View Full Version : GlitterGulch
legacy-strongarm27
12-21-2003, 01:21 AM
My second map and another Ctf map. The first
map was more of a learning experience in what
can be done in the editor. This one is more of
a showing off of what I know in lightwave. this
one has lots of z axis combat. I used some
very large textures to make up for lack of good
lighting for static mesh geometry. So the down
side is that it weighs in as a large download. the
good news is it should play fast on lower end
hardware and look good doing it. My first map
got some flat shadow comments and low speed
on less than top notch hardware. I have highly
optimized this one so this shouldn't be the case
with this map. Watch the bots they know were
all the goodies are and some tricks. Merry
Cristmas to all and happy fraggin!
strongarm
http://home.comcast.net/~shawnogle/Shot00002.jpg http://home.comcast.net/~shawnogle/Shot00003.jpg http://home.comcast.net/~shawnogle/Shot00004.jpg http://home.comcast.net/~shawnogle/Shot00008.jpg
please do not down load the one named glittergulch old. My mistake I uploaded
the wrong one first.thx
down load at:
http://furpile.com/UTCMS/files/preview/screenshots/?file_idnt=84021
legacy-Radeon285
12-21-2003, 03:25 AM
:eek:
*downloads*
legacy-Teddie
12-21-2003, 03:33 AM
looks like you made up for any shadow problems you had in your previous work.
Looks beauty.
legacy-N1ghtw0lf
12-21-2003, 03:48 AM
looks beautiful but that link is going at a crawl...hopefully you can find some better ones :\
legacy-Wolv34ine
12-21-2003, 06:31 AM
Im grabbing this.Looks fresh and fun. I will post comments later..
Good stuff:)
legacy-Wolv34ine
12-21-2003, 07:05 AM
I am very sorry to say I was a bit disappointed with this. Its has much promise but lacks on some fundamental points...
It is confusing to naviagte. The signs do help but you have to be right on top of them to see the text. I know why its difficult to navigate, its because the textures used ( while nice and do a great job of highlighting shadowy areas, good job with the texture baking there). That said as they are so similar, largely due to the subject matter its hard to know your place. The platforms or ridges if you like would also be easier to navigate if the texture used on the walkable portion was different. Say a more gritty, rocky stone that would show it up more.
FPS where okay, but then I am in need of a major defrag and a new set of drivers so I cannot critisize too much there.
I really liked the custom pickups, well thought out and they help with the theme. The cubemaps on the fluids there where nice, from beneath too, though it would be impossible to see players coming from above as it has no opacity, but I dont thik you could have opacity on that cube as the true architecture from above would be visble and destroy the effect of your cubemap. I can forgive this some as UT2003 doesnt like water you can swim in too much.
All in all it was just too samey for me to really like and some of the corridors dont allow for any vertical movement at all as they are just slightly over the player height. Most of them are too long too and when running down a long straight corridor with the enemy flag its spam city im afraid.
I did like the corridor area that has a rock platform across it and a slope up to it. That worked but the long staight stuff, nahh.
I am not flaming this map as it is good and techically it does a good job of what it set out to do.
Its good fun and a nice diversity from the norm.:)
legacy-strongarm27
12-21-2003, 09:04 AM
I was hoping the flags would help keep people
in the right place and not just the signs. I can
color the signs or tint them to give a better read
from a distance. Tunnels are apart of the theme
I know this puts some people off but I moved the
weapons around to keep the spam fighting down.
Thanks for the comments. Its a fairly small map
so I figure a few runs at it and most people
should have the layout. Only one entrance is
low by design. I was hoping most pro players
would opt for a hammer jump to second level
to carry the flag out. Most maps have the illusion
of space. I chose not to make this one like that.
I really didn't want to muck up the walls with
blue and red paint. So ya, texture swapping
to the max! the long runs are long but if you
us the translocator it can be pretty short to
the flag. This map requires allot of verticle work
to get the most out of it. Thx for the comments
it will only make me better
strongarm
legacy-Shuri
12-21-2003, 09:21 AM
Looks very nice from screens. Maybe a bit monotonous in colour usage, but hey, it's realistic.
