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Enforce   Posted 20th Jul 2009 6:10am
L4Y Member
Post 238 / 312

The Tram Station looks cool.

But I transformed my Furturistic Map into Colorful Eye Candy........
Now my map looks more like something in a Playstation Game..........

Here is the end result..........

* Riot Guards now run through the transparent glass catwalks homing in on your position.
* Half a dozen Mercs will start to Beam in a few minutes afterwards, big fire fight.

Object:: Locate and Destroy all key computer consoles and pylons scattered in
the map . Some other things you try to blow up, can actually hurt you,
so be careful what you do aim at.







This Map has got some portals in it.

* Most of the Lights in the map are now done.
* All the major Texturing and Fullbright Graphic work is near completion.

Things left to do:

* Add in a Mission Briefing to start of the game.
* Straightening up some of the glass panels on the catwalks, texture the posts.
* Fine Tuning AI... (changing Ai Behavior, Fine Tuning navigation points)
* Adding in a couple of more doors

95% of the map is now complete....looking good,,,,

It now needs to be playtested,
This is a Single Player map that uses a few custom textures.

Any testers want to take a look at this map, then email me and I'll send the vpp
to you.... I've enjoyed playing it as I been making it...



Watch out for that Merc that just appeared behind you.

Objective:

In the map you have to slowly wind your way up the catwalks take out the power
pylons the goal is to get right to the very top where the exit door is, but its not so easy, it looks easy to start with and as you're going through the first wave, after a while half a dozen mercs will beam in to make things harder.

When all 8 pylons and key computers have been destroyed then
with the machine broken, you can exit the map otherwise you cannot get
up to the exit if you don't destroy all pylons and computer consoles
to take down all the Plasma conduits..



At the top of the Plasma Reactor Generator is a carosel of spinning Lights.
As you destroy the pylons, things on the floor will explode about and also the
energy conduilts attached to the machine will begin to shut down, the
lights will also stop spining, these things to let you know you are making
progress in shutting the system down... When you destroy all the key
computers and pylons, the machine will start to smoke.
..
I don't know if I can do a few cutscenes with eye candy map like this. It might
not handle it but I might try it....

You're not going to be given any major weapons at the start of the game.

But you will find a few things gradually as you climb higher up around the
catwalks and ladders, mostly pick up health from guards that you take
down....

And here is what it looks like from the GROUND down.





I decuded that a green floor wasn't enough to pull off the effect I wanted to acheive.... Now that the map looks colourful with the eye candy, I decided to add more depth by dropping the floor down to create a see-through smoky transparent flooe wth some pipes and
robots working.


Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 20th, 06:02pm by Enforce
Enforce   Posted 21st Jul 2009 2:37pm
L4Y Member
Post 239 / 312

What I've done here is taken a dull-looking map and enchanced it.
Red is capable of doing playstation exhanced graphics.

I've installed a see-through floor with insulation block a few inches underneath
the glass so that the factory looks like it is sitting on something solid
intead of looking like its suspended in the air.

The last screenshot is the end effect of installing in the glass and
installation block together. It looks nice and gives the floor
a polished glossy look.

See that green texture with the cutter under the glass? The pipes
ideas will be scrapped and instead I will go with glowing neon
circuit board lines with grabbers waypointing along the lines and
a few cutters working on chip and diodes... That should lift
this map up to another new level. so the player can see the whole thing
is being powered by a giant circuit board.

Then I can have the player acccess down into the circuit board through a hole
somewhere in the glass floor, and then enemies start sparning in to try to stop
the player from getting all the helpful items and make a fight of it., underneath
the factory floor...
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 21st, 03:40pm by Enforce
NoClanFrank    Posted 21st Jul 2009 8:34pm
Post 5204 / 5840
Doc Savage if you do implode be sure that you video take it and upload it to youtube. People will eat that stuff up.
>Click Here< If You Don't Have a Social Life :/    
Enforce   Posted 21st Jul 2009 9:01pm
L4Y Member
Post 240 / 312

Newbies? Umm we're NOT newbies! I've had 2-3 years of experience on
and off with Red and it shows that I was able to do a map like this.



