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UT Beta Maps Want suggestions for your map in progress? Get 'em here!

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Old 09-10-2002, 02:29 AM   #1
ShirleyFT
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CTF-SFT_BinaryStar(Beta1) - Shirley's First map.

CTF-SFT_BinaryStar(Beta1):

Well, it's on the beta page. I think I uploaded it the right way. Give it a try and let me know what you think. Thanks.

http://www.unrealplayground.com/beta.php
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Last edited by ShirleyFT; 09-10-2002 at 06:28 PM.
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Old 09-10-2002, 02:40 AM   #2
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Thumbs up CTF-SFT BinaryStar(Beta1)

I have just uploded your map, it remended me a bit of deck16, I think that you did a exenllent job, I realy like it, I dit not open ED to look, all I can say good job a very good map bravo
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Old 09-10-2002, 03:08 AM   #3
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Oops, i just posted in the wrong thread.
Oh well.....

Yop job, great first map.
Better than some of the stuff i've seen.

Hey, if the "comp theme" is binary stars, your laughing.
he he he

I like biggish maps, with lots of exploring, lots of view holes. lots of routes. VNJ.

You need
- Lighting coronas
- More trimming, too sexy it up a bit
-Some of the lifts are in the ground, no need to rebuild them though, just set the keyframes again.
-thats about it, looks wicked.
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Old 09-10-2002, 07:43 AM   #4
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Very commendable.

The map plays bigger than it is which is hard to do.

The bots seemed to path well, for the short time I played it.
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Old 09-10-2002, 09:58 AM   #5
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This map has a lot of routes, but you don't see them all at first glance. There are 5 exits from the flag room, 3 are a little harder to find right away. All these paths split into more paths and interconnect. One (hint) flag room lift has a trick bottom. It's a little strange, but I thought I might try it. It's like a combination lift/door. Did you find it?
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Old 09-10-2002, 10:00 AM   #6
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Nice! I wish I put that much effort into my first map. It kinda reminds me of a DOOMish space station for some reason, quite cool. With some more dramatic lighting, it would look even better. I saw the funniest thing when I was playing... One of my D bots was sitting by the window staring out at the stars... bahaha it was kinda cute, like he was thinking about his wife and kids back home or something. Anyway, great first effort!
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Old 09-10-2002, 10:43 AM   #7
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I put the lighting in under 7/10 brightness. I left some headroom, so those with different monitor setting or poor night vision (like me) could change it. Try it with a lower brightness setting and you'll see what it's supposed to look like.

But if there are some lighting changes needed please give me suggestions as to where I could do this. Thanks again.
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Old 09-10-2002, 12:10 PM   #8
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Shirley that was great. The bots really know their stuff. It looks good and played well. Clever, out of the way places too
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Old 09-10-2002, 06:06 PM   #9
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Thanks everybody. Anymore suggestions for improvements?

My Map.

http://www.unrealplayground.com/beta.php
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Old 09-10-2002, 06:48 PM   #10
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I'd have to agree - its a pretty decent map. Like LS said its actually better than people who have been doing this kind of stuff for a while. Since we are talking Space theme - a rotating or dynamic skybox would be cool (think Phobos). Try and find better textures for your light sources. Some people may not like the ramps so narrow since they might get shot off often, but it wasn't a problem for me.....There was a couple other things but now I can't remember
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Old 09-10-2002, 08:01 PM   #11
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OK, I will work on the lights, add light boxes and flares (coronas?) and I'll look for some different light textures. Any suggestions for light textures.

http://www.unrealplayground.com/beta.php
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Old 09-10-2002, 08:08 PM   #12
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I'm in love with the "Skarjj" Utx pack.
Nice lighting, and "genFx" is a good corona Utx.
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Old 09-10-2002, 08:18 PM   #13
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Yeah, Spargo. The Skarjj tex are cool. Kinda alien, like New Jersy.

I just used the plain light cover from industrial1. If I put some coronas and light boxes on the lights that should dress it up, aye mate.

And you said something about more trim. I trimmed all my platforms and walk ways. Where does it need trim. Keep in mind, I don't want to push the poly count any higher in the front room (first blue and red room off of center area). The others have some headroom but I pushing 280 polys in that room.

Did anybody have a problem with lag.
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Old 09-12-2002, 06:56 AM   #14
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Yeah, the frame rates great (on my P4 2.4Ghz...he he)

I meant by more trim as in. walls sometimes look plain, by adding another brush, say at the bottom of a wall, say 32 high, looks pretty cool. Like a skirting board.

They can be lined up with the original wall (not sticking out) and added to be viewed.
With the new lighting though, it will look a lot better.
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Old 09-12-2002, 10:47 AM   #15
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I've finished about a third of the maps lighting by adding coronas and lightboxes. Yes, it looks much better now. I can see how it looked naked before. Much better.

Spargo, I'll start looking for places to add some trim. Sounds like a great idea. The light thing made a huge difference, thanks.

I'd like to get the second beta out before the contest, but I might not be able to do either. I have to see what's going on with my dad. I've been spending a lot of time at the hospital and everything else is going on hold.

Thanks for the help.

When adding that trim, should I do a subtract and then do an add in the same position?

http://www.unrealplayground.com/mapper.php?id=274
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