ONS-Tetris-Till-Dawn

Anything about UT2004 mapping, Uscripting & more
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Miauz55555
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Description: https://discord.gg/X4V8THM
Location: Germany

ONS-Tetris-Till-Dawn

Post by Miauz55555 »

This Map is a Pre Alfa Version. It has nothing fancy on it. No speacial lights, no static meshes, nearly no jumppads, no optimisation, no zone portals, just one big zone, and some more things which are not on it.
It's far beyound finished, but it is playable. The bots are doing "something". The paths are crap anyway.
I "just" took the basic geometrie and added vehicles and bot paths. So don't expect anything cool, but the tetris them. =D You have to put the tetris_theme file in the "musik" folder and the map in the "maps" folder both from the game.

Feedback welcome. Also ideas about the structure itselve. Paint is your friend.
https://www.dropbox.com/s/8879zvjokwkfg ... wn.7z?dl=0
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Crusha K. Rool
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ONS-Tetris-Till-Dawn

Post by Crusha K. Rool »

The tunnels on the side work very unreliably. About 60% of the time, I fall into the abyss before reaching the other side.
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Miauz55555
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Joined: Sun 7. Jun 2015, 22:12
Description: https://discord.gg/X4V8THM
Location: Germany

ONS-Tetris-Till-Dawn

Post by Miauz55555 »

Thank you very much. I will try to fix that .. I'm actually not sure if I want that anyone is able to fall down there .. I may just put a blocking volume there, remove the kill-volume add a zone and adjust the killz a little below the blocking volume.
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Dalyup!
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ONS-Tetris-Till-Dawn

Post by Dalyup! »

Looks like an interesting map, it's certainly different to what we normally play.

Some feedback:

Do you plan on adding a directional light so that shadows will be casted? I found that my depth perception was somewhat affected by every wall being a solid colour.

The height of the core and the middle nodes is very high, and it's not very easy to get down from them without losing a lot of damage. I would recommend that you provide one-directional portals from the core/nodes to the ground. A lot of players don't know how to use the shield gun and will lose half their health if the drop down. They/I will probably always prefer dropping down rather than taking the ramps as that felt too slow.

It would be nice if the colours had a theme to what they represent. For example, red/blue for the core areas; cyan for blue side nodes; orange for red side nodes; green for tunnels.
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