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Old 03-25-2005, 02:12 PM   #1
Curfew
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New Beta Map - DM-FetalDM10-BETA

Please scope out my latest for UT2K4 titled DM-FetalDM10-BETA - Alligator Pit

Its a remake from one of my old DOOM2 Maps that I've done from my FetalDM series.

Feel free to comment, critique, give pointers, etc....

play it out! it's a fast paced nice flowing map, below are some shots from the map

My settings I play at are 12 bots at adept or higher and I go 50 frags.

thanks
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Old 03-26-2005, 02:38 AM   #2
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ok, is that water mercury? make it look like normal water

set default game to DEATHMATCH, LMS as a default sucks

those light sources from the cieling are coming from no where

both pathing is iffy
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Old 03-26-2005, 03:13 AM   #3
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Hi, welcome to UP. Will give this a run through later today. Do you have shots of the old Doom 2 maps too ? Would be cool to look between them for comparison.

I think what gunhero meant with the water was to make it slightly trasnparent. Have a look at the water shaders in some of the stock maps, maybe duplicate one into myLevel and replace the specularity with your custom cubemap.

Looks good from screenshots, good clean lines.
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Old 03-26-2005, 07:11 AM   #4
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Quote:
Originally Posted by SabbathCat
Hi, welcome to UP. Will give this a run through later today. Do you have shots of the old Doom 2 maps too ? Would be cool to look between them for comparison.

was thinking about that and putting that somehow in the level preview where it switched betwen the two.

I think what gunhero meant with the water was to make it slightly trasnparent. Have a look at the water shaders in some of the stock maps, maybe duplicate one into myLevel and replace the specularity with your custom cubemap.

Yeah first time I did a cubemap and all the tutorials that I look at or read didnt go into that much detail... and yeah I need to make that a little more transparent and need to redo the shots anyways cause the POV was not set to 90 and for some reason the screenshots from within the editor are in B/W and little warped and have not yet firgure out how to correct that.

Looks good from screenshots, good clean lines.
tanx
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Old 03-26-2005, 07:56 AM   #5
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Quote:
Originally Posted by gunhero
ok, is that water mercury? make it look like normal water

Havent figured that out as of yet in all the tutorials and books nothing was said about how to make them a bit more transparrent. this i need to still look into and also for some reason my Ued doesnt like taking screenshots they come out B/W and warped I have to take the screen shots from within the game and forgot to change the POV to 90 or whatever it was... when I too the shots for the cubemap.

set default game to DEATHMATCH, LMS as a default sucks

tay

those light sources from the cieling are coming from no where

yeah cant figure that one out theres a sunlight actor but in the corner rooms some of the sunlight bleeds through the walls in the upper ceiling corners and down on the staircase part on the terrain around the wall for some reason.

both pathing is iffy
there's lots of path nodes mostly white and green only hard parts which are green and some blue are the tight spots but the bots do use the entire map still. so outside of putting more nodes closer together or making the small 'ammo/reward' spots a little bigger what else can one do. I used jump spots to help jump down and stuff and proscribed paths... for the paths that I didnt want them to take to force them elsewhere.
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Old 03-28-2005, 01:44 AM   #6
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ok, botpathing is ok. dont fiddle with it. continue to revise
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Old 04-01-2005, 10:13 AM   #7
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Beta3 now in Beta area

Download Map here

Check it out, make sure it loads poke your nose around, I like to release this soon so need last thoughts on map... play, weapon placement, layout, etc...
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Old 04-01-2005, 01:17 PM   #8
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downloading now.
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Old 04-02-2005, 12:53 PM   #9
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not too shabby. I'm not one for Arena type maps myself, but that's a personal choice so I don't hold that against the map, or mapper.
I like how you brought together the evil meshes and egyptian themed stuff. That makes for pretty interesting ideas right there.
My only complaint would maybe be the tunnels that lead to dead ends are a bit long, makes the items in there a bit tough to get to, and allows for lots of back shooting. :/ Imho arena maps are meant to limit or eliminate the chances of ppl getting shot all up in the back. (could also be my play style, I face where I'm running too much.)

All in all a great map considering you seem to be new to this, like myself. Keep up the good work man! And thank you again for the suggestions on my map btw.

Hey let me know if you want to work on anything together, we seem to be along the same lines of the learning curve. (but I think you know more special effects stuff than me, like emitters, terrain, water.)
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