legacy-advman
12-26-2003, 08:48 PM
Just uploaded beta 1 of my first map, "Sweet Death", to Unreal Playground. Download it at http://www.unrealplayground.com/download.php?mapid=4562
"Sweet Death" was intended as a remake of Adam "Senn" Bellfeuil's "Agony & Ecstasy" for Quake III. I always fancied this map for its gameplay. A relatively small map with two courtyards symmetrically linked via three pairs of connections, with three height levels vertically connected by two jump pads and a teleporter.
For my first map ever, I deemed it a good idea to rely on some tried'n'true layout and concentrate mainly on learning the editor. In the meantime the map has become quite large as - though I have kept Agony & Ecstasy's core - I have added additional ways, rooms, terrain, etc. In fact, it looks big though it isn't really. From any place of the map you are within seconds at any other place, still, it will take some bunch of players to fill it to its capacity.
Senn's map is vanilla Q3 Gothic, a style that has no exact counterpart in UT2k3 and, apart from that, I wanted something lighter, well, something like Mexican baroque or the likes. Oh my god, did I fail! I began searching for textures on the web, found nothing apropriate, turned to taking photographs and making my own textures in GIMP, found out that it would take me months to come up with a decent texture set and that I would still have no static meshes. Finally, as I was already busy mapping and wanted to apply textures, I did the unthinkable and reverted to ... Egyptian :eek:
So the word is out: "Sweet Death" is another egyptian map. Hmm ... not really, actually. Sure, textures and meshes are egyptian, but the BSP architecture (and - believe me - there is more of it than makes sense in UT2k3, anyway, you can't learn everything in one rush, so I skipped Maya PLE in the first run) is probably more Romanic, partially Gothic, than anything else. Let's call it a fantasy architecture and stop asking silly questions :D
The proportions of the map are probably a little on the small side, bigger than the original, but some UT2k3 players will still call it cramped. On the other hand, I'm quite sure some will like it. The map has all the gameplay of the original and maybe some more, well, I hope, at least not less.
See 28 screenshots at my showroom (http://advman.unrealplayground.com/)
This is a beta version, though you will likely admit that it would be much too late for major changes. Why a beta then? Well, item placement currently is mainly done to lure the bots to places they'd avoid otherwise. I think this map could benefit from being played by a number of human players :)
EDIT: Both bonuspacks (DE and Epic) are required!!!
http://advman.unrealplayground.com/sweet_death/SweetDeath_0006.jpg
http://advman.unrealplayground.com/sweet_death/SweetDeath_0004.jpg
http://advman.unrealplayground.com/sweet_death/SweetDeath_0010.jpg
"Sweet Death" was intended as a remake of Adam "Senn" Bellfeuil's "Agony & Ecstasy" for Quake III. I always fancied this map for its gameplay. A relatively small map with two courtyards symmetrically linked via three pairs of connections, with three height levels vertically connected by two jump pads and a teleporter.
For my first map ever, I deemed it a good idea to rely on some tried'n'true layout and concentrate mainly on learning the editor. In the meantime the map has become quite large as - though I have kept Agony & Ecstasy's core - I have added additional ways, rooms, terrain, etc. In fact, it looks big though it isn't really. From any place of the map you are within seconds at any other place, still, it will take some bunch of players to fill it to its capacity.
Senn's map is vanilla Q3 Gothic, a style that has no exact counterpart in UT2k3 and, apart from that, I wanted something lighter, well, something like Mexican baroque or the likes. Oh my god, did I fail! I began searching for textures on the web, found nothing apropriate, turned to taking photographs and making my own textures in GIMP, found out that it would take me months to come up with a decent texture set and that I would still have no static meshes. Finally, as I was already busy mapping and wanted to apply textures, I did the unthinkable and reverted to ... Egyptian :eek:
So the word is out: "Sweet Death" is another egyptian map. Hmm ... not really, actually. Sure, textures and meshes are egyptian, but the BSP architecture (and - believe me - there is more of it than makes sense in UT2k3, anyway, you can't learn everything in one rush, so I skipped Maya PLE in the first run) is probably more Romanic, partially Gothic, than anything else. Let's call it a fantasy architecture and stop asking silly questions :D
The proportions of the map are probably a little on the small side, bigger than the original, but some UT2k3 players will still call it cramped. On the other hand, I'm quite sure some will like it. The map has all the gameplay of the original and maybe some more, well, I hope, at least not less.
See 28 screenshots at my showroom (http://advman.unrealplayground.com/)
This is a beta version, though you will likely admit that it would be much too late for major changes. Why a beta then? Well, item placement currently is mainly done to lure the bots to places they'd avoid otherwise. I think this map could benefit from being played by a number of human players :)
EDIT: Both bonuspacks (DE and Epic) are required!!!
http://advman.unrealplayground.com/sweet_death/SweetDeath_0006.jpg
http://advman.unrealplayground.com/sweet_death/SweetDeath_0004.jpg
http://advman.unrealplayground.com/sweet_death/SweetDeath_0010.jpg