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View Full Version : [MAP DM] DM-Campgrounds2003 (remake of Q3dm6) [BETA: TEST]



legacy-xc3pt
12-31-2002, 08:04 PM
this was posted in a very long thread in general discussion http://www.ina-community.com/forums/showthread.php?s=&threadid=235998

Download here (http://www.fileplanet.com/dl.aspx?/planetwolfenstein/xceptnone/DM-Campgrounds2003-beta.zip)

its a remake of the extremely popular 1v1 and TDM 4v4 competition map from quake 3 called The Campgrounds (q3dm6). i have adapted the gameplay of q3dm6 into UT2k3 the best i could (many of the trickjumps from the original can still be done using boostdodge or shield jump)

its my first attempt into mapping for UT2k3, though I have done mapping for Q3 and RtCW before.

this beta release is based on the TDM item placement of pro-q3dm6 and is aimed for 4v4 TDM and FFA

a 1v1 version based on the 1v1 item placement of pro-q3dm6 will be released with the final (had to be separate maps because UT does not support gametype-specific items the way Q3 did)

here are some shots:

http://www.planetwolfenstein.com/xceptnone/images/DM6-Center.jpg

The center area


http://www.planetwolfenstein.com/xceptnone/images/DM6-LG.jpg

The LG ledge area (the jump to the LG ledge from the bridge can be done with a boostdodge off the wall between)


http://www.planetwolfenstein.com/xceptnone/images/DM6-Shock.jpg

The Q3 shaft (now shock rifle) room


http://www.planetwolfenstein.com/xceptnone/images/DM6-Pillars.jpg

The pillared hall where the red armor (now 100 shield) is located


http://www.planetwolfenstein.com/xceptnone/images/DM6-Shield.jpg

The yellow armor (now 50 shield) staircase


please give some feedback on the map if possible (especially with the gameplay). thanks.

legacy-Railgunner
12-31-2002, 08:05 PM
B1rthM4rk will be very happy.

BTW can you make a mirror? I HATE gayspy!

legacy-SilverSurfer
12-31-2002, 08:26 PM
I liked the map alot
seemed to flow nicely
the only thing is there seems to be an abundance of health
a lil too much for DM

legacy-Lord Infamous
12-31-2002, 08:47 PM
Ohh boy, i can't tell you how excited i am, this was one of my favorite Q maps, i'm DLin it right now, be back soon with some feedback....... Fileplanet NOO!!!!!

legacy-Helios
12-31-2002, 09:54 PM
:eek: Woah this is sooo sw33t man, it's my favourite map in Q3, I loved it in teamdeathmatch, I'll download it right away.

legacy-[King_Snorkie]
12-31-2002, 09:55 PM
This Server is for Subscribers Only
Become an exclusive member of the game community that gets everything first. As a FilePlanet subscriber you'll enjoy: ...

S h i t !! ... :down: :sour:

Another link anywhere?

legacy-xc3pt
12-31-2002, 10:00 PM
with regards to the health...this is pretty much exactly the same way the health was placed in the original pro-q3dm6 for 4v4 team DM, so it'll prbly stay.

the 1v1 edition to be released with the final has less health and is more suited for smaller games

sorry about using fileplanet, but i have a hosted site on gamespy, so i thought i mite as well jus take advantage of the space i have

i will look for a mirror for u guys

legacy-[King_Snorkie]
12-31-2002, 10:20 PM
Thanks pal

legacy-Iceburgs
12-31-2002, 10:24 PM
Hey, them screens look f-i-n-e! I never played Q3 (I know, I know, sacrilege!), but this map may make me change my erroneous ways. Good job!

legacy-SkaarjMaster
01-01-2003, 12:25 AM
Yes, the health is fine just the way it is! This map just plain rocks, can't wait for the final release! :D

legacy-[King_Snorkie]
01-01-2003, 12:26 AM
Could someone who has D/L'ed this throw it up on some webspace and link it please?

virax
01-01-2003, 04:18 AM
1. Bots often get caught on several jumppads, most often the main one in the DD room

2. I want to be able to jump on the ledge of that one window. Ya' know, like... dodge off the upper catwalk coming from the RL, land on it, do a twist and dodge to the health (the one right beside the door going to the Minigun room), firing all the way.

