Sneak peak DeemerBoxbeta2

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K
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Sneak peak DeemerBoxbeta2

Post by K » Tue Jan 10, 2006 4:43 pm

Yes I agree , DeemerBox was less then a hit. When the task came to make the map , it was all mathimatical to give no one an advanage. This is fine but boaring IMHo.

So the decision was made to take this dull box to the next level. I wanted to add some fun into this map that was screaming for some substance.
It is still in the beta stage but the majority of the map is comeing together nicely. Here are some screenies of the new map comeing and some side notes. Please give some comments and ideas.

The upper level:
16 spawnpoints
5 goals = *Four boots pickups and one invisibility

*The four boots pickups spread on each corner of the map are as follows:
2 possitive pickups
Boots of Jumping - Normal jumpboots for jumping over the walls of the maze.
Boots of the Wind - Boots of speed for quickness inside the maze.
2 negitive pickups
Heavens Boots - Boots that will give you a giant leap twards heaven, Where you can fire a couple shots off before you fall back to earth to your death. LOL
Boots of Thunder - These boots slow your movement and give off loud footsteps to allert others of your location.

Invisability - Loacated in the center of the maze, It is the main goal of the map for obvious reasons. But it wont last forever! "Can they see me?"

The lower level:
One can escape the danger above through one of the four holes in the floor of the maze. Droping down through these holes leads you to a different kind of danger. You must be alert down here , there is nothing to hide behind. You must be carefull not to fall of the rocks jutting out of the lava below. Your only way out of this room is to make your way to the center and jump into the stone teleporter to "saftey?" Above in the center of the deadly maze!

Side notes: You can fly deemers down the holes to kill players below. You can hide below and fly deemers out the holes to kill players above in the maze! The four Boot Pickups all Look identical so you dont know till you pick it up if you have an advantage or disadvantage. You can hide in the maze or run on the top of the maze walls.

Screenies:
ImageImageImageImageImage


To Do list:
I am going to put some small lower altitude rock pilliars in the lava room so players can drop down to them and attempt to hide.
I am going to replace the giant boxy outside walls of the upperlevel with some nice looking mountianous terrain brushes, so it will look like your in the mountians instead of some unnatural box. - Also need a new title for the map.
I need to add some rolling clouds in the skybox.
I want to get the fog in the lava room looking better.
I need to add some code so you can only use one boot pickup at a time.
Need to add falling death to the Heavens Boots.
Need to make the Thunder Boots louder.

Anyone intersted in helping me fix the fog or the code for the boots will be given much credit , please let me know if you would like to help.

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MEAT
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Post by MEAT » Tue Jan 10, 2006 6:07 pm

Looks and sounds awesome....finally a map designed with the Redeemer in mind. This is what CG needs...more Redeemer maps and less generic unreal maps.

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The Jargonaut
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Post by The Jargonaut » Tue Jan 10, 2006 7:19 pm

It does look good!
Impressive work.
Tell me, are the dimensions the same as DeemerBox beta?

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K
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Post by K » Wed Jan 11, 2006 12:42 am

I just basicly took the DBx map and started adding on to it. The walls of the box are comeing down though for mountians. But yes it the same dimentions. Even the 16 spawnpoints are in the same location.
Mathimatics:
All origional dimentions of this map were measured useing deemerblast radiuses. So all the walls and things in this map ended up falling right into the same laws. Being this way it encourages both run and gun and camping. It's real possable to dodge a oncomeing deemer in this map ,
If your so nimble!:twisted:

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Hermskii
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Derdak

Post by Hermskii » Wed Jan 11, 2006 7:35 pm

You need to get Derdak to help you. Him or Nr2000 or Rob. They are all of the best MH mappers there are. You will have to explain the basis is fairness on your map. Can't wait to see it. I'm so jealous that I can't map. Later!
~Peace~

Hermskii

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The Jargonaut
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Post by The Jargonaut » Wed Jan 11, 2006 9:24 pm

I am not trying to be negative here, but I think that this will become a hide and hook map.

I am not saying that this is a bad thing. I personally play that style. Here is my scenario.

It looks to be a maze, but open at the top. I would hide around the corner of a spawn point and hook, or I would hide behind a wall and hook upwards to hit multiple spawn points.

You know... My absolute FAVORITE map to redeem on is still Deck 16. The reason? Because you can use EVERY tactic for redeemers there. The winner is usually the person that is the most well rounded in the art of redeemers. This is where (to me) the most enjoyment of the game can be had, ESPECIALLY when someone of equal or better skill is in the match.

