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Shisho2k
07-22-2012, 09:05 PM
Foreword

Firstly, thanks for all the feedback. Especially the critical feedback from the map contest reviewers. A lot of good input so far, hope to receive more. Many things I hope to add, some I've already added, the rest we'll see if I can figure them out. ^_^

I'm completely new to map mapping, and well... UDK too. If anyone has any good tips or advice to share, I'll be much appreciative. All help, ideas, opinions, experiences, etc. are welcome. I'm going to be using this thread to decide the direction of this project as I tweak and work towards finishing it.

*Screenshots at the bottom of this post.*

The Catacombs (v2.1)
-Updated (September 3rd, 2012)

Description: A subterranean map containing two mysterious tombs. Mysterious powers can randomly generate a two way portal connecting the two. The fight current is focused around the tombs themselves, but efficient choke points (will) exist further into the caverns. They'll be more difficult to maintain however as a cost.


Updates:

2.1 - Fixed Lighting
2.1 - Adjusted Sounds
Added a randomly spawning two-way portal that connects the two tombs.
Added Orges at waves 5+
Added cameras for introductions and crystal deathes.
Tied in all the basic game setups. Music and alerts, etc.
Added dynamic lighting effects to the tunnel.
Fixed issues with doors. (Thanks Alhanalem for the attachment tip.)
Fixed issue with spawner decals.
Fixed a start point glitch.
Minor mana increase to chests.
Minor optimizations.




Current Issues:

Some small issues with light/shadow quality.
Barrels lack collision.



To Do List:

Expand enemy pathing.
Detail Work (Possibly add custom meshes to refine areas)
Playtesting / Balancing (Feedback here is very welcome.)
Optimization



Wish List:

Boss Wave (We'll see what I can do, and what is possible.)
More Special Effects (Light functions, possibly more environmental things.)



Screenshots
http://img.photobucket.com/albums/v473/Shisho2k/Game%20Related/cata01.png
http://img.photobucket.com/albums/v473/Shisho2k/Game%20Related/cata02.png
http://img.photobucket.com/albums/v473/Shisho2k/Game%20Related/cata03.png
http://img.photobucket.com/albums/v473/Shisho2k/Game%20Related/cata04.png
http://img.photobucket.com/albums/v473/Shisho2k/Game%20Related/cata05.png

Nexus
07-23-2012, 03:44 AM
Looking waaay better! Nice work. Keep it up!

Working with choke points, funny thing about them is you can create one in a monster "Lane" with as little as one or two objects. Balancing the challenge out can be a bit difficult if the choke points are too difficult to manage, or alternatively far to easy. (I.E Being able to build 3 or 4 towers/minions and a blockade vs 1 or 2 towers minions and no blockade.)

If this map is as big as I remember you'll definitely want to start out high on the Defense units and then work down to something just right. Say start at 185 and take it down 5 at a time-ish. (160 is the best optimal DU setting for those with not so powerful computers.)

I look forward to playing it later, and throw you some more feedback.

Shisho2k
07-23-2012, 12:20 PM
Thanks, I'll be doing another iteration on it fairly soon. The wavespawners are still in a rudimentary state, but any feedback is still very helpful.

Yeah the choke point advantage should be slim. Like one less point to setup, but it'll be a bit cumbersome to maintain. Since you have to run around in the interior. Later I'm hoping to add a portal to take you between the two tombs. That setup will have at least 6 lanes. I hope the geometry allows enough interesting variety of defense configurations.

Testing later I'm sure will reveal some weaknesses or bugs I'll have to adjust. I hope to get to hear about it. ^_^

Shisho2k
09-02-2012, 04:59 AM
Did some updates.