I've done nothing but lurk for a bit. I thought I'd just show people what I've done and what I may be doing, even if there is a lack of interest. Because making maps is fun.
Roboenza maps (Works for DM games)
Download .pk3: http://www.mediafire.com/?5b513ylq31bc2gc (http://www.mediafire.com/?5b513ylq31bc2gc)
Current version: 0.8, not yet finished
I started the first map back when Roboenza was at it's peak in popularity. Due to work, I never really had time to get things finished and I have only very recently been able to work on them more. Although they will work in other modes, they were originally designed for Roboenza and this was my first crack at fixing it up to be a DM map, so I'm not 100% sure these will be completely balanced for DM games. Complaints help of course.
VRP01 - Roboenza Bunker - 90% (needs new music)
Screenshots
(http://i54.tinypic.com/1zh37fo.jpg)
VRP02 - Combat Testing Facility - 85% (needs new music, big fixes and changes more than likely)
Screenshots
(http://i56.tinypic.com/wu2lxw.jpg)
VRP03 - Frozen Docks - 100%
Screenshots
(http://i55.tinypic.com/jrvb5j.jpg)
VRP04 - Killing Game Show - 15% (layout sketched, script ready)
VRP05 - Cave of Wonders - 90% (needs new music)
Screenshots
(http://i51.tinypic.com/2mnrfah.jpg)
VRP?? - Last Hope - 98% (Software mode textures need fixed)
Screenshots
(http://i54.tinypic.com/1havc2.jpg)
Possible ideas for after this is finished
VRP?? - House of Horrors
This map will be of a haunted mansion, containing random spooky effects including the appearance of fake infected that may appear, then disappear.
VRP?? - Robot Museum
This works somewhat as more of the opposite of House of Horrors. It will contain random non-infected robot masters in certain rooms, each with a broken capsule. Some of these broken capsules will be empty.
You are free to praise, critique, complain about, hate and slaughter (verbally of course) any of these maps. Feedback will be appreciated, as it will help me fix up what might be bothering folk and keep me motivated.
At some point I might host these maps in a server (UK based I'm afraid, sorry) in order to test them. If anyone's interested let me know.
Apologies for bumping my old thread with no new maps at this very moment, but I just thought I'd give a little update since people have been asking why there has been no progress on these maps in nearly 2 months, and what I'm going to do.
In a nutshell: Life. I'm currently doing a Games Development course in University (no, it's not awesome, the course is pretty terrible but it's a degree nonetheless) and recently it began to eat up a lot of my free time. Oh, I was map building at the time, but it was in UDK. I still have nightmares...
Except the contest entry, I haven't touched any of my maps in a long time. However this may change soon. Although I'm still working, I have much more free time than I had previously.
I still don't feel I should release a .pk3 until I have finalised just about everything. But I will soon release Last Hope instead for my lateness, which was originally only going to be thrown out as a bonus map for the .pk3.
For the final version, the following things have changed in each map:
Roboenza Bunker: In the main hall, the pipes along both sides now have different colours. This should help players figure out what side of the map they're on and which way to turn.
Teleporters have changed destination to allow players to get to other portions of the map much easier and become less confusing as to which teleporter takes you where.
Combat Testing Facility: The obstacle course has been completely removed and the entire map will be replaced with the shooting gallery. The reason for this was not only because the obstacle course felt out of place, too wide open and difficult to work with, but Killing Game Show will have some level of obstacle courses in it already, as it is based on Takeshi's Castle ("Most Extreme Elimination Challenge").
Vents will be widened, better indicated and will be covered somewhat better with the shooting gallery walls and pillars, allowing infected to climb in with less of a risk. Vent launchers will also be clearly indicated.
Frozen Docks: Barely any changes to this one, besides many of the issues mentioned by others (thanks guys!). This seems to be the crowd favourite, despite taking less time. =P
Cave Of Wonders: Now, I haven't gotten too much feedback on this one (and this is entirely my own fault). However, I'm temped to re-do this entire map from scratch, as I personally have gripes with it. While doing this map, an idea for another map came along.
The main gimmick of this map was that certain walls opened and closed at certain intervals, allowing survivors to hide in new spots (which used Pharaoh Man textures). The infected always had ways of climbing into these hiding spots, so if the walls closed, the infected did not need to wait for the door to open and in a way this could become a dangerous gamble for survivors.
But as time went on I felt that this map quickly became a clusterfuck. New players were confused far too easily and it required a MUCH large scale of players since there were more hiding spots. Also, despite me originally thinking otherwise, this map does not work very well at all in DM.
If I'm alone in this statement and feel I only need to make a few minor changes (such as adding a sound indicator for when walls are opening and closing), I will keep this map. However I do have another idea and if people don't like this map, I'll replace it with the new idea.
Last Hope: I was originally going to put a new weapon into this, but decided to get rid of it since it didn't work lol
This map is cramped, but has plenty of hiding spaces. The music will need to be changed of course (I'm imagining some kind of "End of the world" type music) as I'm currently using MM6 Wily Machine.
Contest entry: This will be released after the contest results (eventually) come in. It's a remake of Cloud Man's map, which I will probably personally title "Hard Rain". It's not entirely Roboenza friendly though, and I may consider asking if it could be thrown in the CSCMP.
So with that said, my apologies to those who have been waiting for news on these and a big thanks to everyone who helped and gave feedback so far (Ice-IX especially, who has kicked ass). I should hopefully get Killing Game Show done, fix all maps then get this damn long awaited .pk3 thrown out. No deadline, but I'm HOPING that this shouldn't take me till September.
Uploaded Last Hope.
Regarding music, I probably should've been both more specific and more awake when I gave a rough idea of what I was looking for. Granted some of the music you've suggested is still good, but doesn't quite fit the map. I wanted something that said "Shit is going down, this is the last stand, we lose now and everything is over, BUT, we aren't going to give up." I chose something that might work, people can let me know that it's terrible, along with telling me my weapon choices are also terrible. =D
Also, some may have noticed if they are playing in software mode:
(http://i55.tinypic.com/160652p.png)
These windows have been an absolute pain for me. They work absolutely fine in OpenGL, but don't want to work in Software and it really makes the buildings look (more) ugly. If anyone knows why, please let me know!
It seems I am alone in my Cave Of Wonders statement. This will mean you'll probably be getting another new map at some point.
After giving it much thought and taking issues that have been repeatedly mentioned into consideration, I have a few ideas that could hopefully improve the map. I will upload a new version onto Mediafire when I get the chance. It shouldn't be drastically different, but hopefully should play much better for DM.
I have no idea if I'll get to hosting a server with these maps at any point in the near future, since I was supposed to do it twice and in both occasions that fell flat on it's ass. We'll see what the future holds though.
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EDIT: Why not throw up another map while I'm here, huh?
Cave Of Wonders has been updated and up for downloading.
The changes are as follows:
- The walls that open have now been changed into crystal walls that will appear/disappear instantly at specific times. There is a beeping counter and a sound effect when the walls open/close for players. The crystal walls are also transparent, so players can see who's inside.
- Hyper Bomb has been removed and the area has been changed to become another path to the blue bridge, getting rid of a dead end and hopefully causing less confusion.
- Camping/hiding spot (for both survivors and infected) added.
- Weapons and items have been changed/moved to hopefully make the map a little better for DM.
The download link is broken for Roboenza maps!!!
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO