[Maps] jim´s levels

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twowolves
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[Maps] jim´s levels

Post by twowolves » Sun Jun 23, 2013 10:04 am

Last edited by twowolves on Sun Jun 23, 2013 12:44 pm, edited 3 times in total.

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twowolves
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Re: [Maps] jim´s levels

Post by twowolves » Sun Jun 23, 2013 10:04 am

playground v1.0

This map is ment to be a test area for my custom assets and detail objects.
It is made to load up very fast (takes just over one second for me) and has some primitive shapes in it to box out parkour structures and the like.
i took it as far as i needed but i would bet you could squeeze it even more if you'd take out the ambient sound and skybox ect.

Image

*First load may takes a few minutes actually.

i did not want to replace the menu.html but here is the code that goes in it:

{

label:'playground',

src:'images/playground.png',

level:'jims_playground.xml',

},
Last edited by twowolves on Sun Jun 23, 2013 10:10 am, edited 1 time in total.

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twowolves
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Re: [Maps] jim´s levels

Post by twowolves » Sun Jun 23, 2013 10:05 am

playground arena v1.0

Same principle as playgound but setup for the new arena game-mode from the recent build 199.
Here as well primitives are placed so one can quickly box out a arena layout.

Image


menu.html code:
{
label:'playground_arena',
src:'images/playground_arena.png',
level:'jims_playground_arena.xml',
},
Last edited by twowolves on Sun Jun 23, 2013 12:47 pm, edited 1 time in total.

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twowolves
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Re: [Maps] jim´s levels

Post by twowolves » Sun Jun 23, 2013 10:18 am

- - Fountain of Death - Arena - BETA 01 - -

Image



*** i had trouble packing the files up for you guys and so do not have a download link.
However, i did give the files into Antons capable hands and with any luck the beta will be available in SUM for i probably will not be around for the next cupple of days.


i made this map to give some context to my rabbitZ (i pronounce it rabbitsss btw, so, if you read rabbitZ, please, think: rabbitsssssssss ... thanks :P)
i really wanted to have it all nailed down before posting, but did not recon with the constant kill hostpot being such a hard nut, without wich, this map really does not work well.

The map does crash unusually often anyway and i can not figure out why.
However, when it does run it is quite exciting already.

So, my hope was that if i put it out as beta you guys maybe have some fun with it, maybe someone could think of a reason for the crashes and maybe, just maybe, you guys become more encoraged to think of something for the constant kill hotspot when you know what it is for.

Image

You can play this map as regular Arena with Guards and Dog-Weapons as well, if you prefer that.
For that go to:
Data\Custom\jims\04_maps\fountain_of_death_arena\03_scripts
and rename the desired version ("unaltered_arena_gamemode_a200.as" for the current default Arena settings) into "fod_arena.as".

Image

i made some custom props for this map.
-Dry grass, to failiarize myself with the plant shader.
... About which i am rather excited! i cant hardly wait to do some large vegetation now.
Image

-Rat sword and club to suit the rabbitZ.
Image

-And some decor pointy sticks, chains and rocks.
i did not make spawner images for the props yet, but intent to do so once this map goes ot of beta.

Image

i thought it would be nice if the audience would throw tomatos at the fighters :lol:
Can someone think of a way to do something like that?

i would also really like sharpness maps to work on static props so the pointy sticks could actually spear you.


*** You should create and save a nav mesh on first launch.

*** Known issues:
The collision does not work flawless, there are a few spots where you can get through the wall if you try hard enough.
If you fall in the pit in the first round of a match that requires two points, you are stuck there and you have to reset the game.


i would like to thank Anton ever so much for holing my shaky hand during the final steps.
What an awesome guy :)

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Anton
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Re: [Maps] jim´s levels

Post by Anton » Thu May 01, 2014 2:10 am

The playground maps are now in SUMLauncher. Still need to work out the other elements for the bigger maps... but we're making steps forward all the time. :)

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sTownR
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Re: [Maps] jim´s levels

Post by sTownR » Tue Sep 30, 2014 1:01 pm

any update on the fountain of death arena? It looks freakin awsesome

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Thomason1005
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Re: [Maps] jim´s levels

Post by Thomason1005 » Fri Oct 03, 2014 11:35 am

gimme gimme that fountain of death
reminds me of the art style of rage by id software man i loved the look

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Re: [Maps] jim´s levels

Post by Anton » Sun Nov 30, 2014 1:31 am

Fountain of Death is finally in SUMLauncher… yay!

I'm missing the pit_kills.as script though, so it's a little broken… If you can get me that script again, I'll update it as soon as possible…

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Thomason1005
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Re: [Maps] jim´s levels

Post by Thomason1005 » Mon Dec 01, 2014 7:21 am

Anton wrote:Fountain of Death is finally in SUMLauncher… yay!

I'm missing the pit_kills.as script though, so it's a little broken… If you can get me that script again, I'll update it as soon as possible…
thats dope man
Edit: maan i love this map

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Surak
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Re: [Maps] jim´s levels

Post by Surak » Wed Dec 10, 2014 10:32 am

Wow, the Fountain of Death is a great level. Must play.

I recorded some rounds. The video includes proof that
twowolves wrote: If you fall in the pit in the first round of a match that requires two points, you are stuck there and you have to reset the game.
is not true :D


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