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UT2K3/UT2K4 Beta Maps Get feedback on you works-in-progress here!

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Old 02-09-2003, 12:54 AM   #1
hylowa
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dm-shockandterror

ok, just signed up to get my baby online! http://www.unrealplayground.com/download.php?mapid=2071 , my first attempt at makin a map with the ut engine, and i must say, way better then quake's! basic geometry is done(yah, i know it looks like ****) but, i need some peoples help for gae flow and such, so, if anybody has 5 minutes, could you help me out with some feed back, the links right above to the map, so, thanks anyway.
if you listen to cky at all, you've probebly recognized the name by now, basically the map has two concepts, 1: you can see alot, but you have to find a way to get there, and 2: semi vertical fighting with link guns, rockets, flak, and ... shock rifles...
workin on sprucing the geometry up (on my athon xp+g4 4200 machine) as i type this, so, it should look better in the final version, the gemometrys the easy part, its gettin it to play right thats the hard part!
thanks alot to anyone who helps me out!
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Old 02-10-2003, 06:35 PM   #2
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I gave it a quick go.

1) welcome to the Playground!

2) Zone lighting: don't use it!!!! Ever... OK... maybe it fits somewhere but not here. Placing lighting sources at lamps, etc. Use coronas and really spice it up. This will also help blend textures and add drama better.

3) Textures. Choose textures that compliment each other. Several choice you made conflict or meet with no trim. Some need to be rotated so that the pattern is going in the same direction.

4) Flow: DM maps need more vertical or "z-axis" play. In otherwords, more ways to move vertically between levels.

Keep at it-

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Old 02-10-2003, 11:53 PM   #3
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thanks for replying!!!! i put this post of three diffrent forums, and haven't gotten a reply yet!!
and i now the zone lighting and textures are messed up, i'm currently redoing each and every area with new brushes/meshes/lights, so, that will be fixed, but, thanks for the points on deathmatching. i need helo with weapon placement, and, i guess flow also, but now that i have put so much work into the current layout, its gona be hard to put anymore inthere without making it noticable that it was fudged. were do you think i could put some stairs/lifts in? maybe by the two rooms inbetween the rocket launcher and the curved rooms? suggestions?!?!?!
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Old 02-11-2003, 12:09 AM   #4
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Cool

I agree with Hort's comments

One thing I can add is the following: a good DM design usually avoids corridors and yours presents too much of them IMO. This works better when you connect rooms the ones to the others in using large doors only. Do in sort that these rooms can be entered/exited by at least two ways -three, even four, is usually better- and then you'll get a layout which "flows"

Keep up
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Old 02-11-2003, 07:08 AM   #5
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well, thanks for the comments... but its kinda hard to completely start over, but i see what your sayin, make something like the edge and tokays tower, vertical, with interconnects between all the large areas.
i'm gona finish this one, and put two lifts over by the big tube, so it doesn't take as long to get to the top. i was going for something similiar to dm-insidious, i love that map, and its pretty much flat. i figured i couldpull off something similar, but on a larger scale.
i'm not gona scrap this map, it would be my first completed one since hl! so, are there anysuggestions on weapons, is the link gun+flak cannon in the large room a good or bad idea?
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Old 02-11-2003, 11:11 AM   #6
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Cool

Link Gun and Flak usually work less well in open areas so maybe you should reconsider their placement
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Old 02-11-2003, 10:40 PM   #7
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ok, so far, i took out the stairs in the side room and extended them off the side instead, and openned up that area some, with a ramp so you can get some vertical attacks, i'll move the rocket launcher into that area , and am gona put two lifts over by the big tube area, in thoughs two small corrridors. would the shock rifle be better out in the open, or the mini gun? does anyone even use the mini gun?
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Old 02-11-2003, 10:43 PM   #8
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Quote:
Originally posted by hylowa
would the shock rifle be better out in the open, or the mini gun? does anyone even use the mini gun?

The mini is the perfect balancer for the shock! It's the anti-shock-ho.

I'll try to look some more tomorrow.
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Old 02-18-2003, 06:08 AM   #9
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I like the way this is going, your layout is already a step up on many first maps. Overall, I agree with what's been said by Hortons and Gui, and have a few suggestions to help. Perhaps you could cut rooms into the walls a bit and make long and sort of narrow rooms connecting different parts of the level in the middle. That would offer more options for the player to choose from, and would improve the connectivity (and possibly the z-axis) of this map. INsidious got away with its layout because it was small. Bigger layouts need a little more connectivity.

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Old 02-19-2003, 07:27 AM   #10
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well, i like the layout, but i understand it needs more, and i have added some/modified other areas, but, it wasn't going the way i wanted it to. i like z axis fighting, and even with the modifications, it wasn't what i had in mind. i think i'm gona scrap that idea, and start work on the next. i realize that i haven't got one project done(since quake2!!) but i want it to be something wort while and to be proud of.
shock and terror helped me learn the unreal engine, and i pretty much got that down in about 2 weeks, but now i want to put my mind toward a larger/taller plan. i played dm-victoria, and that inspired me alot, i wana make something with the 3 layer/teir concept, but i don't wana mock his work neither. the concept and flow are spectacular, and i wana get something similar, without copying it.
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my world of warcraft characters: wyrlwyn, 33 level elf druid, and civic, my 22 level troll shaman, both on blackhand server.
love of my life: danielle. my mission as of now: move out and post some FINISHED maps.
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