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legacy-CTFX1
12-21-2003, 09:38 PM
delete this thread pls mods

legacy-acc
12-21-2003, 10:08 PM
Perhaps if you put img and url tags that work, people could comment better ;) :haha:
EDIT: That's better

legacy-CTFX1
12-21-2003, 10:09 PM
I made the thread before I even submited the map to UP, so I could link to the thread for feedback.

legacy-acc
12-21-2003, 11:01 PM
Feedback:
You've got bright flaming pillars which give off absolutely no light. With no other well defined lighting sources, it makes the overall lighting pretty bland.

The gray texture is way too bright on the boxes, way too "clean" for such a dirty environment (the walls), and the envmap makes the curves look jagged. Try making a shader of it and putting on a dirtier detail texture, at least.

The movers would be a nice touch if not for a few problems:
a) they're clearly just going through walls, try building up a little base for them to slide into so that's not so obvious,
b) they also suffer from that overly bright clean texture,
c) they have no collision,
d) they move too far out so you can see their backfaces (ie. can see through them).

The jumppads could use an emitter effect. Just personal preference, spices them up a little.

There's no collision on the flaming pillars, which normally would be no problem except that the camera goes right through them.

There's some texture seams on some of the curves (ie. behind flak). Not a huge deal, I didn't notice while playing (only flying around).

It would be cool to put something on that high gray ledge (in screen), you can dodge-jump too it from the lg. 25 health maybe? Just seems like it would work well for a reward.

Give the amp and health pack bases. IMO the health pack shouldn't be right next to the keg as well (pehaps on those ledges leading up to the lg).

Otherwise it was pretty fun to play. Very entertaining to push people into the lava with the shock ;)

legacy-P1nky
12-21-2003, 11:58 PM
Crash.



UT2003 Build UT2003_Build_[2003-04-07_17.42]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 1991 MHz with 511MB RAM
Video: NVIDIA GeForce3 (5303)

General protection fault!

History: KBodyGetActor <- BodyGetDoubleRate <- KBuildPartitions <- KWorldStepSafeTime <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop


But anyways, like he said. Fix that stuff.
And I dont know if I like that teleporter there.. it just seems odd.
Seemed a bit better before.
And hopefully you will fix the 'end of the world' effect where you can see the edge of the map.

And finally... dayumn.. thats a lot of BSP :)

legacy-CTFX1
12-22-2003, 12:12 AM
can anyone help me with the bug :confused:, the teleporter thing, well let me explain, I completely made this map in unreal ed, no sort of layout plan before. This map has been through about 10,000++ builds. I also wanted tons of z axis as well as flow. I wanted to be able to connect all the levels smoothly and blend them into each other, This teleporter I found was the way without making the level too big. thanks for the compliment on the bsp :cool:

legacy-Jaspeer
12-22-2003, 01:45 AM
Hey CTFX1, great job on this!!

I remember seeing some screens a while back and thought it looked great. Very sweet BSP work. I have no modelling knowledge as of yet and have used BSP for everything. Yours looks so cool and flows well. Great job, and to me, the flow/gameplay should be a lot of fun.

Nice work :):up:

legacy-NoFanboy
12-22-2003, 02:03 AM
Originally posted by CTFX1
ok, here we go I'm just about done with this map. It's my first map lots of curves, its pretty small I highly recomend 4 player load for maximum fun. I made this map with hardcore gameplay in mind, there is no optimization done at all on this map. I have tried optimizing it myself but the curves seem to mess everything up. I would greatly apreaciate it if someone could help me figure out how to optimize this map, also I am trying to get bots to double dodge across that lower pit you can see in the screenshot, I'm interested in what everyone thinks about weapon placement etc, any feedback is welcome ;)



Regarding optimization:

First off you have no antiportals in the map. When it comes to optimization antiportals are your best friends. They are the only thing in the game that occludes. Don't use too many antiportals or it'll get worse instead of better and don't make them out of complex brushes, stick to simple shapes. Sheets generally work best.

Zoning can help too, though there really isn't anything to zone here. If you add more areas think about zoning.

Some of the brushes are a lot taller than they need to be. In particular I noticed the curved subtractive brushes around the jumppad at the top of the stairs... With such tall brushes they won't be occluded even if you add antiportals. That's an awful lot of polygons in view (from everywhere) that don't need to be in view. ;)

Also some of the BSP is more complex than it really needs to be. A bit of intersect/deintersect could reduce the number of polygons in a lot of places.

Other stuff:

Jumping, use jumpspots to get the bots to jump across the gap. Bots aren't very intelligent about using jumpspots properly and you can't specify what type of jump they should use. They usually just doublejump when they should be dodgejumping.

Weapons: Why are there two rocket launchers on such a small map? There's no goo, mini or pulse either. I'd remove one of the RLs and add both goo and mini.

I also noticed that the pistons (or at least some of them) have no collision, you can walk right through them. Not good, players will take advantage of that to hide inside them.

I don't like the teleport or the jumppads. If there's a flow problem add more geometry. With proper zoning and antiportals it won't hurt performance.

legacy-Krisis
12-22-2003, 02:59 AM
CTFX1 is allways giving feedback around here so I had to give some back to him...

:confused: But what they are saying so far is what I would have said.

The only thing that I didn't like that hasn't been mentioned is the lava tubes have a lava volume around them that when I get to close bam! i'm dead. Normaly I wouldn't mind but with such a small map I need room and like to walk around them but have trouble because I have to watch that I don't get fried. Maybe you could make a clear glass mesh and put around them to give the look of lava in a tube but no death......

1 more thing, the teleporter is not a bad idea but not the best either. Maybe another stairway back down from the top to the bottom the back way? It would add more flow and make the map much better IMO. It just seems like I'm going nowhere climbing back up to the top from the middle point.