Downloading.
legacy-CyberChrist
12-21-2003, 09:29 AM
Looks nice. Downloading...
legacy-P1nky
12-21-2003, 04:07 PM
Looks damn fine.
Downloading... at 10 kb/s :(
Plumb_Drumb
12-21-2003, 04:11 PM
Dam, that looks bumpmapped almost, like Doom3 stuff in that first pic, hehe. :eek:
(i know it's not dynamic, but still, the effect is sweet)
Question:
What's the difference between the two links on that page?
One says its the GlitterGulch pack, the other says its the map only, but they are both the same size.
What gives?
Which one should i get?
Sharpfish
12-21-2003, 04:30 PM
Reminds me of URU-Ages beyond myst, which translates to "well done on the lightmapping/rocky graphics" :up:
Nice to see somemore `pushing of the envelope` to work around the problems with the new engine (or should I say limitations).
I haven`t downloaded it yet though, but I would assume play wise it wouldn`t be overly amazing due to it`s very construction.
Still top job on thinking outside the box ;)
Plumb_Drumb
12-21-2003, 04:36 PM
Originally posted by sharpfish
Nice to see somemore `pushing of the envelope` to work around the problems with the new engine (or should I say limitations).
maybe the real problem is not enough people are doing things this way in the first place :D
(though, i really shouldn't talk since i haven't checked it out yet)
But really, i totally agree with you.
Don't bother using those links though; they be TEH SLOW.
I think i'll wait for better mirrors...
Sharpfish
12-21-2003, 04:46 PM
Originally posted by Plumb_Drumb
maybe the real problem is not enough people are doing things this way in the first place :D
Problem is, it`s very time consuming. Some of us try it of course, along with all the other parts to mapping. In this case you can see a lot of effort went on the lighting/mesh `problems` which leaves less time for `old fashioned gameplay construction`. It`s a fine line and I guess for most, they prefer to use what the engine provides easiest and try to make a solid map with the time they have. Given infinite time and enthusiasm, most things can be worked around but it`s tricky gauging and categorising the most important elements to make the `complete package` of a finished level. Some inevitably fall by the way side when making a map, but I would imagine with time, as tasks become more `second nature` the good stuff is implemented more and more (Texture baking, lightmaps, full skins etc).
Come UT2k4 I imagine the quality will be a lot better as many of us have been getting used to the new features while always having the doubt of the games future hanging over our efforts... which in turn takes away some confidence in our efforts being `worthwhile`.. now we are primed for 2k4 and should, imo, see some amazing technically solid maps with innovative ideas and fun gameplay coming out for it.
Sharpfish
legacy-Radeon285
12-21-2003, 04:59 PM
Originally posted by sharpfish
Problem is, it`s very time consuming. Some of us try it of course, along with all the other parts to mapping. In this case you can see a lot of effort went on the lighting/mesh `problems` which leaves less time for `old fashioned gameplay construction`.
Yup, I totally know what your talking about. I once tried constructing a map consisting on nothing but completely custom static meshs and terrain, took FOREVER, never finished it. Infact, strongarm, how long did it take your to render those lightmaps???? It must have took ages, cause the surface baker in LW is freakin 10X's slower than its acutall renderer :confused:
Sharpfish
12-21-2003, 05:25 PM
Originally posted by Radeon285
Yup, I totally know what your talking about. I once tried constructing a map consisting on nothing but completely custom static meshs and terrain, took FOREVER, never finished it. Infact, strongarm, how long did it take your to render those lightmaps???? It must have took ages, cause the surface baker in LW is freakin 10X's slower than its acutall renderer :confused:
Yup - it`s a long process. Should point out, I meant the WHOLE process of making map, from the first subtraction to the final tweaks. And in response to Plumb_Drumbs thoughts, offered that maybe people intend on doing everything they can, but for whatever reasons have to let certain things go, and for most mappers I guess lightmaps/texture baking comes low on their list compared to the bread and butter stuff included *in* the engine. And I understand that fully, which Is why I started without any lightmapping in my maps, realised meshes just didn`t look so good, and ever since have tried to introduce more and more where I feel they helped, always considering that my time would be needed elsewhere in the map (optimising, modeling etc). I`ve barely scratched the surface of that stuff, and textures are one of my weakest points but I hope i`m getting better at it. Even base textures with lightmaps (such as I`ve mostly been using) look better to my eye than no lightmaps. I would love to progress to the `art` or texture skill levels of folks like Warbeast and Rogelio (Desperado#2), those guys can make magic with 2d art and skins. Basically, I`m saying the new ways of mapping take a LOT of different key skills now that all take time to learn. People may start in different skill areas and focus on that (my main thing was getting better at modeling as it was all new to me until a year ago), then theres A.I, Lighting, Textures, Layout, Optimising, Creativity - everyone of those is going to have to be learned to the best of one`s abilities to make a completely top flight map. One day I hope to achieve that, I have enough enthusiasm and will to learn.