3. Doorways are too compact

4. A bit too much health

5. And, as a bonus, what do ye' think about original music?

6. Different lava texture... maybe the one from CTF-Magma?

7. If you plan on any other Q3 remakes, Q3DM7 would be AWESOME >=D

legacy-[asp]vortex
01-01-2003, 04:45 AM
I wonder why where the red armor and the yellow armor are swapped, you have put the 100 sheild where the yellow armor is and the 50 sheild where the red armor is in the pro version of the id map.

legacy-Satch
01-01-2003, 07:02 AM
Originally posted by [King_Snorkie]
Could someone who has D/L'ed this throw it up on some webspace and link it please?

legacy-DonJulio
01-01-2003, 07:36 AM
that would be n1 :)

legacy-Kr4pZo!d
01-01-2003, 10:58 AM
bah it won't download :mad:

pics lookin sweet

legacy-digital orgasm
01-01-2003, 11:19 AM
This is superb :up:

One of my fave maps from Q3 and you've got it just about spot on

I hope you also make more Q3 converted maps too. That would be awesome:)

legacy-xc3pt
01-01-2003, 04:49 PM
Originally posted by MidnightQ3
ftp://midowns.com/campgrounds.zip


knock yourselves out.

also stop by my server if you are on the west coast:

midowns.com:7750

there's a mirror for u...see if it works

legacy-xc3pt
01-01-2003, 04:51 PM
Originally posted by [asp]vortex
I wonder why where the red armor and the yellow armor are swapped, you have put the 100 sheild where the yellow armor is and the 50 sheild where the red armor is in the pro version of the id map.

the pro version of the id map does has different placement in team DM mode, armors are swapped around

ill have it the way u mentioned there in the 1v1 version of this map

legacy-LOF_INFERNO
01-01-2003, 05:18 PM
nice remake but...

Every place where you have lava, the lava looks ugly. Give it some physics ripple effects, and have some light jet from the lava.

Also the door ways are to small, its to easy to get stuck doing a double jump.

You are using the gothic brick texture to much at the upper levels of the map, add some more brushes with different textures to add some flow to look of the map. And use a different sky box, that blue sky doest standout much from the map. Perhaps the inferno skybox would be nicer?

Also one last thing, the bots play solidly, but tend to hangout at the quad area only, get stuck on the jump pad,and I have yet to see one bot go for the lightning gun. Take some time to work on your path nodes.

virax
01-01-2003, 10:10 PM
Originally posted by LOF_INFERNO
nice remake but...

Every place where you have lava, the lava looks ugly. Give it some physics ripple effects, and have some light jet from the lava.

Also the door ways are to small, its to easy to get stuck doing a double jump.

You are using the gothic brick texture to much at the upper levels of the map, add some more brushes with different textures to add some flow to look of the map. And use a different sky box, that blue sky doest standout much from the map. Perhaps the inferno skybox would be nicer?

Also one last thing, the bots play solidly, but tend to hangout at the quad area only, get stuck on the jump pad,and I have yet to see one bot go for the lightning gun. Take some time to work on your path nodes.

Right on. Except maybe the over useage of the gothic brick texture... I'm not sure about that. Plus, it'd be nice if I were able to jump on the ledge of that one window. Ya' know, like... dodge off the upper catwalk coming from the RL, land on it, do a twist and dodge to the health (the one right beside the door going to the Minigun room), firing all the way. :cool:

legacy-ImJacksAmygdala
01-02-2003, 12:04 AM
This map is pure ownage! It is the best map I've played yet for this game. The gameplay rocks and it looks great too.

The only issue I have is very minor and that is that sometimes experienced bots gets stuck on the big jump pad going to the rocket launcher. Its just a nitpick really and in no way hinders the ownage of this map.

I never played Q3, but I did read that thread and I now fully understand what people meant when they talked about the awsome flow and gameplay.

Epic take notes..... I can only hope that the maps in the bonus pack play as good as this one.

Great Job! :up: :up:

legacy-Lord Infamous
01-02-2003, 02:39 AM
Very nice map, good gameplay, good lighting, and i believe it does the Q3 map justice. I totally agree with Virax about that ledge, it would be fun to be able use it to dodge or snipe. I love the look and i wouldn't change that a bit (btw i think the skybox fits the map excelletly)

legacy-FoOzE
01-02-2003, 10:51 AM
some other download links for europeans:

http://www.unitedklasens.de/UT2003_Q3dm6_TheCampgrounds_Beta.zip
ftp://freeftp.esreality.com/misc/8430-campgrounds.zip
ftp://ftp1.hg-computer.de/ingame/unreal/maps/dm/DM-Campgrounds2003-beta.zip

Haff Phun! :p

THIS MAP ONWZZZ!
i'm wating for the final version... :up:

legacy-§uper-]V[oose
01-02-2003, 02:08 PM
0wn0rz m3h b0n0rz. Nice work.



ps. 1337 speak stinks!

legacy-[asp]vortex
01-02-2003, 02:43 PM
Two things to say: (We cleared up the armor issue, waiting for the 1v1 version)

1. In the 1v1 version I would like to see the link gun in place of where you have placed ASMD shock rifle. (The shock rifle IMO is not needed because we already have a long range hitscan weapon in the map)

2. Bots sometimes get stuck near the jumpads.

Otherwise I see no reason for this map to be in beta and its definitely one of the best user created maps for UT so far.
I played with my clan mates for over 4 hours on this map today. 2v2 rocks on your map. I have yet to learn how to boostdodge.

