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new singleplayer map: Raid

PostPosted: 10 Oct 2011, 03:34
by greaserpirate
I'm having a bit of trouble with Quadropolis right now (it's refusing to upload my map even though it's 3.5 mb, the right format and extracts fine), but I wanted to show you the new map that I made. It's a singleplayer called Raid where you launch an attack on a house full of zombies. The detail isn't spectacular, I was just trying to breate a bit of life into Red Eclipse's singleplayer. The map was a big experiment for me, and it features a lot of stuff you can't get in Sauerbraten (turrets, "bosses", teamwork, enemies that do significant amounts of damage).

Anyway, when Quadropolis is working I'll send you a link but for now, here it is: http://www.mediafire.com/?adfpxjemtra4toa

Re: new singleplayer map: Raid

PostPosted: 10 Oct 2011, 08:56
by qreeves
Yeah, I've about given up on Quadropolis, I've left it to the Cube community for their own stuff (seeing as their forums don't support basic things we expect these days). I really suggest making topics here, because this is where the RE community resides :) When I get to requesting subforums I'll move things like this to a "Mapping and Modding" section.

Re: new singleplayer map: Raid

PostPosted: 10 Oct 2011, 09:44
by 4rson
Have you used a custom skybox and textures? If you have, you need to include them in the download. I see a missing skybox and a lot of invisible walls at the moment.

Re: new singleplayer map: Raid

PostPosted: 10 Oct 2011, 18:03
by fawstoar
I've got a skybox, but it seems half of the buildings can support themselves despite their lack of walls. The turrets on the top floor are ridiculously overpowered... not sure if this is meant to be a co-op map but alone, I simply couldn't get past them.

Also, opening doors with "e" is not very clear... took me a while to figure that one out.

HOWEVER. I found myself actually having some fun killing off the bots and running around the house (the hole in the window was a nice touch). If I had a few friends with me and the map was a lot more polished, I would certainly enjoy this.

Re: new singleplayer map: Raid

PostPosted: 10 Oct 2011, 21:56
by greaserpirate
Here's a hint: the roof turrets have a little bit of delay so you will always be a bit faster than them. and you can outrun their shots.
Also, you can use the ledge of the stairs as cover while reloading and just snipe them, but that's harder and they can get headshots. You can also theoretically rebound shots off the edge of the roof, but I haven't made that work so far.
If nothing is working, just remember you have an infinite number of respawns, and the turrets don't regenerate.

(and by the way, if you think the smg turrets are hard, wait until you meet the rifle turrets... they're possible to beat but you need to be lighting fast, good with timing, or just good with rebounding your shots.)

Sorry if the interaction with "e" seems counter-intuitive. I added some spinny progress bars as a sort of indicator that you can interact, but so far I haven't come up with any other good way of telling the player that they can open the doors without them going up and seeing the "press E to interact" message themselves. Any ideas?

As for the other buildings, I intentionally made the textures skytexture(invisible) so the map would be smaller and run faster. I'm surprised you could see those details since the skytexture faces away from the building you're supposed to be in.

And about the skybox, sorry about that! I made the map originally in Sauerbraten, and I forgot to edit the .cfg file. I've updated it in Mediafire, but you could also fix it by putting "loadsky skyboxes/dawn01" in the cfg file.

Although this is meant as a co-op map you cans still finish it in singleplayer.

Re: new singleplayer map: Raid

PostPosted: 11 Oct 2011, 01:53
by inpersona64
greaserpirate {l Wrote}:Here's a hint: the roof turrets have a little bit of delay so you will always be a bit faster than them. and you can outrun their shots.
Also, you can use the ledge of the stairs as cover while reloading and just snipe them, but that's harder and they can get headshots. You can also theoretically rebound shots off the edge of the roof, but I haven't made that work so far.
If nothing is working, just remember you have an infinite number of respawns, and the turrets don't regenerate.

(and by the way, if you think the smg turrets are hard, wait until you meet the rifle turrets... they're possible to beat but you need to be lighting fast, good with timing, or just good with rebounding your shots.)

Sorry if the interaction with "e" seems counter-intuitive. I added some spinny progress bars as a sort of indicator that you can interact, but so far I haven't come up with any other good way of telling the player that they can open the doors without them going up and seeing the "press E to interact" message themselves. Any ideas?

As for the other buildings, I intentionally made the textures skytexture(invisible) so the map would be smaller and run faster. I'm surprised you could see those details since the skytexture faces away from the building you're supposed to be in.

And about the skybox, sorry about that! I made the map originally in Sauerbraten, and I forgot to edit the .cfg file. I've updated it in Mediafire, but you could also fix it by putting "loadsky skyboxes/dawn01" in the cfg file.

Although this is meant as a co-op map you cans still finish it in singleplayer.

You could paste the letter "E" next to the door. lol but i guess that's be too obvious.

Re: new singleplayer map: Raid

PostPosted: 11 Oct 2011, 03:03
by qreeves
inpersona64 {l Wrote}:You could paste the letter "E" next to the door. lol but i guess that's be too obvious.

Another trick, make something that looks like a button/pad that needs pressing, and put them next to doors :)