The map has the making's of a very good map.
I couldn't belive all that BSP and my FPS where pertty good.;)



See Angel Mapper BSP is your friend.:haha: :weird: :bulb:

legacy-acc
12-22-2003, 03:22 AM
Originally posted by Krisis
See Angel Mapper BSP is your friend.:haha: :weird: :bulb:
Bah, it's only good for lighting, and the lighting isn't sharp enough in this map to warrant BSP use :P Could do the whole thing in meshes, have it look the same, and it would run 5 times faster :D

legacy-[ND] neoduck
12-22-2003, 03:36 AM
i cant say that im particularly impressed with your use of BSP. it is WAY over the top. at least half (or more) of that could be turned into static mesh with almost no noticable difference, but a big difference in performance. thats the most bsp ive seen used in a map that small... ever :P I would definatly consider converting all of those pipes into mesh!

as its already been mentoned- the pistons should definatly have collision, even if its just a simple BV over the top. Also that white texture applied to the numerous objects thoughout the level looks really out of place. look though the "base" section of abbaddonArchitecture, there are lots of nice metal textures you could use.

all in all, the look didnt inspire me, nor did the gameplay. but that might be personal oppinion. keep up it up!

btw... that suggested player count of 6-10.... its a spam fest...

legacy-Krisis
12-22-2003, 04:04 AM
Originally posted by acc
Bah, it's only good for lighting, and the lighting isn't sharp enough in this map to warrant BSP use :P Could do the whole thing in meshes, have it look the same, and it would run 5 times faster :D


I was just making a funny.:p

legacy-NoFanboy
12-22-2003, 04:05 AM
Ran into some wierdness with it coming up in CTF mode sometimes. Checking into things a little further I found LevelProperties.LevelInfo.DefaultGameType is set to XGame.xCTFGame... Unless you plan on eventually making it a lot bigger and adding flags that should be xGame.xDeathMatch :p

While you're in LevelProperties reset the LevelSummary stuff too, author name, playercounts and such.

Also work on the lighting, it's not good. Nothing but unsourced white lights in there now.

All that red stuff (lava?) would probably look a lot better special lit with red lights rather than just being unlit.

I agree with Krisis, another stairway would be better than the teleport.

legacy-CTFX1
12-22-2003, 04:30 AM
Ignore that, I specificly said above 4 players is best player load. Also I agree alot of my bsp could be static mesh.

neo duck, this was a huge forray into mapping for me. It was also a very interesting experience for me to explore bsp and its limits with curves. And also the limits that curves impose on gameplay.
really I never knew how hard it was to edit with curves it can be so confining to flow/layout options. It was definately a learning experience, and it should be as its my first map :) I'm going to try to explore static mesh and its limits next map :D

krisis, I totally agree with you about the lava tube idea the I'll see what I can do about it, funny thing is I'm a little conflicted about that thing, I just love shooting bots into it when they come up the floor with the rl :D I too like to run around that deadly thing lol. I also agree with you about the teleporter but I had already tried what you suggested earlier, it just made the map too big and I felt too rectangular, one long strip I really hate levels where fights are long distance and I felt mine already was a little too open.

nofanboy, I know some of the brushes didnt have to go all the way to the ceiling but I did it kind of to tidy up and make life easier editing in the views not orthogonal. I'll make it a point to get into optimizing this map

jaspeer, thanks for the kind comments

pinky, the end of the world effect?

and acc I hear ya ;) I understand the static meshes I have made dont really fit the level texture wise, I'm not sure If I will spend the energy to go back and fix this but we'll see. I liked what you said on the weapon/health placement tho I'll check it out. btw I'll prob trade that rl next to the flak to bio gun? or maybe put the bio in place of the flak and replace the rl with flak. I will definately put the health on the big stairs next to lg gun. that was a bonifide genius idea lol dont know why I didnt think of it. :).
about the "sign" I have in there I find it really clumsy to get to, I didnt really think anyone would have the time or energy to try to jump over there,

--edit--
I just found out I'm leaving to minnesota tommorow I'll be gone for a few days but when I'm back I'll get right to making those changes.
--edit--

Ran into some wierdness with it coming up in CTF mode sometimes. Checking into things a little further I found LevelProperties.LevelInfo.DefaultGameType is set to XGame.xCTFGame... Unless you plan on eventually making it a lot bigger and adding flags that should be xGame.xDeathMatch

took care of this stuff just now.

legacy-[ND] neoduck
12-22-2003, 04:58 AM
this is a great effort for a first map buddy! :up:

just make sure you change/modify that white looking texture (its REALLY easy!!), and convert at LEAST the pipes to SM. those would be easyest. just select the pipes, and click "convert to static mesh" i dont care how much baby jesus cries, because he's crying more with this much BSP in the level. :P

legacy-CTFX1
12-22-2003, 05:07 AM
actually converting those white textures will be extremely painfull, those static meshes arnt lit at all, those textures are actually skins. The crates are skinned, the pistons are as well I did a render to texture (baked the meshes) because lighting in UED Is seriously horrible. That was the only way I could get those meshes to look even remotely nice. I'm like a pro on converting between static mesh and bsp and vice versa ;). I was going to do the tubes but hadnt gotten around to it. btw neo it kind of bothered me about the gameplay, you didnt like it? I'm always finding myself dodgeing off of walls like crazy and taking really tough shots in the air, or at people in the air. Try playing with 3 bots high difficulty, In a way the gameplay of this map was inspired by your map dm-finality with all the weird kooky ariel z axis fire fights. Although your map affords more interesting oportunities.

legacy-[ND] neoduck
12-22-2003, 07:17 AM
aahhh.. doh.. thats the problem with baked textures.
ill try the map again with only 1 or 2 bots next time. mabey i was too busy looking around to enjoy myself. i know i get like that sometimes. i crtisise things to myself instead of focusing on having a good game.

