The New DMI Plan - ***DEADLINE JULY 30th***

For discussion, WIPs, and downloads of the DMI (Dynamic Map Idea)

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The New DMI Plan - ***DEADLINE JULY 30th***

Postby RepSharpshooter » Sun Jul 26, 2009 1:03 pm

Basic Descriptions

World

    Basic
    The base world is a grassy valley with some rolling hills. There are mountains in the distance and a water inlet nearby.

    City Lots
    The city is located in the center of the map and is divided into blocks and then lots. Within each block, there are 4 equally sized lots (each 60x60 xsi units). Blocks are lettered A-P, and in each block the lots are numbered 1-4. Examples: P4, A2, C3.


Sides

    Base Classes
    • Scout – uses long range combat and agility. Level 3 and up acts as a medic.
    • Soldier – Straight damage-dealing. As level increases, firepower increases and speed decreases.
    • Smuggler – "Mechanic," medium-damage but increased mobility at high levels.

    Leveling up
    Each base class has 5 levels. After reaching a certain amount of points, a player can unlock the next level.

    Jedi
    Jedi are reserved as the “police officers” of the city.


Game

    Still in the works, the main focus is to get the city built. It is likely the game will feature some sort of series of challenges that will earn you points. Either from fighting AI or from fighting other players.

_________________________________________________________________________________

How to Develop and Submit a City Lot

Make a claim to an empty lot in the Claims Topic.

New Claims are: OPEN
{Make all claims in the Claims Topic}

Download DMI assets: http://www.filefront.com/data+DMIzip/;1 ... einfo.html

What to do after downloading:
  1. Make a new world with the modtools (run from start menu), called DMI, with it's only mode being Hero Assault.
  2. Paste in the World and Common folder from the file you downloaded.
  3. In ZE, go to the Change: next to layers and it'll open the layer dialog box.
  4. Hit the "new" button.
  5. Right click on the new layer and rename it to your name.
  6. Always work in this layer, not the BASE layer, make sure you change it every time you start up.


To make your layer work ingame:
  • Open ZE, load dmi.wld
  • Click the Game Modes: CONFIGURE button. (by the layer thing)
  • Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
  • Click on ELI under mode name.
  • Under "Layers Used" click "add"
  • Select the layer that you created, ex. DMI_Karnage
  • Click the update REQ and Mode REQ button.
  • Save world.

Development Restrictions and Guidelines

  • Object limit: 25 objects
  • You are restricted to a 60x60 region that extends upwards indefinitely (do NOT have objects outside this region at ANY height).
  • Personal vehicles are allowed*
  • Water or terrain cannot be modified, only objects in your layer.

    *Vehicles allowed as long as they have no weapons. Please put your vehicle in a new side called DMS and use a vehicle spawn object in ZE.

When you're done, send me a zipped folder that contains:

  • a msh folder including any NEW msh’s you added
  • an odf folder including any NEW odf’s you added
  • world1 including your .lyr file
  • Any other assets essential to its operation.

_________________________________________________________________________________

Deadlines

July 30th, 2010 – All lots must be submitted by this date in order to be incorporated in DMI Version 1.0


Image
This is the entire city so far, all the big buildings are mine except for Mav's! *waiting for people to start modeling*

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Re: The New DMI Plan

Postby Null_1138 » Sun Jul 26, 2009 1:27 pm

RepSharpshooter wrote:Personal vehicles are allowed*

As long as they don't have weapons, correct?

Anyway, the new plan sounds good to me.

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Re: The New DMI Plan

Postby RepSharpshooter » Sun Jul 26, 2009 1:33 pm

Yeah I put an asterisk there, forgot to put the other half of it. Something we need to decide is the game system. Right now it's open ended. I'm leaning towards some sort of public arena where you can either duel your friends or AI in order to gain points.

Maveritchell suggested a series of objectives that play randomly, until about an hour whereupon the game ends and you start from the ground up again.

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Re: The New DMI Plan

Postby Maveritchell » Sun Jul 26, 2009 1:54 pm

RepSharpshooter wrote:
    Base Classes
    • Scout – uses long range combat, stealth and agility.
    • Soldier – prefers hand to hand combat, is more bulky and heavily armed.
    • Smuggler – uses stealth, agility, with a mix of firepower.

Did I miss a design doc or something? I can redo some of the classes to reflect these ideas, but right now I left out things like "stealth" figuring that wasn't as important in a team-based objective mode. The way they are now it is more like:
  • Scout – uses long range combat and agility. Level 3 and up acts as a medic.
  • Soldier – Straight damage-dealing. As level increases, firepower increases and speed decreases.
  • Smuggler – "Mechanic," medium-damage but increased mobility at high levels.

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Re: The New DMI Plan

Postby RepSharpshooter » Sun Jul 26, 2009 2:20 pm

That's what I was trying to say, but I posted that from my laptop trying to think of descriptions off the top of my head (probably getting confused with kotor). The sides are perfectly fine the way you did them, thank you. :)

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Re: The New DMI Plan

Postby obiboba3po » Sun Jul 26, 2009 2:37 pm

Pardon me, but how are people supposed to discuss claims if the topic for that is locked?

