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legacy-gargorias
12-21-2003, 08:30 AM
Removed BETA 1 link.
BETA 2 is up and you can get it HERE (http://www.unrealplayground.com/download.php?mapid=4566)

EDIT: I have remove BETA1 pics. Check further down for BETA2 pics or page two for the latest pic.

legacy-Shuri
12-21-2003, 09:24 AM
From the screens, one thing I'm not sure about is the colours. More specifically, the green windows, I don't think they look good against the brown walls. Try a lighter shade, that doesn't calsh so much, and try putting statics there for rays of light throught the window.

legacy-yourLittleTeddy
12-21-2003, 10:02 AM
according to the shots... I think blue ones would fit best - orientating on the blue light in 1st floor

legacy-NoFanboy
12-21-2003, 02:08 PM
I love the layout! Architecture is believable, scaling is perfect, there's plenty of z-axis action and all those curves are very pleasing to the eye.

I really like the way the elevators come up when you approach the top of the shafts.

The lighting is poor, still needs a lot of work there.

Framerates were a bit low in places, but that can likely be addressed with antiportals and zones.

This is one map I'll really be looking forward to seeing the final version of. :up: :up:

Take your time finishing it, don't rush things, don't get too carried away with eyecandy and you'll have a top notch map here.

Edit: Just noticed who the author is... Unbelievable... Putting things mildly, I never liked any of this author's other maps at all.

Sharpfish
12-21-2003, 04:34 PM
"Edit: Just noticed who the author is... Unbelievable... Putting things mildly, I never liked any of this author's other maps at all."

I`ve never played any of his maps before so can`t say I don`t like them, I can`t recall being that excited by looking at shots IIRC but this one DOES look pretty cool. I like the geometry, the curves, it looks `fresh` and a bit different while still seemingly `solid` (not D/L yet).

However the lighting does seem to lack a little contrast, but that is easily fixed (unless most of that stuff is Smeshes). The windows do seem a little over saturated but I don`t mind `green` - maybe a very light purple or something (to keep it`s uniqueness) - they don`t look bad just a bit too harsh.

I`ll keep my eye out for this one when final.. looks promising.

Sharpfish

legacy-CTFX1
12-21-2003, 08:04 PM
I just checked it out, I found it to be too big for my tastes. I was impressed with the curves, I'm delving into the curves as well for my map but not as much as you. I didnt like how the elevator worked, and I dont like how the flow works, either. Too many stair cases imo and uh well the map just looks really ugly with the current textureing and lighting. my opinions, my tastes. I really did like all the z axis stuff going on but I felt the connections between all the diffrent levels was done poorly.

legacy-hal
12-22-2003, 02:21 AM
edited out: wrong thread!

legacy-Morphias
12-22-2003, 02:31 PM
No probs with frame rate, I think some of you need to upgrade your rigs, so you stop whinning about FPS.

As for the map, it's a castle theme, and yes the Architecture is very nice, the curves do stand out. I don't mind the lighting, but I play in the dark, so i guess i see it better then others. I think the different colored windows give us an indication of what level we are on, I can see at least 5 levels here. :eek:

I know it plays great with my xFactor Game MOD. :cool:

;--------------------------------------------------------------------------
NoFanboy:
This author is not into making indoor maps, this is his first true and only indoor map for UT2K3, i've seen some of his UT maps, and they are very similar to this one, with respect to the limitations between the two games.

CTFX1:
Besides elevators and staircases, How prey tell do you propose to navigate the multiple levels in this map, teleporters maybe, kickers even, I think that would break up the theme and destroy flow completly.

If you not use to or like heavy Z ACTION, then I guess this map would suck, but it doesn't. :D

legacy-NoFanboy
12-22-2003, 04:37 PM
Originally posted by Morphias

NoFanboy:
This author is not into making indoor maps, this is his first true and only indoor map for UT2K3, i've seen some of his UT maps, and they are very similar to this one, with respect to the limitations between the two games.