legacy-§uper-]V[oose
12-22-2003, 04:10 PM
I really dislike that teleporter.
Could be a good map with a few tweaks. :up:

legacy-Teddie
12-22-2003, 04:21 PM
Originally posted by [ND] neoduck
this is a great effort for a first map buddy! :up:

roger that. :up:

legacy-CyberChrist
12-22-2003, 05:37 PM
I downloaded the map, I played it and I honestly don’t know what to think. Why did you set 8 players as default if you recommend 4 players only? Map is too small for maximum player count (10). Furthermore, map is designed obviously with hardcore gameplay in mind and it does involve some serious Z-axis combat. Design itself is quite simple, and while its obvious that great effort has been put in gameplay visuals seem to corrupting that experience. Visuals itself look like you’ve performed factual adaptation of some simple Quake2 map. Even if I put that aside, the fact remains that map doesn’t feel right. More accurately, what facility exactly is this? Wandering around the map, I was unable to tell. Architecture is, unfortunately, so basic is reminds me of lava factory which I haven’t seen since Quake 2. Those lava tubes (or whatever are they supposed to be) are quite lethal, which normally would be a big deal, but map itself is too small for that especially with default player count. Your attempt to make a rocket arena is quite obvious, but with this layout I believe one rocket launcher is enough, so feel free to drop in weapons you initially left out. Also, you should work on a lightning a bit more. Jumpads are lacking an emitter effect, which seem to be a fundamental part.

legacy-CTFX1
12-22-2003, 11:28 PM
hmm, Its not really a facility its quite abstract. I made the map with curves in mind, I did look to quake 3 for inspiration but not from any particular map. I was like wtf, ut2003 has no curved maps :bulb: quake 3 is full of them what gives? So I explored curves. I also built the map with hardcore gameplay. I'm didnt expect the map to get ownage or anything. I guess in essence I created this map for myself to practice z axis combat and just have a good fragfest in a architectural aestheticly pleasing enviroment. Besides its my first map I'm not going to pop pro stuff out on first try. I'm happy with what i've accomplished. Not bad for a map completely spawned in unreal ed with no layout planing at all. ;) trust me I learned many a lesson but I wanted to share this map with you guys anyways because I see so many of you producing outstanding stuff and I havnt even finished one.

and this is a rocket arena map or at least rocketeer map ;) but I'm releasing it in nw too because nw is just classic and requires the most skill to rise above the rest. small weapon placement changes will happen I'm not just going to ignore all of the comments like some people do. I'll do what I can.

legacy-NoFanboy
12-23-2003, 01:45 AM
It's very good for a first map... Especially if you haven't mapped for other games before this.

legacy-CyberChrist
12-23-2003, 05:17 AM
As I said before map obviously designed with only hardcore gameplay in mind and I admire your attempt to bring it back to UT2003. Additionally you also showed no interest in improving visuals whatsoever and developing otherwise quite abstract environment while clearly stating map as you first will pretty much remain as it is now, suggest me that your effort to bring hardcore back to UT2003 is more than serious. My initial complaint was good intentioned and in place if you wish to present this map to community, which truth to be told want visual appeal as well as outstanding gameplay which have been traditionally detached for whatever reasons.
If you see this as a map that would please you in the first place and consequently any hardcore player, than my criticism is quite pointless, isn’t it? ;)

legacy-Yournan2000
12-23-2003, 11:43 AM
Originally posted by CTFX1
ok, here we go I'm just about done with this map. It's my first map lots of curves, its pretty small I highly recomend 4 player load for maximum fun. I made this map with hardcore gameplay in mind, there is no optimization done at all on this map. I have tried optimizing it myself but the curves seem to mess everything up. I would greatly apreaciate it if someone could help me figure out how to optimize this map, also I am trying to get bots to double dodge across that lower pit you can see in the screenshot, I'm interested in what everyone thinks about weapon placement etc, any feedback is welcome ;)

Hi there mate, soz i'm late downloading your map i shold have done it earlier after all the masp you've beta tested for me.

Anyway i downloaded your map, 1st thing i wanna say is that if you want help, i will help you just e-mail me dudelovehavemercy@hotmail.com

Right the map plays well, but then again i've got 1.8athlon, 128ddr radeon 9200 512mb RAM. FPS range from 40-60, which isn't too bad.

The map itself has a weird mix of textures, bright coloured lava and dull coloured metal, it hink you need some more colours in there as the skybox is red as well, maybe some blue lights and possible green strips like in DM-Phobos2 and DM-Virdian2k3.

I've noticed theres some custom meshes in there, nice job with them, but they don't look finished, as if they haven't been skiined yet, not sure if your gonna do that or not. Where the pistons come out by the lightening gun, they look weird, maybe cut in some holes into teh BSP, trim the holes as well and it will look like the pistons are coming out of the holes and not jsut out of the walls, do this for all the pistons. Also by the lightening gun, its easy tog et down because you can get there from the teleporter, but getting up you have to jump, perhaps make some steps there or a ramp.

Theres hardly any light sources, in fact theres only a few lighting up that sign. Stick some light meshes up on the walls. Speaking of walls, most of them are very flat, either stick some meshes on them or make the walls not flat e.g DM-1on1Augustnoon.

A suggestion, put in some vents which are blasting out steam. Where there is lava steam will be as well.

I think oyu might need to re-path as well, i haven't tried the bots yet but i've got your map open in the editor and your doing the pathing like how i used to, which is wrong. i can help you out on this.

Those lava supports by the rocket launcher, they need spicing up, at the moment there jsut a column with a lava texture and a lava zone around it, maybe put some metal supports around it or something, as witht he other ones you have put glass.

I don't think the mega health is in a good place, maybe you should replace that with a sheild, they work better in 1on1 maps.

The crates in your map look good, but the texture needs sorting out and you should use the pickup abses for your health.

things i think you should really change/ work on

1. The skybox, theres too much red. i think the skybox from DOM-Scorch Earth will work better, try it out and see how it goes.

2. More varieted lighting. Every light in your map is the bog standard setup.

3. Light meshes, with light in the map and no light sources its gonna look stupid

4. The textures on the home made meshes

5. trim around all/ most edges.

6. Emitters on jump pads.


Hope that all helps mate, i hope you don't take this the wrong way and think its a flame, its far from it and i hope all my comments help you out.

If you need any help, contact me i will be happy to help you wiht anything dudelovehavemercy@hotmail.com

Thread hijack

I'ii sent you DM-Skysation-beta a.s.a.p matey

Thread hijack over

MsM:D :up:

legacy-CTFX1
12-23-2003, 05:40 PM
will change mega health to shield, I was thinking it was too big of a powerup anyways. Funny thing is Its really hard to survive playing against bots if you grab it all the bots just suddenly target you like your the dominant one and you must be crushed or something lol. But then again I guess I am the dominant one :cool: I wanted to do more trim myself but I was kind of concerned with fps and etc, If I can find a way to optimize the map I'll see about putting in more trims into the floor.

legacy-CyberChrist
12-24-2003, 09:10 AM
Stairway instead of teleports would really improve the flow and could take one player extra.

legacy-raziel31
12-26-2003, 08:39 PM
Originally posted by CyberChrist
Stairway instead of teleports would really improve the flow and could take one player extra.

