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America's Army => mAAp Project => Topic started by: Alex on Wednesday, May 09, 2012, 00:52:57 AM
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So I spent most of my day today (as you can tell, I have a super exciting life) laying the foundation for a new map, and this is pretty much the result of that. It's only a couple of hours of work and there is a lot of stuff to fix/add remove. More of a test map than anything.
My plan for it is attack/defend with assault having to get to the elevator on the other side of the building. I was thinking about making it VIP like SF Hospital but I'm leaning towards the way bridge does it. As for weapons, I want SF, but only if I can get SF without the 203.
[youtube]http://www.youtube.com/watch?v=osvDSQwWrso&feature=youtu.be[/youtube]
Got the idea for a rooftop map from the MW2 map Highrise.
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Interesting. I've played on Highrise before, pretty fun map. The way I see this map in my head is ideally it would either dusk or dawn. I think doing it like bridge would be good. If you can't get SF without 203, how about the ranger M4?
I just noticed you tested this in 2.4.1. I didn't know that was possible lawl.
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It's great to see you're becoming more and more comfortable with the editor and going after a second map. The only thing I would say about this one is a physics volume above that table where you drop down, you could lower the gravity to something like -800 Z (-1500 default I think) so that player damage doesn't occur. Aside from that, great job on the map :)
Oh, maybe a lot of large corona's and some wind sound to kind of make people uneasy.
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Oh, maybe a lot of large corona's and some wind sound to kind of make people uneasy.
You really need the title "Visual Aesthetic Designer and Developer".
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I just noticed you tested this in 2.4.1. I didn't know that was possible lawl.
It's the editor's test thing. Just hit the joystick and it loads the map up. Saves me the hassle of running a local server through AA.
As far as sounds and lights go, a loud wind sound is a great idea. I don't have any sounds in it yet, nor do I even have a proper sky (right now is just a black background)
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Also, I made the building really fucking tall. Probably too tall. And no, I'm not going to player block the building. Walk near the edges at your own risk. :P
Also, I hate that you can see the ground, it looks really bad. Is there any way I can make it to where it kinda fades away, kinda like distance fog but not crappy?
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F514645%2FScreenshots%2Frooftop%2520SS.png&hash=512d34bba7f7ba625965bd6396377bad)
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Hehe good job, I pretty like the idea. in my view it would be cool to have that sf with no 203 with that red point (so don't make it optional but automatic)
you could lower the gravity to something like -800 Z (-1500 default I think) so that player damage doesn't occur.
I don't think that is such a big deal, as it's the same in pipeline map and it's good way to know there is an enemy if you have good sound ;)
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Hehe good job, I pretty like the idea. in my view it would be cool to have that sf with no 203 with that red point (so don't make it optional but automatic)
I don't think there is a way top force a certain scope (I use red dot anyways). Also, I'm not sure how to get the SF gun without 203. Might just got for the m4 like WC.
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@Killaman:
search for bTeam0AllowM203Mod, bTeam0AllowFlares for flares,
1st look for it in LevelInfo ;)
about using an aimpoint like M68, i think its not possible because 2.5 havent a Spawn Class for this. 2.8.5 does.
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I rly don't know what ZoneInfo's
does, maybe u can put one in the middle of the building and set a diferent fog value.
make it a Parachute mission, Assault will have to get on the roof top, while Def. will get up the stairs :o
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last edit:
I compiled the 2.8.5 custom m4 sets for 2.5, Drop the files in your System folder(AA Editor) and open in ur Actor browser.
http://dl.dropbox.com/u/64317034/285M4Sets_For_Assist.rar , 2 files, you have to test both files, I dont know how they work :D, nor if they will work lol.
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Also, I hate that you can see the ground, it looks really bad. Is there any way I can make it to where it kinda fades away, kinda like distance fog but not crappy?
Make it even taller and add black fog.
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Spanky's idea first, then change the start fog distance to a large value like 2000. End value to like 3000.
about using an aimpoint like M68, i think its not possible because 2.5 havent a Spawn Class for this. 2.8.5 does.