Actually it's not his first indoor map for UT2k3, that'd be DM-Tutankharnage... A small, perfectly symetrical spamfest map that's littered with ridiculous numbers of weapons, ammo and powerup pickups.

Good gameplay (layout, flow, item placement, etc.) has nothing to do with whether it's an indoor or outdoor map... I'm surprised (amazed actually) Gargorias made this because the gameplay is a quantum leap beyond any of his prior work... Not a jumppad or teleporter to be seen anywhere either. :up:

legacy-CTFX1
12-22-2003, 11:50 PM
Originally posted by Morphias


CTFX1:
Besides elevators and staircases, How prey tell do you propose to navigate the multiple levels in this map, teleporters maybe, kickers even, I think that would break up the theme and destroy flow completly.

If you not use to or like heavy Z ACTION, then I guess this map would suck, but it doesn't. :D

are you kidding? I LOVE heavy z action dude, check out my beta over here, z axis heavy ;) I would not have it any other way.
DM-ThorsHammer-beta (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=338917)

from the screens the sole reason I downloaded this map was to check out the z axis and flow. cuz honestly I think it is really ugly as is ( no offense sorrry : / ) And uh also I do think he could have used kickers or small lifts pretty well. I really dont like all the staircases its hard to actually tell where they lead to. except for up.

--edit--
btw sorry gargorias for the spammage pimping my own map :confused:

legacy-Krisis
12-23-2003, 12:46 AM
I don't really see what you guys think is wrong with this map.
It has great flow and nothing in your way to get stuck on allways a big plus in my book.

All it needs is the textures rescaled a bit and it will look great.
I can see where he was going with the dark creepy look with the textures scaled so low. But it does make it look kinda ugly.

legacy-NoFanboy
12-23-2003, 01:49 AM
Originally posted by Krisis
I can see where he was going with the dark creepy look with the textures scaled so low. But it does make it look kinda ugly.

Dark creepy look? It's too bloody bright!

legacy-gargorias
12-23-2003, 02:14 AM
;) Okay guys. Lots of requests to fix the lighting, make it darker and more sinister so YES I have, which may I add increased the file size dramatically. I have also added some support beams on the ceilings and now have smoke coming out of the pit under the KOH and light beams in the holes in the ceiling and I have softened the saturation on the windows.
May post BETA 2 soon or it may be the final I don't know yet but check out the new screenies anyway and let me know what you think.

http://members.optusnet.com.au/~greg_jm/dm-cryptofgaros4.jpg

http://members.optusnet.com.au/~greg_jm/dm-cryptofgaros3.jpg

legacy-gargorias
12-23-2003, 02:56 AM
Oh! and by the way anyone wanting to check out my other work can do so HERE (http://www.unrealplayground.com/mapper.php?id=2060) .
:p I will not get dragged into any discussion about whether my other work is any good or not, you can make up your own mind.

legacy-Shuri
12-23-2003, 06:10 AM
While the brown + light colours are much nicer now, I think there is still too much multicolouredness... particularly in the second screen. There doesn't seem to be enough theme when every lightsource is a completely different colour (which is what it looks like).

legacy-CyberChrist
12-23-2003, 08:11 AM
I will dare a bit later, even though I will admit it is too colorful for crypt.

legacy-Wolv34ine
12-23-2003, 09:01 AM
WoW. Is that all BSP?:bulb:

You must be half bind with all the vertiex editing if it is.
Incidentally it looks much nicer now, before it looked...well... crap.

legacy-Morphias
12-23-2003, 01:59 PM
Originally posted by NoFanboy
Actually it's not his first indoor map for UT2k3, that'd be DM-Tutankharnage... A small, perfectly symetrical spamfest map that's littered with ridiculous numbers of weapons, ammo and powerup pickups.