Ps: After this is done start working on Vertical Vengeance and Ztn3Tourney1 for UT2003. :D :D :D :D :D

legacy-dildo porn
01-02-2003, 05:23 PM
I agree with alot of what [asp]vortex said in the post above. I also think, if you can, make the jumppad texture/trigger round and also make the curve/bevel of the jumpad walls deeper (more of full semi-circle, like q3). Looks a little strange ATM and will probably solve the getting stuck problem too.

Also the map seems very dark to me compared to other maps... I had to adjust the gamma to play it properly.

All in all nice work, really looking forward to the final version.

legacy-ImJacksAmygdala
01-02-2003, 05:25 PM
I mentioned in my earlier post that the experienced bots get stuck jumping on the jumpad going to the rocket launcher. Well I was playing regualar dm so it wasn't much of a problem when bots continually jumped up and down while stuck in the jump pad, but I just palyed TDM and for a short while the whole other team got stuck in the jump pad going to the rocket launcher.

I can get stuck to if I press towards the wall. Someone said that the original map had a deeper semi circle for the jump pad and this may be why.

If the geometry is not changed than please look at the bot pathing. This needs to be resolved before it leaves beta.

Thanks for the great map!

legacy-xc3pt
01-02-2003, 05:59 PM
Originally posted by ImJacksAmygdala
I mentioned in my earlier post that the experienced bots get stuck jumping on the jumpad going to the rocket launcher. Well I was playing regualar dm so it wasn't much of a problem when bots continually jumped up and down while stuck in the jump pad, but I just palyed TDM and for a short while the whole other team got stuck in the jump pad going to the rocket launcher.



this was an issue i have known about ever since i started on the bot pathing for the map, but even i don't know why it happens

its not the pathnodes...this doesn't occur on the jump pad in the pillared hall (which is actually a duplicate of this jump pad). i've also tried changing the velocity of the jump pad, but that did not help either

i suspect its sth wrong with the geometry, i may try using a blocking volume on it or a bigger semi-circle (which will take longer to do but im not ruling it out)

legacy-TazdrummerK
01-02-2003, 11:22 PM
xc3pt I downloaded it and gave it a try and I must say excellant job man.

Check into doing Q3DM4, 7, and 10 through 13... lol.

The map is awesome looking.

legacy-ImJacksAmygdala
01-03-2003, 12:38 AM
Just a note on jumping from the ledge with the 2 health icons to the lightning gun....

I read the post where you talk about mid air wall dodging to the lightning gun and that sounds like a very good way to make trick jumping an important skill in map navigation.

I am still learning to boost jump however and I have been experimenting with shield jumping. I have found that if I charge up my shield gun half way, look down and jump, then jump again in mid air (the double jump) I will land right on top of the lightning gun no problem. For me this seems to be a much easier way to get to the lightning gun than mid air boost dodging.

Maybe when I learn how to boost dodge I will try that instead but for me the shield jump (much like the rocket jump in Q3) is the way to go.

I don't mind the slight loss in health because after grabbing the LG I just walk off the ledge and grab the health below and I'm back to full health.

Anyone else got the shield jump down and are able to do what I have discribed? Its really not hard this way.

virax
01-03-2003, 01:29 AM
Yo, xc3pt... I experience that bot prob once or twice on the other jumppad too, and I even got caught once. I dunno how though. =\

legacy-xc3pt
01-03-2003, 03:12 AM
ImJacksAmygdala:

yeah i noticed that too...but then in the original, u can jus rocket jump too, but the reward u get with learning the tougher trick jump across is no loss of health/armor, so its about an even trade as in the original

Virax:

yeah i think i've seen it on that one too actually but rare, its prbly the collision, but i will try my best to fix it (once i fix one the other's basically fixed as well cuz they are, as i mentioned, duplicates)

legacy-ImJacksAmygdala
01-03-2003, 04:51 AM
This map is my favorite so far and that is because it is gameplay over eyecandy, but at the same time I think that the map is lacking in the lava department. It really does look bad. I think that this map will be successful no matter what with its gameplay, and it is already way better looking than the older versions, but the lava looks like it came from quake1.

I'm all for performance and gameplay over eyecandy, but please improve the lava to something like the pool on magma up near the ion cannon. Nothing too intensive but something that looks atleast more realistic.

Other than that I like the stone textures myself and I really like the columns. I think the map looks great other than the lava.

Well while I'm posting I will mention another little tiny nitpick. There is a skull that has a white blinding light on its forhead and I can't figure out if it is by accident or on purpose for some reason or another. The skull is above a doorway I think down by the minigun.

Bots never go to the lightning gun as far as I can tell but thats fine by me since it keeps them down in the pit together where I can rack up multiple kills at a time.

O ya, nice choice of music and good job on the weapon placement.