Possessed brings up an interesting point. We can just make our own spawn classes for SF.
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Make it even taller and add black fog.
I have no idea how to add black fog.
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Add fog, change the color of it to black.
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Add fog, change the color of it to black.
No idea how to add fog. I assumed it was under emitters but I can't find anything.
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http://wiki.beyondunreal.com/Legacy:Distance_Fog
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Now I'm confused.
Add ZoneInfo actor. bdistancefog true under the Zone properties. Make sure distance fog is enabled in the 3D view.
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This is what happens when I use distance fog.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F514645%2FScreenshots%2FDFss.png&hash=de8326dc82e6faaef02cff1f20263ec4)
It acts like a BSP tear. No idea why.
Now I'm confused.
Add ZoneInfo actor. bdistancefog true under the Zone properties. Make sure distance fog is enabled in the 3D view.
I thought there was another way to add fog seeing as distance fog doesn't want to work for me. :P
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Try the map in 2.5. You don't need to make a server to test it. Distance fog can only be achieved with zoneinfo type actors.
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Try the map in 2.5. You don't need to make a server to test it. Distance fog can only be achieved with zoneinfo type actors.
Same thing happens in 2.5. I might just make the ground black, although that would look awkward for anyone who falls to their death.
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Welllllll then we have a rapist in lincoln park.
I'm not sure, I have to look at it myself in the editor. But by the time I get the chance to do that, you will have probably fixed it. Check how your bsp is aligned with the subtraction volume. Unreal will not render bsp faces once they fall behind the fog distance. So who knows what it might be trying to do.
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Welllllll then we have a rapist in lincoln park.
I'm not sure, I have to look at it myself in the editor. But by the time I get the chance to do that, you will have probably fixed it. Check how your bsp is aligned with the subtraction volume. Unreal will not render bsp faces once they fall behind the fog distance. So who knows what it might be trying to do.
If it was a BSP tear wouldn't I see it without the distance fog though? the building is perfectly aligned with the subtraction. I'll mess around with the fog settings and see what happens.
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Well after a certain distance, it'll stop rendering certain faces. So this will only come up when distance fog is on.
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nice map :)
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Alright. I changed some numbers and set the blend option to 10 (it was at 0) I have no idea what any of it did, but it now works. :P
I changed a lot. Map now has ambient sounds and decent lighting. I'll put up another video sometime tonight.
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Awesome, as long as it works :D
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did anyone tested the SF classes?
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did anyone tested the SF classes?
I loaded them in the editor and they show up as playerstarts but I didn't put them in a map. I'm too lazy to test.
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did anyone tested the SF classes?
Not really necessary. There's an option in the map AllowTeam[team number]M203 (or something like that) and you can just set it to false.
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Newish Video
[youtube]http://www.youtube.com/watch?v=JhTOOOfSqIo&feature=youtu.be[/youtube]
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Not really necessary. There's an option in the map AllowTeam[team number]M203 (or something like that) and you can just set it to false.
packages contain Player Spawn classes, like ONLY a m4 + M68 + suppressor , or m4 with iron sight + 203.
and, nice work man.
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The blue tunnel is the best tunnel.
packages contain Player Spawn classes, like ONLY a m4 + M68 + suppressor , or m4 with iron sight + 203.
and, nice work man.
There is a property called "added inventory" specifically for this.
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The blue tunnel is the best tunnel.
There is a property called "added inventory" specifically for this.
well, AA Dev's are dumb, because they added those in 2.8.x , I think Interdiction use these classes. sry for off topic,
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The blue tunnel is the best tunnel.
For the comm locations I actually named them Blue Tunnel and Red Tunnel. :P
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How about make the objective below the elevator and then have the elevator go down when someone is in it and take them down into the objective. This way they could still be shot while in the elevator and might make for an epic round where someone tosses a nade in at the last moment and they're trapped with it.
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How about make the objective below the elevator and then have the elevator go down when someone is in it and take them down into the objective. This way they could still be shot while in the elevator and might make for an epic round where someone tosses a nade in at the last moment and they're trapped with it.