Good gameplay (layout, flow, item placement, etc.) has nothing to do with whether it's an indoor or outdoor map... I'm surprised (amazed actually) Gargorias made this because the gameplay is a quantum leap beyond any of his prior work... Not a jumppad or teleporter to be seen anywhere either. :up:

Oh yes, I forgot that one, really was a spam match, especially sitting on the high spots,, fun! :D

Maybe this will own. :haha: :up:

I think it looks much better, more defined lighting/shadows.
Not sure about the colors, I think if they were all the same it would look bland and even more ugly then before. :)

God damn, no projectors, wtf,, oh BSB, I should have known.

legacy-CTFX1
12-23-2003, 05:46 PM
It does look better, but I still dont like the colors. still it looks better with the lighting.

legacy-MasterBlaster73
12-23-2003, 10:18 PM
I really like this map. The elevators are unique and add a lot to the flow, which is outstanding overall. Chasing an opponent to an elevator could leave you a bloody mess under it. I agree the light seem a little too bright. I can’t wait for the next version. I will be playing this map for quite some time. It seemed to play well with 6.
:D :D :D

legacy-MasterBlaster73
12-27-2003, 08:44 AM
Gargorias,
2nd beta??
I am really looking forward to it.

:confused: :confused: :confused:

legacy-gargorias
12-27-2003, 09:32 AM
Yep! Took a little break over Christmas was feeling a bit :bulb: but started working on it again. ;) Soon!
:rolleyes: Not sure if it will be beta though could be final!

legacy-gargorias
12-28-2003, 07:12 AM
Okay! For all those waiting, BETA 2 (http://www.unrealplayground.com/download.php?mapid=4566) is up. Enjoy! All feedback appreciated!

legacy-MasterBlaster73
12-28-2003, 09:07 AM
This is a great map.
I play tested Beta2 and found nothing wrong. It seemed to play well with 4.
The elevators make this map. There are so many maps out there that ask a player to do a Mexican hat dance to get the elevator to activate. All one needs to do with this map is approach the elevator, and it comes to you. This is somewhat un-nerving, as you will be expecting an opponent.
Where this map truly shines is flow however.
I give this map an "A" for flow and replayability. It may be just an opinion but... I would have liked to see less brown and more grayish walls.
I have lots of maps and I would call this map one of my top 10.
:) :) :)

legacy-NoFanboy
12-29-2003, 12:47 AM
Lighting is improved in the new version but the various colored lights coming from the windows are all oversaturated and look garish. The green light coming from the windows by the amp is especially noticeable.

BTW, somewhere in one of the stock texture packages there are projector textures that go with two of those stained glass window textures (which are in a different utx file).

I don't think it's a good idea to have elevators that kill. Other than that the elevators are fine IMO.

legacy-Raptor2113
12-29-2003, 01:23 AM
I just got my first look at this thread. For my part, I think it looks sweet, judging from the screenshots. I like a little variety in coloring, and the lighting here looks good. Granted, these are just observations from the screenshots - hopefully I can download and test tomorrow. Keep it up, gargorias. :up:

legacy-gargorias
12-29-2003, 06:56 AM
Thanks for the feedback people :) much appreciated. :D More would be nice!
Actually the elevators do not kill you but falling into the pit below them will. I had to do this for obvious reasons.
Projectors for those windows didn't quite come off too well around the small walkways were the green and blue windows are so I abandoned the whole concept, any ideas?
I am not sure if I can turn the saturation down any further for the light coming through the windows without losing there prominence (which is what I wanted) but I will give it a try!
I am almost finished with the trimming so then I will be waiting to finalize the level, given anymore positive ideas!

legacy-NoFanboy
12-29-2003, 01:46 PM
Originally posted by gargorias
Thanks for the feedback people :) much appreciated. :D More would be nice!
Actually the elevators do not kill you but falling into the pit below them will. I had to do this for obvious reasons.
Projectors for those windows didn't quite come off too well around the small walkways were the green and blue windows are so I abandoned the whole concept, any ideas?
I am not sure if I can turn the saturation down any further for the light coming through the windows without losing there prominence (which is what I wanted) but I will give it a try!
I am almost finished with the trimming so then I will be waiting to finalize the level, given anymore positive ideas!

