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View Full Version : Ok all.... DM-[SE]Something is nearly playable


JonShrapnel
03-24-2005, 11:00 PM
The rook here.
I got a new (Not really new, 3 1/2 year old map :P) beta map I'm currently editing. It's a Second Edition of a previous map (DM-Something) Which I never put the effort into completing and released it anyways, got slammed, pissed off and never touched it again. I didn't have UT at the time with me either so it was pretty much collecting dust. The Item placement is slowly being rearranged for better gameplay, the lighting has been enhanced and emphasizes the shadows more, little bit more brush detail but still has some way to go, now has ambient sound effects and last but not least the map has been fully zoned. The map is rather large so you might want to play with either around 8+ bots or human players.

I might want some ideas btw to make the map more interesting, cause I'm running short on them right now. Here is the idea behind the map -
'A slight problem with a time machine caused a massive portal to open and sucking
everything into it, then somehow you ended up caught somwhere between the past and the
present in a ancient city that hasn't quite been completed yet, or has it?'

I give you The Coming Curse :rockon:
http://www.unrealplayground.com/download.php?mapid=8709

Professor
03-25-2005, 04:42 AM
The rook here.
I got a new (Not really new, 3 1/2 year old map :P) beta map I'm currently editing. It's a Second Edition of a previous map (DM-Something) Which I never put the effort into completing and released it anyways, got slammed, pissed off and never touched it again. I didn't have UT at the time with me either so it was pretty much collecting dust. The Item placement is slowly being rearranged for better gameplay, the lighting has been enhanced and emphasizes the shadows more, little bit more brush detail but still has some way to go, now has ambient sound effects and last but not least the map has been fully zoned. The map is rather large so you might want to play with either around 8+ bots or human players.

I might want some ideas btw to make the map more interesting, cause I'm running short on them right now. Here is the idea behind the map -
'A slight problem with a time machine caused a massive portal to open and sucking
everything into it, then somehow you ended up caught somwhere between the past and the
present in a ancient city that hasn't quite been completed yet, or has it?'

I give you The Coming Curse :rockon:
http://www.unrealplayground.com/download.php?mapid=8709
Geezus! That looks ELEET dude! :D Oh and I gotta give ya the proper UP welcome. Welcome to UP now DIE! :evil: Ceak > Exp(Pie)2! lol

Me downloading!!!. :D It really does look reminicent of curse! Just judging from the screenshots personally I'd say this is worthy of the CTC vol 3 mappack here at UP in the level design forum. You gotta PM a person known as Flying_Killer, ask him if you can submit it, and give him a download link so he can make a judgement and give you an answer. :) I'd like to see it in the pack just by looking at the screenies!. However if you've published this somewhere else that might be a problem but you said you've done some things to it and it definitely looks mappack worthy IMO. :D

I'll check it out here in a jif.

Cheerz

tarnationsauce2
03-25-2005, 05:10 AM
Nice map.

A few things I noticed.

The weapons/pickups need to be placed level with the floors. Some are in the floor.

Merge polys on your archways and 2d shape edited brushes.

Use some more semisolids... carefully. And nonsloids up where the deco buildings/boulders are outside.

add ICHs or blockalls to prevent people form getting out the top and out the little slit windows with a translocator.

Maybe add put a Keg where the invis is, and put the invis at the end of that catwalk over the hallway by Flak1 (and delete the playerstart there.

Don't forget to delete your build room/brushes. and there are some lights/brushes/lanterns outside of your level. (light112, brush806, lantern11 and more, look top 2-d view)

Dynamicambientsound13 has no sound assigned to it.

Maybe delete that churchbell (dynamicambientsound0), and trigger that sound when someone picks up the Deemer.

In the upper right hand of the map, where the hallways 90degree bend is, there is no ambient sound covering that area.

The steps by the jumpboots is missing a little piece of geometry, if you look at it from the side on the bottom step.

I think the pathnetwork is way overdone (too many pathnodes in areas).

I think it's slightly too bright in general (too high of zone ambient light). There aren't many (if any) black areas that are great to hide in and are intriguing because you wonder what lurks in the dark. But just a sprinkling of dark spots. You have some cool looking geometry, you don't want to hide it.

Just some ideas for ya. :dunno:
Pretty cool map so far, can't wait to see the final.

