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Angel_Mapper
01-28-2003, 08:14 PM
http://www.unrealplayground.com/download.php?mapid=1989

http://forums.unrealplayground.com/attachment.php?s=&postid=127578

Have fun.

legacy-§uper-]V[oose
01-28-2003, 08:30 PM
Been waiting for this one. Downloading now.

legacy-jennyfoo
01-28-2003, 08:32 PM
:up: :up:

Great looking map. Between this, DM-Nirvana, and CTF-Addien, this must be Art Noveau day:D
All are outstanding maps.

legacy-Splatter{uD}
01-28-2003, 09:04 PM
great map.

I want to upgrade the geforce 3 now.:)

legacy-DeRailer
01-28-2003, 10:01 PM
I'm lazy, so I'm going to quote myself from BeyondUnreal:

Real fun map. It does look impressive, and the z actions are just right. I found this much more enjoyable than most range, open deathmatch maps. I still think symmetrical layout is a sin, though it's the most ideal for this theme. There're also too little health packs.

The lightings and the custom static meshes are excellent stuff. Though some part of the map look a bit washed out. But that's easily overlooked since the atmosphere and the gameplay is pretty good.

legacy-Desperado#2-Rog
01-29-2003, 12:18 AM
Originally posted by jennyfoo
:up: :up:

Great looking map. Between this, DM-Nirvana, and CTF-Addien, this must be Art Noveau day:D
All are outstanding maps.

LOL same thing I was thinking all are very inspired from that era!

I love that era.

edit///

Since I first saw pics of this it just looked great and once I played it I still feel the same way only i can see all the work in this map!

Great map I do not care who says other wise I like it a lot!

what is up with the NC thing that you are not posting anymore btw? Ah... it is non of my biss anyhow... but if has to do with "leet" mappers and "leet" reviewers than I can understand... NC is starting to turn slightly into a joke imho. I did not post about Nirvana in NC becuase I have lost respect for that site in a way... It use to be such a great place! Damn leet people...

Oh well if that is not the reason you left NC... I still hold true to what I said about NC. Seen things I do not like.

Angel_Mapper
01-29-2003, 01:10 AM
[OT] I have my reasons for leaving NC. One of the smaller reasons is that the IRC room has gotten so boring, I realized that I hadn't had a meaningful conversation there in a long time. And yes, I do not like a few of the people there, and would rather stay away from their attitudes. This place isn't much better with the number of trolls hanging around here. A lot of people consider this place to be the slum of the UT community. I'm neutral in that, but I don't call this place home either. I only come here to showcase my work and the work of friends of mine who wouldn't touch this place with a ten foot pole.

legacy-Desperado#2-Rog
01-29-2003, 01:13 AM
Well besides all that NC crap :| Your map rocks so keep it up!


[OT]

Damn I just can not let it go... lol

So far I like IFG fourms... I have some more indepth reasons why I am sorta getting away from NC if things keep up like it is i might have to keep all my maps away from that place... sure not a big deal for them etc they get tons of maps... but something has to be wrong if many map designer start to leave that place. IMHO that place is dead! at least in mapping... showcase is dead... beta maps are dead... basically the whole site is dead except for the general and other places which are dull to read anyhow...

The place is dead things are not turning out well for the new nalicity...

legacy-Lemon
01-29-2003, 01:31 AM
Great map.

Looks great, plays great what can i say......Im sold!

Sharpfish
01-29-2003, 01:37 AM
"what is up with the NC thing that you are not posting anymore btw? Ah... it is non of my biss anyhow... but if has to do with "leet" mappers and "leet" reviewers than I can understand... NC is starting to turn slightly into a joke imho. I did not post about Nirvana in NC becuase I have lost respect for that site in a way... It use to be such a great place! Damn leet people..."


I try to avoid N.C now, I was never a big poster on the boards or anything but I have visited NC since it first opened and especially in its `hey day` hosted on PU. QAPete has always seemed a cool guy though. Yeah, some of the comments made about maps are totally out of context, resorting to swearing, slagging off maps... I think it gets its fair share of younger visitors. ;)

I also prefered their old site design(s)...

As for this place, I`m always hearing how it`s the `dump` of the UT world.. but apart from the odd troll here and there it seems no worse than any other UT forum.