This is my favorite map for the game and I have played this map for atleast 5 hours since I downloaded it. I have racked up 3 mega kills just by goofing around and I am experimenting with different paths and trick jumps. It will be ownage for sure, great job!:up: :up:

legacy-§uper-]V[oose
01-03-2003, 07:37 AM
Originally posted by ImJacksAmygdala
Just a note on jumping from the ledge with the 2 health icons to the lightning gun....
Just jump at the wall and hammer on jump and left at the same time. It's pretty easy when you know how and there's no loss of health.

virax
01-03-2003, 03:51 PM
Boost dodging to anywhere has finally become easy, yet... I've only been able to piston-jump to the LG once. I never hit jump at the correct time. =\

legacy-UTIsNotQuake!
01-03-2003, 04:19 PM
someone suggested it, but don't lose the shock :)

oh, and the boost to the lightning gun could actually be a little farther if you wanted to make it a little harder. i can overshoot it and land through the door even. but either way it's still a move that takes some practice.

virax
01-03-2003, 10:19 PM
Making the boost to the LG further would be a bad idea. It would eliminate the ability to piston-jump over there as well. ;D

legacy-riZZen
01-03-2003, 10:37 PM
This is probably a bit late in the thread but .. GREAT WORK xc3pt. This is a beta!?!?

Keep up the good work. Someone should just remake all the Q3 original maps .... we may not like the game but I'm too old to play favorites between UT & Q3 .. some of those maps rocked.

virax
01-03-2003, 10:58 PM
I've always loved both games. I felt Q3 had better Retail maps, but more than enough quality maps for UT were coming from the community. I'm not dissing UT's maps, most were AWESOME. There were just more of those with Q3. ;D I also felt that UT has always had equal gameplay to Q3; it's your personal preference which decides which you like more. Although I had my share of fragging, and being fragged in Q3, I still preferred Unreal. Anyhow, I digress. The point was, it's great to see one of Q3's greatest strengths transferred into UT2003; it's maps. =)

legacy-Ejen34
01-04-2003, 09:52 AM
Just d/l'ed and [played this map....excellant gameplay....I like this MAP !!!! :up:

legacy-Specia1_K
01-05-2003, 10:37 PM
map looks and plays great

but is K right in thunking that there are no anti-portals for occlusion on this beta?

legacy-s1m0n
01-06-2003, 01:05 PM
plz make the "bridge to rail" distance a bit longer, becoz now its doable with a good dodgejump
also i think it would be cool to make the rooms a little bit higher, imo they are a bit to small in the vertical direction..

virax
01-06-2003, 05:40 PM
No, please DO NOT make the Bridge to LG jump further. As I previously stated, it would eliminate the ability to piston-jump over there. I would be quite angry if you did that. =\

legacy-P_Funk
01-06-2003, 05:51 PM
you can piston farther than you can boost jump, you just need to add a little to it :)

virax
01-06-2003, 06:56 PM
Truly? Well, I guess maybe a tiny bit further wouldn't be too much. :bulb: But, the ceilings are most definately NOT too low...

legacy-s1m0n
01-07-2003, 08:32 AM
i mean in the mini / asmd area... just a little bit (i played rocket arena ut2k3 there...)

virax
01-07-2003, 05:08 PM
Hrm... okay, I see your point in those areas. It's obviously not required, and it does little to affect the gameplay under normal, but for the rocket arena players, it would probably be nice if that area were raised a bit. A bit. ;D

legacy-Helios
01-07-2003, 05:17 PM
a lil question, can someone tell me where to get rocket arena??

And for the map, how's it going, the beta already is VERY cool, makes me wonder about the final:)

legacy-s1m0n
01-07-2003, 05:29 PM
http://rork.free.fr/projets/CUT/RocketArena083.zip
http://www.the-clone.de/utra.html

its not the real rocketarena:ut2k3 (with new maps and so on..) its only the gamemode

i just played the map again, and i recognized that the height is ok... if the rooms were higher the boostdodge from the pillar to 1st (or 2nd, dont know how u count foors in usa/england...) floor wouldnt be possible any more... i think a change isnt neccessary

legacy-a-L|DayWalk3r
01-10-2003, 06:47 AM
*bump*

is it out yet? :p

legacy-Ejen34
01-10-2003, 06:52 AM
Just a quick note...I have been playing this map every day...it is a really nice flowing map...:):)

legacy-Xess
01-11-2003, 02:41 AM
I just downloaded campgrounds 2k3 today, and I must say it totally rocks. It even plays better than the Q3 original with the UT2k3 physics I must say.

I never realized how far the jump-dodge and the boost-jump could carry you until I had some basis of comparison between Q3 and UT2k3. Bridge to rail is also possible with a dodge-jump, but just barely. Much easier to do a jumping boost-jump off the little column on the wall.

It's also possible to boost-jump from one end of the room to the other in the pillar room, where the 100 shields are. Timing is difficult but it is possible.

