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DVL-Blaze   Posted 18th Aug 2005 8:40pm
L4Y Member
Post 269 / 372

i think that's way over done as well. i don't think GTA was talking about the map. There have been so many movies about ww2 and so many games done about it aswell.As far as stealth mission maps go, they kinda bore me, but that's just my oppinion.How fun can it be to sneak up on someone kill him and hide the body?I'd rather go full force, dodging bullets, killing ppl and then when ppl see it go"yeah that's right he's dead..on yur floor. i didn't feel like hiding it biatch!!".Maybe have a sp mission where it combines like Perfect Dark with Dead To Rights.like kind of set it in the future but not so futuristic where the cars fly and stuff. just so like the basic technology is improved. Like there are iris scanners things of that nature.
{DVL} Blaze
My Maps  
 
MiK57   Posted 18th Aug 2005 10:29pm
L4Y Member
Post 13 / 48

hmmm... Maybe some kind of strategy game?
BOOM! Head shot.    Modified Aug 18th, 10:31pm by MiK57
RED-FROG   Posted 18th Aug 2005 10:51pm
L4Y Resident
Post 541 / 5258

A competition wouldn't be bad.
Then people would put some serious work into their maps. I don't mean they have to look amazing, but they should have some kind of story.
I've seen enough of these levels where you spawn somewhere and kill some bad guys.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Vidi44   Posted 19th Aug 2005 1:09am
L4Y Member
Post 113 / 668

A competition would be nice. It would inspire people to do more than just simple maps. I remember a time when every SP map had a story, now it's just run-shoot-escape. Pretty sad.

Anyway, time to sell my own map, before it's even 10% done. As you may or may not know, I have a CDC out regarding an untitled map series I'll make. It's here . I'd rather not have help, because in my opinion, the people helping you will distort your image of it, possibly ruining the map. I don't mean that if someone has advice, I won't follow it, however I've already got a good portion of the series written in my head. The problem I'll have is that this thing will be BIG. The first level alone will have 2-3 stories, geothermal plant, mines, labs, and a huge invading army. Anyway, the story is "what happened aside from Parker's story?". The game mentiones the RF base being invaded, but what would they have done?

I hope that my rendition of the RF base will please people, but I really wouldn't care if it didn't. The base is an ideal, not a real thing. It's the fact that it is the headquarters of a militia that fights a rogue corporation, that it symbolizes the hope the miners have for a better life. Anyway, after the RF base incident, the miners set you out to take out the guards. After destroying their base, you find one of Capek's secret labs. `After infiltrating it and destroying the plague, guards enter, unleash monsters at you, and you're forced to take your chances in the holographic imaging chamber that you're conviniently nearby. After that, you re-enter the labs, steal the antidote, and teleport to the RF base, which is being rebuilt as the level starts (that'll be one difficult mapping level there, all those girders and stuff to throw in).

Finally, there's one final assault by the combined forces of the guards, mercs, creatures and robots. Keep in mind that this is all happening while the EDF is attacking them. Through a hailstorm of fire, you must defend the base while the EDF secures the planet. At the end, Masako, Capek, a Tankbot, and an APC all converge on the section. Can you take them out, or will the faction fall?

For the people who like details: How did Masako survive Parker's attack? Well, she did something or other and now she lives. If you'd like to go into detail, maybe she didn't die when Parker "killed" her. She had all that armor on, maybe she was just unconsious after the battle. Anyway, its just a game, and while I am the kind of person who loves to put the details in, if it is just really not going right, I mean where I've spent days trying to get it to work, but it just won't, then I'll just delete it and move on. Nothing is worth all that trouble to write.

I'll be writing this in my spare time, so it'll be a while. I've also got my level in the Goldeneye Mod to write, however that'll be mostly textures and brushes, so if I really set myself down to it, ignored the fact that none of the default textures in RF match the Goldeneye textures, and just wrote it to get it done (letting maybe pp7006 to change the textures, as I can't find any textures online to match the Goldeneye textures (and as I like small file sizes, won't put them in anyway)), maybe this project will be done faster. Anyway, I'll give a very generous timeframe of about 6 months to a year. This is my spare time, and I haven't much of it, what with working all day, then school, you can do the math.

