 |
COMPULSORY UPGRADE Request an upgrade NOW! 32+ Pre-installed Modifications! 3 Server Locations to choose from: USA, UK and JAPAN.
11th December 2012 - CreatephpBB: All servers are upgraded to run using SSD drive. Click Here to report problems!
| View previous topic :: View next topic |
| Author |
Message |
Extreme OMG


Joined: 20 Feb 2007 Posts: 488 : Location: Floridas
Items
|
Posted: Tue Jun 16, 2009 4:21 pm Post subject: NaPali_Build_Zoned-V1 |
|
|
This is the idea I had for it, I'm not very good with UED. So I was wondering if anyone could at least, help me with this idea...
Idea for new build map on the HSP server.
Name: NaPali_Build_Zoned-V1
Setting: On NaPali, in a huge nali Valley the grass is green, and the sky can be Sunset/Night.
Spawn_area: Each team will spawn in a nali house, the normal nali house can be enlarged so it can fit weapon lockers, shields, and fireplace.
Properties: The map should have 20+ properties, since people rather play around rather than build.
Admin Room: The map can have a cause event that takes you to a ship out side the original map box, the ship can have a captains seat, Armory with U1pawns weapons and BW weapons, also the ship has views on different places of the valley. Also you can variate what the ship does.
Map areas the are open to the public.
Area 1: A huge organized plain in the valley with 20+ properties. (This plain will be just flattened terrain and nothing else, maybe a river property or something)
Area 2: Since this is based off the original UT, we can have a skaarj mountain base, along 1 side of the valley mountains, there will be a small (or large) door entrance (which can be locked via cause event) the door goes in the terrain ed mountain, and have a small base of operations for the skaarj, with crates and cargo, a small armory, and maybe a 5 celled prison.
Area 3: A nali temple, it can be either narrow to the farest end, or it can be a series of mazes, levers to push, and booby traps like trap doors, arrows shooting outta the wall, or a huge rock rolling down a ramp (Indiana Jones style) At the end of the temple should be a nali shrine (which I can get from a U1 map) and have a tile button that just closes all way out of the shrine room, and spiked walls come in and crush you.
Area 4: A small nali village or nali town, with a barn for cows, a pasture for bunnies and cows, a garden, and a nali bar.
Area 5: A small area of the valley with a pond and waterfall, and the waterfall has a secret cave in it with diamonds and jewels.
Area 6: A marine ship? Small, cargo ship with cargo crates, and a cockpit. Not intended for much.
Area 6B: A marine camp. with cargo, and camouflaged sand bags all around. Near forestry swamp area.
Any other ideas is up to you...
If anyone could help me with this, it would be cool... _________________ [19:50] Sonix: HEAT SEEKING LASER GUIDED FLYING BITCH-SLAP-YOUR-BUNKER-OPEN CROISSANT
You win. |
|
| Back to top |
|
 |
XSpartan Semi-Nub

Joined: 12 Jun 2009 Posts: 26 :
Items
|
Posted: Tue Jun 16, 2009 4:52 pm Post subject: |
|
|
sounds like a great map :]
i would help but im having some trouble with my UED at the moment, |
|
| Back to top |
|
 |
Chris Oh My Dear God Sir


Joined: 13 Dec 2007 Posts: 1502 : Location: Hinckley, Leicestershire, UK
Items
|
Posted: Wed Jun 17, 2009 4:12 am Post subject: |
|
|
Finish your stupid RPG mod thing you had a team for.
Or did it fail? _________________
 |
|
| Back to top |
|
 |
[HSP]Sonix Oh My Dear God Sir


Joined: 21 Mar 2007 Posts: 1247 : Location: I'm from Holland, where the frak you from?
Items
|
Posted: Wed Jun 17, 2009 8:25 am Post subject: |
|
|
^Attituuudeeeee
I like this idea.
You should copy over the stuff from the UB maps and start working on this.
| Coop readme wrote: | And the at last but not least:
You are allowed to use any parts of these maps/mods for your own maps/mods! |
I've got some ideas.
| Extreme wrote: | | Area 3: A nali temple [...] have a tile button that just closes all ways out of the shrine room, and spiked walls come in and crush you. | Wouldn't it be better if you got some sort of reward for getting past all the traps? =/
| Extreme wrote: | | Area 4: A small nali village or nali town, with a barn for cows, a pasture for bunnies and cows, a garden, and a nali bar. | Sounds like a great idea. Destroyable stuff, killable nalis?
| Extreme wrote: | | Area 5: A small area of the valley with a pond and waterfall, and the waterfall has a secret cave in it with diamonds and jewels. | Why not place another skaarj base entrance in there? Like in UB?
| Extreme wrote: | | Area 6: A marine ship? | Big marine ship :D
Over a great idea. Slight comment though; People will need transportation, and UB didn't have any vehicles as far as i know.
Custom created vehicles? Re-textured cars to make them look U1-ish?
Also, people will want guns. And maybe something to do, like some monster spawns. ! Idea, in the skaarj base place a button that spawns monsters! _________________ Kick up that pan.
 |
|
| Back to top |
|
 |
Extreme OMG


