View unanswered posts | View active topics It is currently Wed May 15, 2024 11:55 pm



Reply to topic  [ 104 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 7  Next
 Area/Moon levels (v2.2) 
Author Message
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Area 44-57 (updated v1.1)
Hi peeps,

I made another one, and this time you can take it up to the moon!
Map name's Outpost 7 and there's a download link in my first post.

Here are some screenshots:

Image
Image
Image
Image
Image

I hope you enjoy it!
Haven't touched Gravity by the way. Mostly because I don't know how to and I don't know if it's a good idea at that.


Tue Apr 08, 2008 7:44 pm
Profile
User avatar

Joined: Wed May 23, 2007 12:08 pm
Posts: 533
Location: In hells Ironic Punishment Department (Canada, ON)
Reply with quote
Post Re: Area 44-57 (updated v1.1)
Great job yet again (I think you should change the gravity though)

But its your map and your choice =3 (So ill change it myself)


Tue Apr 08, 2008 9:41 pm
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Area 44-57 (updated v1.1)
And if you're busy doing just that, mind sharing how it's done? :grin:


Tue Apr 08, 2008 9:52 pm
Profile
DRLGrump
User avatar

Joined: Tue Nov 07, 2006 1:26 am
Posts: 2037
Location: Jerking off in a corner over by the OT sub-forum
Reply with quote
Post Re: Area 44-57 (updated v1.1)
I believe the gravity is in the scene folder, in the .ini that dictates everything, about 6 lines down, looks like this.

// Gravity acceleration, m/s^2
GlobalAcceleration = Vector
X = 0 This is sideways gravity, if you want it :D
Y = 19.82<====This one


The file path would be (C:\Program Files (x86)\Data Realms\Cortex Command\Base.rte\Scenes\<insert .ini file>)
Correct me if I'm wrong. Also, I don't wanna download these quite yet, wanna give me an overview of the entire scene in one shot?


Tue Apr 08, 2008 10:03 pm
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Area 44-57 (updated v1.1)
Thanks, Tomaster.

I don't understand your question though. Do you mean an overview of all maps?
If you do, well, they're basically all 6000x3000 pixels large maps with in and on them.


On a sidenote:
I've made a quickie just now, but I don't think this one's that good. However, I've tried to create a space ship of some kind and wonder what you will think.
It's also in space, in a huge crater, with a (concrete :lol: ) ship stationed above it. (And also some bunkers here and there for good measure.)
Map's called Crater and a link is available in my first post.


Tue Apr 08, 2008 10:11 pm
Profile
User avatar

Joined: Wed May 23, 2007 12:08 pm
Posts: 533
Location: In hells Ironic Punishment Department (Canada, ON)
Reply with quote
Post Re: Area 44-57 (updated v1.1)
My description... Think of a bomb shelter...

Great scene (havnt tried it yet or changed the variables... But ill get around to it =3 (and its what he said)


Tue Apr 08, 2008 10:12 pm
Profile
DRLGrump
User avatar

Joined: Tue Nov 07, 2006 1:26 am
Posts: 2037
Location: Jerking off in a corner over by the OT sub-forum
Reply with quote
Post Re: Area 44-57 (updated v1.1)
Cool, I got something right. And I meant something like...
Image
^^^
That


Tue Apr 08, 2008 11:06 pm
Profile

Joined: Sun Apr 29, 2007 11:31 pm
Posts: 123
Reply with quote
Post Re: Area 44-57 (updated v1.1)
If only I could run these with a better framerate, these are godly.


Wed Apr 09, 2008 7:53 am
Profile WWW
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Area 44-57 (updated v1.1)
Sorry to hear you can't run them properly, Spoot Knight. :-(
Actually, I am a bit unaware of the slowdowns these maps might give. Is it the overall size that gives problems?

@Tomaster: I would make such a screenshot if it wouldn't take me hours to paste the smaller screenshots together. :grin:


Wed Apr 09, 2008 11:24 am
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Area/Moon levels (updated v1.2)
Update:

I've spend hours to improve all four maps (and added a bunch of stuff to the Crater map, which, i.m.h.o. has become quite a fun map).
Also lowered the gravity on the moon maps, which, after testing, I really like. (Thanks for the tip!)
Some minor things were improved, like bots not picking up their weapons at the start of a level (weapons bounced off out of reach) and added some sneaky airvents here and there.

Download all four of them here.
I am done with maps for now, mostly because I don't want to update 20 maps every time a new build comes out. :grin:

On to my next challenge, I am going to try recreating an old dosgame hero of mine into a character for this game. :wink:


Wed Apr 09, 2008 2:35 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Area/Moon levels (updated v1.2)
Thank you tons! I love the crater map alot with the huge spaceship floating. It was fun defending it from darklones as they slowly invaded the ship killing all personel on board and killed the reactor (brain).

I really loved that.

And the Outpost on the moon rocked alot aswell and it even had airvents to sneak through. Sad that this was your last mapping for this build, but these will keep me having fun for weeks with the current build.

Ironically, I managed to download the first versions of the map first and when I come again to comment, you had the new ones already uploaded.


And how's that mysterious character you are intending to make?


Wed Apr 09, 2008 3:20 pm
Profile
User avatar

Joined: Mon Feb 11, 2008 11:11 pm
Posts: 711
Location: East of Applachia, West of the Mississippi
Reply with quote
Post Re: Area/Moon levels (updated v1.2)
Could you make a version of these without the bunkers?


Wed Apr 09, 2008 3:34 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Area/Moon levels (updated v1.2)
Lambda wrote:
Could you make a version of these without the bunkers?


You can do this extremely easy by yourself.

Just open the Index.ini of each map and do the following as showed in the example:

Code:
DataModule
   Author = Gotcha!
   IncludeFile = Area44.rte/Area44.ini
   IncludeFile = Area44.rte/Scenes.ini <--- Delete this line okay?


Wed Apr 09, 2008 6:23 pm
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Area/Moon levels (updated v1.2)
I am glad you like them. :) I will probably make more in the future eventually.
Can't wait for this game to complete.

About the mysterious character, well... I looked through bunch of files and don't know if I can make it, but I'll try. It has to be goodlooking enough to match yours and the guy that made those DarKlone thingies, and that will be hard.
Plans are that he comes with 5 different weapons, all from this particular game.

A hint: One of them is the almighty UV-9 Pulsar, flesh melting goodness. (Not that we can make flesh melt in this game, but okay. :) )


Wed Apr 09, 2008 7:34 pm
Profile
User avatar

Joined: Wed May 23, 2007 12:08 pm
Posts: 533
Location: In hells Ironic Punishment Department (Canada, ON)
Reply with quote
Post Re: Area/Moon levels (updated v1.2)
Hope you make some more new maps very soon =3

Great job on'em too =D


Wed Apr 09, 2008 9:15 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 104 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 7  Next

Who is online

Users browsing this forum: No registered users


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 post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.051s | 15 Queries | GZIP : Off ]