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

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Old 03-03-2003, 11:04 AM   #1
Soma
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DM-CaveDigger-a1

This "in-progress" built of my first map, was just getting an impression of how the size, layout etc. would work with the game and of course, to test how the big static meshes and their textures used on this map would affect fps. Still got some problems on how I could make the grounds your walking on. - Would it be possible to make different terrrains for each platform, so i could use the advance of layer textureing. And so on. There's still a few thing i need to think about. (Zones, Portal, Antiportal,...)

Next built will have gangways to the lower platforms that are not reachable at this point and much more. Im still working on all models for testing and learning.

Thanks for your time.

Soma
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Old 03-03-2003, 07:43 PM   #2
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:: edited ::

http://www.unrealplayground.com/download.php?mapid=2292

I'll check her out, expect feedback soon.
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Old 03-04-2003, 07:44 AM   #3
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Welcome, Soma.

I didn't try this with bots yet, but the framerates were great. Given that, I probably wouldn't replace what you have with terrain. Static meshes are more effecient than terrain, and it looks like you built this whole thing out of meshes.

I have a couple of suggestions; first a general comment, and then some specifics. In deathmatch levels, you want to avoid dead ends as much as you can. Players should be always on the move, and the layout of your map should encourage this.

The following refer to the attached picture:

1. These places where the bridge meshes join to the platforms need to be smooth enough to walk up without getting stuck.
2. These rocks look like they're floating in space.
3. Noticed a lot of weapon bases sticking up at odd angles. You can rotate these in the editor for slight adjustments, or try to find more level surfaces.

Great start; keep at it!
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Old 03-04-2003, 11:01 AM   #4
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Alright, here goes':

I didnt have any FPS problems on my not so beastly machine.

Some of your meshes look a little streched IMO.

You might want to try spreading out your ammo so that its not all cramped up near its relative gun, force players to move around the map more, wich brings me to:

The map flows slower than preferable for a DM map, the long connecting bridges really pug things down. You might want to invest some time into finding ways to make the map feel smaller.

Right next to the shock rifle, there is an extreemly streched texture on the ground.

Wheres the adreniline?

Hope some of that helps you form your next beta, I await it eagerly Love the setting possiblities.

- Spiff
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Old 03-05-2003, 10:14 PM   #5
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Talking new in progess shots

Hey

Thank you guys for the feedback!

Blitz, I now you meant it for the good, but i knew about this stuff already, as I was rushing on that parts you mentioned... but thank a lot for the tips anyway... The models were only half finished and the pickups placed really quickly.

I also thought about the level would flow better if I'd add some more areas and maybe make the whole meshes a litttle bit smaller.... thats what i did. I dont think that the long bridge really slows down the game like you said Spiffness, i see it more as an area for interesting battles while paying attention not to fall down... ;o) But anyway its a little smaller now. - While working on that I sticked some new texture on the models I'll post some shots here... as i will not going to post the next beta i a few time untill it gots the finished layout i intended to do so far.

Thank again for the help.

cya Soma
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Old 03-05-2003, 10:16 PM   #6
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NP at all, cant wait for the new beta
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Old 03-05-2003, 10:18 PM   #7
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shot1

...
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Old 03-05-2003, 10:21 PM   #8
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shot2

...
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Old 03-05-2003, 10:22 PM   #9
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shot3

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Old 03-05-2003, 10:24 PM   #10
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shot4

last one... while its so sweet
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