Favourite site has to be UnrealPlayground hands down, great bunch of mappers and reviewers and also has the best upload/download system. Mapraider is cool too but its forums are a bit quiet.

Sharpfish

http://www.realityfakers.tk

http://www.realityfakers.freeuk.com/gfx/sigbar.jpg

legacy-Loosecontroll6
01-29-2003, 04:03 AM
Woohoo!.
Been waiting for this 1.
Downlaoding now.

:p

legacy-Loosecontroll6
01-29-2003, 04:21 AM
Unrealplayground seems to be down at he moment and now i have to go work!.

Ah man, guess i'll have to wait!.
Anyway, i browse loads of forums and i personally think this 1 is the best. the user maps and mods forum here at INA i think is great and full of great people and have hardly ever noticed trolling here.
Over in general discussion however.....well, that another story!.
The Unreal2 forums are cool aswell.

Over at beyondunreal i only check out Infiltration forum as thats where Angelheart hangs out alot.
I also joined to Unrealplayground but accidently clicked on the underage button instaed of over 18 and now they want a letter from my mum to say it's ok....LOL!. I did send an email to explain but with no luck.

:p

legacy-Shadowlurker
01-29-2003, 05:58 AM
Desp + Rachel - It's a bit stupid down at nalicity at the moment. I hardly post in OT and never look anywhere else, i just idle on mirc.

But leaving because of a few hopeless people isn't what I would call cool. "leetism" is such a n00bish thing imo, it's what people call all mappers who are making thier own meshes, or are making good maps etc.

If you arn't staying around NC, at least idle on mirc :)

(ot over)

legacy-kiddailey
01-29-2003, 06:05 AM
I've added it to Mapraider.com (http://www.mapraider.com/maps/?fileid=326) and mirrored it if you have trouble getting it from UP. You can grab it here:

http://www.mapraider.com/maps/?fileid=326

Be sure to come back to that same location and rate the damn thing after you've played it.

legacy-DarkSniper
01-29-2003, 06:20 AM
You can also download it from http://www.combatmaps.com

legacy-.altan
01-29-2003, 07:18 AM
Copy + pasted from the thread of the same subject on the BuF UT2003 forums...

I can't say I'm too satisfied.... It doesn't mantain architectural unity, its like a lego building made with blocks of different size, shape and color :hmm: Heavy usage of BSP as well, too heavy for my tastes... The flow doesn't seem too great either, and I'm not too fond of maps with enough elevators to mount on a large turning wheel and get a bigass Carousel...
Lighting is pretty cool in most parts, can't say I like the uberorange sky though...
Skybox is just plain awful... Especially the all-too-obvious cubic shape... The sun is set too high for the time of day the lighting suggests... And the town in the backdrop does not show any lighting qualities that the building posesses, along with the sky...

Pretty average to low map.
:down:
:hmm:

legacy-Doctor7
01-29-2003, 08:52 AM
On the NaliCity thing, I've posted in the forums on and off - more so recently than ever before, partly because the few threads that are running there are actually quite good, and partly to try to liven the place up a bit (oh, and the fact that I'm actually finishing maps for UT2003 which I never did for UT ;) )

But I agree that it's dead, it was left too long and people stopped waiting, plus I'm not overimpressed with the new layout. What I am impressed with is how many maps they've got up and/or reviewed in the time NC3 has been going, so maybe it still has a chance to pick up.

legacy-Doc_EDo
01-29-2003, 09:16 AM
Architecture is kinda ruined in places by HUGE generators hanging in the cellings. I'd expect from someone like him to actually keep the architecture real.
He overused BSP, and that, together with many static meshes, made the map laggy in places. So now it needs to be more optimized.

Lighting is not so cool. The map is way too dark, IMO.

Nice map, but needs fixing.
That is if you like the theme...

legacy-Loosecontroll6
01-29-2003, 10:06 AM
I'd say this is 1 of the best maps so far!.
I love the skybox and the atmosphere is just great.
Good use of sfx aswell.

:p

legacy-Jigen
01-29-2003, 10:40 AM
like some said, it's not the best art, but I still like it.

The gameplay is interesting, many staircases and ramps, it's similar to some terrain maps, but easier to navigate, so I really like the gameplay.

legacy-Teddie
01-29-2003, 11:27 AM
great looking map... I love sunlight.