Dont worry, CyberAntiChrist is never pleased :D :D :D

Kaimyr
12-26-2003, 09:16 PM
Originally posted by CyberChrist
Stairway instead of teleports would really improve the flow and could take one player extra.

That part was connected to the upper level with jumpads in a previous beta.

Sorry to say that, but after seing how the map is evolving from previous versions, imo is an experiment with curved BSP more than everything else. I don't really see how the layout can turn in anything good without DRASTIC rework.

legacy-CTFX1
12-26-2003, 11:37 PM
Originally posted by Kaimyr
That part was connected to the upper level with jumpads in a previous beta.

Sorry to say that, but after seing how the map is evolving from previous versions, imo is an experiment with curved BSP more than everything else. I don't really see how the layout can turn in anything good without DRASTIC rework.

roger, I really like the gameplay on this thing tho, tight and dirty.
For my next map I'm not going to be sporting the curved bsp. It will be much much easier, seriously. optimization is just like impossible with curved maps without intensive prior planing. I'm going to make a few changes suggested on here and then release a final beta to be sure everything is ok, and then final and then I'll finally start working on my next map.
--edit-- gee did I say final enough?
btw what cyberchirst said about stairway instead of teleports, I have tried it I felt like it lopsided the balance of the map too much, then everyone would be up there taking potshots at people below, as it is there is not enough area up there or viewable area to have a unbalanced advantage over competition.
I might give a u shaped linear stair a try though, we'll see. Btw I'll be home tommorow, I will probably not start work on it for yet another few days though, my roommate will probably have a glorious party waiting for me and uh, yeah you get the idea :D

legacy-CyberChrist
12-27-2003, 06:45 AM
Originally posted by raziel31
Dont worry, CyberAntiChrist is never pleased :D :D :D
True. :D

legacy-CTFX1
12-29-2003, 05:45 PM
hey, I just re read the entire thread, someone said my bot pathing was not done correctly can you elaborate whoever said that?

legacy-CyberChrist
12-29-2003, 05:55 PM
Originally posted by CTFX1
hey, I just re read the entire thread, someone said my bot pathing was not done correctly can you elaborate whoever said that?
It wasn’t me. :D

legacy-CTFX1
12-29-2003, 05:59 PM
yeah it was yournan, care to elaborate?
I'd like the bots to work the best they can (although they seem to work just fine as is)
I'm always open to learning tho and fixing my ways ;)

legacy-raziel31
12-29-2003, 06:00 PM
Originally posted by CyberChrist
It wasn’t me. :D
Hum... Sure ? :D

legacy-CyberChrist
12-29-2003, 06:10 PM
Originally posted by raziel31
Hum... Sure ? :D
Well, now when you mentioned it... :D

legacy-CTFX1
12-29-2003, 08:49 PM
:bulb: OMFG, antiportals rule! getting some seriously nice fps now more than 70+ to 200 max at all times for me and I havnt converted anything into static mesh. <- this is actually playing with three bots and my res 1600x1200 tex/world details high

--edit--
one thing I'm curious about, I know how to use the rmode 1 thing ingame but how do I see what occludes in the editor itself?

legacy-acc
12-29-2003, 09:35 PM
Just hit the little joystick buttons over the viewports and it'll switch to a real-time view with functioning anti-portals.

legacy-CTFX1
12-29-2003, 10:28 PM
lol duh, dont know why I didnt think of that, forgot that the real time thing goes off during rebuild all, anyways thanks acc

legacy-NoFanboy
12-30-2003, 12:12 AM
Botpathing... Biggest thing is you need to add some jumpspots and fill in the jumpspot objects name in the forcedpaths array for all pathnodes you want bots to jump to it from. I doubt if the you'll be able to get bots jumping across the center, the AI just doesn't work very well for those kind of jumps. You definately can use jumpspots to get the bots jumping up to pipes and platforms that are doublejumpable, there's even a forcedoublejump flag to make sure they doublejump.

legacy-CTFX1
01-04-2004, 09:22 PM
ok big update, I finally figured out what was missing from this map, terrain! so these things are left for me to do, I have just started terrain work, I need to finish up the bot pathing (I may need some help here) I'm going to put the mini gun or link gun where the flak canon was, and I'm going to replace the rocket launcher close to the mini/link with the flak itself that will take care of weapon layout, I have put the a 50 health on top of that big crate close to the shock rifle I have also put the only health i had in the beta on the the ledge below the sniper rifle. I've converted all the pipes to static mesh, I've put in antiportals (I may not be useing them effectively I will be asking about this in my next beta) I believe that will be all. I would take a screenshot of the new terrain I'm puting in but it is far too ugly and bland the ambeint brightness of the terrain at 180 brightens the whole map like crazy :bulb: but its going well I hope to release the next beta soon.
--edit--
Oh I forgot a few things, I may or may not change the textures on the pistons and crates and pipes that will be last If I ever do it. I have created "holes" for all the pistons but really its just a flat black sm circle for optimization purposes nobody will be able to tell anyways. Also I tried the u shaped stairs going from the teleporter on the bottom up to the top teleporter, It just didnt doesnt work, thanks that will be all for now.

--edit-- oh yeah, maybe a custum track, if anyone wants to suggest a kick ass lyric free song for this map please do.

legacy-CTFX1
01-04-2004, 10:27 PM
ah ok, I changed the zonelighting to 0 so I decided to take a quck screenshot, I have just started terrain work I have alot left to do but here's a general idea of how its looks right now.

http://www.magaza.com.ba/CTFX1_Pics/THbeta.jpg

legacy-CyberChrist
01-05-2004, 06:07 AM
The link is broken.

legacy-Teddie
01-05-2004, 06:10 AM
zee picture is a red exeroni.

legacy-CyberChrist
01-05-2004, 06:18 AM
Originally posted by Teddie
zee picture is a red exeroni.
Hmm... DM-X... I like the sound of it. :D

legacy-Teddie
01-05-2004, 06:30 AM
Originally posted by CyberChrist
Hmm... DM-X... I like the sound of it. :D

lol.

