Board index Downloads Deus Ex Maps ]

DXMP_Area51_TheDayAfter


Author
Message
ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


DXMP_Area51_TheDayAfter - Postby ShadowRunner » 11 Sep 2006, 06:31


This is Martinez's 0015_Area 51_Entrance "nuked" more by Shadowrunner.
I've also used parts of Martinez's DXMP_Area51Bunker.
Comm, Tower and Hangar have been connected by large tunnels and lifts.

The 20mm has been moved from near the hangar to the lowest tunnel inside and the Comm door has been changed to make this large map as playable as the original multi-player map...

I kept actors to a minimum, aligned to grid and kept things simple, neat and clean as possible.

I made some Browning .50 cal's... and spilled more toxic waste...
ImageImageImage
ImageImageImage


You do not have the required permissions to view the files attached to this post.
jay2k6
Angel/0A
Angel/0A
User avatar

Posts: 20
Joined:
 10 Apr 2006, 10:27


- Postby jay2k6 » 11 Sep 2006, 20:28


it's very gud but try and make a fix one (in good shape)


and one thing i am looking for a song call "figure.09 - linkin park" if you hear any thing can you tell me TY :headbang:





plz use the EDIT button .... thnx Icho


ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


- Postby ShadowRunner » 12 Sep 2006, 15:38


it's very gud but try and make a fix one (in good shape)


sorry can u explain plz. In this map Area 51 is supposed to be in "bad shape".

Do you mean you found a map error, a shape is not good?


Reaction
Principality/2C
Principality/2C
User avatar

Posts: 159
Joined:
 30 Sep 2005, 18:41
Location:
 Taunton, England


- Postby Reaction » 12 Sep 2006, 19:04


jay2k6 wrote:and one thing i am looking for a song call "figure.09 - linkin park" if you hear any thing can you tell me TY :headbang:


Yeh, I know it....
http://www.dxms.co.uk/chris/08 Figure.09.zip

Put that in your browsers address bar


[align=center]
~ Chris ~ Reaction ~

Image
Image[/align]
ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


- Postby ShadowRunner » 14 Sep 2006, 06:29


I found a couple of errors... the tower turret doesn't link and there are two walls in the tunnels that need textures aligning with the next wall... I'll fix it and the Zeppelin map ASAP...but...Area51_TheDayAfter is too big...


You do not have the required permissions to view the files attached to this post.
The Hitman
Angel/0A
Angel/0A
User avatar

Posts: 11
Joined:
 14 Aug 2006, 23:06


- Postby The Hitman » 01 Oct 2006, 14:59


i have played 5the map alone, and the map is realy great, how long have you worked on it?

:?:


ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


- Postby ShadowRunner » 01 Oct 2006, 18:01


It's not really my map.

It is the 14th level in DXSP, made by Monte Martinez, which I have edited and added tunnels from the 15th mission in DXSP. To answer your question, it took 4 days to edit and add more map. Most maps take me between 2-4 days. I will spend about another 2 days making it ready for DXSG Stargate.

Rough guess = 60 hours. This includes unreal editor errors and playtesting.

I would think to make a good MP map will take anyone at least 30 hours to make it properly. After 10 hours I get tired and make mistakes, which have to be corrected after sleep. So I can not make a map in one day. It takes at least two... a big map would take 120 hours at least.


Jon
Principality/2C
Principality/2C
User avatar

Posts: 213
Joined:
 17 Dec 2005, 21:06
Location:
 Derby, England


- Postby Jon » 01 Oct 2006, 18:34


ShadowRunner wrote:I would think to make a good MP map will take anyone at least 30 hours to make it properly

A bit of an overstatement, don't you think?


~][FGS][Nobody~
Illuminated
Illuminated
User avatar

Posts: 5359
Joined:
 26 Oct 2005, 16:59
Location:
 Schland!
Nationality:
Germany


- Postby ~][FGS][Nobody~ » 05 Oct 2006, 12:18


oh shadowrunner, right before the chaos begins (if it did not happen already)
if you make changes on your map and release it again, then please not with the same name, or we will end up in a chaos of version mismatches


ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


- Postby ShadowRunner » 05 Oct 2006, 15:51


~[A]Nobody~ wrote:oh shadowrunner, right before the chaos begins (if it did not happen already)
if you make changes on your map and release it again, then please not with the same name, or we will end up in a chaos of version mismatches


Thanks Nobody...

DXSG_Area51_TheDayAfter is almost ready for you... just repair bots, wep racks and some final details...

is DXSG_Area51_TheDayAfter ok for a name... changing from DXMP to DXSG, but keeping the rest of the name the same? or would DXSG_TheDayAfter be better?

And Jon...Hmm ok 15-20 hours maybe... is that exaggeration?


~][FGS][Nobody~
Illuminated
Illuminated
User avatar

Posts: 5359
Joined:
 26 Oct 2005, 16:59
Location:
 Schland!
Nationality:
Germany


- Postby ~][FGS][Nobody~ » 05 Oct 2006, 17:33


DXSG_Area51_TheDayAfter is ok. :)

However you need to tell me yet, to where the ring-transporters shall be placed.

Here are the LEAST dimensional conditions for the rings (not that you suggest a place where a ring transporter can't be placed)


Diameter of the rings: 256 Units
Height of the chassis where the rings are in IDLE: 160 Units
Space the rings need if they are activated: 160 Units


since a picture says more than 1000 words.. here a sketch


You do not have the required permissions to view the files attached to this post.
ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


- Postby ShadowRunner » 06 Oct 2006, 14:57


Awesome Nobody, I have posted in the DX section of this site. I think they will fit. I must check the comm building is 160 high though... I made sure the rooms have space in the floor for the Idle rings...

Here is the map... the notes about ring locations and codes are in the thread in Deus Ex section called DXSG_Area51TheDayAfter....

EDIT: Disregard beta 1-7 . Here is beta 8...ready for rings and weps. Trigger lights are faulty...

EDIT : please note this is BETA 8 version

EDIT: OK here is beta 9... Jon has this version and is the same version uploaded to rapidfire and available at [A]thread...


You do not have the required permissions to view the files attached to this post.
Jon
Principality/2C
Principality/2C
User avatar

Posts: 213
Joined:
 17 Dec 2005, 21:06
Location:
 Derby, England


- Postby Jon » 27 Oct 2006, 23:13


looks much cleaner, well done - nice try with the weapon racks, too - they'll do nicely


ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


- Postby ShadowRunner » 01 Nov 2006, 16:31


Jonny Boy says nice .... shadow smiles a lot!!!

Thanks guv'nor... if you want to remake the wep racks or anything else, I'm sure you will do a better job...

There is still the issue of lift shafts, at the bottom end... and umm the super-weps, we have to place them correctly, this is very crucial...

thanks a lot, if Jon like... then I must be doing something right...

Anything you would like / like me to improve?

I'm beginning to think it could be good with the lights in the base, permanently broken... (if fitted into a 3/4 map rotation)


jay2k6
Angel/0A
Angel/0A
User avatar

Posts: 20
Joined:
 10 Apr 2006, 10:27


- Postby jay2k6 » 19 Nov 2006, 11:10


i can't find the rings




Return to Maps

Who is online

Users browsing this forum: No registered users and 34 guests