[OT]

Is NC NaliCity? I notice a lot of mappers bash each other silly over there. Like everyone hates each other or something. I dunno.

legacy-Desperado#2-Rog
01-29-2003, 11:47 AM
yep NC is Nalicity...

And yep.... Bashing is a norm in NC...

I some cases bashing each other is good but sometimes it goes to far and that is were I called it quits.

Plumb_Drumb
01-29-2003, 01:31 PM
Hmmm, I registered at NC in 1999 (Under a different name than Plumb_Drumb) and watched it go from good to bad and back again many times. The forums there seem to be at the lowest they've ever been. (it used to be the single best place for UT maps and conversation)
It needs new regulars but the way people are treated its' no surprise that no one comes. So its the same old, crusty, jaded veterans, and they rarely go into any of the worthwhile forums (ie, Showcase, Beta, Playtesting, etc. )

The review system is something I really like, that's NCs saving grace if you ask me, but too bad it cant filter out stupid comments.

Back on topic here, I will download the map immediately...
(it looks like Lruce doesn't post at NC anymore either)

legacy-mrblog
01-29-2003, 01:44 PM
The map looks great, though I don't care for the layout....most annoying is that one place where you turn a bend and you have the option of either going down a ramp, or having to jump and turn at the same time in order to both clear the railing and make sure you don't get fragged from around the corner. Also this is the first map I've seen where it's actually very difficult to see players that are standing still. It's still a keeper anyway...I'm sure that jumping/turning thing will come easier after a few more plays.

legacy-Lruce Bee
01-29-2003, 02:02 PM
I want to thank Rachel for pimping my map here - she's also linked some of my friends at Nali City with the map details

Off course the map won't be to everyones taste but as far as I'm concerned it's by far my best map to date with my last Unreal map DM-Brunel a close second

I can guarantee that you will not achieve the desired lighting effects shown in this map without using large amounts of BSP - period

There is a debate at the moment regarding custom meshes in maps and only a very talented few are a) capable of using max effectively b) actually needing to make meshes in max when in fact BSP will do the job anyway and c) getting them to light properly - the majority of maps will use BSP to construct the level - how much is used I suppose is open to debate but as far as I'm concerned - if it achieves the desired effect then it's used - I could have made some of the simpler uprights and some other bit's and peices in 3DSMAX but quite frankly I couldn't be arsed

The level does have a LOT of architecture on show and has a fair amount of detail layered over the top of it - I've tried to get away from the R/C/R syndrome by having expansive areas to play in - the trade off is lots of detail meshes and BSP in view at any one time but I did consider performance issues - take a closer look at the design of the map - where the corridors are - the floor above the airducts occluding the architecture above and the way curved corridors are used to occlude distant detail and you will see that the design handles the detail very well - it runs great on my P3-700/384RAM/GeForce2MX with 6 bots (inside the recommended player count) - my rig is ancient so I can't understand why anyone would have a peformance loss here if you have a rig above my specs - not an issue as far as I'm concerned

As for Nali City - well it really came to a head in #NC3 one evening that made me decide to call it a day with Nali City in it's entirety - a shame because I still have some great friends on that site - but yes - some of the attitudes of people really had me thinking that I needed to move on from there - I got a grilling from some members in #NC3 one evening regarding some issues - words were said and some things were misunderstood and misinterpreted - it didn't help that 5 or six lines of conversation with someone was cut and pasted from Mirc out of someones log and issued as a post on Nali City - people then started to s*it stir and sticking their noses in where it wasn't wanted which was the last straw for me - and it was at that point that I ended my association with Nali City and found a new home at Unreal Playground - end of story

Anyway - thanks to all who have and are continuing to download the map

Lruce

legacy-Radeon285
01-29-2003, 02:12 PM
I decided to give it a whirl, didnt really like it too much, mostly due to the crappy performance on it, even on medium detail settings it ran slow. So as usual with bad frame-rates I got my tail whooped by the bots. I thought it was way too symmetrical also, I hate those type of maps (some of the UT2k3 maps being an exception) But it wasnt a bad effort, I would just try optimize the map alot more.