CTFX, fix your picture, mister.

legacy-CyberChrist
01-05-2004, 06:36 AM
Originally posted by Teddie
lol.

CTFX, fix your picture, mister. It was there for me just a minute ago...:confused:

legacy-Teddie
01-05-2004, 06:40 AM
Originally posted by CyberChrist
It was there for me just a minute ago...:confused:

Ah. I see:

Access Denied (Usage Limit)


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The owner of this file has exceeded their daily usage limit.

legacy-Yournan2000
01-05-2004, 07:12 AM
Originally posted by CTFX1
ok big update, I finally figured out what was missing from this map, terrain! so these things are left for me to do, I have just started terrain work, I need to finish up the bot pathing (I may need some help here) I'm going to put the mini gun or link gun where the flak canon was, and I'm going to replace the rocket launcher close to the mini/link with the flak itself that will take care of weapon layout, I have put the a 50 health on top of that big crate close to the shock rifle I have also put the only health i had in the beta on the the ledge below the sniper rifle. I've converted all the pipes to static mesh, I've put in antiportals (I may not be useing them effectively I will be asking about this in my next beta) I believe that will be all. I would take a screenshot of the new terrain I'm puting in but it is far too ugly and bland the ambeint brightness of the terrain at 180 brightens the whole map like crazy :bulb: but its going well I hope to release the next beta soon.
--edit--
Oh I forgot a few things, I may or may not change the textures on the pistons and crates and pipes that will be last If I ever do it. I have created "holes" for all the pistons but really its just a flat black sm circle for optimization purposes nobody will be able to tell anyways. Also I tried the u shaped stairs going from the teleporter on the bottom up to the top teleporter, It just didnt doesnt work, thanks that will be all for now.

--edit-- oh yeah, maybe a custum track, if anyone wants to suggest a kick ass lyric free song for this map please do.

Hi there matey, i'ii help you with the bot pathing. Basicaly bot pathing only needs to be, well basic. What i mean it the paths only need to be in a striaght line, all the dodging they will do themselves, if you place them everywhere like you have done (don't worry i used to do it and it worked fine, but i was keep on been told off and to do it right) sometimes the bots can get confused & they don't work too well as should they could. I would be happy to help you out with this.

As for antiportals, try not to use too many as they will have a reverse effect on the FPS and the FPS will drop.

Terrain is very easy, just remember to get the textures aligned correctly.

Textures for your pistons & boxes could do with changing, there way too bright & clean for the type of map your creating.

If you need any help feel free to e-mail me, dudelovehavemercy@hotmail.com

Hope that little bit of blab helps you out.

MsM:up: :D

BTW- if you need to check bot pathing, check out either of my maps, DOM-Cinder 2 & DM-Arcane Temple2k3, you should pickup what i've done and how the bot paths are done.

legacy-§uper-]V[oose
01-05-2004, 07:58 AM
Originally posted by CTFX1
--edit-- oh yeah, maybe a custum track, if anyone wants to suggest a kick ass lyric free song for this map please do.
Try Hymn by JL (http://www.epitonic.com/artists/jl.html#tracks).
Or Agony or BigTime by Keltech (http://www.epitonic.com/artists/keltech.html#tracks).

legacy-CyberChrist
01-05-2004, 08:48 AM
Originally posted by CTFX1
oh yeah, maybe a custum track, if anyone wants to suggest a kick ass lyric free song for this map please do. Try these:
Dread Rock by Oakenfold
Ultrasonic Sound by Hive

If you prefer some easier stuff:
Song of Life by Leftfield
Phat Planet by Leftfield
Chateau by Rob Dougan

Have fun. :D

legacy-Zimeon
01-05-2004, 09:51 AM
Originally posted by CyberChrist
Try these:
Dread Rock by Oakenfold
Ultrasonic Sound by Hive

If you prefer some easier stuff:
Song of Life by Leftfield
Phat Planet by Leftfield
Chateau by Rob Dougan

Have fun. :D

remember copyright ;)

legacy-CyberChrist
01-05-2004, 10:52 AM
Originally posted by Zimeon
remember copyright ;) Copyright, copyright...
Essentially copyright is (literally) right to copy and it belongs to the copyright holder. Copyright protection comes into being as soon as track is created as long as meets following legal requirements:
1. The track has been created by someone who qualifies for protection
2. The track is original (this is of great significance :D )
3. The track is saved in some permanent medium (such as a CD for instance).
So no matter which track is chosen for the map, you are infringing the copyright (which is held by the person or a label). It doesn’t matter if an artist hasn’t been signed to a label. Asking for permission would be really a wise move. Nevertheless, I’ve seen mappers using copyrighted tracks and distributing them with their maps.
Anyway you must listen to those tracks from my list; you just might like them. ;)

musilowski
01-05-2004, 11:11 AM
I'm going to replace the rocket launcher close to the mini/link with the flak itself that will take care of weapon layout....


Don't put the best weapons near each other, so the player has to "run" the map...

legacy-CTFX1
01-05-2004, 04:36 PM
ah damn, I really need some reliable webspace :sour: I used to use boomspeed for my pics but they have changed so everyone has to be a member. Anyone help me out with webspace? god that would be so nice.


Originally posted by Format Life:
Don't put the best weapons near each other, so the player has to "run" the map...

oh trust me you'll run the map no matter what lol.