Try making the windows themselves special lit, light them up nice and bright with a special lit light. For the light coming from the window try using a spotlight to light the floor with a dimmer, large radius, low saturation light to add a subtle colored tint to the surrounding area and maybe a lightbox too. Start there anyhow, the idea is to use several lights and play around with brightness, saturation and radius untill you get the effect looking right.

It might help to read DavidM's old UT lighting tutorial, http://www.planetunreal.com/teamvortex/davidm/lighting.html The same concepts work with UED3.0, about the only difference is you might want to consider using sunlight actor(s) for the light coming out of the ceiling gratings, though cylinders would probably do the trick just as well.

Some of the trim texturing could use work too, not sure if it's scaling, selection or what, it just don't look quite right to me.

Kaimyr
12-29-2003, 08:38 PM
I like the flow, and the easy to learn layout... you feel at home almost immediately. It shows you planned connections carefully (the roots for the elevator, the color hints for stairs, etc).
The bots seems to like fragfesting near the Keg so it's not too difficult to score megakills! :D
Visually it's nothing special (maybe I've seen too many maps and in general I'm not a big fan of quakish looking map). Zone lighting really kills this map, imo. And texturing for walls looks quite ugly and out of scale when you've chosen not to use the bricks one (apart the RL area... nice choice there imo).
So Shock,Flack,Goo,UDamage and the small wall just before the 'green stairs' are the parts that imo needs some more work.
Overall, very nice map and great fun... :up: maybe some midlevel to broken the long stairs (like opening the spawn point in the 'yellow stairs'? But I don't know how this can impact on the flow)

legacy-gargorias
12-29-2003, 10:13 PM
quote:
--------------------------------------------------------------------------------
Originally posted by NoFanboy

Try making the windows themselves special lit, light them up nice and bright with a special lit light. For the light coming from the window try using a spotlight to light the floor with a dimmer, large radius, low saturation light to add a subtle colored tint to the surrounding area and maybe a lightbox too. Start there anyhow, the idea is to use several lights and play around with brightness, saturation and radius untill you get the effect looking right.
--------------------------------------------------------------------------------

Yes! Well! It's funny that!. I already have them special lit.
3 special lit lights for each window and I am also using two spotlights, one for the floor and one for the ceiling plus I have a dull central light. Also, I am using the sunlight actor as well for the light coming out of the ceilings and I don't believe I need to read anymore tuts on lighting.
;) But thanks for trying to help!

legacy-CTFX1
12-29-2003, 10:32 PM
hey, I'd like to see this map with the brick tex's I think that would rule, lol forget about the windows lets see this with the brick tex's :p

legacy-gargorias
12-29-2003, 10:50 PM
Brick Tex's? I am already using brick textures!

legacy-CTFX1
12-29-2003, 11:42 PM
lol, nm I was thinking about those red ones. I'm gonna check the new beta out,

hey not bad. Looks much better now although I really dislike the custum pickups. The colors is still weird and unnatural but seriously it looks much better than the previous version gj. I also liked the gameplay a bit better this time although It was kind of slow with only 3 bots.

legacy-gargorias
12-29-2003, 11:48 PM
:) Okay! Thanks! Love to hear what you think, but there will be more changes in next one.

legacy-CyberChrist
12-31-2003, 03:47 PM
I played the map a few times. Weapon and item placement is quite OK; flow is nice (at this point). Plenty of Z-axis engagement all over the map…
I don’t like the scale. It’s too big.

legacy-gargorias
01-02-2004, 08:47 AM
;) Just a quick update pic for those waiting. I,m getting near to finished. I have added a lttle more detail including light boxes with better looking ones for the holes in the ceiling and arch doorways ,etc.

http://members.optusnet.com.au/~greg_jm/dm-cryptofgaros_update.jpg

legacy-CyberChrist
01-02-2004, 09:30 PM
By the way, custom track is really nice...