Oh and I LOVE the LG bounce-pad to the 100 shields jump. Its really amazing to fly like 100 feet across the map in what must be the most spectacular UT2k3 jump I've seen yet.

legacy-Zekevarg
01-14-2003, 01:21 PM
So when will the final version be out ?

This map is getting accepted by the tdm community and it looks like www.clanbase.com "might" take it in for the upcoming cup and thats imo the finest score u can get :).

So start working :)

legacy-LOF_INFERNO
01-14-2003, 05:20 PM
Open doors so you dont get suck doing double jumps.

Fix bot support.

Remove lava below the door ways and stairs. It looks bad, add either physics to the lava or fog coming out of the floor.

The gothic textures at the upper floor makes the map look bland. I always think remakes can have lots of creativity, add some more textures, so that the theme of the map flows even nicer.

Either wise the map is a keeper. NOW GET FINISHED!:mad: :D

legacy-xc3pt
01-14-2003, 07:25 PM
doors are hard to fix as it is right now because most of them have that skull lamp thingy on the arch which could be distorted if i widen them too much, but i did play around with it a little yesterday, they can be widened still without major distortion but not that much. the double jump snag bug i may have to resolve with a blocking volume so that you'll simply bump off the ceiling and land again

i usually jus dodge jump across the whole door and that can be done very quickly so i never really had trouble with them

lava...will be replaced with shader from CTF-magma, smoke effects are nice but i feel it could block the vision between rooms (which is an important gameplay aspect on this map)

bots...what can be done to force them to the lightning? they jus simply don't like to go there, even if i have my pathnodes laid out properly

as for getting rid of the bland look, i do plan on putting some small static mesh decorations on walls in the upper areas that do not factor into gameplay (most likely more banners or those glass tubes)

jump pads will be easier to spot (ill be making them similar to the ones on CTF-maul) and i will preserve that cool LG to 100 shield jump (which was accidental really...that video even got me amazed) in the process

the jump pad snagging bug...this is an elusive one. i plan to try and stop it with a blocking volume

i will also experiment with anti-portals and see if it can optimize the framerate even more.

thats what i plan to do at this point. will be working on map mostly on weekends at this point becuz school has started again, but from what i can see, there's not much more to add, its mostly tweaking. i mite wait for the bonus pack and check out if there's any new static meshes that could be used though

legacy-Zekevarg
01-14-2003, 07:40 PM
Plz dont wait or realese a beta2 before the 27 january when the cb cups starts :).

legacy-s1m0n
01-14-2003, 07:46 PM
me again, the RA gamer :)

in the last 2(?) weeks i only played this map with ra, and i found some "bugs"...
one point is, that you are able to get on the ceiling (with a rocket jump) above the pillars (and hang around there.. and shoot other players :/ ) thats really annoying, perhaps u could add a blocking volume there...
another point is that theres a "bug" with the curved walls... if you r-jump there and slide around them it could happen that u will stop in the air and fall down... it looks like you stuck @ the textures and then fall down... perhaps u could tweak this with blocking volumes (but i dont really know, perhaps it gets even worse :))

then i´d like to have some more futuristic textures...

(played the q3 version today again, and i recognized that i like your version much more (i´m no quaker :)), and the only thing i like more in the q3 version is the jumppad in the main room, because it kicks you higher in the air... perhaps u could raise the ceiling there a bit and do it a bit more like there :)

cya s1m0n

legacy-SilverSurfer
01-14-2003, 10:12 PM
when is the final coming out?? :eek:

legacy-SkaarjMaster
01-15-2003, 12:03 AM
That's cool people found some minor things wrong with an already great remake! Keep up the good work, take your time and get it right. I will wait as long as it takes for the final.

legacy-xc3pt
01-15-2003, 12:16 AM
Originally posted by s1m0n
me again, the RA gamer :)

in the last 2(?) weeks i only played this map with ra, and i found some "bugs"...
one point is, that you are able to get on the ceiling (with a rocket jump) above the pillars (and hang around there.. and shoot other players :/ ) thats really annoying, perhaps u could add a blocking volume there...
another point is that theres a "bug" with the curved walls... if you r-jump there and slide around them it could happen that u will stop in the air and fall down... it looks like you stuck @ the textures and then fall down... perhaps u could tweak this with blocking volumes (but i dont really know, perhaps it gets even worse :))


yeah the blocking volumes on the ceiling were sort of rushed on the last day before i completed the beta, a miss here and there is very possible, thx for pointing them out

as for the curves...well it may be more of an RA related issue but i'll look into it

and the center jump pad...well raising the ceiling there might be hard because of the way the BSP brushes are aligned in the area, and the jump velocity was lowered in the beta in a failed attempt to fix the snagging bug ( which will probably need a blocking volume to straighten out)

my plan right now is to use another beta test (most likely for the TDM version only, however if things are tweaked to near-final status, i may beta the 1v1 items version as well). i will have this second beta if not the final in time for the clanbase cup

virax
01-15-2003, 07:50 PM
When is the clanbase cup, might I ask?

legacy-Gui
01-15-2003, 08:55 PM
Indeed, it's a really nice conversion :up:

In the contrary of the other forumers who have given you great feedback concerning gameplay, I'll comment essentially about the atmosphere.