I think its kind of funny for awhile I was actually thinking about calling this map dm-x lol but I didnt like it because of the hip hop artis dmx., so I got creative and came up with thors hammer because I wanted an name that represented power.

btw yournan concerning bot stuff, in the previous beta's I used the automatic generating botpathing by that one mutator, I have already deleted all that and have done it manually myself. I'm talking about tricky stuff, I want bots to effectively and frequently double jump to the damage amp and frequently double jump up to the ledge with the health and then the lg. and also frequently double jump up two crates to get to the 50 health. I have already set the jump spots done the forced pahting but they never do it :confused:.

legacy-CyberChrist
01-05-2004, 04:42 PM
Originally posted by CTFX1
Anyone help me out with webspace? god that would be so nice. I can host some of your stuff for some time...

legacy-CTFX1
01-05-2004, 04:57 PM
ok, what e-mail do I send the pic to?

legacy-CyberChrist
01-05-2004, 05:03 PM
Check your PM...

legacy-CTFX1
01-05-2004, 07:09 PM
thanks cyber, just wanted to show a shot of the terrain in progress. I know its got alot left to be done to it.

legacy-CyberChrist
01-05-2004, 07:11 PM
Don’t tell anyone. :D

legacy-NoFanboy
01-06-2004, 12:52 AM
Originally posted by CTFX1
ah damn, I really need some reliable webspace :sour: I used to use boomspeed for my pics but they have changed so everyone has to be a member. Anyone help me out with webspace? god that would be so nice.


http://free.hostdepartment.com/


Originally posted by CTFX1
btw yournan concerning bot stuff, in the previous beta's I used the automatic generating botpathing by that one mutator, I have already deleted all that and have done it manually myself. I'm talking about tricky stuff, I want bots to effectively and frequently double jump to the damage amp and frequently double jump up to the ledge with the health and then the lg. and also frequently double jump up two crates to get to the 50 health. I have already set the jump spots done the forced pahting but they never do it :confused:.


Read this article: http://www.leveldesigner.com/index.php?action=doc&ID=172

The following quote from that article is about a console command that's particularly usefull for debugging jumpspot problems:

ReviewJumpSpots. This command spawns a bot that will attempt different types of jumps to every jumpspot in your level, and log the results. If your bots are failing to make accurate translocator throws, you can use the TranslocZOffset property to adjust their aim. See the Advanced JumpSpots section for further details.

Advanced JumpSpots
Reviewing JumpSpots
As mentioned above, you can review your jumpspots by loading up your map (without bots) and typing ReviewJumpSpots at the console. You can watch as a bot tests every one of your jumpspots using translocator, shield jump, combo jumps and low-gravity jumps. The results are written to the log (found in \System\UT2003.log).

ReviewJumpSpots also takes an optional parameter, for limiting the types of jumps tested. This parameter can be any of the following: Transloc | Combo | Jump | LowGrav.

The test bot will sometimes succeed and sometimes fail on the same jump, so you may need to test more than once. Also, if you have paths forced to the flag in CTF maps, the test bot will grab the flag, and may falsely report a failure on subsequent jumps to the flag (since the flag will no longer be there). Usually, this situation is evident from watching the bot. You should also consider watching the bots in-game for especially tricky jumps or
translocations. During game play, bots will not always stand exactly on the PathNode they are jumping from. If the bots are not making every throw, make sure they are at least recovering smoothly. A well-configured JumpSpot should allow the bots to succeed at least 90% of the time.

legacy-CTFX1
01-06-2004, 03:48 AM
thank you very much man your help is apreaciated, I have already signed up to the free host you designated, I've also uploaded all my html stuff to it (and reset all the url's). I will read and go through that tutorial you pointed to at a later time, I really need to get to bed. Really though your help is apreaciated :):up:

legacy-CyberChrist
01-06-2004, 06:01 AM
You might want to try these tracks:
The Passaportal by Team Sleep
Furious Angels by Rob Dougan

Enjoy. ;)

legacy-Yournan2000
01-06-2004, 06:50 AM
Originally posted by CTFX1
btw yournan concerning bot stuff, in the previous beta's I used the automatic generating botpathing by that one mutator, I have already deleted all that and have done it manually myself. I'm talking about tricky stuff, I want bots to effectively and frequently double jump to the damage amp and frequently double jump up to the ledge with the health and then the lg. and also frequently double jump up two crates to get to the 50 health. I have already set the jump spots done the forced pahting but they never do it :confused:.

First mate, to get your screens hosted use the MSN groups, i do and theres no problems.

Sounds like your doing it right, sometimes bots will only jump it they want to, but you can force them to double jump as well, its in the jump spot options or some other menu like that. Also have you re-build the paths since you've put in the force paths?jsut wondered as i've done that a few times myself. Check also you've done your pathing right around the pickups, for e.g you should have path nodes all round your pickup bases, like one each side so you should have 4, that way it sorta "attracts" the bots more to them.

MsM:up: :D

legacy-CTFX1
01-13-2004, 05:28 AM
oh hey, tiny update, well just screens I guess. My art teacher just wanted to see what I was working on so I took some screenshots the way it is right now, head over to my website (http://free.hostdepartment.com/C/CTFX1/index.html)

legacy-Yournan2000
01-14-2004, 06:35 AM
Originally posted by CTFX1
oh hey, tiny update, well just screens I guess. My art teacher just wanted to see what I was working on so I took some screenshots the way it is right now, head over to my website (http://free.hostdepartment.com/C/CTFX1/index.html)

Checked out your new screenies matey. Are you gonna change the texture of your custom meshs?

MsM:up: :D

legacy-CTFX1
01-14-2004, 03:01 PM
Originally posted by Yournan2000
Checked out your new screenies matey. Are you gonna change the texture of your custom meshs?

MsM:up: :D

yeah most likely its on my list of things to do, I admit I'm getting anoyed with those grey textures on the pistons and the crates myself, I dont know If I'm going to change the tex on the pipes tho the base tex's just dont really look good on them, except for the grey metalic ones I have on them now.

legacy-Yournan2000
01-15-2004, 07:04 AM
Originally posted by CTFX1
yeah most likely its on my list of things to do, I admit I'm getting anoyed with those grey textures on the pistons and the crates myself, I dont know If I'm going to change the tex on the pipes tho the base tex's just dont really look good on them, except for the grey metalic ones I have on them now.

affirmative.