Until then, I may post an alpha version of my holographic imaging chamber level. GTA has a copy of it (I left it in your gmail box), so if he has broadband, it would probably be better if he loaded it to the site, so long as NCF at least mentions me. I have dialup, and even a simple level like that one would take forever to upload. Keep in mind that the copy he has is old. I've made some improvements, but the key stuff is still there. Basically, I toned down the geomod, that way when the drone attacks you, it won't blow a hole into the weapons rack or into the exit room (which still isn't finished, it's the room behind the room near the guard station (the grey box on the other side of the room from the tower. It's supposed to end the level, but I can't get the door to work right, so I reverted to where Parker leads you out). Also, I've increased the number of nave points, allowing for greater intelligence in the AI (they'll move only if there's nav points, and the old version had very few nav points, so they either shot at you, or ran in circles trying to evade you). However, it really isn't so much that you'd need to upload the newest version.

Anyway, enough about me (how long is this post, just been rambling on because I've got so many ideas), can someone learn me about using events to change how the AI works? Also, how about colored lighting? A RED Tech tutorial would probably do it, however I haven't the time to search. If anyone wants consult advice, I'll also consult, however I won't map, except to fix a problem. I won't guarantee anything, however I'll try.
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 Modified Aug 19th, 01:10am by Vidi44
goober   Posted 19th Aug 2005 1:16am
L4Y Member
Post 325 / 265

are you saying your looking for mappers for that project or are you goig to work on it alone?
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Vidi44   Posted 19th Aug 2005 1:30am
L4Y Member
Post 114 / 668

Work alone. "I'd rather not have help... however I will accept advice". That means, if you'd like to tell me ideas to consider, I might do it, if I like the idea. If I don't like the idea, or it doesn't tie in with my work, it won't go in. Simple as that. No grey area, either I'll like it and put it in, or I won't and it won't go in.

Some other advice could be in the form of pre-made stuff that I could put in. Again, only if I like it would it go in. The last part actually would almost violate my "do it yourself, as it's your idea, not theirs", however I can't do cutscenes (no 3D MAX, and dialup too slow to get trial) and complex event procedures are hard for me to put in.

To completely answer your question (leaving no doubt): if you've got an idea, I'll consider it. If you want to map, no you may not. If you have a map, make it yourself and release it. Being that this will be my first officially released map, I want it to be all me, so no one can say "so and so carried him through it" and "vidi just sponged off x's abilities".
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 



Predalienator   Posted 16th Sep 2005 2:57am
Welcome!
Post 503 / 1

SP maps are great i want more. A lot of people and i mean 99% of RF players play in default map servers.Non of them i have ever seen play a custom map although once i played at a wrecks map seerver but only that.SP maps are well more playable thats why we need to make more
I love L4Y!    
Vidi44   Posted 16th Sep 2005 10:07pm
L4Y Member
Post 215 / 668

Status update on HIC (level 3 or 4 in my map pack, I'm not building them in order): roughly 95% complete! I just have to get some of the delays and stuff timed right, and speed it up a little (for the slow computers, as I know my uber-comp can handle it, but what of a 500MHz? Anyone want to test it that has a 500MHz and other low settings?). Depending on how the test would go, I'll cut out AI and maybe move some stuff around to shorten the level. It's already just a basic level (with half-retarted textures. The level before it is set in a lab, but when you enter the chamber, all the textures turn to wood. There's also an asphalt floor that turns into a wood floor! This is meant to be funny, and is planned, hope the tester likes it), a few box rooms and a stairway I found in the Groups.

Note to tester: this level is designed to be very difficult. It is possible to finish it, provided you've the skills to do it. My fastest time was around 10 minutes. After that I built some stuff to help the player (hidden "ladders" (climb regions), health, weapons, etc). I then improved my time to 5 minutes. Can you do it?

Pred: SEFOTRF_mission2 is roughly 80% complete. Once I size the decals (I put in 5 more, 3 to direct the player and 2 to add realizm to it) and add some more (need more blood decals on the floor). To speed it up, I set every AI I could find to "fade corpse immediately", hope you don't mind, I can always put it back. Still having a lot of problems with load-times. Even on my machine, it'll take a while to load it. Not much I can do about that, other than delete half the AI. Most of it comes from how realistic the terrain is (there's over 10,000 faces or something like that), and I can't do much about that.