legacy-Lruce Bee
01-29-2003, 02:28 PM
Tough crowd

Here is the real life building I work across the road from in my home town - I guess I knew I would get around to making a Deathmatch level from it sooner or later

Lruce


http://forums.beyondunreal.com/attachment.php?postid=1613147

legacy-Jeff P
01-29-2003, 03:02 PM
Another 10+ map! Highly recommended download for everyone! Gameplay, textures, sounds, music are outstanding. Thanks for the awesome map!

legacy-Loosecontroll6
01-29-2003, 03:03 PM
Hey Lruce!.
Just out of curiosity, but werent you also at member at TeamPhalanx.

legacy-Lruce Bee
01-29-2003, 03:32 PM
Yes - for a short while

Lruce

legacy-deadboy
01-29-2003, 04:25 PM
Very Nice Map.


Originally posted by Angel_Mapper
[OT] A lot of people consider this place to be the slum of the UT community. I'm neutral in that, but I don't call this place home either. I only come here to showcase my work and the work of friends of mine who wouldn't touch this place with a ten foot pole.

This place is is the French Riviera of the UT community compared to Planet Unreal's Forum's. People don't even bother pimping their maps, models, ect. there. It seems to have become a haven of 14 year olds complaining about self-induced problems, or people asking questions, which with 1 minute of effort they could find the answer, but they're 14 year old morons.

PU says it all it stinks!

Plumb_Drumb
01-29-2003, 04:57 PM
I went to the PU forums once lately just to see if any thing happens over there.
Every thread had only like 3 replys at the most, and everything was just stupid questions like "how do I adjust the brightness i nthe game?".

Its very dead over there.

legacy-{RA}SKYFURNACE
01-29-2003, 06:58 PM
I think this is by far the best map i have played for ut2k3. Just my taste and opinion.
If you dont like it because of the theme or setting i can understand, but i would ask if you think its "average" then to please post a link here to what you consider an excellent map that far exceeds this maps "averageness" for ut2k3 is....

this map is way above average, and way above good, as far as im concerned.

{RA}SKYFURNACE

legacy-Doctor7
01-29-2003, 07:07 PM
I liked it, and had no performance issues. But I've always liked your maps, DM-Brunel and DM-PsychoAsylum (which I believe was you under your old nick, Lruce?) were on my UT favourites list, despite the totally out-of place autocannon in PsychoAsylum.

The only thing I hate about it is you've done some of the things I was trying for in my current map, and done them better :(

;)

legacy-marith
01-29-2003, 07:37 PM
Originally posted by Lruce Bee
Off course the map won't be to everyones taste but as far as I'm concerned it's by far my best map to date with my last Unreal map DM-Brunel a close second Lruce, I loved your DM-Brunel Map (and I love your DM-Victoria map as well). Any chance of you doing a UT2003 version of DM-Brunel?

Plumb_Drumb
01-30-2003, 12:24 AM
Oh man i jsut played this map, and it is SWEET.

I love the atmosphere with the sounds, the lighting and the textures. Great architecture too, and the detail isn't over done.

The bots are simply the best I have ever seen for a DM map in this game. They knew the layout thoroughly and it felt like they were two notches higher on the skill meter than they really were.
One of the first things I saw one of them do was run up that big pipe and grab the supershield, then jumpdown, turn around and nail me in the head with the lightning gun, all before I would say "Ouch!".
They were constantly owning me in the map, and I almost never get owned by bots on Masterful in any other map. These weren't the best bots of the bunch even.

So great job on pathing those bastages :up:

I also love the strategic gameplay around the duct work and building supports.

I will post a couple of the issues I have with it, but most have already been stated:
1) the skybox is a little "off" in relation to the map itself.
2) some of the textures were kinda blurred, but it didn't really matter becasue it helped convey some of the mood more.
3) I got snagged on some of your decorations laying on the ground, and on some of the walls. Also, the railings are a pain sometimes.
4) FPS dips when a lot of the map comes in view. When the view is "normal" tho, fps is great. I suppose there is nothing that can be done about that, unless I upgrade my computer.

the layout is a little symmetrical, but I guess that is the way the building is supposed to be. I just get this wierd feeling in symmetrical DM maps that it would be great for CTF somehow. (not that you should convert it).
In the maps current state, TDM seems to be the best gameplay choice. (TDM is better than DM anyway, imo). There were some areas where I felt it would have benefitted by more routes, but it all works out ok. :)