MsM:up: :D

legacy-CTFX1
01-18-2004, 12:01 AM
done with crate and pistons, I'm gonna see what I can do about the pipes it looks much better imo thanks for suggesting it :)
website (http://free.hostdepartment.com/C/CTFX1/maps.html) look at the last picture,

sorry I had to put this picture on the website, my domain will not allow people to link to individual pictures :(

--edit-- you know that big hunk of pipes? the one that is all curly and stuff? that goes into the terrain? I ported all that into 3ds max made it into one big mesh and optimized it and also put the new textures with some nice brownish/ orangish lighting on the lower part and whiter lighting on the upper part it looks much better again thanks for the suggetion for the change it really does make the map look so much better. :up: I'm going to get to work on all the other little pipes as well so that the pipes have a consistant texture, I'm going to completely oust that ugly grey tex.

legacy-CTFX1
01-18-2004, 08:57 PM
I'm redoing some of the stray pipes right now, I was kind of curious I've been working so hard trying to optimize this map, so just out of curiosity I removed my antiportals to see if it would improve gameplay with 3 bots in game and guess what :haha: fps was exactly the same and the game actually ran a little smoother without ap's but it still doesnt play as smooth as I'd like :( whats really weird tho is I'm getting 90-120 fps 200 at tops.
and its still a little laggy when playing with 3 bots.

--edit-- ROFL! I left one antiportal in there, once I deleted that my fps was the same and everything played smoother than ever! omg thats f'ked up! although I suppose I have converted alot of my stuff to meshes in 3ds max to make them look better. wootage! :D

--edit-- ok I just got done with all the pipes, so everything is done except for the sm lava I wanted to make and minor terrain tweaks to accomodate the lava. I need to put some ammo in the map and finish bot pathing and I think thats it :).

legacy-CTFX1
01-19-2004, 05:05 AM
holy f'king s.hit! I'm so proud! :D I was playing 1vs1 againt a inhuman bot and the damned mofo actually jumped up to get the dd and also jumped up to the 50 health on top of the crate in the same game :eek: and he jumped up there of his own accord its not like I shot his ass up there lol. well anyways I was happy to see that happen, this map is almost done, just almost gotta take care of a few things tho. I'll release a final beta soon to make sure everything is in order. and finally finish this stupid map lol I'm getting sick of this heap of bsp junk

legacy-Yournan2000
01-19-2004, 07:26 AM
Originally posted by CTFX1
holy f'king s.hit! I'm so proud! :D I was playing 1vs1 againt a inhuman bot and the damned mofo actually jumped up to get the dd and also jumped up to the 50 health on top of the crate in the same game :eek: and he jumped up there of his own accord its not like I shot his ass up there lol. well anyways I was happy to see that happen, this map is almost done, just almost gotta take care of a few things tho. I'll release a final beta soon to make sure everything is in order. and finally finish this stupid map lol I'm getting sick of this heap of bsp junk

Checked out your site, but i couldn't really tell from the shot about the new textures for the boxes:( ...through they do look a more slightly shade of brown.

Glad your bots are working good, just so you know the lesser skilled bots will not always jump up there, the high the skill of bot the more paths and stuff they'll do, if you catch my drift. Send me the final beta and i'ii check it out, i'ii also frag some bots on it as well for you and see how they do.

As for antiportals, personally i find they don't really effect the FPS, and if they do its not much. But be careful not to stick too many antiportals in there or it well send the FPS pear shaped.

E-mail me the final beta buddie, my hotmail account if its under a meg, if not send it to my works addy.

MsM:up: :D

legacy-CTFX1
01-19-2004, 08:29 AM
hey just for you man, I took two better shots to show you clearly what I've done. Look at the website (http://free.hostdepartment.com/C/CTFX1/maps.html) again, last two pics. I've been working on this map ever since yesterday blah, i'm too tired, I'm gonna go hit the sack (its 4:32 am here)

Kaimyr
01-19-2004, 11:38 AM
uhm...if I can say my opinion, now it's quite monochromatic. Silver bars were stylish imo. ;)

legacy-UTGhost
01-20-2004, 09:21 PM
Hey baby boy! All this time you've had me on msn and I can't figure out why you haven't told me you were having optimization or bot issues... You know that's my favorite part of mapping. I would be honored to help you out in that area. If you want me to help you op it out, let me know... Just shoot me a message on msn. I can also get your bots to do anything you want aside from singing the national anthem...;)

legacy-CTFX1
01-20-2004, 10:05 PM
hey thanks buddy, unfortunately I dont think this map can be optimized without in fact worsening matters. I could use help on bots (have to get them to double dodge only across 640 gap) I found someone who might be able to give me a custum jump actor for that problem tho I'm not sure. to be quite honest my map runs best without any antiportals, and zoning just wont work in this map. Fortunately because I've been converting alot of my pipes and etc to large sets of static meshes without collision that seems to have helped with laggyness. I'm not sure how this will run on lower pcs. will be investigated more on final beta.

-edit--
weird question while I'm at it, you guys know that particle that comes from the weapons? I noticed the default color of those particles is yellow, I was wondering how do I change that color to red?

legacy-Enigmabyte
01-22-2004, 08:41 PM
New screens with terrain looking good. Terrain looks a bit too "pointy" though, but could easily be fixed. Also, have you scaled the map down a bit? It seems a little bit smaller for some reason.

There are a few flow killing points, like to get up to the teleporter leading to the damage amp. It just seems to take too much work. IMO, the teleporters don't feel right. Have you tried cutting out a path from the upper teleporter to the amp? This should create better flow and will be more worthwhile.

For the texture on the curved beams and on the pistons is a bit too bright. I think you should try to wrap them with "Shader'SG_Lost_Outpost.Deco.monoptube_shine'" and see how they look. I think that texture would also better fit the theme. You would probably have to export them to 3DSMax to fit the texture better and smooth it together.

Anyway, if you want to send the latest beta my way, I'd give you some more thorough feedback on it.

legacy-CTFX1
01-22-2004, 08:47 PM
Originally posted by Enigmabyte
New screens with terrain looking good. Terrain looks a bit too "pointy" though, but could easily be fixed. Also, have you scaled the map down a bit? It seems a little bit smaller for some reason.

There are a few flow killing points, like to get up to the teleporter leading to the damage amp. It just seems to take too much work. IMO, the teleporters don't feel right. Have you tried cutting out a path from the upper teleporter to the amp? This should create better flow and will be more worthwhile.

