View Full Version : DM-Cordon
legacy-Twrecks
06-09-2004, 03:43 AM
Name: DM-Cordon
Version: 1.0
Compatibility: UT2004
Description: Static mesh island and a static mesh castle, filled with static meshes.
Comments: Thanks to pBOOST for converting Phantom.umx to ogg.
Credits: Inspired by CliffyB's DM-Barricade
Homepage: http://nalicity.beyondunreal.com
Download:
http://nalicity.beyondunreal.com/map_hub.php?mid=7319
http://www.unrealplayground.com/maps.php?game=ut2k4&type=dm&search=cordon
Screenshot:
http://www.west.net/~furkids/Twrecks/dm-cordon.jpg
Cordon serves blood sacrifice for the Goddess Vandora, and she's waiting for you!!!
musilowski
06-09-2004, 04:48 AM
Nice job!
Now you can make AS-Overlord2k4! :p ;)
legacy-DimensionSeven
06-09-2004, 05:22 AM
I won't repeat my comments from nalicity. I just don't like it. Feels like an alpha for me. sry.
legacy-pBOOST
06-09-2004, 01:17 PM
Im downloading it as I am writing this :) .
Screenshots looks great, and I am curuoius about the music you used .... :D
Keep up the good work
legacy-Twrecks
06-09-2004, 06:43 PM
Originally posted by d-7
I won't repeat my comments from nalicity. I just don't like it. Feels like an alpha for me. sry.
Then let me:
Originally posted by d-7 @ NaliCity
Bah. Terrain is horrible, lack of SMs, at places it feels really empty and alpha-ish. Even the ut99 dm-barricade looked better IMO.
1. There is no terrain, would have looked better if 2k4 didn't break Lightmapped UV'd meshes. Oh heck :p
2. The whole map is SM's, no really.
3. No beta here so Alpha sure whatever.
4. You mean this Barricade?
http://www.west.net/~furkids/Twrecks/DM-BARRICADE.jpg
Thanks for the feed :up:
legacy-commander_keen2
06-09-2004, 08:32 PM
i was extremely surprised when i saw that it was all static mesh. the only problem i had is that it ran a but slow.
legacy-Twrecks
06-11-2004, 05:58 PM
Yes, there's not a lot of ways to optimize this map. Just conserve polys :p Hence that "empty" look.
I like it. Plays a lot like DM-Barricade, but without the cheesy symmetry. More variety = more fun. :) It also ran fine on my somewhat lopsided system (Radeon 9800 Pro but only a 1.8 Ghz Athlon XP).
I am no l33t TDM player, so I can't comment on weapon placement and "balance".
Could use some polish, though: In some places, textures stretch horribly. At least two such spots in the courtyard; one in the grass near the "left" wall, the other in the rock in the middle. Also one on the grass next to a doorway leading outside from the basement. That exit also has two pitch black shapes in the grass at the doorstep.
Some of the half-levels in the interior are a tiny bit too high to comfortably double jump onto them (for me, that is, I am no l33t trick jumper either).
Lifts are slow to respond. I found myself trying to step off and back on to try to trigger them again (sometimes needed when you jump too soon on a lift that just came down), only to see it go up without me when I stepped off.
The spawn points... argh! Not starting with a weapon in view (without having to look around) is a big turnoff for me. :(
legacy-Twrecks
06-14-2004, 12:55 PM
Originally posted by Xyx
In some places, textures stretch horribly. At least two such spots in the courtyard; one in the grass near the "left" wall, the other in the rock in the middle. Also one on the grass next to a doorway leading outside from the basement. That exit also has two pitch black shapes in the grass at the doorstep.
I'm working on some REAL terrain to replace most of the static mesh terrain now there. That will also clean up the black "patches"
Some of the half-levels in the interior are a tiny bit too high to comfortably double jump onto them (for me, that is, I am no l33t trick jumper either).
Me too 50% of the time. But the map makes for good practice to hone those l33t skilz. The health vial trench in particular I resorted to Impact Jumping but now practice wall dodging out.
Lifts are slow to respond. I found myself trying to step off and back on to try to trigger them again (sometimes needed when you jump too soon on a lift that just came down), only to see it go up without me when I stepped off.
Yes, 1/2 second appears too long for the initial pause. And I must do something about the soundFX, gah!
The spawn points... argh! Not starting with a weapon in view (without having to look around) is a big turnoff for me. :(
Rather than spawning players "wep-in-view", I went for secure locations to cut down on spawn killers. Players must decide where to go to get weps instead of a "lucky draw". I prefer to play with wep-stay off, you may wish to leave wep-stay ON... until you get to know your way around.
Other items I am addressing is the lighting, I need to create shader sets to prevent the "greening". Will aloso add lense flares where appropriate. I am happy with the way the map plays, just not how it looks at this time.
legacy-digital orgasm
06-14-2004, 05:42 PM
Tried this map but I just didn't like it, the flow isn't so good and I won't be keeping this.
Good luck with your future maps tho.
legacy-Twrecks
06-15-2004, 12:40 AM
Thanks for having a look. I'm probably going to add spawn points on top of the two towers to draw more combat outside. I'm open to suggestions on how else to improve the flow through item placement/relocation. Geomtry is pretty well set.
legacy-Twrecks
06-16-2004, 06:36 PM
Coming soon: DM-CordonDeux!
SkaarjMaster
05-02-2011, 10:00 PM
Just don't go outside or you'll get sucked into space (some crazy wispy stuff going on out there);) A good atmosphere created inside with the lighting/shadows, flames, static meshes and music. Some meshes appear to not quite go where they are, but it works. The gameplay is wild and fun and this one seems to be a combination of Barricade, Peak and some extra twists thrown in.
http://www.unrealplayground.com/forums/downloads.php?do=file&id=2928
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