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Thoughts on dynamic map elements?

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    #31
    How about some kind of blackout?


    High-Tech map, in a cave, maybe a part of a mining site. In the middle a large drill (there could be multiple moving pieces on it) hanging from the ceiling, reaching the bluish depths of a chasm.
    The rest of the map is around that chasm.
    The drill has rings that can glow. On a timed trigger, there could be an audio cue and central column rings would start to light up (in the same blue light) from the bottom one and its moving parts would start up one by one.
    Once the last ring lights up, there is a burst of energy from the drill which causes an earthquake and all other the lights in the map go out.
    Only light sources at this moment are the light from the chasm depths and the drill lights that are now beginning to go off, one by one from the top. Once all the ring lights are turned off, moving parts of the drill stop, all the lights in the map are back on...


    Now, what I thought might be cool is that during blackout, all the meshes of the map only have their edges glow (almost Tron-like), everything else is very dark.
    The players become invisible, but their weapons glow. When players fire their weapon, or get shot, or bump into another player, they get lit in orange glow which fades away in a second or two, but it's enough for everyone to spot them.


    I don't know if this would be fun or frustrating...

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      #32
      Originally posted by dadonimous View Post
      Now, what I thought might be cool is that during blackout, all the meshes of the map only have their edges glow (almost Tron-like), everything else is very dark.
      The players become invisible, but their weapons glow. When players fire their weapon, or get shot, or bump into another player, they get lit in orange glow which fades away in a second or two, but it's enough for everyone to spot them.


      I don't know if this would be fun or frustrating...
      Sounds like Darkmatch. DM-Darkmatch or otherwise.
      Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
      My website, listing all my Unreal series mods and mutators

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        #33
        Actually, I'd love to see Darkmatch come back as a gametype with a fair amount of maps. The UT3 take on it was admittedly a fail, I believe it could be done much better.
        S l y .

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          #34
          From http://liandri.beyondunreal.com/DarkMatch:
          "DarkMatch is an alternate version of the DeathMatch found in Unreal, and later being available as a mod for Unreal Tournament. What makes DarkMatch unique is its maps, as they are all in darkness. The players are all equipped with SearchLights, to give players limited sight."


          I saw a gameplay of UT3 Darkmatch on youtube. It's too dark for a fast paced FPS and the map has fast rotating/moving lights inside which is a bad combo for my eyesight. I'm also not a fan of searchlights in arena shooter.


          I mentioned Tron because I like how it handles darkness in a cool way. It may be dark, but you can always see outlines of objects which means that you can navigate environment without straining your eyes. And because everything is in this blueish tone, orange pops out beautifully (opposite/complementary colors)...


          Tron Legacy stills:
          http://i42.photobucket.com/albums/e3...ps49973c89.png
          http://i42.photobucket.com/albums/e3...psf41bd275.png
          http://i42.photobucket.com/albums/e3...psc6aff0d4.png
          http://i42.photobucket.com/albums/e3...psf805ee0d.png

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            #35
            From http://liandri.beyondunreal.com/DarkMatch:
            "DarkMatch is an alternate version of the DeathMatch found in Unreal, and later being available as a mod for Unreal Tournament. What makes DarkMatch unique is its maps, as they are all in darkness. The players are all equipped with SearchLights, to give players limited sight."


            I saw a gameplay of UT3 Darkmatch on youtube. It's too dark for a fast paced FPS and has fast rotating/moving lights inside which is a bad combo for my eyesight. And I'm not a fan of searchlights in arena shooter.


            I mentioned Tron because I like how it handles darkness in a cool way. It may be dark, but you can always see outlines of objects which means that you can navigate environment without straining your eyes. And because everything is in this blueish tone, orange pops out beautifully (opposite/complementary colors)...


            Tron Legacy stills:
            http://i42.photobucket.com/albums/e3...ps49973c89.png
            http://i42.photobucket.com/albums/e3...psf41bd275.png
            http://i42.photobucket.com/albums/e3...psc6aff0d4.png
            http://i42.photobucket.com/albums/e3...psf805ee0d.png

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              #36
              One thing I've always wanted is a giant teeter totter in the middle of a team map. It starts off flat, and either through score, a button, or map objective, it will lean one way giving a team a short cut into the enemy's base. Originally I was thinking of it for a game with vehicles, but it could work either way.

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                #37
                I think Dark Match is worth another look at, and a revamp.
                Instead of simply giving people searchlights, there should be more tech solutions.
                star-light and infra-red goggles/scopes, and laser-scopes.
                So far all these items have been made for each game shortly after release.

                Dark Match was hardly ever done properly, because as already said it slows down the game, and you are usually in a familiar map, but with no lighting.
                However if the map is purpose made for using in the dark, and you have enhanced vision rather than just flashlights, you will find the pace is back.

                I say Dark Match was never utilised very well, and something like Dark Assault would work much better, as it already has maps that require more stealth.

                However back on topic, there are a few maps that let you trigger the lights on/off in major areas of map, and this can work very well (but the maps are designed that way).
                I'm actually thinking "Grey Match"
                Best for indoor arenas though. No extra ambient lighting (or very minimal).
                Lighting only provided by mapped in lamps and glowing items, and gradually destroyed by the chaos of battle along with other map damage.
                Light-bulb pickups could allow you to repair a light by bumping it.
                Who wants a UT99 FOOD FIGHT ?

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                  #38
                  Lighting only provided by mapped in lamps and glowing items, and gradually destroyed by the chaos of battle along with other map damage.
                  Light-bulb pickups could allow you to repair a light by bumping it.
                  Loved that Unreal mutator where you can destroy lights and it could probably be a good way to implement some sort of darkmatch!

                  In UE4 this should be fairly easy to pull off!
                  S l y .

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