RACE - Leviathan

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iZumo
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Re: RACE - Leviathan

Post by iZumo » Wed 01 May , 2013 1:38 pm

Should I make nitro levi?
troll2

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Aww
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Re: RACE - Leviathan

Post by Aww » Wed 01 May , 2013 1:58 pm

thanks for the assessment socio.
I will redesing the spawn, lift (them round edges) and the last obj and lower number of leviathans. will also try to add more spots around the track for repearing or/and cover (caves, wall shields, link ammo..)
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Aww
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Re: RACE - Leviathan

Post by Aww » Sat 04 May , 2013 12:22 pm

anyhow any updates on the map will have to wait a little now because i didnt have school this week and i had time to work on it
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Aww
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Re: RACE - Leviathan

Post by Aww » Wed 17 Jul , 2013 7:00 pm

MAP UPDATE

DOWNLOAD:
http://www.mediafire.com/?h7q2rd0ewa97dl5
SCREENSHOTS:
http://s1356.photobucket.com/user/sytyr ... athan%20v2

added, redesigned, removed some stuff socio said. map is still not ready (can it even be?) for multyplayer but im posting this to let you know im working on it
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Aww
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Re: RACE - Leviathan

Post by Aww » Thu 18 Jul , 2013 10:25 am

Whats new:

**New team bases
**Added scorpions for 1/2 of the first obj only (work still in progress)
**Changes weapons avilabel at base: flak, lg, minigun, link
**Limited number of leviathans on each team to 3
**Leviathans have 50'000 health (it takes 1 levi 20 blows with that big thing to destroy a levi)
**Link heal multiply for leviathans is 1

**Added some holes so the drive wont be so boring
**Planned to add some obsticles closer to the base
**Cut the 16 sided cilinders to 8 on the 'lader' the lift is moving on
**Added some protection for the player lowering the pins for levi to go for obj2 (its a '1 way' protection :) but i like it how you can stay traped )
**Added some shield 'holders' on the terrain part with link ammo

**Reorganized objectives:
1) Leviathan proximity obj (lowers the bridge to obj2)
-optional obj: Scorpion proximity obj (opens garage door to leviathans)
2) Leviathan proximity obj (rotates a bridge in the sky for obj3)
3) Leviathan proximity obj (a nice upside down fall to end the race)

Planned:
**Cicada weapon power, health..
**Try to recolor terrain to look better
**Improve preformance: fps, lag


this is as much as i can remember at the momment but i usually think on the spot what to add
Aw.=w

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iRobot
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Re: RACE - Leviathan

Post by iRobot » Thu 18 Jul , 2013 10:37 am

Great work so far, can't wait for this :)

iZumo
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Re: RACE - Leviathan

Post by iZumo » Thu 18 Jul , 2013 11:02 am

Don't want to kill your fun, but I think people will not like the Levi race: it's slow vehicle and ppl will rather deploy them and camp.

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iRobot
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Re: RACE - Leviathan

Post by iRobot » Thu 18 Jul , 2013 11:15 am

I agree about the speed, but the concept is good. Maybe give them a little faster speed, not nitro..because that would be retarded.

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Socio
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Re: RACE - Leviathan

Post by Socio » Thu 18 Jul , 2013 1:48 pm

As I said before in-game, the terrain is overscaled in number of sectors (1024) this map doesnt need so much, 256 would be enought and simply change their size from 64 to 512 or whatever suits you. A terrain that size will cause fps problems, especialy if the fogging is set so far that it doesnt occlude anything. (I had 40-60 fps when driving on the terrain road and looking towards the spawn area or flying with Cicada. For example on Poseidon, in the area some people complain about low fps I get 120-140 fps).
Next step would be the brushwork, at the moment its bad. I noticed that you made the world substract from like 12 brushes, when all you need is just one. You did cut the number of polys on the elevator teeth, but just visualy, by substracting them and adding the improved ones over the substracted, for removing them from the copy-pasted brush, you should use the brush clipping tool. Next, creating simple shapes that could be done with one brush are created with 2 and more, for creating some other shapes then the standard ones, you should learn the 2D Shape Editor, Vertex editing and Intersecting tool. Also try using SemiSolid brushes more for decorations, Solids arent always the best option.
PS. Sunlight actor goes into skybox.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Aww
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Re: RACE - Leviathan

Post by Aww » Thu 18 Jul , 2013 5:30 pm

Roger that.
Reason for world being in many brushes is I had no feel for size and didn't want to make it too big so I just thought I could keep adding along as I needed. Next big thing is fixing the terrain, if it wont work out I'll just remove it and make a dissy rotating skybox. I have actually yet to use 2D shape editor and vertex editing so will try to learn it and replace brushes that can be replaced. Also, if you noticed, I used your emitters (from sunshine race) on the teleport actors. I thought they were realy nice and since I'm making this map for LDG only i figured you wouldn't mind to much (np removing them if you do).
Aw.=w

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