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Re: The New DMI Plan

Postby RepSharpshooter » Sun Jul 26, 2009 2:43 pm

Claims are locked because...
RepSharpshooter wrote:New Claims are: CLOSED (until August 1st, 2009)


To keep an existing claim, post here
****Calling all DMI people****

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Re: The New DMI Plan

Postby obiboba3po » Sun Jul 26, 2009 2:45 pm

RepSharpshooter wrote:Claims are locked because...
RepSharpshooter wrote:New Claims are: CLOSED (until August 1st, 2009)


To keep an existing claim, post here
****Calling all DMI people****

okay thanks. Im just throwing this out there, has anyone given any thought to flyers like airplanes? I think it would be great to have an airport, I'd gladly make one.

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Re: The New DMI Plan

Postby RepSharpshooter » Sun Jul 26, 2009 2:50 pm

Maveritchell wrote:
CCO! wrote:Can I snatch B2? Oh and if anyone near me is feeling genourous, how about an airport?

Or maybe an airport on the outskirts, it would be pretty cool.

viewtopic.php?p=253649#p253649
And it is on the outskirts (see Rep's above post).

His new version:
Image

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Re: The New DMI Plan

Postby Maveritchell » Sun Jul 26, 2009 2:52 pm

RepSharpshooter wrote:
Maveritchell wrote:
CCO! wrote:Can I snatch B2? Oh and if anyone near me is feeling genourous, how about an airport?

Or maybe an airport on the outskirts, it would be pretty cool.

viewtopic.php?p=253649#p253649
And it is on the outskirts (see Rep's above post).

Which has since been very redone (neither of these represent finished product):
http://www.xfire.com/video/e31d6/
http://www.xfire.com/video/e7785/

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Re: The New DMI Plan

Postby obiboba3po » Sun Jul 26, 2009 3:23 pm

that looks great mav!
Forgive me but i meant actual airplanes, for example i have a jet model i recently made that i was thinking of making my personal vehicle i just thought itd be cool to have an airport as well as a star port. not that there would be much of a difference i guess, both still have flyers and i still haven't quite figured out how to make a vehicle behave like an airplane...
So I'll offer this again, For anyone who has an airplane (I think fragme! mentioned someone who does) I would gladly support their vehicles in an airport if anyone feels it's needed.

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Re: The New DMI Plan

Postby [RDH]Zerted » Mon Jul 27, 2009 12:43 pm

The map you linked to has no textures and only a few buildings (one of which is on my land). Everything is black ingame. Also, the buildings' floors are interacting with the ground. That combined with the total blackness inside the buildings just drives me crazy. Half the time, I can't find my way out. The door closes behind you.

Is that the correct upload?

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Re: The New DMI Plan

Postby obiboba3po » Mon Jul 27, 2009 12:51 pm

[RDH]Zerted wrote:The map you linked to has no textures and only a few buildings (one of which is on my land). Everything is black ingame. Also, the buildings' floors are interacting with the ground. That combined with the total blackness inside the buildings just drives me crazy. Half the time, I can't find my way out. The door closes behind you.

Is that the correct upload?

yea i've got the same bug and have had it since the first upload :|

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Re: The New DMI Plan

Postby RepSharpshooter » Mon Jul 27, 2009 1:28 pm

[RDH]Zerted wrote:The map you linked to has no textures and only a few buildings (one of which is on my land). Everything is black ingame. Also, the buildings' floors are interacting with the ground. That combined with the total blackness inside the buildings just drives me crazy. Half the time, I can't find my way out. The door closes behind you.

Is that the correct upload?


Yes. You will only be sending me your layer and the objects in it. Just delete anything in the base layer that's in your way and make a new layer as the directions say.

The file is just a template so you put things in the right spot, it serves no other purpose.

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Re: The New DMI Plan

Postby Nova Hawk » Mon Jul 27, 2009 8:26 pm

Wow, that's a really nice lot there, Mav! Most impressive.

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Re: The New DMI Plan

Postby B-1Burt » Tue Jul 28, 2009 2:12 pm

Are the Devs. going to get Jedi Priveleges in the map? I mean, if you contributed a lot are you going to get to be a Jedi wothout having to work for it?

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Re: The New DMI Plan

Postby RepSharpshooter » Wed Jul 29, 2009 11:26 am

I wouldn't assume that just because someone can make a lot that they are also qualified to moderate the city.

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Re: The New DMI Plan

Postby Frisbeetarian » Wed Jul 29, 2009 9:02 pm

RepSharpshooter wrote:Water or terrain cannot be modified, only objects in your layer.

What about regions? And if so, what's the limit?
Last edited by Frisbeetarian on Fri Jul 31, 2009 12:56 am, edited 2 times in total.

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Re: The New DMI Plan

Postby RepSharpshooter » Fri Jul 31, 2009 12:46 am

That is a tricky question, from Mav I know that there's an 80 region limit or so. Being 64 lots, to allocate regions fairly would be 1-2 regions per lot. I'd say you could use a few more than that because not everyone will be using regions. Just don't use like 20 or 30.

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Re: The New DMI Plan

Postby Frisbeetarian » Fri Jul 31, 2009 12:56 am

OK, I just wanted to use a control region.

Also, what's the story with landing regions?

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