back On topic> this map, though not going to impress the `133t` gameplayers shows another nod in the direction of people addressing the shortcommings of the new engine and that is why I felt I had to post in this thread. I like people who *try* and who can be bothered to at least think about doing something above and beyond the bare minimum.
Plumb_Drumb
12-21-2003, 05:40 PM
points taken.
legacy-strongarm27
12-21-2003, 05:50 PM
The surface baker in lightwave is a joke. This was
done with microwave. What you see in lightwave
is what you get with the microwave plugin. So
all the maps rendered on my mac overnight. the
map is about five and have weeks of work. So
from what I gather its not that much more time
than most people doing a complex map in unreal
ed. I was hoping for some feedback on making
game play better. Some things are possable like
making ceilings taller. altering the paths to be not
strait more of a S-curve in some of the strait runs.
Even adding new paths if it helps the play, at
this point the download can't get much worse.
All the scenes are set up in lightwave so all I have
to do is alter the geometry and rerender.
I have about Six years modeling in lightwave so
my speed for modeling is pretty good and I have
all the time saving plugins. The thing to
remember is we all have are strengths this is
mine but my game design for play needs work
and the best looking map that isn't fun still
isn't fun.
strongarm
Plumb_Drumb
12-21-2003, 05:56 PM
I'd be more inclined to comment on gameplay if i could download the file ;)
*edit*
ah nm, i'll just wait for it to finish...
nevermind again. The download quit on me at 6mb :haha:
legacy-strongarm27
12-21-2003, 06:11 PM
ok, tell me whats a good server to put it up at.
Tryed to get in unreal playground but my regist.
got botched so I couldn't even upload my first
map. I also really did not want to post it every
were till I got some community feedback to
make it better. I guess There should have been
a Beta game play release. woops?
strongarm
Plumb_Drumb
12-21-2003, 06:13 PM
Originally posted by strongarm27
ok, tell me whats a good server to put it up at.
Tryed to get in unreal playground but my regist.
got botched so I couldn't even upload my first
map. I also really did not want to post it every
were till I got some community feedback to
make it better. I guess There should have been
a Beta game play release. woops?
strongarm
Yah, the playground would have been my first suggestion.
Hmm, the download cut out on me too, so i wasn't able to finish getting it.
umm, umm, umm.....
not sure where else to upload it, if you don't want everyone's grubby little hands on it yet.
Can you fix your UP account?
legacy-CTFX1
12-21-2003, 07:45 PM
hell I'm downloading this one for the visuals alone :eek:. We'll see about everything else in supposedly half an hour :bulb:
legacy-Radeon285
12-21-2003, 07:53 PM
just tried the map out, the gameplay isnt the greatest, its kinda weird starting in that gulch, can the AI bots even get out of it? kind of a big concern. The visuals on the map are awsome though, it looks like it was rendered using the DOOM3 engine, only all the lighting in static. And where can I get this Microwave plugin dude? Surface baker is a joke. Oh yeah, I have 3-4 years of expierence in LW, great program :D :up:
legacy-strongarm27
12-21-2003, 08:33 PM
yes it took many bot pathing trys but, yes the
bots have no problem in the bottom. They grab
the double damage in the water and head right out.