Anyway, one of the best maps out and a definite keeper. Fun to play and great to look at.
Thanks for releasing it. :up:

Sharpfish
01-30-2003, 01:35 AM
Nice map, not overly keen on the style but I can apreciate the lengths you went to create the atmosphere and theme you set out to do. Personally I don`t think the skybox is as bad as some say, yes techincally its boxy etc but it still shows some custom thinking and adds a lot to the atmosphere. Sure your next maps will take and enhance the creativity and merge it with the techincal experience you will gain (with the new engine).

Two things I noticed in the editor.

1. NO antiportals were used, with so much BSP some should have been used though zones (in a cubey room map like this) would stop most of that - Didn`t check to see if it was zoned up good but I`m sure you would have done that.

2.The name plate mesh, out of the way and not in anyones `view` most of the time.. but.. 11,000+ polys for a plate?? :O
I know you used the 3dtext (maybe a texture would have been better to keep triangles down?). Anyway I know in 3DSmax you can reduce the vertices on 3dtext and STILL keep the proper shape of letters, I did this in starfall where I originaly had that name in `3d text` on my custom doorways - the word started off at about 1000, but I reduced it down to around 500 IIRC and it still looked ok.. I ditched it in the end cos I`m was getting mad into optomising. Anyway, not a big deal in THIS map but in future maps your mesh face count will need more consideration, I`ve built some cable cars for my new map and they are around 1000-1500 polys.. compare a complex cable car with guard rails and shaped (not just a box) to 11,000 (almost 10 times as much) for a simple plate?

Anyway this is defo a top map.

good work

Sharpfish

legacy-Rahnem
01-30-2003, 01:50 AM
Great map, I love the theme and architecture. Very original, and fresh.

However the layout seems very illongated (ie the map has two distinct ends) and there is not much reason for go to either. I think this problem could have been solved with more power pickups. Maybe a double damage or keg'o health at either end.

Actually I think the map would make quite a good Double Domination map.

The whole thing takes me back to Castlevaina SOTN, which is always a good thing. Would not suprise me if it got 0wnage.

Plumb_Drumb
01-30-2003, 02:49 AM
Originally posted by sharpfish

Two things I noticed in the editor.

1. NO antiportals were used, with so much BSP some should have been used though zones (in a cubey room map like this) would stop most of that - Didn`t check to see if it was zoned up good but I`m sure you would have done that.

2.The name plate mesh, out of the way and not in anyones `view` most of the time.. but.. 11,000+ polys for a plate?? :O
I know you used the 3dtext (maybe a texture would have been better to keep triangles down?). Anyway I know in 3DSmax you can reduce the vertices on 3dtext and STILL keep the proper shape of letters, I did this in starfall where I originaly had that name in `3d text` on my custom doorways - the word started off at about 1000, but I reduced it down to around 500 IIRC and it still looked ok.. I ditched it in the end cos I`m was getting mad into optomising. Anyway, not a big deal in THIS map but in future maps your mesh face count will need more consideration, I`ve built some cable cars for my new map and they are around 1000-1500 polys.. compare a complex cable car with guard rails and shaped (not just a box) to 11,000 (almost 10 times as much) for a simple plate?

Anyway this is defo a top map.

good work

Sharpfish

Wow nice points Sharpfish. Do you think antiportals would really boost the performance of this map overall? (and all those poly's to pimp your name does seem over the top. I also would have used some gritty looking texture in its stead)


Originally posted by Rahnem

Actually I think the map would make quite a good Double Domination map.


Yeah. definitely. it would own as a DOM map with a few minor layout adjustments. Good idea if you ask me.

legacy-[King_Snorkie]
01-30-2003, 06:01 PM
This map has to be the most atomospheric custom map I have ever played for any game. No idea how it plays though, I was just walking round soaking up the architechture :)

Good Job :up:

legacy-Rlyeh Ftaghn
01-31-2003, 11:40 AM
im wondering how can it be thta this map is not already an ownage map...very strange its made with some class and runs pretty fast too considering the eye candy..maybe it wasnt submitted to cliff's attenction?