Small maps are fun for me because you have to use defense as an offense and vice versa. These maps can be one sided for the winner. The goal is not nessessarily to kill the most the fastest, but to make your opponents suicide, or root them out of the prefered places.

Medium maps allow you to use what you have learned to keep control of the match. Normally, these are the most competitive of the maps as they have many different areas for different playstyles.

Large maps are great for hide and hunt and new player introduction. As Herm has stated in the past, it gives the newer players the peace of not getting caught in the loop. The hookers and sprayers will not be as effective here. Hide and guiders will be.

The key to the current Deemerbox is not to just spray and pray. You should use both S&P and Guiding to be effective. I can usually fire off just one guided deemer, and follow the path of the S&Per till I get him. Slow and steady.

My point.... Heck I forgot...
Oh yeah. The new Deemerbox may need one more thing. A ledge with boxes around it to hide behind. Not too high up, perhaps three levels ( wall height being 1 level). This gives the sprayers a perch to do their thing and the H&Gers a place to do thiers.

This is, of course pure conjecture, as I have not played the map yet. I make my assumptions by looking at the screenshots.

Anyone else have any input?

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K
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Post by K » Wed Jan 11, 2006 11:56 pm

The Jargonaut wrote:Oh yeah. The new Deemerbox may need one more thing. A ledge with boxes around it to hide behind. Not too high up, perhaps three levels ( wall height being 1 level). This gives the sprayers a perch to do their thing and the H&Gers a place to do thiers.
Could the perch me the middle of the map? It would possably get started a flow.
The only way to get to the perch is to go down the holes , S&P your way to the middle, teleport to the perch for the invisabilty.

One can S&P down on the maze from the perch.

as is now:
One can grab some boots and S&P around the map.
One could find a dark corner and guide them around.
The upper levels maze encourages guideing and is all darkish.
The lower level is mostly flat and nowhere to hide and brightly lit.

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LePoLoo
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Post by LePoLoo » Thu Jan 12, 2006 5:24 am

It seems it will be great even if all is not perfect. The thing is that I hope I won't crash my UT several times in one game !... :/
Too much lag ? go fishing...

}<(((((°>    }<(((((°>         }<(((((°>   }<(((((°>     }<(((((°>             }<(((((°>       Image

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The Jargonaut
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Post by The Jargonaut » Thu Jan 12, 2006 9:10 pm

Hey, a perch is a perch for me. As long as I have room to dodge and move around.
Actually... Come to think of it. The S&P area should be DIFFICULT to get to. this allows the hunters to have a chance to get us before we get there. Now the reward must be worth the risk, so there needs to be some sort of box on the perch so that after we make it to the perch, we can defend it. If it is open, then it is not worth getting to it.
Just some thoughts.

And thank you for doing this. I appreciate your work. :D

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Hermskii
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Yeah

Post by Hermskii » Thu Jan 12, 2006 9:18 pm

Me too!
~Peace~

Hermskii

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LePoLoo
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Post by LePoLoo » Fri Jan 13, 2006 5:13 am

Ditto
Image
Too much lag ? go fishing...

}<(((((°>    }<(((((°>         }<(((((°>   }<(((((°>     }<(((((°>             }<(((((°>       Image

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K
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Post by K » Sun Jan 15, 2006 4:06 am

I give you Mountians, and a perch.
Image
More stuff to do still , I will report back. Textures need fixing, need to ad some code still . . . . .

8)

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LePoLoo
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Post by LePoLoo » Sun Jan 15, 2006 6:33 am

Nice job !!! I wish I could understand how to do with that stuff !!! To help or to do some myself but... here is a true newbie : me ! :wink:
Too much lag ? go fishing...

}<(((((°>    }<(((((°>         }<(((((°>   }<(((((°>     }<(((((°>             }<(((((°>       Image

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K
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Post by K » Sun Jan 15, 2006 10:35 am

I'm realy still not happy with the perch "tower in the middle"
But it is way better looking then the last one i put in there.
Still just doesn't look right to me though. maybe with textures on it it willl look better.

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The Jargonaut
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Post by The Jargonaut » Mon Jan 16, 2006 6:45 pm

Are you kidding?? That looks INCREDIBLE!
I applaud your efforts in this. Nice work!

Image

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