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I wouldn't call it working, it just navigates to a custom node still. It also seems to then get stuck there ;/

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I wouldn't call it working, it just navigates to a custom node still. It also seems to then get stuck there ;/


That's a shame, I spent a good while getting the intro cutscene for it the way I liked it.

I tried just dropping the boss rush one in but it has problems navigating.

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That's a shame, I spent a good while getting the intro cutscene for it the way I liked it.

I tried just dropping the boss rush one in but it has problems navigating.


You'll need to set specific nodes for the boss to move with. Someone was trying to use the Goblin mech last time and I remember Jeremy mentioning something about defining a individual set of path nodes for it. You'll probably have to define that set of path nodes specifically so the boss AI can utilize it in the archetype.

As a side note, Crazy, don't know if anyone else mentioned it but I was going to suggest using something other than the Picket Fences for barriers. They just seem a little out of place for some "mayan" ruins. There is a busted stone wall mesh that would probably suit the space better?

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The Goblin mech, from what I understand navigates between two nodes. It's original spawn point and another custom node with the same value (999 is what is used in Throne Room). It can only navigate between those two points in a line, it won't follow a nav mesh to reach a point. So Throne room is wonderful for it, because it's a line.

There is an option to define another node in the properties, which I tested but again, when i thought it works, it appears to go no further. Either that or it just hates me and/or the map.

Some Trendy insight would be nice ;_;

As for the fences I figured someone would have since been and cleaned up and mined the ruins. Maybe it just needs a unique fence. Im not sure stone walls will work too well along the routes.

Also, updates!

Added lots of grass.


This picture fails to make anything look remotely interesting.

For that I am sorry, you will have to wait to see it in action when I get another build out.

Also, question. People have been telling me it's fairly easy. Anyone have opinions on this?

Looking at adding more mobs, might throw a few sharken in to the water spawns to mix up those long routes.

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The Goblin mech, from what I understand navigates between two nodes. It's original spawn point and another custom node with the same value (999 is what is used in Throne Room). It can only navigate between those two points in a line, it won't follow a nav mesh to reach a point. So Throne room is wonderful for it, because it's a line.

There is an option to define another node in the properties, which I tested but again, when i thought it works, it appears to go no further. Either that or it just hates me and/or the map.

Some Trendy insight would be nice ;_;

As for the fences I figured someone would have since been and cleaned up and mined the ruins. Maybe it just needs a unique fence. Im not sure stone walls will work too well along the routes.

Also, updates!

Added lots of grass.


This picture fails to make anything look remotely interesting.

For that I am sorry, you will have to wait to see it in action when I get another build out.

Also, question. People have been telling me it's fairly easy. Anyone have opinions on this?

Looking at adding more mobs, might throw a few sharken in to the water spawns to mix up those long routes.


Yes it has been kind of easy. But it is hard to get an estimate with people playing in open with modded gear. I wouldn't up the enemy count as much as just making the mobs pack a bit more punch.

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Streaming over, VOD up. http://www.twitch.tv/cr4zyb4st4rd/b/334918254

I also found out, There doesn't actually seem to be a way of forcing enemies to a crystal unless you use path blocking volumes. My tutorial on pathing states that NavMeshWeight works, because Jeremy said so!

But if Ai really still takes the closest crystal after passing through a 'weight' of '100000', I don't think it does. Rather annoying, might have to block paths off which always ends up with stuck mobs :(

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Did a fair amount of fixes today, not things you'll see but a ton of volume changes, along with model collisions to just have things behave a little bit nicer for the player. Still a lot more to do, however :p

Also, worked a bit more on my water material, the internet is a wonderful place for learning things, and I came across some very nice stuff that I put in.

Old water:


New water:


Threw the first of what will probably be many emitters in, these need some work to feel right though.


Want to have another build out either tomorrow or Thursday, so it's up-to date for Friday Fun.

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Thanks guys. Not much to show for today. Got sidetracked while looking for references ended up playing Crysis for several hours. Great reference however.

So I modeled a bit and mainly did touching up of textures. New version tomorrow, I hope :p

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So 1337 views on the thread. Awesome. Except now I've opened it and it's no longer 1337, crap.