Joined: 20 Feb 2007 Posts: 488 : Location: Floridas
Items
|
Posted: Wed Jun 17, 2009 11:27 am Post subject: |
|
|
I'll try to make my own terrain and such, and I suppose I can copy all the BSP of those UB maps, WHY ARE THEY ALL BSP, Ill put around cars such as horton vehicles? Idk. I need someone to help me with at least two things.
1:Need to know how to change BSP into a static mesh.
2:Erm, need help on mountain terraining.
Sonix could do the skaarj base behind the water fall like on that one map instead of having just a plain old entrance. _________________ [19:50] Sonix: HEAT SEEKING LASER GUIDED FLYING BITCH-SLAP-YOUR-BUNKER-OPEN CROISSANT
You win. |
|
| Back to top |
|
 |
[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
Items
|
Posted: Wed Jun 17, 2009 12:16 pm Post subject: |
|
|
| XSpartan wrote: | | sounds like a great map :] I would help but I'm having some trouble with my UED at the moment, | All, good ideas! And for the most part doable, albeit with a bit of time or more support - unless the mappers in the clan can work together as we did on 'Phoenix Complex'.
BTW, if we can't help you - there are also many other resources in this forum and others that we could point you in the right direction to get the help you need, to create what you can imagine!
It sounds like a fun project and I would like to help.
If you guys have trouble with something - maybe I could make or find a specific example for you to follow or change to your liking?
I would offer more help, but as most of you know - I already have a ton of projects I'd like to finish.
As for the Nali RPG, it's still a project - but with only one maybe 2 mappers, it does take time.
But without a full team compliment to do the different elements in a timely fashion, it takes more time for just one or two mappers.
And yes, there are many elements we can use from the original Unreal 1 series.
Since Marco aka ".:..:" does mention in his readme that his U1 - 'Unreal Beginning' mod can be used for other projects, and most of the mapping elements and ideas have already been implemented in his UT/UB series conversion maps.
So many of your ideas may already have UED actors and meshes that could easily be used in this map.
I'm sure Marco would approve of his stuff being used for new projects and may even have some ideas of his own to improve upon yours.
If you sent him an email or PM'd him on xfire he may give you some new ideas from what he says about your project.
As I have mentioned before though, using specific weapons would limit the use of the map - but using regular weapons would allow server admins and single players to replace weapons & ammo through item replacer mutators.
| Extreme wrote: | | WHY ARE THEY ALL BSP | Because, selectively making static meshes out of all the different elements of the UB series maps would have taking a lot longer to finish.
| Quote: | | 1:Need to know how to change BSP into a static mesh. | Select and 'right click' on the BSP brush you wish to make into a mesh and select 'Convert > To Static Mesh' package=mylevel, name=meshname.
| Quote: | | 2:Erm, need help on mountain terraining. | Once you have a terrain that you can edit, try using the auto terrain function with different varying settings to achieve a base terrain that you can edit to your liking.
Only do this process on a new terrain!: At least until you get good at selecting terrain to change.
Select your 'terraininfo' actor icon in the map, select the 'Terrain Editing' icon from the toolbar, select the 'Tools - Select' in the 'Terrain Editing' Dialog list box, and select the 'Misc' tab, select 'Use Entire Heightmap?'.
Then just change the settings in 'Terrain Generation' a bit to get the desired effect you want.
Then select the 'Build' button in the 'Terrain Editing' Dialog and look at the terrain to see your new rebuilt terrain.
Like I said, I will help as much as I can - but you guys have to do some stuff too! which I see is already being done.
BTW, "waterfall like that one map" isn't really a good description of something everyone else could see!
_________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P |
|
| Back to top |
|
 |
| |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
 |
|
|
|
|