Anyone want to look over my RvS map?
- Stormdog
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17 years 10 months ago #17886
by Stormdog
Anyone want to look over my RvS map? was created by Stormdog
Posting the up-to-date info into the first post to save anyone new to the thread having to trawl through:
Here's the beta download:
[url=http://www.warpedcore.net/cgames/rvs/scbeta2.msi:cgq2twt8]http://www.warpedcore.net/cgames/rvs/scbeta2.msi[/url:cgq2twt8]
4MB download, 16MB map if you pull it off the server when you play - so I'd suggest downloading now to save waiting around later (plus it means you can poke around the map offline and load it into the editor if you want to take a look)
Windows installer - just say "OK" to everything (unless you installed RvS somewhere other than the default in which case change the install location)
Modes supported currently are Team Deathmatch and Terrorist Hunt (will add more)
Known issues
- No terrorists or furniture above the 1st floor (so thats just Ground, 1st, and anywhere beneath Ground to play in)
- Stairways "stutter" as you walk on them (I need to add invisible ramps on them to walk on)
- You may get a low FPS outside (this is being fixed - for now just get indoors if it affects you!)
- Terrorists are doing dumb things, like running at glass doors without opening them
- No Loading Screen
============================
I've just spent the past two days learning UnrealEd and starting to put an RvS map together (something I've been wanting the time to do for years)
It's based on my old workplace, so if you like the idea of running around a seven-floor building this one could be of interest!
My biggest concern at the moment is that there might be too much map. The main building is done along with 25% of the rooms (although they're all empty - I'll start putting in furniture when the rooms are all done!), and there's another three smaller buildings to go in around it.
The unplayable area is huge, as I wanted to get in plenty of surrounding scenery (currently plenty of *space* for surrounding scenery).
I got the skybox working, but the best match I could get was London from the bank map. As long as you don't look too closely it works okay though.
If anyone wants a copy to take a look at (and I'm looking for early criticism on a quarter-finished map so I don't put in too much effort and have to undo it all), it's only about 2-3MB zipped so I can email it over (unzipped it's currently at 7MB and will probably be just over 20MB when finished if I have my calculations right).
Or am I just wasting my time doing custom maps? (If this one works out I'll happily do a request map)
Oh, and I'll try and get some screenshots done tomorrow.
Here's the beta download:
[url=http://www.warpedcore.net/cgames/rvs/scbeta2.msi:cgq2twt8]http://www.warpedcore.net/cgames/rvs/scbeta2.msi[/url:cgq2twt8]
4MB download, 16MB map if you pull it off the server when you play - so I'd suggest downloading now to save waiting around later (plus it means you can poke around the map offline and load it into the editor if you want to take a look)
Windows installer - just say "OK" to everything (unless you installed RvS somewhere other than the default in which case change the install location)
Modes supported currently are Team Deathmatch and Terrorist Hunt (will add more)
Known issues
- No terrorists or furniture above the 1st floor (so thats just Ground, 1st, and anywhere beneath Ground to play in)
- Stairways "stutter" as you walk on them (I need to add invisible ramps on them to walk on)
- You may get a low FPS outside (this is being fixed - for now just get indoors if it affects you!)
- Terrorists are doing dumb things, like running at glass doors without opening them
- No Loading Screen
============================
I've just spent the past two days learning UnrealEd and starting to put an RvS map together (something I've been wanting the time to do for years)
It's based on my old workplace, so if you like the idea of running around a seven-floor building this one could be of interest!
My biggest concern at the moment is that there might be too much map. The main building is done along with 25% of the rooms (although they're all empty - I'll start putting in furniture when the rooms are all done!), and there's another three smaller buildings to go in around it.
The unplayable area is huge, as I wanted to get in plenty of surrounding scenery (currently plenty of *space* for surrounding scenery).
I got the skybox working, but the best match I could get was London from the bank map. As long as you don't look too closely it works okay though.
If anyone wants a copy to take a look at (and I'm looking for early criticism on a quarter-finished map so I don't put in too much effort and have to undo it all), it's only about 2-3MB zipped so I can email it over (unzipped it's currently at 7MB and will probably be just over 20MB when finished if I have my calculations right).
Or am I just wasting my time doing custom maps? (If this one works out I'll happily do a request map)
Oh, and I'll try and get some screenshots done tomorrow.
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- FcUK_A
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17 years 10 months ago #17890
by FcUK_A
Replied by FcUK_A on topic Anyone want to look over my RvS map?
