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PostModern MapBT-Postmodern_dbl-v4
PostModern Map

Author: Ozma777
Added:Fri Feb 22, 2013 at 18:34
Rating:4
Downloads:103

Download (63.30 MB)
26 comments
Comments
Ozma777
USER: OZMA777

DominatingDominating
Posted: Sun Feb 24, 2013 at 23:38

next time I do a small fix I'll be sure and tell someone, it'll be easier that way. (sorry roel I should have known that no one would know v4 is almost exactly like v3 so time could be transferred). Meganoob however has some gameplay changes. Some of the liquids take more health and there are kickers at that dodge wall to small cube part (just before the slime liftjump and flags). I noticed many new players couldn't get the hold walk and forward dodge thing, and besides sometimes you couldn't get up that way right away anyway (it would take 2 or 3 times or tapping back first). So I put kickers there. But Dammit the kicker to get the lavasuit was left unchanged (why did I make it such a small opening and crappy kick) and the arena doesn't work with deleting the supershockrifle and adding the weapons that should be there.
GhOsT
USER: GHOST

i4Games Admini4Games Admin
Posted: Sun Feb 24, 2013 at 16:35

Mappers should ask (when they give map which has a small fix) if the times could be transferred, so it's not your fault Roel Wink
It's still possible but then the v4 cap times will be gone, so you guys tell me.......
RoelerCoaster
USER: MMI

i4Games Trusteei4Games Trustee
Posted: Sun Feb 24, 2013 at 15:05

Oh I didn't know times should have been transferred. I'll ask ghost if it is possible to still do it
Ozma777
USER: OZMA777

DominatingDominating
Posted: Sun Feb 24, 2013 at 05:38

I was hoping the times would NOT get erased. I read some map earlier how the times could transfer from V1 to V2 or whatever, so I thought...I am tired of having to tell people on other servers what to do at the end, so I'll fix the teleporters. I thought that the times would stay since this is basically the same map with a few more sounds and visible teleporters, but exactly the same gameplay. Sorry about times getting erased, I thought that they would be transferred to this version.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Sat Feb 23, 2013 at 21:01

Cool that you made teleporter visible but why erasing times? :S
CTF-BT-Postmodern_dbl-v3 > CTF-BT-Postmodern_dbl-v4
Ozma777
USER: OZMA777

DominatingDominating
Posted: Thu Jun 30, 2011 at 21:45

ah damn I bet bhidden is set to true gamerelevent and alwaysrelevent are true but bhiddne is probably true. Oh well no v4 for sure...this map is done.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Mon Jun 20, 2011 at 21:06

Np Ozma, you deserve it. Smile
Are you sure that bhidden is set to false? Are you sure that display's options aren't blank / bad filled? Did you tried to copy other visible teleport and place exacly in place where invisible tele is and change just URL destination? Wink
Ozma777
USER: OZMA777

DominatingDominating
Posted: Mon Jun 20, 2011 at 18:05

well thanks I am glad that I at least got that horrible button dodge room bug free, I am definately NOT doing v4! I only did v3 so that I could get a non bugged button dodge room, sorry again for making v3 but that room sucked and I needed to fix at least that. I still don't understand why the outside teleporters are still invisible. I did gamerelevent AND alwaysrelevent. Oh well.

Just in case people are stuck there...
The exit teleporter to the outside room is behind you on your right (as you teleport in).
OR when you are facing away from the exit from where you teleport, it is on the top left ridge.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Mon Jun 20, 2011 at 16:02

Well gj with all fixes Ozma. Dodge and buttons room is bugfree now. But I noticed that after boxes where you need to jump or dodge, there is low fps zone. Imo lack of zone's info, too many mirror's surfaces and big torchflame causes lags. Also I don't see why teleporter in the big canyon is still invisible. :/ I don't think so that peoples will be happy with -v4 of this map, so don't create it, however take my advices into your heart and remember them in your future maps. Wink
PS: Nice screenshot fail Very Happy
CTF-BT-Postmodern_dbl-v2 > CTF-BT-Postmodern_dbl-v3
Ozma777
USER: OZMA777

DominatingDominating
Posted: Sat Jun 18, 2011 at 19:55

ok so fix is finished, whew my maps are a bit weird took me 27 hours to get a simple fix done. wouldn't compile without errors....
well hopefully fixed the teleporter room. I just intersected the brushes I had for dodges (so that the pivot wasn't outside the room) and made them not intersect any parts or movers. fixed the teleporters at the end so that you can see them at a distance (forgot to do always relevant and game relevant wasn't enough). Also just for the hell of it made the stupidly slow flies a bit faster (they are still slow to see you and respond though).
download:
http://www.multiupload.com/XNWZ10SUEL
Ozma777
USER: OZMA777

DominatingDominating
Posted: Sun Apr 17, 2011 at 01:22

Yes! weird maps..... They are going to keep on being weird.... sorry. I just make things on inspiration and dreams so it is likely to be really strange. The teleporter button room sucks bad although easier if you dodge up on to the button then drop onto the mover. Not really sure how to fix it so it isn't massively buggy (still working on a fix for it).
I gotta make one more fix anyway because the teleporter in the last outside room is totally non-visible (teleporter is huge but even though it should be visible it is not).
And it is really lame to search for the exit in that massive outside room. Originally you could see the teleporter from where you teleport in (turn all the way around to face behind and it is in the left corner) and the only "Obstical" in that last outside room was how to get to the teleporter that you can plainly see from where you start.
Had to do arena since I spent 13 hours solid on those rooms and they never made it in the BT part. At least this is the first and only map I made with a trick path putting you in the arena. Sort of mystery type hidden path obstical I guess.

