View Full Version : [MAP: BR] Celled_Clockworks [*RELEASED*]
legacy-acc
01-26-2003, 12:18 AM
Yeah, it's done.
For those who haven't seen the beta, clockworks is a totally vertical map. You start at the top, you get to the bottom, and then you have to get back up again -- alive!
All static meshes are custom made, as usual. Used a little BSP this time though so there's some pretty shadows and you can toss in a bunch of bots without crazy lag like my last map.
For those who did see the beta, here's the list of changes:
- Lots more decoration (goal area, main rooms, grey metal platforms)
- Blue half of the map now has green walls, making it easy to see where you are.
- Made the goals more accurate in scoring. The ball must go through now.
- Shock rifle is easier to grab
- Can no longer camp on the grinders at the bottom of the map for long (damage per sec)
- Slight change in approach to the goal, two ramps instead of one and they're both easier to get up.
- Fixed bots getting stuck trying to TL down the pipes
- Ambient sounds
- Slight change at the ledge with the flak cannon, similar to the goal area. Two ramps up.
- Fixed lighting in the spinning cog section
- Fixed the jumppad emitters not showing up all the time
- Fixed spawn where you would die if you didn't move fast enough
- Fixed the blue goal corona and a red corona in the wrong spot
Yeah, soooo....
Here it is, hosted by www.ut2003hq.com (http://www.filefront.com/?filepath=/hqn/Celled_Clockworks.zip)
Mirrored by www.unrealplayground.com (http://www.unrealplayground.com/download.php?mapid=1963 )
And here's some low quality shots :D (sorry)
http://www.ut2003hq.com/pafiledb/uploads/cellclock1.jpg
http://www.ut2003hq.com/pafiledb/uploads/cellclock2.jpg
http://www.ut2003hq.com/pafiledb/uploads/cellclock3.jpg
http://www.ut2003hq.com/pafiledb/uploads/cellclock4.jpg
legacy-Kaadu
01-26-2003, 12:28 AM
IT's FINALLY HERE!!!!!!!!!
oh, filefront.........:(
legacy-feck_that027
01-26-2003, 12:29 AM
Originally posted by Kaadu
IT's FINALLY HERE!!!!!!!!!
oh, filefront.........:(
i like filefront
its better than fileplanet
legacy-Teddie
01-26-2003, 12:29 AM
damn, good job, acc.
downloading now.
legacy-acc
01-26-2003, 12:33 AM
Originally posted by Kaadu
IT's FINALLY HERE!!!!!!!!!
oh, filefront.........:(
I know, I know, I said I'd find other mirrors and I'll try to do that now.
legacy-Iceburgs
01-26-2003, 12:59 AM
I suppose that a couple of pop-up ads is a small price to pay for not having to wait in line. :p
legacy-acc
01-26-2003, 01:00 AM
Kaadu can't download off Filefront, it doesn't like some people :D
Updated the first post with an unrealplayground mirror. Have fun.
legacy-Buckyfg
01-26-2003, 01:25 AM
Nice, its the final, disregard my post in other forum :)
You know, although there are a TON of trolls on this forum its great to know us mappers are postive and friendly lol:)
legacy-P1nky
01-26-2003, 01:43 AM
Maybe its just me, but I found map to be extremely confusing, annoying, and frustrating.
From the screens, the map looks pretty solid, and that you may be able to tell where you are going fairly quickly.
But once you get in the game, you soon find out that things have different colors all over, to make things extra confusing, and that the map is almost claustrophobic .
One second you are running to get the ball, and the next you are either spring or shot into the air, or sucked down into a hole. And it always seems to do this when you dont want it to happen. And then there is the time where you DO want to go up or down, but it ends up shooting you in the wrong direction, or you shoot up, and bump into something, and fall back down to your death.
With all the small platforms all over the place, the bots are always falling off and cratering, and they never scored a point in the game I played. Whether that is poor bot pathing, or because of the small platforms, I do not know.
After taking about 10 minutes to finally find out where the goal room is, I find out it is nearly impossible to get to, due to a long and grueling run around the circular gears. And to top it off, there is only one way into the goal room (or at least that I noticed).
The weapon placement seems rather... lacking too. Lots of times I was running around with the pea shooter, or the same gun over and over.
And to top it all off, there is an extremely annoying song... or more like looping sounds, that made me turn the music volume off. Try something more soothing, that still relates to clockwork... how about Pink Floyd - Time.. lol
I was dissapointed in this one, due to the frustration level of the layout, the small platforms, and all the moving / jumping things.
legacy-acc
01-26-2003, 02:02 AM
Well, based on what you said, I can conclude that I managed to create the map I planned too. ;)
There are at least two ways to everywhere on the map though. The tubes which lead down from the goal area also lead up, hence the colour scheme (towards blue, towards red).
legacy-Kaadu
01-26-2003, 07:17 AM
Originally posted by feck_that027
i like filefront
its better than fileplanet
:haha:
I liked filefront more than fileplanet
before filefront stopped working.:sour:
acc, thanks for the unreal playground mirror!!!!