The only problem is when one falls in with the
flag and doesn't die. Its a bot free for all in the
bottom.lol I was actualy quite proud of that
because they can be so dam stupid sometimes.
Throw the translocator over and over and over.....
I could tell you were I got microwave but then
I would have to kill you.lol
www.evs3d.com Its pricey but there is nothing
better on the market. A warning though you
better have your uv waders on because you will
be doing some heavy uv work to get the most
out of it. They have a free month demo. I looked
at it and said ya maybe its worth it but once
I tried it man! You can prebake lighting to any
scene and you can produce only light maps if
you want.
strongarm
legacy-CTFX1
12-21-2003, 08:55 PM
yeah, absolutely stunning visuals. gameplay is too long tho imo. It reminds me alot of a grand canyon version of ctf-lavagiants for ut, except no bases and only the tunnels and bridges interior caves. looks amazing seriously but I wish the gameplay was better.
legacy-strongarm27
12-21-2003, 09:34 PM
please help? I would really like to make this better
game play! Anything that makes sense will be
considered. I don't want my map to end up
the butt of allot of dum blond jokes. No offence to
anyone with blond hair or the colored likeness
produce by artificial colors. I have this beauty, I
want her to have some brains also. I am
uploading to the beta area at unreal playground.
I was thinking shortening some of the tunnels
and making a few more turns in some and
coating the signs in blue paint. Maybe adding a
path along the inside of the gulch from top to
bottom including a link to the path in the
center. I appreciate any help. I know everyone
has there own projects so anytime given is
not expected.thx
unreal playground
http://www.unrealplayground.com/download.php?mapid=4546
strongarm
Plumb_Drumb
12-21-2003, 09:51 PM
Thanks for the link; I'll give some feedback in a bit.
Sharpfish
12-21-2003, 09:53 PM
Just played it - the lighting and atmosphere so far is awesome! :)
I felt as if I really wanted to LOVE the map if it only had a bit more to it. So as you asked for some pointers heres my thoughts for what they are worth:
.Make some more contrasting areas/textures - obviously keeping the beautiful rock/lightmaps you have but just so there is more idea of where you are.
.The signs are a good addition, I usually add colour coded items in keeping with the theme of the map, maybe add some things you would expect to find in that scenario with blue/red hilights. Making the sign poles colour coded may help. Of course imo you should only have red colour signs in the red area rather than colouring the `blue territory this way` signs blue. Maybe they would be better left as they are (more natural) and add the `new` coloured items instead.
.I couldn`t really make sense of whether it was balanced on a quick go, I mean if both sides are equal. It seemed the red side had more to it though that is probably just me and I need to explore more.
.Those really low girders (with lamps attached) will hit jumping players heads which can be V.Annoying, they look great in most places but one place I saw the tunnel was very low.
.The bases next to each other seperated by the fence is an usual idea, not sure if it`s attractive as it could cause mayhem/spamming from both sides - I`ll let others more experienced at playing CTF constantly say if this is a good or bad thing, though it felt a little strange but fun (maybe short lived and flawed?) = obviously you could just block the fence off with statics or whatever so its not a big job if need be.
.The water looked a little jelly like and and maybe too shiny/metallic. Maybe decrease the fluid surface segment size for smaller ripples rather than big bouncy fluctuations. Also the underside of the fluid seemed to show either the top of the gulch or the bottom but shot from way up high - Id suggest taking the cubemaps from the level of the water so you get a correct reflection of the underneath of the water. Again, more transparency would help this
.I would like to see more Hardware, or man made parts.. not cluttering it up but just to break up the constant yellow rock, again just an opinion.