Overrally, it's a nice job, with good lighting and appropriate shapes. My main whining concerning lights is that the one coming from the sky is not bright enough IMO: something like the lighting in CPM9 "No class!" by WDW will probably fit better and will enhance the 3D feeling in increasing the darkness of shadows... On this last point, maybe the use of projective textures can help to improve their sharpness. I recommend you to consider to remove the fog or to decrease its density: this feature is very cool for an atmosphere map but for a gameplay-oriented level it just usually makes the things worse. As a general rule, you may consider to use slightly more white lighting for the blue lights: right now it looks too much contrasted and a bit "childish", like a Walt Dysney movie full of nice colors but still intended for kids who need high-contrasts 'cause their view is not as accurate as grown-up's.

Some ceilings are desperatly flat, boring and monotonous, reminding me the original map from Q3A in too much ways: engines have considerably evolved since 3 years and I think it's a real shame to not take in account every possibility they offer, particularly with UT2K3 with its particularly high budget for polycount. In the original map, in this little stair close to the RailGun, the wall between the two series of steps is beveled on the angles: the sort of things it seems you missed in your conversion

But my main complaint concerns the textures: this rock tex almost everywhere is just too much repetitve to be really convincing... It becomes monotonous really fastly and doesn't help players for navigation and orientation all along the map. You need to consider replacing it in some places, breaking these long repetitive surfaces by adding details such as trims or static meshes... A beter compromise is required between this tex and the energetic beams we can see in a lot of places: there's simply too much contrasts between these high-tech features and the gothic feeling from the brick texs... Same thing for the jumppads which look too much modern in comparison, as well as the texture from Phobos2 on the colums in the area of the Super-Shield. The original presented more subtilities in the mix, something's definitively lacking in your version

Really looking forward the next version though

legacy-archmage
01-16-2003, 04:32 PM
This map owns, no doubt about it. One thing though, and I know you're aware of it from reading this thread, but I seem to get stuck on the lift jump by the double damage very frequently. I would say it happens about one out of every six times I go up it. As for the person who asked to remove the shock and replace it with the link gun, I would vote a resounding no to this. Why would you do that when there is already a link gun in the map. Anyways, great job on the map but please don't go crazy with the effects and hinder the gameplay of this map. Gameplay > Graphics despite a multitude of opinions to the contrary.

legacy-s1m0n
01-19-2003, 06:25 PM
*bump*
any uptades ?

legacy-a-L|DayWalk3r
01-21-2003, 07:00 AM
Originally posted by s1m0n
*bump*
any uptades ?
yeah =) would be nice =)
plz give us a status update :)

legacy-Ejen34
01-21-2003, 08:05 AM
Originally posted by a-L|DayWalk3r
yeah =) would be nice =)
plz give us a status update :)

A Blade fan? Good deal....:up: :):)

legacy--}FB{-Maestr0
01-21-2003, 08:28 AM
Originally posted by Ejen34
A Blade fan? Good deal....:up: :):)

no..he walked the day b4 blade :P

legacy-a-L|DayWalk3r
01-22-2003, 06:25 AM
Originally posted by -}FB{-Maestr0
no..he walked the day b4 blade :P

hrhr :finger (insider) :)

legacy-Morba
01-22-2003, 04:24 PM
Originally posted by -}FB{-Maestp00
no..he walked the day b4 blade :P

maestp00 !!

legacy-xc3pt
01-23-2003, 12:22 AM
ok i've put together a new build for the ClanBase spring cup if they decide to use it (they say most likely)

changes:
-health reduced
-jump pad bug fixed hopefully (used a blocking volume, it seems to have solved it so far)
-weapon placement changed to suit gameplay better

this build may not be final but it can be taken as a "beta 2" and also used in clanbase cup unless any more major bugs are found. i have labelled it as "league edition"

download link here

www.fileplanet.com/dl.aspx?/planetwolfenstein/xceptnone/dm-campgrounds2003-le.zip

virax
01-23-2003, 01:04 AM
w00000! Sweet dood.