Now the folks at L4Y know what we have planned, who's interested? I can't promise a release date, however it should be released within a month (if you want a good map, you have to wait until you're comfortable with it. You don't rush greatness). After I release them, I'll finish your water level, Pred, then work on the new one you sent me. Then (if you don't have any more maps for me to touch up) I'll get started on another level of my pack (I'm thinking the first one, the RF Base Assaulted level, where you've got to defend the base against the invading mercs and guards. Still no idea how I'll simulate Eos being kidnapped (I'm thinking a "When Dead" coupled with a "Blackout Player" event listing, delayed so that the player can fight a little longer. Of course, if you succeed, I'll have to think of something else (Eos has a heart attack and is kidnapped in the ER?))).
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
Predalienator   Posted 17th Sep 2005 12:58am
Welcome!
Post 536 / 1

Nah i dont mind Just as long as you upload them
I love L4Y!    
Vidi44   Posted 17th Sep 2005 1:07am
L4Y Member
Post 225 / 668

Ok. I also updated the CDC on Revenge (which I'm seriously thinking about retitling, as it makes no sense. Perhaps "Behind the scenes at RF" or "RF SP2", because it tells you all that could've happened while Parker was doing other stuff, and it is also another storyline for SP (and its service pack 2, since SP1 would've been Hive).
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
Predalienator   Posted 17th Sep 2005 1:14am
Welcome!
Post 538 / 1

Can we work at a SP map pack?It will be great fun [Rember the pm i sent you?]
I love L4Y!    
Vidi44   Posted 17th Sep 2005 1:36am
L4Y Member
Post 226 / 668

It'd have to be separate. We could work on ideas, but I've got my own pack I'm working on. However, since the SEFOTRF is mentioned (remember that PM I sent you?), both our existing packs could merge. Perhaps we finish our packs, then write a new one, but not completely. Instead, we pick the best of our missions, tie them together, then write a great new ending to it. So, really, we'd just have to write 1 or 2 new levels, but the story would be completely different (a lot of my missions are planned to be almost infinately extendable. For every mission, there's the idea that they could find something en route to the mission. Then they could maybe be re-ordered to take care of the new threat, with another SEFOTRF squadron taking over for them (start a new storyline while adequately explaining the other storyline). How does that sound to everyone?
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
RF Grim Reaper   Posted 17th Sep 2005 3:39am
L4Y Member
Post 370 / 902

Coming Soon To A Website Near You!

Ok, after that shameless plug I'm greatly anticipating these new SP maps. It's time we had a good, new story to play through!
Maps | Stargate MOD | Daves Place | Moddb Site    Modified Sep 17th, 03:46am by RF Grim Reaper
Predalienator   Posted 17th Sep 2005 5:36am
Welcome!
Post 542 / 1

Quoting Vidi44
It'd have to be separate. We could work on ideas, but I've got my own pack I'm working on. However, since the SEFOTRF is mentioned (remember that PM I sent you?), both our existing packs could merge. Perhaps we finish our packs, then write a new one, but not completely. Instead, we pick the best of our missions, tie them together, then write a great new ending to it. So, really, we'd just have to write 1 or 2 new levels, but the story would be completely different (a lot of my missions are planned to be almost infinately extendable. For every mission, there's the idea that they could find something en route to the mission. Then they could maybe be re-ordered to take care of the new threat, with another SEFOTRF squadron taking over for them (start a new storyline while adequately explaining the other storyline). How does that sound to everyone?

Alright I think the Giant Rock Snake could have a make invincible and the masses of sea creatures can be unhide when linked to a trigger And to the unlucky people who didint tested Vidi,s map this is what i have to say,Erm,hm:Vidi44 his maps are FANATASTIC.I love how the AI worked together.The level design was great.And it was fun.The thing he didint do right was a put an invisable texture around the beautiful stairs thats it.And Vidi i finished your tough,hard map without using cheats
I love L4Y!    Modified Sep 17th, 11:36am by Predalienator
goober   Posted 17th Sep 2005 11:43am
L4Y Member
Post 515 / 265

i cant get ambush 2 to work it says it cannot load the level file

and, yeah i agree a compitition would be good, ive never entered any compititions, we should have them often, there doesnt have to be a prize, just the honer of being named "Best SP Map" or "Best Gameplay" in SP or MP mapping would be good for me
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 Modified Sep 17th, 11:45am by goober
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