I'm d/l'ing as I type.:)
EDIT: Finished d/l'ing, now listening to the celled clockworks music. Is that a huge remix of the zelda 64 boss theam???:eek:
legacy-0Xcel
01-26-2003, 08:35 AM
A great map, really good job, i love how it is all vertical, never experienced a full on vertical only battle before :)
Great job, reminds me lots of mario 64 o.O; the music is cool. The map is massive, its quite hard to explore, but once u know where what is what, it gets very easy.
legacy-DuSt0fF
01-26-2003, 12:35 PM
OH GAWD :bulb:
talk about ADJUSTMENT
and FAILURE TO
:bulb:
i cannot for the life of me figure out where to go!
go down and then back up? why? whats up? lol? :bulb:
and the colours and clocks are genius it feels like alice in wonderland ;) :up:
legacy-§uper-]V[oose
01-26-2003, 01:04 PM
It's a bit complicated but I like it. Great theme. :up:
legacy-acc
01-26-2003, 02:16 PM
Is that a huge remix of the zelda 64 boss theam???
Yup. :D I thought it worked nicely.
0Xcel>> Yeah it does get much easier to get around when you adjust to it. If you know the best route you can go from top to bottom a lot faster than a lot of maps.
DuSt0fF>> Just ghost and move out to the side. The level is a giant "U". Start at the top, go to the bottom, then take the ball up the other side. Or maybe it's more like an upside down "A", there's a path in the middle ;)
§uper-]V[oose>> Thanks.
legacy-Doctor7
01-26-2003, 02:42 PM
acc,
Did you have any joy with the botpathing in the end? I'm still playing mostly offline so if the bots aren't going to support me I might as well play 1-on-1 :)
legacy-acc
01-26-2003, 03:40 PM
Most of the time since the beta has been spent trying to get them as good as possible. They still won't follow the carrier up there by themselves. :sour:
But, if you go onto the grey platform under the spiraling gears, and shoot the ball, they'll come up after it and support you from then on.
I tried, I really did. There just isn't good enough Z-axis support from Epic.
legacy-Kaadu
01-27-2003, 12:38 AM
Where did this music come from?
Love the map, the only complaint I have is that the clock needs to move more. Like the cogs in the Goal rooms. Might get a bit complicated though.
legacy-MattRyan
01-27-2003, 12:23 PM
Forgive me if I'm not supposed to ask this in this thread, but how did you pull off the "cell-shaded" look that your map has?
virax
01-27-2003, 04:26 PM
I believe he custom textured everything. ;D
legacy-Doctor7
01-27-2003, 04:35 PM
Originally posted by MattRyan
Forgive me if I'm not supposed to ask this in this thread, but how did you pull off the "cell-shaded" look that your map has?
Make everything out of meshes with bright, flat colours. The way meshes are lit means that without shading or variations in the texture, they look cartoony.
There's a bit more to it than that, but basically it's exploiting a weakness in the engine and turning it into a strength :)
Actually, I've just looked at the map in the editor and he's been even cleverer than I thought. Teddie, the trick with the lines was much simpler than using the UV template. If you haven't looked at it already I'll leave you to work it out ;)
legacy-acc
01-27-2003, 05:56 PM
Kaadu >> I don't remember where I got it. Think it was off KaZaA, didn't have much luck finding the author :confused: so I probably shouldn't have used it... bad me *slaps self*
Doctor7 >> Well in my first two (three really, never released the third one, not happy with it :sour: ) maps I had little static lighting, but this one worked using it. I've been drifting away from the original style though, so my next map is going to go back to looking more solid-coloured cartoony.
It's a nifty technique ;) The unwrapping tools in max work well with it, lots of short-cut you can take. Simple meshes like most (heh, all) of the ones in this map don't take very long to skin at all.
legacy-MattRyan
01-28-2003, 12:18 PM
In that case, my idea of having an out-doors map using the "cell shaded" look will work great. I won't have to deal with anything but ambient/diffuse lights so each mesh should retain that uniform color look....or am I totally wrong to assume this?
legacy-Radeon285
01-28-2003, 02:23 PM
nice map, graphics are alittle different than usual, but it was fun, the bots surprisingly beat the **** outta my team twice, I couldent beleive how well they navigated this level. I finally got the hang of it though and handed them their own ass, it was a fun level, there is a good chance im keeping this one.
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