That's a pretty good idea. I'll see what I can do. :)
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That's a pretty good idea. I'll see what I can do. :)
Every so often one of my rusted gears will break loose and my brain will function long enough to come up with a halfway decent idea :)
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Works perfectly. :)
It'll be funny when the first defense player gets on the elevator only to realize it goes nowhere. :P
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it looks very open to me...im assuming you'll add stuff at the end right? otherwise i like the idea. Reminds me of Highrise
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it looks very open to me...im assuming you'll add stuff at the end right? otherwise i like the idea. Reminds me of Highrise
Yeah, I'm currently trying to figure out how to make it less open, where you can't see the other spawn.
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Yeah, I'm currently trying to figure out how to make it less open, where you can't see the other spawn.
THAT was always the hard part for me. I can make buildings but I don't know how to decorate them accurately. It took me forever to throw stuff around the south end of Pipeline.
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Yeah, I'm currently trying to figure out how to make it less open, where you can't see the other spawn.
I would look for some industrial buildings rooftops for laying out things, something like those:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fwww.trendir.com%2Foutdoors%2Fterrain-nyc-unfolding-rooftop-terrace.jpg&hash=37b6fd1e9a21b4a2bb8fab94b85a57ef)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Ffarm6.staticflickr.com%2F5086%2F5363183167_0c82604fa7.jpg&hash=0f57ac9daa32e480eb159dbccd853257)
(http://www.flickr.com/photos/nintheu/5363183167/)
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Check out how the devs decorated the rooftops on sf extraction and sf hydro pump.
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Dockside too. Might be cool to include some horizontal or angled windows that can be shot and you fall to your death inside a darkened (fog?) building.
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Oh shit that's awesome. Have a section of the building made of glass hanging over the edge. There's a ton of possiblities for this map, the hardest part is thinking of all the cool ones.
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Check out how the devs decorated the rooftops on sf extraction and sf hydro pump.
lol hydro pump. I did look at Water Treatment's roof but the problem is that it's not set up to be an even area of play, like my roof is. I'm currently focused on fixing some things in City Block but I'll see if I can get around to any of these ideas tonight. Great ideas though. I really like the slanted glass idea.
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A screenshot of what I added in the middle.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F514645%2FScreenshots%2Fss.png&hash=397cd4839f0252329e3c8306d4d6ffe2)
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Getting more and more complex, very interesting.
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I'm actually thinking about making a playable office area a floor beneath the building and just make it impossible for Assault to go across (like locked doors or something), that way their forced to use the roof and go down on the other side to the elevator. The distance as it is is kind of short so that would make it a little bit longer.
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I like that idea. I guess it makes the situation more realistic as well because both teams do not start next to each other. I'm thinking stairwells on either side, and a ladder from a maintenance closet can connect to the blue or red tunnel. That way defense can't just camp the stairwells (even from far away) as assault leaves the floor below.
Unless you can think of something cooler.
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maybe you can add a rope on the side of teh building to teams can rappel down the rope and through the window into the floor below....just more ways to get into and out of this office area you're thinking of.
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maybe you can add a rope on the side of teh building to teams can rappel down the rope and through the window into the floor below....just more ways to get into and out of this office area you're thinking of.
Give us $50,000 and a development studio and it shall happen exactly like that.
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Give us $50,000 and a development studio and it shall happen exactly like that.
sorry, I thought this was in the range of being possible since I've seen a rope used in MAAPs version of Urban Assault....i guess im just an asshole for giving my 2 cents then.
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maybe you can add a rope on the side of teh building to teams can rappel down the rope and through the window into the floor below....just more ways to get into and out of this office area you're thinking of.
I don't see how a rappel could ever be possible with just the editor. We'd need something like that coded into the game. We could make it like a ladder but that would be lame.
