View Full Version : DM-1on1-Park (Beta Pics+DL)
Little city map for 2 players duel or deathmatch.
Weapons: Standart, 2 Flack, 2 Rockets
Ammo: 4 Flack and 4 Rockets
Health : 2 Medium and 1 Mega health(Requires hammer jump)
Bot support : FULL. They run and jump there they expected to.
Post processing: Bloom + DOF(ONLY blurs distant buildings)
Screenshots:
http://img210.imageshack.us/img210/7246/ut32007111612182138wv8.jpg http://img214.imageshack.us/img214/2643/ut32007111612180070fw2.jpg http://img214.imageshack.us/img214/9572/ut32007111612190721hs9.jpg http://img210.imageshack.us/img210/9430/ut32007111612204892id1.jpg
Installation:
* Extract archive into \My Documents\My Games\Unreal Tournament 3
* Play
DOWNLOAD 12.72 MB (13,341,194 Bytes) (http://files.filefront.com/dm+1on1+park+b1zip/;9053858;/fileinfo.html)
See latest messages for updates.
Patarak
11-16-2007, 05:55 AM
Looks very nicely done. Although it does look a bit simple. Keep at it!
p2xelgen
11-16-2007, 10:13 AM
finished
??? :eek:
RaptorZX3
11-17-2007, 02:54 AM
remind me of the map i made for Half-Life a long time ago, a big cropped box with crates, ladders, wood planks and some spots to use miniguns :D
Midnight
11-17-2007, 08:45 AM
Sorry, no. We don't need more junk 1 room maps. Use that as a learning experience and go back to the drawing board. Keep trying.
3leggedFreak
11-17-2007, 08:56 AM
Congrats on your first map and hope you learned from making it.:) The map has no play value though, and the visuals are very poor. Educate yourself in the field of level design, examine other authors maps, do play tests and try to figure out what makes specific maps interesting, read up on the out and ins of map layouts etc. You have a long way to go but we all have to start somewhere, so good luck. ^^
Mr.UglyPants
11-17-2007, 03:51 PM
Nice work on your map, though as said by Freak, needs working on (alot in my opinion), like holy chirst the grass textures are just fugly!
Jagnot
11-17-2007, 07:56 PM
Sorry, no. We don't need more junk 1 room maps. Use that as a learning experience and go back to the drawing board. Keep trying.
No, YOU get the -down. This guy (or ) went out of his/her way to make a map for fans of the game, he/she doesn't need people like you to comment on his/her map unless you have something constructive to say about it!:mad:
..Edit: Quoted the wrong person...
woooo
11-17-2007, 08:00 PM
dont mean to sound bad if it does but it doesn't look ut3, it looks more like ut2004. You need to ut3 it up a lot.
Wail of Suicide
11-17-2007, 08:40 PM
This is the best looking custom UT3 map I've seen yet, so you have put some work into the visuals. It's still a ways from looking like it really belongs in the game though. I think if you were using actual terrain it would look significantly better.
Also, being able to go into one of the buildings, and DeathMatch in the lobby or go upstairs and snipe from some windows would be really neat.
Mr.UglyPants
11-18-2007, 12:34 AM
This is the best looking custom UT3 map I've seen yet, so you have put some work into the visuals. It's still a ways from looking like it really belongs in the game though. I think if you were using actual terrain it would look significantly better.
Also, being able to go into one of the buildings, and DeathMatch in the lobby or go upstairs and snipe from some windows would be really neat.
Its about only the 5th map to come out so far with all of them being kinda like this (though some with more gameplay and visuals), so its kinda silly to say that, since we only have enough UT3 custom maps to count on only 1 hand.
Skill
11-18-2007, 01:32 AM
looks great, especially for a beta.
Wail of Suicide
11-18-2007, 01:36 AM
Its about only the 5th map to come out so far with all of them being kinda like this (though some with more gameplay and visuals), so its kinda silly to say that, since we only have enough UT3 custom maps to count on only 1 hand.
I'm just calling it as I see it, and trying to provide some feedback and encouragement for the guy. A lot of people get discouraged and stop working on maps, which is a shame.
RaptorZX3
11-18-2007, 01:38 AM
well the "background buildings" i think this is the same illusion used since Unreal 1, it's the "skybox", instead of being empty, it use prefab buildings. but maybe i'm wrong there.
By the way, the one who quoted me actually quoted me wrong, i never said this, Midnight did.
ikarus
11-18-2007, 03:10 AM
too many repetitive textures but its nice !
well the "background buildings" i think this is the same illusion used since Unreal 1, it's the "skybox", instead of being empty, it use prefab buildings. but maybe i'm wrong there.
Its NOT a skybox. Skybox will move wierd. Look:
http://img212.imageshack.us/img212/4278/noskyboxts5.jpg
I tweaked my map a little. Now with terrain.
http://img214.imageshack.us/img214/1593/terryo7.jpg
Gotta replace ugly containers with something but i don't know how...