Anyway next map is almost finished. I took a bit more time with the next map but I have worked on it less. In other words this map (postmodern) was about 17 days spread out over a month and a half at 9 to 21 hours solid non stop work on each day I worked on it (yes I stayed up all night 21 hours solid working only on this map). Whereas the new one (still no title unless I call it weird map #7 ) I did 3 to 11 hours of work per day and maybe 23 days over 2 months. Hopefully I will accidentally create a non-strange map some day. Although the next one might just be non-strange enough to qualify. But I thought that postmodern was as nonweird as I was going to ever get. And I almost released it V1 only.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Sun Mar 20, 2011 at 14:23

Another weird map from you Ozma Mad damn
Architecture you present is rly nice, but rest sux ( though some obstacles are good ). Wasted half hour till i passed dodge-buttons room. Many low fps parts and some useless things ( like arena. Man, if u like them, don't put it in a bt map. Make DM- Very Happy ).
GL with future maps and pity , make something normal this time!!
[i4g]CouilleNoire
USER: COUILLENOIRE

i4Games Admini4Games Admin
Posted: Sat Mar 05, 2011 at 13:26

Ok m8, I took the time to play your map offline because I didn't know what you were talking about.

For the big teleporter disappearing online, my guess is just that you have to change the Barrel property "Advanced" => "bAlwaysGameRelevant" to true.
(I didn't test whether it would work but I am pretty sure it will)

To test your map as if it was online, it's very easy:
- Start UT and launch a dedicated server with your map on your PC.
- Start UT once again and connect to your local network server
Do not forget to shudown your server before making any modifications though. Otherwise, your map won't save.

For the "TeleporterZone room" as you call it, movers go invisible, even offline.
That's because this room is too big and too complex for the engine to manage movers correctly.
I managed to play it though and I didn't like it. What I would do if I were you is to change this room.
What I REALLY liked is the sound of the big movers at the end of the room Smile

This map is really cool. I see what you wanted to do.
The lighting is a bit weird sometimes but yet the atmosphere is there.
You really should enhance the room with the shooting around and the pyramid in the center because it really looks bad and quickly done.
It's also true I had to look at the editor to find the start LOL.
Otherwise nice map in my opinion. Smile
Ozma777
USER: OZMA777

DominatingDominating
Posted: Sat Mar 05, 2011 at 07:20

Ya sorry about the arena being so obvious as the path to go. But I had no where else to put the teleporters for the arena I spent 13 hours building. At least if you are asking someone on your team where to go it says location arena. I would like less lag in the fire room, but the mirrors bring it up.
2 things that are still broken and eventually (when I figure out how to fix them) will be fixed.
1. (MAJOR PROBLEM) the teleporter in the last outdoor room is totally invisible! It is there and massively huge so you can see it from where you teleport in (as your facing it is to the right and behind you in the corner), but it is not visible at all. And I am not sure what to do about it because it is in the map and tested fine but doesnt show online.

and
2. I do the teleporter zone room very very different than everyone else. I could NOT cap v1 because the place I have to stand on the movers to do it the way I made it is so bugged out that I cant dodge I am stuck in the mover.
(just like if you resize a movers brush properties after it is already added. But I didn't resize...I made sure to reset all on the builder and after I added them I didn't change them)
I still have no idea why those movers are so jacked up. It tested fine offline but is totally broken and bugged online. Obviously thats why it needs to be tested online before release. I really like that room the way it is, only if it is not bugged and crap.

So I don't know what to do about the teleporter not showing up in the game in the last room. But Ill keep trying to unbug the teleport zone dodge button room. I really don't want to change it to plain blocks instead of movers. Because I like the dodge button thing. And also the first part of the switch room is set so long (I think timing is like 11 seconds) It would not be good to have 4 people trying to rush that room at the same time, it would just be frustrating. But again when I was playing it one day there were 5 people in the teleporter zone room at the same time and that was also kind of a traffic jam.

I just gotta maybe not put those types of rooms so close in my next maps. So that not too many people will be in any one room all at once.
normalname
USER: NORMALNAME

DominatingDominating
Posted: Fri Feb 25, 2011 at 20:17

laggy
wtf arena
irridium77
USER: IRRIDIUM77

DominatingDominating
Posted: Fri Feb 25, 2011 at 14:46

keep your file size a bit on the downside man, Not a bad map for the rest, I didn't finish it cuz of the lag in the fire room
Ozma777
USER: OZMA777

DominatingDominating
Posted: Fri Feb 25, 2011 at 09:58

Nice thanks mate. I'm still very new to Ued. I always did build all unless I changed lights. Now I can save some compiling wait time.
[i4g]CouilleNoire
USER: COUILLENOIRE

i4Games Admini4Games Admin
Posted: Fri Feb 25, 2011 at 08:23

You need to "rebuild all" after changing light or node.
You only need to rebuild AI paths when changing anyting related to paths (Playerstarts,Flags,Weapons,...)
When you change an actor property or add a decoration or even a trigger, you just need to save.
Always keep mutiple copies of your map (just in case)

Also, NEVER use "copy", use "duplicate".
The only time where you want to use copy is when you copy from one map to another (making a recap map for instance).
Be sure to save your map before copying anything because that really can f**k it up (double reference to vertexes/actors, no access to MyLevel)
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