.<edit> I think I spotted the presence of a fluid oscilator from playing the map (never looked in UED so not sure) it seemed random and maybe too large in its impact, maybe consider removing it (if indeed there was one) as the water unnaturaly would just start bouncing and pumping up and down with no `real` source. I think the water there would be very calm and with the tinniest of ripples (maybe a nice waterfall at one end would look good and provide a source or water disturbance to add impact to the lower level)
These are just first impression things that I feel would improve the map, maybe not for everyone. I do think the map shows massive potential and looks amazing already, if more was added and things were tweaked you would have a absolute bomb on your hands. I only wrote this stuff cos I care about this map, I`d like to see it developed more into a fun place to be as well as a beautiful thing to look at. It really is already there in a lot of areas, that extra push would make it something really special as what you have done with the ideas and texturing so far deserve to be complimented by good gameplay and lots of tweaking.
Very good work, well done and keep at this map until it`s as shiny as a very shiny (glittery) thing. :)
Sharpfish
legacy-Gusher
12-21-2003, 10:05 PM
I've just played this map......and must say....
I LIKE IT! ...it's very unique it's own looks and feel. The theme of a gold mine cave really excites me as I am a BIG wild west fan.
What bothers me is when you fall below where the water is at there's no more way out of there but to commit suicide....there really needs to be some sort of tunnel, ladder, or even a rope elevator to get players out of water and back on path.
Overall the level is a nice one and unique.....out of 10 stars I give it a 7
I'd prolly want this level for LawDogs Mod........:up:
Sharpfish
12-21-2003, 10:10 PM
Originally posted by Gusher
when you fall below where the water is at there's no more way out of there but to commit suicide....
oh yeah, I forgot about that too - just thought I was overlooking something obvious... I couldn`t find a natural way out either (I dont count the use of X-Loc as good practice in natural flow - that should be for shortcuts but should always be a standard way imo). I had to eat a few of my own rockets before I was `up top` again ;)
legacy-Varpu
12-21-2003, 10:41 PM
Originally posted by N1ghtw0lf
looks beautiful but that link is going at a crawl...hopefully you can find some better ones :\
With 5 thread download accelerator (GetRight) You can get about 50kb/sec... but still - the file is 25 Mb...
The problem with most big download servers is that those want your money as well - keeping up that bandwidth costs some serious money. On the other hand - having a speed that is 1/10 ... 1/3 (depending on site) of the "fast" version is not a dumb idea if you slip all sorts of advertisements, poopups, queues (which seem to be a trademark on some sites).
Let's take an example - let's download this file (virtually, not in reality) from File Planet:
- You first get through at least two pages which download VERY slowly, contain a crapload of ads and have suggested more than once to install some spyware on my machine. Once I sat up a packet tracer one up and it told me I had downloaded about 1.5 Mb worth of stuff - and I wasn't even near to start the download.
- Next you note that you have forgot your password ... another tedious episode....
- When you finally get to click the "download" link - you notice that you have wait time in excess of 40 minutes. I once measured the data sent during the waiting time and it was something like 100Kb... And I don't want to know what this figure is if you start clicking the advertisers.
- After 87 minutes (the FP has their own definition to "minute") your download may start - but as you were talking to phone your download starts "automatically" - onto your computer screen or if you're lucky - a download file query dialog apperas to accept the download...
- The speeds from FP vary - I've seen everything from 5Kb/sec up to about 20Kb/sec - I've NEVER seen speeds better than that.
FP - 25Mb / 16Kb = 1562 -> 1562 seconds PLUS 87 minutes- -> 6782 seconds.
UTCMS - 25Mb / 11Kb = 2272 -> 2272 seconds
So If I'm not completely wrong the net speed from UTCMS is more than TWICE that of FP - but then again FP has always sucked...
The best file server today is without doubt @ Unreal Playground - UT2003HQ comes right behind because of the delays you get for browsing the intemediate pages...
And - ofcourse the mirrors @ BU...
Why this rant: UTCMS is still among the best 30 Unreal sites if one has to publish something. The site is by no means fast - but it is reliable and it does not bother You with stupid advertisers and alike. Just the stuff and nothing more.
legacy-CaNNoN
12-22-2003, 12:08 AM
Nice map, though when I started playing it, it had a "Lawdogs" mod feel to it. Could be the canyons/old west feel to it :D
http://www.hqnfiles.com/ss/glittergulch.jpg
I have uploaded it to UT2003HQ (http://www.ut2003hq.com/pafiledb/pafiledb.php?action=file&id=3253) so everyone will have another mirror option ;)
Thanks!