For the texture on the curved beams and on the pistons is a bit too bright. I think you should try to wrap them with "Shader'SG_Lost_Outpost.Deco.monoptube_shine'" and see how they look. I think that texture would also better fit the theme. You would probably have to export them to 3DSMax to fit the texture better and smooth it together.

Anyway, if you want to send the latest beta my way, I'd give you some more thorough feedback on it.

will do once I get another beta wraped up.

--edit-- you know what alot of people really dislike the teleporter, and also the way to get up there, consistantly. I'm starting to feel like I should do something about this I'm going to go ahead and look into this not promissing anything :( but that means alot more work if I go ahead and decide to do it, damn. btw the map is not scaled at all, the terrain just makes it seem that way.

legacy-NoFanboy
01-23-2004, 12:06 AM
Originally posted by CTFX1
--edit-- you know what alot of people really dislike the teleporter, and also the way to get up there, consistantly. I'm starting to feel like I should do something about this I'm going to go ahead and look into this not promissing anything

:up: :up: :up:

Teleporters suck, especially on small maps.

I think the map could do with being a little bigger too. Adding a stairwell or ramp wrapping up and around would work well. If you plan it right you can put one large antiportal and a couple zone portals between the main room and the ramp exits to help the fps. Even better yet would be to put a second smaller room at mid level connected to the main room in 3 places, Amp, Flak and LG. Another idea would be to put the link gun on the floor in front of where the amp is now and put the amp nearby but in a more dangerous spot that can only be reached by a hammerjump and maybe a boostjump.

legacy-Yournan2000
01-23-2004, 07:05 AM
Originally posted by CTFX1
hey just for you man, I took two better shots to show you clearly what I've done. Look at the website (http://free.hostdepartment.com/C/CTFX1/maps.html) again, last two pics. I've been working on this map ever since yesterday blah, i'm too tired, I'm gonna go hit the sack (its 4:32 am here)

Still think they need to be darker.................. terrain looks a tad on the pointy side.

I can have a look at your map if you like and look at this jump spot for you.

MsM:up: :D

legacy-CTFX1
01-23-2004, 07:14 AM
Originally posted by Yournan2000
Still think they need to be darker.................. terrain looks a tad on the pointy side.

I can have a look at your map if you like and look at this jump spot for you.

MsM:up: :D

what needs to be darker? the static mesh textures? Also I'm not too concerned about bot pathing atm since I'm faced with messing with the layout again. I'll make sure the bot pathing is solid when everything else is done. Also, I wanted to mention I am going to experiment with putting planks down you know that ledge everyone hates trying to get up to the lg? I'm going to experiment putting some wooden planks down to create a ramp but still has the cool curves and aesthetics as before. what do you guys think about that? I'm experimenting with the whole lg room right now trying to resolve the teleporter flow issue. (ofc I backed up my map before starting)

legacy-Yournan2000
01-23-2004, 07:31 AM
Originally posted by CTFX1
what needs to be darker? the static mesh textures? Also I'm not too concerned about bot pathing atm since I'm faced with messing with the layout again. I'll make sure the bot pathing is solid when everything else is done. Also, I wanted to mention I am going to experiment with putting planks down you know that ledge everyone hates trying to get up to the lg? I'm going to experiment putting some wooden planks down to create a ramp but still has the cool curves and aesthetics as before. what do you guys think about that? I'm experimenting with the whole lg room right now trying to resolve the teleporter flow issue. (ofc I backed up my map before starting)

Yeah sorry the static meshs textures, take a look at the environment the map is in, dark metal and lava. The meshes should be a darker rusty colour, but not total rust if you know what i mean.

Don't worry about the bot pathing, send over the latest version to me and i'ii check it out. I wouldn't both with wooden planks, its a nice idea but wooden planks in a metal lava map, there gonna look totally outta place, maybe a grill metal ramp. As for the teleporter layout, i'd place the teleporter more in the corner, but you need to have easier access up there instead of those high steps.

Like i said end it over to me and i can check it out, i'ii be on MSN tonight can you can send it over there, thats if you have MSN.

MsM:up: :D

legacy-CTFX1
01-23-2004, 07:56 PM
I get what you mean about the rust stuff I'm pretty tired tho I've rendered to texture alot of my meshes more than 3 times. (although I havnt suceeded yet in 3ds max 6) personally I like how they look atm,. yournan now that I'm messing with the layout I dont think I'll be sending anything for at least a day or two.

alsoo, terrain I wanted it to look jagged/ volcano like.

--edit-- hmm, I like the ramp I have set up right now in terms of flow but yeah I agree it does not really fit in there,. gonna see what I can do to change that without changing the bsp there already.

legacy-Yournan2000
01-26-2004, 07:40 AM
Originally posted by CTFX1
I get what you mean about the rust stuff I'm pretty tired tho I've rendered to texture alot of my meshes more than 3 times. (although I havnt suceeded yet in 3ds max 6) personally I like how they look atm,. yournan now that I'm messing with the layout I dont think I'll be sending anything for at least a day or two.

alsoo, terrain I wanted it to look jagged/ volcano like.

--edit-- hmm, I like the ramp I have set up right now in terms of flow but yeah I agree it does not really fit in there,. gonna see what I can do to change that without changing the bsp there already.

Roger. Send it if you like when your ready.

MsM:up: :D

legacy-scirmast
01-30-2004, 04:04 PM
1. Is your level completely done or in beta state?

2. Screenshot isn't working. Consider uploading the pic to a decent webspace.

legacy-CTFX1
01-31-2004, 05:08 AM
its just about done seriously all I have to do is put another texture into the terrain tweak that terrain a little for gameplay reasons (no one likes getting stuck in terrain) I also need to have someone fix the damned bots, and that will be it. I will release it for ut2003 asap. Think the next day or two or three ;)

btw scirmist, the screenie and download came from planet unreal, it was a beta map so both images and map are deleted after so many days, its exceeded that many days so the screenie and download are naturally broken.

legacy-CTFX1
02-02-2004, 06:57 AM
its released ;) (http://www.ina-community.com/forums/showthread.php?s=&threadid=346232)

pls post on other thread.