview)
Aquablue
07-07-2006, 04:35 PM
DOWNLOAD (http://www.yousendit.com/transfer.php?action=download&ufid=8A2F1B455881B364) (Link lasts one week)
Completed/polished or not, I decided to upload my latest version of my OSM map entry, CastleOfTheDamned. I still have lots of work to do, but at least you'll get the idea of what I have in mind for this map.
Screenshots can be found at the original thread (http://www.unrealplayground.com/forums/showthread.php?t=41053).
I'm off to bed now. Tomorrow I will test out some other OSM maps, as I finally have all the time of the world the coming days. :)
SuperApe
07-07-2006, 04:43 PM
Got it.
I'll check it soon.
(LS, I gave two big thumbs up, but it was only a tiny testmap with the textures and sounds. I can't WAIT to see this though. :))
Lord_Simeon
07-07-2006, 04:53 PM
grrrr....everytime i click the link i get 2 seconds of YouSendIy then a warning that my registery is corrupted, then an offer of a free trial program to fix it aswell as another pop up asking if i want to scan (reccomended).
I'll log out of YouSendIt and try again, i wonder if that's the problem (spamming their adds at me).
outpt.co.uk
07-07-2006, 04:58 PM
ok, the next time I'm invited into a mod I'll provide a shared ftp folder for uploading...
downloading :)
SuperApe
07-07-2006, 05:10 PM
OMG!
I can't wait to play this thing with my replacement video card installed.
But, I can already tell the sounds and textures are spot on. :evil:
This will rock, Aqua. I have no doubt.
I'll give real notes after I've had a proper run through.
Man, this takes me back. :D
TexasGtar
07-07-2006, 05:49 PM
grrrr....everytime i click the link i get 2 seconds of YouSendIy then a warning that my registery is corrupted, then an offer of a free trial program to fix it aswell as another pop up asking if i want to scan (reccomended).
I'll log out of YouSendIt and try again, i wonder if that's the problem (spamming their adds at me).
I just got it ..no problem. Ad blocking =medium and cookies = medium settings.
Maybe yousendit don't go down under. lol
Lord_Simeon
07-07-2006, 09:49 PM
LOL, yeah maybe your right.
I just woke up so i'll try again.
SuperApe
07-08-2006, 09:31 AM
Had a proper run through with real graphics in effect. :)
Yep, real Quake sounds, Quake lighting, Quake textures, all the way to the "you found a secret place" message and sound. I'm amazed that even the physics (jumping to platforms) seems to fit the same as well. Brilliant, Aqua.
I have some notes:
- The monsters by default come with a Display -> AmbientGlow of 60 or something. For this Quake-like adventure, I'd bring that down to 16 or less, even 0. This will make them blend into the dark.
- The monster selection is good for the most part. I think the GiantManta might be too cramped to be much of a threat though. Perhaps you can just make them smaller with Display -> DrawScale. :dunno:
- The weapon, item placement is great. I might turn the opening playerstart toward the baddies.
- I noticed a few triggers were visible, and because of their placement, I have to assume that was intentional. I couldn't figure out what the one in the first room did.
- Oh, those darts rock. :D
- The trigger to open the stone door after you come up from the water and go up the ramp (you know the one), may be too small or to high on the surface of the water. I missed it several times and had to go back because I was below the water surface.
- Make sure the monsters can't trigger the triggers or movers, I think Skaarj triggered one push button by accident. Maybe you could set them to Guarding instead of Waiting to prevent them from wandering around. Either that or you could put a Class blocker around the button and block Monsters.
- I passed through one of the buttons, I think it was outside, and I just had to try again to hit it.
Keep going. This is gonna be great.
Aquablue
07-08-2006, 03:42 PM
Thanks Ape. I'm doing what I can to get this finished in time for the deadline, though there's still a lot of stuff to do. I'm thinking about replacing the GiantMantas with GasBags, though that might be a little too spammy, I'll see how it works out. I'm also having a few minor problems:
- I can't figure out how to get the ThingFactories working the way they do in Gauntlet - if you die, some items will respawn when you respawn. I checked Gauntlet (a most excellent map so far btw :D), but I can't find the way you got them to work.
- I have several places in my map where I'm using Volumes together with Triggers to trigger Movers (doors mostly). Most of these Movers have to be triggered only once, but even though I set bTriggerOnceOnly to True in both the Trigger and Mover properties, the Mover keeps getting triggered. Am I missing something?
SuperApe
07-08-2006, 07:50 PM
Gasbags might works out okay there. They're pretty tough though, at 200 Health.
The ThingFactories I use to give the Player back key weapons during respawn (I actually only give it to them again once per Objective), are set so that the PlayerStart's Event matches their Tag. Now, for these to work, you need them to be bStoppable. (check Gauntlet) Also, a common problem with ThingFactories is not remembering to match the Tag of the ThingFactory with the Tag of the SpawnPoint you want to use.
So, you're using a Volume to trigger, or just a Trigger to trigger a Mover? It sounds like you have more than one thing able to trigger the Mover. Even if the Trigger is set to bTriggerOnceOnly, other things can be set to trigger it. If you're still having problems, give me the Object names of the setup you're referring to and I'll be able to have a look at this alpha in the editor.
SuperApe
08-09-2006, 10:44 AM
How's it going?
Aquablue
08-09-2006, 03:22 PM
Haven't done much with it yet, sorry.... I'm very busy at the moment preparing for the introduction weeks of my study. It'll be quite a while before I can get back on it. :(
SuperApe
06-30-2007, 10:28 AM
Bumpity Bumpage
SargeDavid
06-30-2007, 01:16 PM
you bumper!
what is next? :mad:
Aquablue
07-03-2007, 03:23 PM
Well... Unless someone still posseses the early alpha I put out, this map has officially deceased (when my old harddisk fell screeching into the deep blue pits of fatal error, it dragged my map along with it). Also, I temporarily stopped mapping for quite some time now... Sorry. :( If someone feels the unstoppable urge to finish it, he/she is welcome.
SuperApe
07-03-2007, 03:50 PM
Well... Unless someone still posseses the early alpha I put out, this map has officially deceased.I may have that. Let me check at home.
Scott
07-25-2007, 01:44 PM
Well... Unless someone still posseses the early alpha I put out, this map has officially deceased (when my old harddisk fell screeching into the deep blue pits of fatal error, it dragged my map along with it). Also, I temporarily stopped mapping for quite some time now... Sorry. :( If someone feels the unstoppable urge to finish it, he/she is welcome.
Bumping it for you.
Did you ever get a copy of it?
Someone around here has to have it.
I lost a map i had been working on ut99 for years, and someone had my beta on their pc 2 or more years after I had released it. :)
outpt.co.uk
07-25-2007, 04:25 PM
Dunno if this will help...
http://www.outpt.co.uk/files/OSM-CastleOfTheDamned_SAVE2.zip
:a_Telepor
Aquablue
08-01-2007, 03:50 AM
Dunno if this will help...
http://www.outpt.co.uk/files/OSM-CastleOfTheDamned_SAVE2.zip
:a_Telepor
Thanks! I'll prolly never finish it myself, as I'm taking a break from mapping at the moment (and UT2004 altogether). Thanks for saving the map though, I got myself a copy, just in case. ;)
If anyone else is interested in finishing this map, he/she is free to do so.
outpt.co.uk
08-02-2007, 07:22 PM
I'll leave the link up for a bit, although it'll probably disappear soon. If anyone wants it and the link is broken, I'll re-upload it.
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