/me downloads

EDIT: Maybe later... Fileplanet. :down:

legacy-Zekevarg
01-23-2003, 09:31 AM
Hurry hurry upload it to some other place :)

http://www.ut2003hq.com/
for ex

i waaanna try it :)

legacy-s1m0n
01-23-2003, 12:52 PM
dl´ing it :)

legacy-xc3pt
01-23-2003, 08:29 PM
uploading to ut2003hq rite now

EDIT:
its up

http://www.ut2003hq.com/pafiledb/pafiledb.php?action=file&id=1406

legacy-s1m0n
01-24-2003, 08:38 AM
i like the new version :)
i hadnt´t had the jumppad bug, and i didn´t regognize any new bugs (didn´t test it long...)

i only recognized some walls, where some blocking volumes would be good. i think they are in the new flak room / asmd room next to the doors. the doors stand a bit out of the wall, and so u could stuck there if youre walking backwards, perhaps u could add blocking volumes there...

and i also found a small problem at the curve from rl to the pillars
if u jump down to the mini u could land on the door to the big room and stay there...

legacy-Poet2
01-28-2003, 05:45 AM
More than happy to have 2 versions of this map on my HDD, as I consider it the FINEST map for UT2003 so far. Looks and GAMEPLAY make a map, not looks alone, more people need to learn that ( Epic :bulb: ).

Still getting the JumpPad Bug though, mainly on the JP in the main room, I think it could be fixed by making the JP's Well deeper and more rounded, its a little shallow IMO. The others could use the same treatment.

It still feels like theres far too much weapons and ammo, but thats cause I'm used to playing DM6 as a 1v1 map, and this map is too big to 1v1 using UT2003 movement system and physics ... I digress.

Id still like to see the first Pillar moved across like it did in the ID original so that it blocks the view from the pillars to the door leading to the Main Room, as it is it feels too open, and makes a hasty escape difficult.

And lastly, is there a way to make the steps to the small armor ( RA in Pro-DM6 ) shallower or less steep, its just not fun darting up their to grab the armor and just sticking to the steps, smaller steps should allow you to make the move smoothly without having to stop.

Other than that, well no need to say anymore, finest map there is.
Thank You. :)

legacy-s1m0n
01-28-2003, 12:43 PM
bug found @ lightinggun hallway...
watch the flags when u walk from jumppad to LG :D

legacy-xc3pt
01-28-2003, 01:23 PM
Originally posted by Poet2
More than happy to have 2 versions of this map on my HDD, as I consider it the FINEST map for UT2003 so far. Looks and GAMEPLAY make a map, not looks alone, more people need to learn that ( Epic :bulb: ).

Still getting the JumpPad Bug though, mainly on the JP in the main room, I think it could be fixed by making the JP's Well deeper and more rounded, its a little shallow IMO. The others could use the same treatment.

It still feels like theres far too much weapons and ammo, but thats cause I'm used to playing DM6 as a 1v1 map, and this map is too big to 1v1 using UT2003 movement system and physics ... I digress.

Id still like to see the first Pillar moved across like it did in the ID original so that it blocks the view from the pillars to the door leading to the Main Room, as it is it feels too open, and makes a hasty escape difficult.

And lastly, is there a way to make the steps to the small armor ( RA in Pro-DM6 ) shallower or less steep, its just not fun darting up their to grab the armor and just sticking to the steps, smaller steps should allow you to make the move smoothly without having to stop.

Other than that, well no need to say anymore, finest map there is.
Thank You. :)

thx for the feedback :)

jump pad: some people have suggested that, but i believe that is not the cause of the problem. it is a collision bug with the geometry itself. if i make the shaft deeper, im pretty sure the bug will still be there

ammo: yeah this is not the placement from pro-dm6 in 1v1
in 1v1 there was no ammo on top of any of the pillars. this will remain true in the 1v1 release of the map that will come with the final

the pillar: yeah the original does have a curving wall protruding out in that hallway, but then when i made that room it was slightly narrower than the original, so putting that part in would have made the path way too tight, but since no one has really had a problem with it yet, i haven't really considered re-working the area yet

the steps: well i mite mention that the original pro-dm6's item placement does change in TDM, because q3 supported gametype-specific items (it was a YA in q3 when u run it in TDM), but as for the steps, if i made them smaller the scaling of the static mesh would be off, but i can minimize the snagging by putting a sloping blocking volume on top of it (like i've seen in a few other maps)

thx for the comments nonetheless, glad u liked the map

legacy-Poet2
01-28-2003, 01:54 PM
Originally posted by xc3pt

ammo: yeah this is not the placement from pro-dm6 in 1v1
in 1v1 there was no ammo on top of any of the pillars. this will remain true in the 1v1 release of the map that will come with the final



:up:


Originally posted by xc3pt


the steps: well i mite mention that the original pro-dm6's item placement does change in TDM, because q3 supported gametype-specific items (it was a YA in q3 when u run it in TDM), but as for the steps, if i made them smaller the scaling of the static mesh would be off, but i can minimize the snagging by putting a sloping blocking volume on top of it (like i've seen in a few other maps)


:up: :up:


Originally posted by xc3pt

thx for the comments nonetheless, glad u liked the map

:up: :up: :up:

LOVE the map. Possibly the greatest FPS map ever made, and such a beautiful remake too. Thank YOU!

legacy-s1m0n
01-28-2003, 02:38 PM
erhm i am confused now... the last time i started the LE version, one flag near the LG was moving very fast and with more "height", it loked like moving spikes... now i hadnt had the bug 8[

legacy-B1rthm4rk
01-29-2003, 04:23 PM
Originally posted by Railgunner
B1rthM4rk will be very happy.


