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Predalienator   Posted 22nd Sep 2005 4:04am
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Post 635 / 1

Yes i agree The most action packed SP map?! I loved the screens with the rail slugs passing by.They look cool And for some people this is the map with the "little" room.You no the pic of the Riot Guard holding a Precision
I love L4Y!    Modified Sep 22nd, 05:00am by Predalienator
topspins   Posted 22nd Sep 2005 6:27am
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Post 70 / 102

Took a look at the screenshots of Pred's map... Looking good. But.. Your textures are a bit too small in scale and need to be a bit larger, if they are too scaled down too small then red is likely to get unstable as you continue building more of the map.
   
Predalienator   Posted 22nd Sep 2005 8:53am
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Post 641 / 1

I,ll ask Vidi to UV unwrap them coz the map is at him.
I love L4Y!    
ark_gamer   Posted 22nd Sep 2005 5:48pm
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Post 6 / 12

To the guy who mentioned using large nav points:

I tried that a while ago; I was using mutants to create a sort of zombie-theamed map. When I ran it, they didn't just charge at me. They ran off to the side, turned, ran parralel to the wall, then attacked. I'm not really sure if the AI's actions are totally random.
Looks like somebody has a case of the Mondays.    
Vidi44   Posted 23rd Sep 2005 12:33am
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Post 250 / 668

Yeah, sure, let's go with that.

What you see in the pictures is something actually complex (its the genius of the level's textures). What Pred had before was a complex series of micro-faces on every wall. I cleverly turned this into something remniscant of what it would look like if Ultor drilled into the wall, then built support beams into the wall.

Now, I know that from where you're at in the SS, you can't see it, but if you're up close, it looks almost like there's really wooden support beams in the wall. Pretty spiffy, eh?

My UV Unwrap is pretty tempermental. Is it that you just want them scaled larger, or what? What I did for the textures was "apply ->apply map", leaving them at the RED designated size.

What using large nav points gets you is a pseudo-random movement. If they were smaller nav points, it would be more realistic movement, but not much more, considering RED treats one gian nav point as millions of smaller ones.
"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 23rd Sep 2005 3:09am
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Post 387 / 902

Quote
My UV Unwrap is pretty tempermental.


As long as you don't keep RED open while running RF it should be fine...
Maps | Stargate MOD | Daves Place | Moddb Site    



goober   Posted 23rd Sep 2005 6:53pm
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Post 551 / 265

yea, but since i re-formated my computer, everytime i come out of RF with RED running, RED shuts off.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
GTA   Posted 23rd Sep 2005 8:20pm
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Post 112 / 162

so what are we waiting for lets get mapping! i would help but im working on ultor corps
   
goober   Posted 23rd Sep 2005 8:51pm
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Post 554 / 265

im going to start on a full SP saga when i finish making this run map that i will spend about 2 more days on, and finish the jungle level for my friends predator mod. i already made LA, it fits the mod well
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
RED-FROG   Posted 24th Sep 2005 12:06am
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Post 577 / 5258

I still can't believe it.
Work of 4 days corresponds 10 minutes of playtime or less

But If I would flood the level with 2 enemies per square meter, it should be played longer...!


I would be happy if I could see more than 3 screeshots that show exactly the same, 3 times. Predalienator hehe jk

budz do teh mappin!!
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Vidi44   Posted 24th Sep 2005 12:24am
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Post 253 / 668

Well, REDFROG, that is the way of SP mapping. It is very dedious work, however none can compare to it. MP may be good, but only if you have people on the server. SP can be played anytime and has all the events possible in it, meaning you can do more things in it.

Well, I only took the 3 screenshots and sent them to Pred. The problem with SEFOTRF Mission 2:Retaliation (the level's name) is that it's very fast-paced. For all that happens, you'll see only 80% of it. The good news is that because of the random AI movements, you'll never see the exact same thing again. Perhaps I'll put in a delay switch to let the player see the end of the level's events (because the way it is now, all enemy AI are dead before you get in the final room, meaning screenshots would be almost impossible to take, even using camera2).

Just to think, I was going to release it this/next week (whenever it would be for the next RF update, or the one after that). Since there's obviously so many problems, I'll have a Canadian time fixing it (especially the textures, which I think I might skip doing, as in the game, all the textures (for just the 4 walls and ceiling) total around 1,000 or more. Aside from being tedius to select them all, it wipes out my clock cycles for about 2 minutes to retexture them all). So, what I'll do is set a delay on the AI in the back rooms, which should fix the problems with loading and playing on older machines; as well as let the player see more action. How's that sound everyone?

PS to Pred: in the water level (mission 1?), I noticed you have a lot of cutscenes. Do you want me to try and fix them, or just delete them? I don't have much experience with cutscenes, so I might have to offload the file to MF or D2K to work on that. Also, I moved the sub to the end of the one tunnel and deleted the other (since I didn't know what to do with it and entering it tended to end the game). Even though you told me to try my best to make all the maps make sense and work together, that one is going to be one Canadian map to try to work in with Mission 2 (even with just itself, the map makes no sense to me).
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
RED-FROG   Posted 24th Sep 2005 12:40am
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Post 578 / 5258

Quoting REDFROG
But If I would flood the level with 2 enemies per square meter, it should be played longer...!

I wasn't trying to say that SP maps with tons of enemies are bad! Just wanted to make that clear, not to make somebody angry!

I really like levels with lots of enemies, a friend called Cyrus made one but never released it...it's like playing Serious Sam with geomod

Every additional enemy on a lvl can extend the gametime greatly. You just have to keep the game fair and lag free, the art of killing
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
goober   Posted 24th Sep 2005 12:43am
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Post 558 / 265

does Cyrus still map for RF?
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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RED-FROG   Posted 24th Sep 2005 1:11am
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Post 579 / 5258

Quoting goober
does Cyrus still map for RF?

Not seriousily working on any.
He started a new deathrun map, but thats all I think. He may needs some inspiration to continue it..

He plays a online game called "Ragnarok" all day.. There aint no time for RF anymore
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Vidi44   Posted 24th Sep 2005 1:20am
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Post 257 / 668

Ragnorok, roflmao! That game's an old thing left over from the early 90s. They just updated the graphics and called it "new". Basically, its an MMORPG based in medieval times. I think Runescape is descened from Ragnorok, as the gameplay is almost identical.

If anyone wants to know how I know this, most of my friends from my programming classes would go online and play this game, simply because it was one of the few games that wasn't blocked. Myself, I just spent all day creating mini-projects with the extra half hour I had during class. In the end, the server wiped it out, and I wasted all that time. Although, I did improve my skizzles with QB and VB, w00t! .

Back on topic: creating millions of AI wouldn't be difficult, if you properly hid and unhid them. To add more gameplay, space the AI far out so the user has to run back and forth. Cheap tactic, but emulates more gameplay. See if you can't upload that map here RED, it'd be nice to see. I'm sure he'd give you a copy if you don't have one.
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
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