RaptorZX3
11-18-2007, 05:44 AM
ok.
now i'm just waiting to get my full version of UT3 by mail, i pre-ordered it
Cuddles
11-18-2007, 08:46 AM
Its NOT a skybox. Skybox will move wierd. Look:
http://img212.imageshack.us/img212/4278/noskyboxts5.jpg
I tweaked my map a little. Now with terrain.
http://img214.imageshack.us/img214/1593/terryo7.jpg
Gotta replace ugly containers with something but i don't know how...
The grass looks mutch better now, but it feels abit bland and the containers look out of place, trees would look mutch nicer there.
Its NOT a skybox. Skybox will move wierd. Look:
...
I tweaked my map a little. Now with terrain.
...
Those grasses do make it look better, although now it looks like no one has maintained the park for ages and the weeds are showing ;)
That need not be bad, but it'll depend on what kind of park it is.
At the moment it's kind of a mix between a landfill, park and a combatzone.
It's not pretty enough to be a park, but it's too pretty for a landfill.
Gotta replace ugly containers with something but i don't know how...
It's a park then it should be something that looks like it should belong in there.
Perhaps there is a shed where the gardener keeps his tools.
There's a few monuments or similar things that could be used to replace some of them.
It's not that important what those 'containers' are going to be right now, unless you are convinced that the map is fun to play and you are looking to make it pretty.
// ----
Don't be discouraged by people that say it is 'ugly', because that is what does not matter at all at the moment. I doubt anyone who says that has seen the early versions that Epic used to playtest their maps ...
I think you need to test the bare-bones version a bit more until the map plays right. Once that is done you can start tweaking it to make it look pretty.
What this map probably needs most is spawn-spots that don't place the player in immediate danger. As it is a single-cube it would be a bit too easy for 1 player to dominate. The first one to grab a weapon is most likely to maintain a lead for quite a while, because there's so few hiding places.
My suggestion would be to let the players spawn 'outside' the park inside the buildings, give them a minor weapon, some armour or something else to make them a bit tougher. As the park is square it probably would give you 4 exits and probably anywhere from 4 - 9 possible spawn-locations. That should give the fragged player a chance to counter, because he can suprise his attacker.
Thanks JaFO. This is VERY constructive feedback. I'll see that i could do.
Perhaps, i could make it BIGGER, but i want to make fast 1on1 map like Albatros. (Now my map is definitely faster though :D )
RaptorZX3
11-19-2007, 05:40 AM
well at least i think your map can run on lower-specs systems without slowing down.
Thanks JaFO. This is VERY constructive feedback. I'll see that i could do.
Perhaps, i could make it BIGGER, but i want to make fast 1on1 map like Albatros. (Now my map is definitely faster though :D )
It doesn't have to be gigantic. You could compare it to that arena-style map called DM-Morbias in UT'99.
When you are using 1v1 duel as the preferred gametype then it really shouldn't be too big as you would be eternally chasing each other instead of fragging.
Hillton
11-19-2007, 08:08 PM
finished
??? :eek:Who said it was finished?
Best looking map so far lol but that’s not hard to achieve.
Super-Moose
11-21-2007, 11:09 AM
Yeah, it's nice and grassy, but it's still going to play like arse.
Don't be in such a rush to release something. Try coming up with a decent layout first and leave the detailing till later. With all the maps released so far being single room monstrosities, it wouldn't take much to make yours stand out from the crowd.
You're obviously putting more effort in than some, though. Keep it up.
angusm
11-22-2007, 06:30 PM
Seems to be a very open map, as has been said before there needs to be more places to hide, especially for a one on one match. Although, with slight raises to the height of the tree planters it could make for a very interesting Gears of War map if you have a copy of that game.
In anycase the suggestions about allowing the players to spawn and move in and out of the surrounding building are excellent, perhaps beefing up the trees could help give the player something a little more solid to quickly dodge behind to avoid fire...
angusm
11-22-2007, 06:30 PM
Oh and of course keep at it man, don't get discouraged and good work so far.
AnubanUT2
12-19-2007, 05:06 AM
Hey what happened to this map ... it had some real promise. I hope the level designer did not give up on mapping so quickly ... it just takes time but you are on your way if you can actually put a functional map together.
I gonna make another park later. I will remake it from scratch. Too busy for now.
Dannydeman
12-19-2007, 06:13 AM
Nice idea, but I have some tips:
1: remove the distant blur. You can use a postprocessing volume from another map from epic, like the Defiance one. It will realy change the atmosphere of the map (and will add a better blur :) ).
2: Use some terrain for the grass
3: Use a more unique lighting. But maybe the postprocessvolume will do the trick.
4: Maybe use a small amount of height fog.
5: Good luck with the rest of the map
Thanks. I have more post processing and lightning experience now.
This is another map of me:
http://utforums.epicgames.com/showthread.php?t=590182
I still learning how to use U3E cos i was mapping for Source engine before.
Powered by vBulletin® Version 4.1.6 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.