Yes I am.
Never noticed this thread earlier. I was waiting in the other thread for the final release. Now I know why it was not coming. :(

thnx, downloading now and I'll give my favorite map a try again.

Greetzzzzzzzz & cheerzzzzzzzz B1rthm4rk.

legacy-someguy_99
04-15-2004, 10:37 PM
Uber-Bump

When's this coming to UT2004, if at all?

legacy-Ejen34
04-15-2004, 10:42 PM
Here you go, I was cruising on UT2003HQ and I came across this UT2004 port of DM-Campgrounds.... it plays nicely....some minor ammo tweaks and doorway tweaks...nothing Earth shattering.

Name is DM-Campgrounds2004-G1E.zip

Link:

http://www.ut2003hq.com/downit2.php?URL=http://www.filefront.com/?filepath=/hqn/DM-Campgrounds2004-G1E.zip&SS=http://www.hqnfiles.com/ss/campgrounds2k4_screenshot.gif&NAME=Campgrounds2004-G1E&AUTH=guyver1@doaut.com%20&ID=3770&DESC=a%20rebulid%20of%20the%20ut2003%20version

legacy-someguy_99
04-15-2004, 10:49 PM
Yeah, but I was kinda hoping for an 'official' remake to compensate for the loss of the boostdodge etc.

legacy-Shuri
04-15-2004, 10:50 PM
Originally posted by Ejen34
Here you go, I was cruising on UT2003HQ and I came across this UT2004 port of DM-Campgrounds.... it plays nicely....some minor ammo tweaks and doorway tweaks...nothing Earth shattering.

Name is DM-Campgrounds2004-G1E.zip

Link:

http://www.ut2003hq.com/downit2.php?URL=http://www.filefront.com/?filepath=/hqn/DM-Campgrounds2004-G1E.zip&SS=http://www.hqnfiles.com/ss/campgrounds2k4_screenshot.gif&NAME=Campgrounds2004-G1E&AUTH=guyver1@doaut.com%20&ID=3770&DESC=a%20rebulid%20of%20the%20ut2003%20version

Yes, Guyver1's changes make the superb map even greater. I'm annoyed at the movement changes UT2003 > UT2004 though, that mean now you can't dodge back off the 100 shield jumppad and go flying.

Frogger
04-16-2004, 02:28 AM
Originally posted by Shuri
Yes, Guyver1's changes make the superb map even greater. I'm annoyed at the movement changes UT2003 > UT2004 though, that mean now you can't dodge back off the 100 shield jumppad and go flying.

you can with the (non-official) UT2003classic mutator - UT2k3Style.MutUT2k3Style (http://www.osc3.com/h-town/phpbb2/viewtopic.php?t=115)

also...DM-TheCampgrounds is still the superior version of all mentioned above... IMO

legacy-GIdenJoe
04-16-2004, 03:52 AM
The TE version of campgrounds is even better, dno where link is tho. Try badct.de or something.

To reach the sniper you now have to walldodge + jump a bit later.

legacy-Hampel
04-16-2004, 07:57 AM
Originally posted by someguy_99
Yeah, but I was kinda hoping for an 'official' remake to compensate for the loss of the boostdodge etc.

jep, would be great! :):up:

legacy-Evile
04-16-2004, 04:09 PM
There may be a 'desirability' flag on the LG you could increase to make the bots go for it, also you could artificially lower the 'cost' of the path to the LG. The longer and more difficult a path the more the it cost in movement to the bot, so it will tend to stick to low cost paths, short distances without level change or trick-jumping.
It's a long time since I did any UT mapping, but I remember fiddling with these values to make bots keep away from the Udamage and use multiple paths.

GJ, looking way nicer than the 2k3 version.

legacy-Descentia
09-03-2004, 01:33 AM
Originally posted by Ejen34
Here you go, I was cruising on UT2003HQ and I came across this UT2004 port of DM-Campgrounds.... it plays nicely....some minor ammo tweaks and doorway tweaks...nothing Earth shattering.

Name is DM-Campgrounds2004-G1E.zip

Link:

http://www.ut2003hq.com/downit2.php?URL=http://www.filefront.com/?filepath=/hqn/DM-Campgrounds2004-G1E.zip&SS=http://www.hqnfiles.com/ss/campgrounds2k4_screenshot.gif&NAME=Campgrounds2004-G1E&AUTH=guyver1@doaut.com%20&ID=3770&DESC=a%20rebulid%20of%20the%20ut2003%20version Sorry to bump, but just wanted to say Thanx, Ejen! :D:up:

This is exactly what I came on the forums tonight for. :)