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"rappel" is just the more realistic word for "ladder"
you wouldnt go down the rope like you would a ladder...yall are too literal...in terms for the editor- yes a ladder rope thing. sorry for the lame idea then
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"rappel" is just the more realistic word for "ladder"
you wouldnt go down the rope like you would a ladder...yall are too literal...in terms for the editor- yes a ladder rope thing. sorry for the lame idea then
No, I actually like the idea. I just don't think it would turn out well. Yeah we could do it, but it would look weird and act exactly like a ladder instead of sliding down a rope. Also, it would only be climbable in four directions due to how UnrealED2 handles ladder volumes. I'm actually curious to see how it would work. I might mess around with it tonight.
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No, I actually like the idea. I just don't think it would turn out well. Yeah we could do it, but it would look weird and act exactly like a ladder instead of sliding down a rope.
maybe if u put the ropes in a more secure area, so ppl wont get killed easy.
ropes just like in 2.8.x Eagle Tower :D
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Now that I think about it, I don't even know if a rope static mesh exists in the editor.
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Even if you find a rope mesh, there isn't a rope climbing animation. We can't really make them because we don't have a lot of the things required.
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I don't see how a rappel could ever be possible with just the editor. We'd need something like that coded into the game. We could make it like a ladder but that would be lame.
You guys have no imagination. It took me 20 seconds to figure this out. Have the rope with a ladder volume and make them "climb" perpendicular to the building, then, at the bottom, they push A to go sideways in through the window. Easy.
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You guys have no imagination. It took me 20 seconds to figure this out. Have the rope with a ladder volume and make them "climb" perpendicular to the building, then, at the bottom, they push A to go sideways in through the window. Easy.
I'm talking about rappelling as sliding down ropes, which is technically impossible in the editor. You have to use a climbing animation which will look stupid to anyone else playing.
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You have to use a climbing animation which will look stupid to anyone else playing.
I think you're forgetting about the map where we are half an inch tall running around a yeti while jumping 3 feet in the air.
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I dont think 2.8 has an animation for this, its just like Spanky said.
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New video
[youtube]http://www.youtube.com/watch?v=isvUd9Gw3hM&feature=youtu.be[/youtube]
To to answer some things before people ask.
1. Yes, I'll fix that door to be a two-way mover
2. Yes, I will add furniture to the rooms.
:P
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I really really really like it
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My window breaking idea, did you use it? Cuz, what I was talking about is entirely different from that room.
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My window breaking idea, did you use it? Cuz, what I was talking about is entirely different from that room.
Not yet. I know what you were talking about, just not how to actually implement it without it looking weird. Or maybe I don't....
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I like how it's shaping up :) one thing about the structure corners, those seems a bit thin where the glass windows meets at 90° (at the bottom end of the windows corner).
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Small update.
[youtube]http://www.youtube.com/watch?v=heVE9HPH1NI&feature=youtu.be[/youtube]
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cool. this looks really good so far.
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I have to say this; you really need to work on proper sizing. The doorways are huge and awkward. The grate texture at 20 seconds in is scaled so large that if it were real life, you could fit your foot and possibly your whole body through those holes. Ladder holes are also super big and some windows are really low to the ground.
Overall though, you have good talent, especially with BSP. I think you're at a point where you could easily out-map me for building creation.
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I have to say this; you really need to work on proper sizing. The doorways are huge and awkward. The grate texture at 20 seconds in is scaled so large that if it were real life, you could fit your foot and possibly your whole body through those holes. Ladder holes are also super big and some windows are really low to the ground.
Overall though, you have good talent, especially with BSP. I think you're at a point where you could easily out-map me for building creation.
A lot of the textures need re-sizing. Also, the only 2 doorways that are bigger than the size of a door are the two huge openings for the spawns. I do plan to change that, just not sure to what.
As for the windows being close to the ground they were made that way so it is possible to walk outside the building through them. I guess I could raise them and add a couple of doorways though.
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As for the windows being close to the ground they were made that way so it is possible to walk outside the building through them. I guess I could raise them and add a couple of doorways though.
dont change it, its a good idea
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The devs made use of a lot of player blocking volumes. It does look odd to see a player floating in air over the blocking volume, but it is kind of more realistic. People IRL can bend their knees to reach a higher step. So you can raise the windows and use small strips of blocking volumes.