Plumb_Drumb
12-22-2003, 01:16 AM
Originally posted by Varpu
With 5 thread download accelerator (GetRight) You can get about 50kb/sec... but still - the file is 25 Mb...
The problem with most big download servers is that those want your money as well - keeping up that bandwidth costs some serious money. On the other hand - having a speed that is 1/10 ... 1/3 (depending on site) of the "fast" version is not a dumb idea if you slip all sorts of advertisements, poopups, queues (which seem to be a trademark on some sites).
Let's take an example - let's download this file (virtually, not in reality) from File Planet:
- You first get through at least two pages which download VERY slowly, contain a crapload of ads and have suggested more than once to install some spyware on my machine. Once I sat up a packet tracer one up and it told me I had downloaded about 1.5 Mb worth of stuff - and I wasn't even near to start the download.
- Next you note that you have forgot your password ... another tedious episode....
- When you finally get to click the "download" link - you notice that you have wait time in excess of 40 minutes. I once measured the data sent during the waiting time and it was something like 100Kb... And I don't want to know what this figure is if you start clicking the advertisers.
- After 87 minutes (the FP has their own definition to "minute") your download may start - but as you were talking to phone your download starts "automatically" - onto your computer screen or if you're lucky - a download file query dialog apperas to accept the download...
- The speeds from FP vary - I've seen everything from 5Kb/sec up to about 20Kb/sec - I've NEVER seen speeds better than that.
FP - 25Mb / 16Kb = 1562 -> 1562 seconds PLUS 87 minutes- -> 6782 seconds.
UTCMS - 25Mb / 11Kb = 2272 -> 2272 seconds
So If I'm not completely wrong the net speed from UTCMS is more than TWICE that of FP - but then again FP has always sucked...
The best file server today is without doubt @ Unreal Playground - UT2003HQ comes right behind because of the delays you get for browsing the intemediate pages...
And - ofcourse the mirrors @ BU...
Why this rant: UTCMS is still among the best 30 Unreal sites if one has to publish something. The site is by no means fast - but it is reliable and it does not bother You with stupid advertisers and alike. Just the stuff and nothing more.
have some shame.
95% of the time i never have to wait for a spot at FilePlanet.
Even then, the dL speeds always cap out to my limit.
I'm not saying FP is great, in fact i hate thier ads and sh*t, but dude, your findings are flawed.
legacy-hal
12-22-2003, 02:25 AM
First off... looks really nice. I like the original theme too.
There are some glaring problems though that you might be able to take care of:
1) Back to back flags - I always check for the "CTF-Burning" bug. This means that if you are on Red, all you have to do to cap the flag is to grab Blue's flag, back up to the wire fence that seperates the two flag rooms, then translocate. This causes you to drop the flag right into your own flag room for a team mate to cap. Very very bad for gameplay.
2) Player spawns at the bottom of the gulch. Maybe there really is a way up without translocating? Bad for xloc disabled servers and any server running the instagib mutator.
3) The sign reads: "If your on Red your dead." I think you mean you're. You are: you're.
legacy-strongarm27
12-22-2003, 03:21 AM
Thanks your right my spelling is not correct. I will
change it when I change the color tints for the
signs. I am beginning to see the pit needs
a way out, there is none at the moment. I will
create a inner ramp that leads up. Didn't
know about the flag bug. I have a blocking volume
in the way so I thought that would stop the flag
as well as transloctator. I may have to expand
the blocking volume. Great feedback! everyone.
These are things I can work on for sure. arg! just
tested yep got the swop crap translocator bug.
I will figure this one out. Thanks much that's
a show stopper. I would love to put this in a old
west mode. The email bounce back to me though.