Scourgem
03-25-2005, 05:53 AM
This is quality stuff. Nice work.

Couple minor things -

1. Don't place weapons / ammo in nooks and along walls - put them out in the middle of the paths. This especially goes for minor stuff like biorifle ammo - no one wants to risk their life for a jar of snot. :p Weapon placement is a bit odd in places, too (two rippers about 10 steps from each other, for instance), but I guess you're working on that.
2. The broken tiles are cool, but would probably be better off as nonsolids. Got stuck on them quite a bit.

I really like the architecture as it is, may not be as trimmed as we're used to these days, but it looks solid, and the polycount is pleasantly low.

Swanky
03-25-2005, 07:40 AM
Yeah, looks nice, I like how the theme is pulled off. However, Architecture needs some more work, especially on pic 2 and 5.
Pic 2: missing trim and the four smal "staffs" are looking ugly.
Pic 5: Nice ramp and nice trim, though it looks a bit unbelievable how that thing can stand withought a pillar beneath it.

Professor
03-25-2005, 08:14 AM
Ok I played it and loved it! :D Good stuff there dude!

I agree with everything everyone said so far except the one thing that Tarnationsauce2 mentioned about it being a bit bright. He's right that it is a bit brighter than most maps but I've never found even a pitch black corner helpful on a server! It's always just......WHACK and I'm dead and when I hit F1 and see that the person that killed me is indeed a human I'm a bit perplexed as to how they could see me and knew where I was and was able to kill me with only one shot!. :( Also another thing about your map that counters it being too bright is the fact that it is easy to loose an enemy! You have a plethora of choices in every area to get away from aggressive enemies!. :)

The texture alignments are what I would call "UBER!". :)

The map reminds me of 3 different maps, two by Epic ( CurseII and Barricade(architecture wise for barricade) ) and the layout kinda reminds me of a map made by a person here at UP known as Sarevok and the maps name is DM-Astral. :D

I would like to ask you again to please consider submitting this to the CTC vol 3 map pack as it is definitely great work! If you do consider submitting it keep in mind that you cannot publish it on its own until a month after the map pack is released.

Nice! Definitely a keeper!

Cheerz

Dorkorama
03-25-2005, 08:24 AM
I'll agree with those posts in the 2nd screenshot; they look out of place and really don't seem to have a purpose. Perhaps if there were broken ropes or chains dangling from them / laying on the bridge; they could be the old remnants of a guide strung between the poles on the sides of the ramp.
Also, that ramp looks a little unstable. Maybe and extending supports underneath, like you did with many of the ledges as in the 4th screenshot.

As for that long ramp in the 5th screenshot, it does appear to need support. Some non-solid chain from the ceiling would be easy to throw in and wouldn't change the flow at all. Supports underneath would seem more solid, but also change the flow; that might not be an issue at the lower end given that there's no room to walk underneath the initial length (well, appears that way.) Possibly a combination?

Only other comment is that some of the light sources looks like they should e throwing more light (the lamppost in the 1st screenshot) or less light (the fires) than they currently are. That water has a very strange glow. Maybe add some glowing lichen on the walls or something. The source is not obvious as the level is.

JonShrapnel
03-25-2005, 10:10 AM
Thank's all. It's a good thing some of you pointed alot of of those things out. I might have overlooked some of them (the ICH is important). I especially like the idea with the church Bell ringing when you get the redeemer. Those chains would also definitely help the overall appearance of the map :D

JonShrapnel
03-26-2005, 12:32 PM
Ok, I took the map down till the next beta. As for the mappack I'll think about it, because I was planning to release it in a map pack of my own heh.

Swanky
03-26-2005, 01:19 PM
Oh I think they will be pleased to take this map in...

@ Prof: Damn why don't I get a response via pm?

Professor
03-26-2005, 02:41 PM
Ok, I took the map down till the next beta. As for the mappack I'll think about it, because I was planning to release it in a map pack of my own heh.
Ooooooo! You got more maps??!!?? :D :D I definitely would like to see more work from you! :beer:

We're making a ladder for the CTC mappack and it could use all the maps it can get to fill it up and you can still release your maps in a mappack of your own 1 month after the release of the CTC pack. :D That may give you some more time to make them even more UBER for your pack! lol :rockon: Double the exposure too! Hehee!


@ Swanky: Hehee! I just replied to you dear! lol :D

Cheerz