I will have a new build out tomorrow. It should have been up an hour ago, but I've just discovered both pathing issues, paths wouldn't build at all. And lighting issues, which I have yet to fix. Every damn time I try to release an update something breaks.

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Ok new version is up on the workshop now!

New beauty shot:


And a shot of new foliage added across the level


A banana plant thing and a tree thing.

Change log:
BETA 003 - Oct 12, 2012:
Some texture size optimizing to save yet more file space
Placed grass across entire level
Fixed a mesh you could see out of in tunnel
Placed more rocks along slops
Tweaked some terrain to smooth areas and texture according to new rocks
Moved rock at waterfall so Boss cinematic doesn't pass through it
Scattered rocks placed around level
Lowered poly count on some custom models
Modified some blocking volumes, now much more player accessible area. Enemy routes unchanged.
Imported stream/waterfall mesh for main rivers
Added to trendy's water material for foam/flow mapping
Modified main master material because of change to mask texture green channel for water foam
Tiny changes to some meshes because they were floating
Lots of vinessssss
Added spawn areas and tower prevention to spawn
Doors on a few spawn points
Modified master material to allow disabling of worldoffset position
Setup kismet for spawn door collisions
Added player blocking volumes to spawns you shouldn't be able to access
Repositioned wave billboards on minimap to avoid overlapping and off-screen list
Removed some player blocking volumes to allow more freedom of movement, can't place towers here as enemies don't reach areas however.
Fixed a few points where summoners could place units outside of playable limits.
Fixed an area where you could climb across rocks outside of level
Added very few sharken to cave and waterfall spawns
Moved the 'anywhere mob' billboards off to side of map for better visibility
Increased enemy count slightly and increased their hp/dmg
Additional work on water material, for better looking depth
Made water and waterfalls more blue
Fixed stuck spot near cliff spawn
Improved trim around walls at Temple spawn
Added more walls around temple spawn to make it more obvious it's out of bounds
Fixed visible void
Smoothed terrain across fair amount of river play area to fix AI pathing issues
Modified collisions and added blocking volumes around caved in stairs
Adjusted collisions of rocks above tunnels to allow for better summoner and zoomed out player interaction when building
Made it so around tunnels doesnt look into the void, for cleaner visuals in summoner overlord/zoomed out camera modes
Added banana plants and textures
Tweaked collision on some custom models
Fixed some texture issues on fern
Removed a few of the tropical leaves out of foliage volumes, they were being created in places that just didnt work
Added tall trees and textures
Enabled animated movement for bamboo plants
A ton of texture optimizing saving lots of filespace
Made collisions for palm trees, because apparently no one else did!
Created terrain for unplayable distance jungle
Positioned meshes for distance jungle, looks much better now
Few more foliage meshes thrown about level
Fixed some collisions in small pool near bridge
Fixed collision on wall in collapsed stairs
Cinematic now says 'Akatiti Jungle'
Lighting colour and direction adjusted
Fixed multiple pathing 'blocked' spots for AI
Fixed paths nto going into spawns because of door blocking volumes
Lowered ogre count, they get a bit repetitive otherwise. Instead increased their difficulty
Spread out wave spawns more, less clumped up masses
Cliff spawner doesn't take forever to finish spawning
Lowered total enemies at a time to help FPS
Fixed issue where certain crystal death wouldn't result in game over
Seperate cinematics for each crystal death
Lowered some build timers

BETA 003.1 - Oct 12, 2012:
Quick fix for no materials on foliage volume meshes (aka remove them because this shouldnt happen and I don't have time to fix argh!))

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So not got any pictures to show (sorry) Wanna sleep, don't have time for light builds! :p

Added a few more rocks across some areas where I had intended to place some, but didn't finish and just had painted terrain instead.
Got some more detail meshes in there for even nicer looking jungle.
Started work on optimizing things so players with low spec won't have as much of the detail meshes to render in the hope they get a good FPS to play with.
And lots of general tweaking of pieces through out.

Tomorrow, work on fixing straggling mobs and potentially start lighting the level! (I love making lights do pretty things should be fun)

If my internet fixes itself, might stream it too.