The maps big and the hosting is free so I am just
glad that these sites exist for the community.
strongarm
legacy-Varpu
12-22-2003, 03:25 AM
Originally posted by Plumb_Drumb
have some shame.
95% of the time i never have to wait for a spot at FilePlanet.
Even then, the dL speeds always cap out to my limit.
I'm not saying FP is great, in fact i hate thier ads and sh*t, but dude, your findings are flawed.
I would not be surprised if they had a different treatment for visitors depending on where they are approaching. As it seems to me there are two kinds of download links; those that work allright (as you said) and the those that work exactly as I described. I have also blocked most advertisement sending sites on my firewall - as well as the cookies for this particular site - therefore I may experience more trouble than " normal" users.
I may have been exaggerating a tad but IMO FP policies with "Personal server" versus non-kick-ass dl-service (You have to pay to get the former) is as near making cash out of mappers work as it can get without selling the stuff itself.
Luckily there are great and totally free services around. If you are looking for a huge file - I recommend to look at here (ftp://ftp.edome.net/mirror/beyondunreal/). That is eDome free FTP server - capable of serving 1000 simultaneous leechers with great speed. They also allow hot-linking. To get Your file into that server just upload it to NaliCity.
legacy-Krisis
12-22-2003, 04:00 AM
That sound! that sound it's it's driving me mad. I'm going crazy!!:D :haha:
That wind is a nice texture but it's gone overboard..
I hear it all thru the map I don't want that. Would be nice when I get in that cave part to hear some cave ambient sound.
Find all your ambient sound and set your sound Occlusion to StaticMeshes. This will make your sound work better for us in your map.;) Maybe turn them down a bit as well..
You could make a old pulley and bucket of rocks type lift to get ya from the gluch to the first walk way. Just an idea.. With your Lightwave skills should be no problem.
Allso would be nice to see some trolley car tracks in some of the caves. Since you have the car at the bottom of the gluch need some tracks for them.
Nice nuggets for Adrenalin. Me likes very much And the water drops nice to see something new every now and then.
Great map this I will play..
Oh and as allways just trying to help.:)
legacy-CyberChrist
12-22-2003, 05:34 AM
Map looks really nice. Design and layout were executed supremely and quite flawlessly I must admit.
Nevertheless it has some letdowns. First of all, I find it quite difficult to translocate from the gulch; some route up should be considered in future release(s).
It may be realistic but it looks pretty monochromatic. Some players might have hard time realizing where they actually are.
You might also want to consider use of jumpads. I know it wouldn’t fit the concept but it would allow player to access levels much easier (and quicker for that matter).
As for the gameplay, I find the map quite enjoyable and with larger number of players involved map provides some serious fun.
Overall nice work. Very nice work. :up:
Plumb_Drumb
12-22-2003, 10:42 AM
Originally posted by Varpu
I would not be surprised if they had a different treatment for visitors depending on where they are approaching. As it seems to me there are two kinds of download links; those that work allright (as you said) and the those that work exactly as I described. I have also blocked most advertisement sending sites on my firewall - as well as the cookies for this particular site - therefore I may experience more trouble than " normal" users.
I may have been exaggerating a tad but IMO FP policies with "Personal server" versus non-kick-ass dl-service (You have to pay to get the former) is as near making cash out of mappers work as it can get without selling the stuff itself.
Luckily there are great and totally free services around. If you are looking for a huge file - I recommend to look at here (ftp://ftp.edome.net/mirror/beyondunreal/). That is eDome free FTP server - capable of serving 1000 simultaneous leechers with great speed. They also allow hot-linking. To get Your file into that server just upload it to NaliCity.
No, i totally agree.
I was pretty drunk last night, and was getting in a flaming mood.
Luckily i got off the forums before I went too far, hehe.
I don't like FP, but i do get good speeds there, and for normal files i never get wait times (but of course that's server dependant).
legacy-LOVE-FEST
03-23-2004, 12:53 AM
strongarm27, I have a 2k4 project I'd like discuss with you.
Please email me. Also, check your private message box.
LoveFest
utlovefest@yahoo.com
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