There's the circuit Board idea
Red limits breached?, Yep, (20,000 fces and its still going !)    
Beatonator    Posted 22nd Jul 2009 1:18am
Post 3090 / 3716
Sweeper, if you have no advice or constructive feedback, refrain from posting.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
NoClanFrank    Posted 22nd Jul 2009 2:19am
Post 5205 / 5840
Quoting Beatonator
Sweeper, if you have no advice or constructive feedback, refrain from posting.

Ditto. I had already deleted your previous post and you just resubmitted it. Please don't discourage others from trying to map.
>Click Here< If You Don't Have a Social Life :/    



Enforce   Posted 22nd Jul 2009 6:20am
L4Y Member
Post 241 / 312

Right, I think I will upload it here for people to play. But first I want to get the whole
thing done right so I need people to test and play it, so who's willing to test it out
can send me a private message.

Teleports would be fun in that map I agree.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 22nd, 06:23am by Enforce
Bigblack40   Posted 22nd Jul 2009 7:41am
L4Y Member
Post 1045 / 1150

Quoting sweeper
Newbies should quit creating CENSORED maps for this lame game


Well why are you posting on this section if this is a lame game?? also i have only seen      Crystal Faction uploaded by you (Made by sabeR) so there fore you can't really be picky on maps
   
Enforce   Posted 23rd Jul 2009 8:28pm
L4Y Member
Post 242 / 312

Latest changes to map:



I added in a couple of Skylights.
I may consider put ting in a night skybox behind the blue window.
The Cameras and monitors are now installed.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 23rd, 09:05pm by Enforce
Assman15    Posted 23rd Jul 2009 10:02pm
Post 1835 / 2085
IIRC cameras and monitors only work in multiplayer for the server host. Everyone else just gets static.
My YouTube    
Enforce   Posted 24th Jul 2009 12:41am
L4Y Member
Post 243 / 312

"Enforce, could try the age old.... "Your in a lift" heres ur HUD messages... style briefing."

As you know I'm using a long hallway for my mission briefing. but I will use your
lift opening idea Betonator , But I really don't dig the idea of spending an hour or more on putting in a long 100 foot lift shaft with dozens of lights and using half a dozen custom hud messages for the mission briefing while the lift mover goes up the shaft.. Too much work...

I'm already at 8072 faces in my map.

I got a better idea and I will do it with a 4x4 airbrush instead and use
panning for the shaft and looping keyframes for the lights. Then
just present the mission briefing, and when finished teleport the
player into the hallway with the fake lift door.

Much more faster.

NAVIGATION POINTS & NODEPATHS ISSUE

How did the guys who created the levels in Red Faction get the Pathnodes to
enlargen without screwing up all the nodepaths?

For I've done most of the navigation points. But I have to enlargen the nodepaths
so the guards and that can run around without running into each other.. This part
I dread doing, does anyone know how to enlargen those paths wihout it
screwing up the navigation points??
Red limits breached?, Yep, (20,000 fces and its still going !)    
Beatonator    Posted 24th Jul 2009 5:41pm
Post 3092 / 3716
I havent ever had problems making the pathnodes bigger. Sometimes REd makes them look wierd but they still function fine.

Instead of using keyframes and panning textures, why not use a "closed" lift.

Basically similar to your idea. Make an "inside of a lift" (A box room)... with a door. Add in a sound effect of the lift moving during the HUD messages, then once the HUD messages are don the sound effect stops, and the door opens.

Just means no teleporting, which makes it a bit smoother.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Enforce   Posted 28th Jul 2009 1:20am
L4Y Member
Post 244 / 312

That's a good idea as well,

just play a sound event and just open the door.

Hud messages are a pain. Display pic works, but it has
vanishing clipping issues when you start to pan the camera around
as if an invisible Sphere moves in the way.
Red limits breached?, Yep, (20,000 fces and its still going !)    
NoClanFrank    Posted 28th Sep 2009 6:00am
Post 5273 / 5840
Are you using a dark lighting in the map?
>Click Here< If You Don't Have a Social Life :/    
mad_ferrit   Posted 28th Sep 2009 8:44am
L4Y Member
Post 1510 / 1510

You really need to stretch the texture on the floor of your map. There is too much tiling.
MY RF MAPS    
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