S you carry on bud, but i know from some peoples modded maps you need to keep an eye out for serious FPS lag on all areas of a map.
Shows us some screen Shots then we can give it ago and go from there.
A.
Shows us some screen Shots then we can give it ago and go from there.
A.
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- Cully
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17 years 10 months ago #17896
by Cully
Replied by Cully on topic Anyone want to look over my RvS map?
I'll give it a rattle mate
Fair play to ya for taking the time to make somethin'
Cheers
Fair play to ya for taking the time to make somethin'
Cheers
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- FcUK_A
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17 years 10 months ago #17910
by FcUK_A
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- Stormdog
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17 years 10 months ago #17921
by Stormdog
Replied by Stormdog on topic Anyone want to look over my RvS map?
Just done some
This one is from the editor so you can see the size of the layout.
This is the starting point for one team in the side staff car park. In front is the main building which is L-shaped. I've done all the floors on one part of the L, just need to do the other. After that it'll be a case of adding outbuildings (of which there's four main ones) one by one.
This is a view from the back door. The steps are where staff and students usually congregate to smoke during breaks.
We're not ready for A.I. yet - these poor sods walked off the edge of the AI path I had defined and decided they were going to wait the rest of the game out right here (also realised once I saw them that I need to change the default uniforms!)
A view of the reception desk (I've added a couple of custom textures as a test for signs and it seems to work okay)
And the information centre opposite the reception desk. This is pretty much the only fully furnished room so far.
Loading bay.
Loading bay from the other direction. I used a little artistic licence and added a ladder to get onto the roof. I'm staying as true to real life as possible with the layout but for the sake of gameplay added a few minor touches like this (after all it's easy enough to prop a ladder up against the building!). I may go as far as adding a tunnel system under the buildings as in reality there's a couple of tunnels housing the boiler system.
Front car park. There's been a nasty accident with that truck that seems to have blocked off the way out. Most of the other exists are blocked with police cars.
Front of the building - the other side of the "L". Note that only the ground floor is done so far. If it starts looking like there's too much map I may just leave it at this and do the other seven floors as fake windows.
That's it so far. Half the rooms in the main block are done. There's a couple of texture glitches I need to look at too. Finally, I used the same wall/ceiling/floor textures throughout the building for now, but will redecorate once it's all finished
This one is from the editor so you can see the size of the layout.
This is the starting point for one team in the side staff car park. In front is the main building which is L-shaped. I've done all the floors on one part of the L, just need to do the other. After that it'll be a case of adding outbuildings (of which there's four main ones) one by one.
This is a view from the back door. The steps are where staff and students usually congregate to smoke during breaks.
We're not ready for A.I. yet - these poor sods walked off the edge of the AI path I had defined and decided they were going to wait the rest of the game out right here (also realised once I saw them that I need to change the default uniforms!)
A view of the reception desk (I've added a couple of custom textures as a test for signs and it seems to work okay)
And the information centre opposite the reception desk. This is pretty much the only fully furnished room so far.
Loading bay.
Loading bay from the other direction. I used a little artistic licence and added a ladder to get onto the roof. I'm staying as true to real life as possible with the layout but for the sake of gameplay added a few minor touches like this (after all it's easy enough to prop a ladder up against the building!). I may go as far as adding a tunnel system under the buildings as in reality there's a couple of tunnels housing the boiler system.
Front car park. There's been a nasty accident with that truck that seems to have blocked off the way out. Most of the other exists are blocked with police cars.
Front of the building - the other side of the "L". Note that only the ground floor is done so far. If it starts looking like there's too much map I may just leave it at this and do the other seven floors as fake windows.
That's it so far. Half the rooms in the main block are done. There's a couple of texture glitches I need to look at too. Finally, I used the same wall/ceiling/floor textures throughout the building for now, but will redecorate once it's all finished
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- Stormdog
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17 years 10 months ago #17922
by Stormdog
Replied by Stormdog on topic Anyone want to look over my RvS map?
I'm thinking I might use the finished map as a basis for variant maps for different mission types. It's going to be way too big to run a "normal" team survival game as you could easily spend 30 minutes checking every room for the last opponent, but all those windows make for a nice sniper game.. Possibly even co-op terrorist hunt if I manage the spawns and AI pathing properly. I figure once it's finished it'll be easy enough to block off areas of the map to down the playable area.
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