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No more images today :o Everything today wasn't really visual work.

Lots of placing of tower prevention volumes, sorting out mobs; now should have less stragglers at wave ends and more spaced out mobs during wave along with more variety. Started work on nightmare enemies, djinn and copters need doing yet.

Fixed some bad UV maps, adjusted some vertex colours on meshes that I modified so they work with updated materials. Noticed that I hadn't actually imported the correct fern model, so fixed that and imported the low poly version.

As stated updated materials, lots of changes to how the vertex colours are done in the foliage master materials to make them instance-able. Created single sided foliage master which fixes with artifacts and flickering on a few meshes.

Hopefully can start lights tomorrow!

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Lighting has begun!



I started off putting fire torches throughout the map, although with the already dominant warm hue from the sun, there was no contrast in lighting, sure the green is wonderful against orange, but it needed something a little bit different.

So I made a lantern


So here's what I've done since, there will probably be continuous tweaking of this.









Thinking radius seems a little off on the lanterns, not too sure i'll have a play.

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Hey CraZy, map is looking awesome :), keep coming!


Thanks dude :-D

No screenshots for right now, tomorrow there will most likely be a new build (once i've checked mobs over)

Kinda in the middle of making it look SUPER-AWESOME and got about half of it done with volumetrics.

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Ok so no update today. I completed everything I wanted and then decided to add a easter egg of sorts (you don't even get anything right now! :D )

However, here are some shots to pass the time





this one might need some toning down

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Ok so no update today. I completed everything I wanted and then decided to add a easter egg of sorts (you don't even get anything right now! :D )

However, here are some shots to pass the time





this one might need some toning down


You are so talented. I love checking this and seeing new screens. I don't even play this, just wander and stare.

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that map looks amazing. ohh you zooooo Cr444444zzzzzzzzyyyyyyyyyy

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Thanks guys!

I've finished up my secret script and created the reward for figuring it out, just spent a while making it all work. Currently tidying up everything I was using to test, then i'll do a rebuild, cook and upload!

SOON!

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Ok here we go build #4

First, the video, this is the exact same fly-through I used originally for the digest, as you can tell, it changed a bit.



The link:
http://steamcommunity.com/sharedfiles/filedetails/?id=100703087

Some more pretty pictures













The changelog:


BETA 004 - Oct 20, 2012:
Added post processing to water, even though you will probably never see it, unless you die
Repositioned treasure chests so when open they don't clip meshes and look wrong
Tweaked world post processing values
Fixed collision player could get stuck on and "float" at collapsed staircase
Post processing added for tunnels
Changed spawn invulnerability zone positions at cliff and forest.
Adjusted UV map for waterfalls to have a 'faster flow' of water at waterfall.
Water now light-mapped not vertex lit to avoid weird looking water
Solved wyvrens getting stuck towards north west spawn
Wyvrens from south west spawn can now come around back of crystals
Added instance'able texture coordinate to master material
Created and imported low poly temple for distance visual
Added spikes to wall/water/waterfalls to alert players to the danger of death
Modified UV map on waterfall to make water appear to flow faster at the drop
Placed a few more scattered stones across level
Modeled and placed tree climber meshes in the level
Adjusted collision on roof near water tomb so players don't have to jump onto it
Changed texture on roots around ancient tree to have the same material and not look odd
Placed more vines around the level to help flesh out some bland areas
Placed a few more additional rocks to suit terrain
Added roots to trees without roots, it felt a little odd with everything being overgrown
Fixed tiny issue where very edge of the 'black void' to hide the 'actual void' was visible inside the map rather than summoner overlord only
Performance options set for some meshes (very few detail meshes don't render on low settings for better fps)
Removed collision from every model not inside the playable area to save render time
Adjusted position and size of some foliage volumes, more grass spread
Adjustment to master foliage material for vertex colour selection in instances
Reconfigured every foliage instance to have transmission for vertex colours and animation on correct vertex colours (if applied)
Created a single-sided master material for foliage that doesnt require two sided materials (fixes flickering on some meshes)
Made sure trunks of trees don't sway and look odd
Re-imported custom fern model with lower poly count, lightmap and fixed vertex colours
Fixed vertex colours on the modified Trendy models that didn' keep vertex colours due to exports
All vines updated with moving leave materials
Increased size of blocking volumes above 'sacrifice holes' as well as placed kill volumes in them so any mobs that fall in will die (even though it should be impossible to do so)
Spaced some more grass meshes across areas of terrain that were a little flat
Mushrooms!
Placed tower prevention volumes on top of pillars so players can't place out of enemy reach
Fixed a small stuck collision area near single crystal chest
Water colour changed slightly
Changed Torch holder model
Hopefully fixed stuck mobs on stairs near tomb
Modified wave spawners, to hopefully solve wave stragglers and bunched up groups (needs testing)
Ogres now start on wave 5 (unless nightmare)
Ogre spawns spread out a little more, not all at once
Additional enemies added to nightmare count (will add djinn and copters at some point)
Sharken count for non-nightmare lowered
Added more mages/warriors/kobolds into enemy counts
Adjusted Boss health and mana drop count
Modified player bounds along east side of map
Some terrain smoothing
Fixed some misplaced tower prevention volumes that allowed building in areas enemies couldn't reach
Lowered start distance of main height fog and lowered density, helps add more depth to level
Removed collision from some plants that were weirdly blocking players
Created new cubemap for water from Akatiti
Placed some more black planes above voids that were visible from certain locations
Modified lighting, added multiple fire torch light sources
Modeled, textured and imported custom lantern
Placed laterns through out level for light
Tweaked some scaling of distant water planes
Removed some meshes no longer visible due to design changes
Changed translucency priorit on a few of the black planes that show for summoner so they render above everything in the void
Added sounds to both torches and lanterns
Tweaked main directional light angle to create more shadow to help punch other light sources
Lowered intensity of lantern light slightly increased radius and increased fall off to compensate
Placed more lanterns and torches across level
Tweaked height fog colour to fit lighting theme better
Added broken tiles to main crystal area floor
Added water, waterfall, foliage, bird and wind sounds
Major change to waterfall material
Tweaked the translucency sort priority of water falls that appeared below water surface
Removed the black spawn fade over boss area due to changes to waterfall material and translucency sorting breaking it
Re-imported river/waterfall mesh with vertex colours to colour waterfalls with more 'foam'
Fixed some gaps between rocks that became visible with lighting change
Created a longer emitter for waterfall, also made it not render on low settings due to performance
Tweaked material fading and LOD levels on particles
Fixed foam edges on water that had been hidden when 'depth fog' was added to material
Added a large amount of 'foggy' particles that won't render on low settings for performance
Created and placed particle for waterfall effect hitting the water below
Set some max draw distances on particles to help performance
Imported light shaft mesh, texture and created material (that I resurrected from an old UT3 map I made)
Placed lightshafts across level, and set material fade out and max draw distances for good performance.
Added 4 activate-able turtles that rewards mana and occasionally items (they're called snails in game and im not sure what needs to change to fix that, but i'll look into it)
Secrets?
Added Djinn and copters for nightmare only
Tower radius decals now show on most meshes so you can actually tell what's going on when you place them (doesn't appear to work on the cobble path however)
Changed blocking volumes around edge of map to block players only, hopefully no more stuck wyvrens on them for certain now
Playtested changed following;
Fixed cliff spawn not spawning much for the first few minutes of waves
Reduced some of the goblin/orc count later waves in favor of a few more kobolds/mages/warriors
Lowered enemy multiplication value per wave
Lowered group value increase per wave
Reduced sharken count
Drastically lowered Ogre count on later waves
Spread out orc and goblin spawning at a few points where there were large groups at a time
Split the forest spawn so enemies will always go both ways, ogres go across bridge
Easter egg kind of implemented and a hint that will probably confuse you more
Fixed a collision issue on stairs with tree at tomb
Enemies can now walk on tomb roof to kill any towers built there
Fixed minor collisions on broken 'bridge' in river
Added 'light bug' emitters to some areas
Fixed exploitable easter egg setup
Created custom pet for easter egg reward
Fixed collision on one banana plant you could get stuck between and a rock




(I know turtles are called snails im still attempting to fix that, but this couldn't wait any longer)

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