YCP Maps

All about Maps, Mods & Creating them
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Kain-Xavier
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Re: YCP Maps

Post by Kain-Xavier »

I am looking forward to it! :)
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Re: YCP Maps

Post by deeahchur »

(GREETINGS)

YCP_HQ FINISHED!

Td)

!YES! Download it! http://www.ldso.net/tronwiki/doku.php?i ... roject:ycp" onclick="window.open(this.href);return false; !YES!

Td)

|___| __o-o

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Re: YCP Maps

Post by TronFAQ »

Looks like I'll be updating the complete map pack for the first time in a couple of years, soon! T-)
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Re: YCP Maps

Post by deeahchur »

(GREETINGS)

Final bump for YCP_HQ!

http://www.ldso.net/tronwiki/doku.php?i ... roject:ycp" onclick="window.open(this.href);return false;

Please download the 12 August 2012 version, as that has an adjusted INFO file and shortened powerup respawns! Please note that TronFAQ will kindly be adding this finished map to the total map pack!

Thanks in advance!

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Re: YCP Maps

Post by deeahchur »

I have started works on several map concepts, but I'd like to know which one people would like to experience next. Two of the maps have a similar YCP appearance to YCP_HQ, while another will have an altogether different appearance. The following is a list of maps with brief descriptions.

YCP
  • Carrier - datastream transfer vessel; bridge, personnel w/ R&R, Sweeper/Tank bays, Data storage.
  • Disc Arena - three arenas for disc training
  • Containment - prison; lots of transparent surfaces to keep watch on those contained and view on other levels if escaped.
  • Power Flow - uses an array, fluid energy features (part above "water" and part below), slight stack of torus features.
Non-YCP
  • OSiris - quasi-Eqyptian-themed pyramid tower and obelisk arrays; above ground and below ground environs; "sand" data particulation (causes damage).
Other Projects In-progress
  • Revolution Light Train conversion
  • Tramway "prefabs"
  • YCP Sailer
  • YCP Tank
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Re: YCP Maps

Post by TronFAQ »

The YCP Carrier map sounds the most interesting to me, followed by OSiris. Power Flow is a distant third. All IMHO, of course. Let's see what others say. T-)
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Re: YCP Maps

Post by Kain-Xavier »

OSiris and Power Flow for me. Would love to see some new environments. :)
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Re: YCP Maps

Post by deeahchur »

YCP_Carrier and Powerflow will be somewhat ambitious in different ways.

Carrier is already larger in file size than YCP_HQ, and that's mostly base geometry, prior to optimization. The main reason for this is the amount of large polies, which I intend to shorten/split as best as able. A lot of the geometry uses similar forms that are in HQ; however, they are turned 90 degrees, so expect some ladder use and gravity adjustment for more interesting gameplay. The ladders I think I have worked out at least for a test; however, I'll need to research gravity manipulation a bit more for Beta implementation. This map will also feature the prefabs for the YCP Sweeper and YCP Recognizer, and IF I like how the YCP tank turns out, I'll probably have one of those as well, tho these are mostly for show.

Powerflow will be expansive on the X and Y axis, with some Z axis structure. So far I am using some base YCP structure; however, there will be a lot more color in the map. I would like to have an explorable water zone. Any suggestions? I'm thinking gravity manipulation with friction resistance? Also, suggestions for creating some water spray at waterfall sections?
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Re: YCP Maps

Post by TronFAQ »

For a water spray effect, you'd probably want to use a Steam object. You'll have to play a lot with all the values until you get what you're after.
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Re: YCP Maps

Post by deeahchur »

Initial Alpha build of YCP_Carrier is going to be tested soon.
I have the different sections basically mapped out in terms of exterior boundaries, though some may experience minor changes. I have teleporters leading to the different sections, though their appearance is far from finished. I'm playing with ladder effects and gravity in one section of the map, and depending upon how well it works, I may implement it elsewhere.
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Re: YCP Maps

Post by deeahchur »

TronFAQ and I played through the YCP_Carrier_Alpha map, and while the ladder aspect and gravity manipulation did not work in optimized fashion, I have tweaked those sections since, and I believe I have it working for the needs of the map; however, I will not know for certain until testing the map again from a Server. The amount of rotating objects causes some lag for visual effects, and it would be unfortunate to have to remove what is present; however, I will see if there is a way to optimize the rotations.

The next build will test an extended Sweeper bay, with the ability to access some of the Sweepers themselves.

The size of the map is nearing YCP_HQ, and minor details and texturing have not been completed. Further optimization will occur as necessary.

I would include screenshots; however, for some reason whenever I use Print Screen, I receive a black image like what I temporarily see while Alt-Tabbing from Tron 2.0 to another active window or program.
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Re: YCP Maps

Post by TronFAQ »

You should see if you can find out which program (or perhaps Function lock key) is re-binding your F8 key. Using F8 in the game to take screenshots will work better, it will dump the screens in the Tron 2.0 folder in .BMP form. PrintScreen tends not to work that well in most games.
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Re: YCP Maps

Post by deeahchur »

(GREETINGS)

!YES! (YES) Td) Surprise! I discovered that my Fn+f8 worked! Td) !YES! (YES)

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^ May need to open image in new tab or window; it's animated! ^

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Re: YCP Maps

Post by deeahchur »

Progress on YCP_Carrier is well under way, and I fully intend to have it finished for public release by the New Year! There are only a few technical issues I wanted to work out, but everything else is just geometry building and aesthetics.

In an effort to exhaust available resources and expertise, does anyone know if it is possible to make a powerup follow rotating geometry?
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Re: YCP Maps

Post by deeahchur »

I was aiming to complete the Carrier by New Year; however, I am not quite finished with the map. T-(
Due to other obligations during the first week of the new year, I expect to have the level completed by Sunday , 6 January 2013.

I apologize for the delay.
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