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View Full Version : CTF-Atlantea [FINAL - DOWNLOAD - UPDATED 01.13.2008]



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NEcRo-
11-24-2007, 02:54 PM
Name: CTF-Atlantea
Version: DONE
Compatibility: UT3
Description: My goal is an underwater city for CTF like atlantis.
Download: PC Versionhttp://www.hkant.de/omleved/

Expect a very big fps hit, should you play on max detail. ;O

(The files go in your "documents" -> My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Maps)
http://omlette.tek-lab.de/UT3/Image1.jpghttp://omlette.tek-lab.de/UT3/Image2.jpg
http://omlette.tek-lab.de/UT3/Image3.jpghttp://omlette.tek-lab.de/UT3/Image4.jpg
http://omlette.tek-lab.de/UT3/Image5.jpghttp://omlette.tek-lab.de/UT3/Image6.jpg
http://omlette.tek-lab.de/UT3/Image7.jpghttp://omlette.tek-lab.de/UT3/Image8.jpg
http://omlette.tek-lab.de/UT3/Image9.jpg



updated on 2008.01.13

haldolium
11-24-2007, 03:12 PM
that looks pretty nice :)

Jagnot
11-24-2007, 03:19 PM
Duuuude! That looks really good! Can't wait to play on it sometime!

VACkillers
11-24-2007, 07:32 PM
this could quite possibly be the best looking custom map to date so far, it looks just awsome dude i really cant wait to try it out... very nicely done, and 3 days, not damn bad for 3 days, take ur time i can wait :)

NEcRo-
11-24-2007, 08:12 PM
Good to hear ;-)

Ive just done the red base, new pic is up :o

Rhyder
11-24-2007, 08:20 PM
wow bro nice job

Jagnot
11-24-2007, 09:13 PM
Awesome! Is that mist on the floor in the new picture? Sun is shining through window causing glare..).

NEcRo-
11-24-2007, 09:24 PM
Yes, but the mist is in the other pics too :P

[l<eTakLa>l]
11-24-2007, 11:15 PM
Dammit, my idea !!!

Glad to see it though, and looks nice too !
Will we be able to swim to get the flag back ?

CrysAk
11-25-2007, 11:35 AM
this is looking really good ^^

nice work

NEcRo-
11-26-2007, 02:06 PM
Ive added a link to some new screenshots , which Ill be updating from now on, stay tuned :P

Harba
11-27-2007, 08:28 PM
This looks totally awesome. By far the best looking custom map to date. :D

If you need someone to test it, I'm up for it!

XenonG
11-28-2007, 06:00 AM
One of the best looking custom map to date, can't wait to play on it.

TYF00N
12-07-2007, 07:51 PM
when is this map gonna be done?

NEcRo-
12-07-2007, 08:16 PM
Maybe a week or less :o

Cam-tron
12-07-2007, 10:31 PM
baller! love stargate. love ut. combo = awesome!!
can't wait to see it all pretty and finished.

Jagnot
12-07-2007, 11:08 PM
I really like the direction your taking it. :)

darkyautja
12-08-2007, 09:54 AM
Loock good , can ' t wait to test it !! cheers

darundal
12-08-2007, 12:55 PM
Having seen the screenies, might I suggest that sleep can be replaced with large quantities of caffeine...

Denk
12-15-2007, 07:01 PM
Is this downloadable anywhere? :)

Sharpfish
12-15-2007, 07:42 PM
Nice theme...

AnubanUT2
12-15-2007, 07:59 PM
Well Necro I am now a fan so I expect this map to be even better than Orbital with all the time you are putting into it :) ... seriously though it looks amazing so far and I am anxiously awaiting a nice solid beta to play (with bot pathing) ... one thing .. what kind of windows are you using this time around? Still going for the force field effect or did you find something better?

General.Jung
12-15-2007, 08:54 PM
Hello NEcRo-,

a big praise from me it looks great, keep on working on more CTF Maps.

Grim
12-16-2007, 07:06 AM
Looks really promising. :)

NEcRo-
12-16-2007, 08:29 AM
Im using slowvolumes as windows, so you better have a very fast system when having bdistortions = true ;P

Mr.UglyPants
12-16-2007, 09:49 AM
Looking really nice.

NEcRo-
12-16-2007, 02:24 PM
Ive put up some new screenshots.

upL8N8
12-16-2007, 04:33 PM
You'll definitely need to test this on PS3 (when the tools are ready). Great texturing btw.

Lightningstrike
12-16-2007, 04:39 PM
Looks cool !

Sharpshotoo7
12-17-2007, 02:15 PM
WOW all i can say is awesome

is any of it custom content or all original game content

NEcRo-
12-17-2007, 02:30 PM
All original game content.

The Iguana
12-17-2007, 03:02 PM
Simply incredible and look forward to playing. We all appreciate your efforts.

Phoenix86
12-17-2007, 04:04 PM
is there a trap in this level? like triggering a room and the pressured sea water kills the player?? kinda like biohazard

:)



i really want this map!

jansoft88
12-17-2007, 11:48 PM
DUDE, you have some serious serious skill. Love your work. And nice to find out that your UTforums name is Necro :D.

Brits__Hit
12-18-2007, 02:24 AM
Great job on the lighting. Looks promising :D

warlord57
12-18-2007, 02:41 AM
wow this is looking amazing, I can't wait to play it :D

b0b7h3r1pp3r
12-18-2007, 05:47 AM
geez almighty ive never seen so much praise for something that people haven't even gotten to see first hand or play through or anything. Its easy to make eye candy people...the real challenge is making a pro layout and bot pathing along with it which we will just have to wait and see about. I am anxious to test this none the less. Also, the whole slowscreen effect is cool and all but don't you think people will notice the somewhat matrixy effect it has on the outside boundaries as not representing water incredibly well...

NEcRo-
12-18-2007, 09:10 AM
Its not supposed to be water, only forcefields protecting the city :)

chaos667
12-18-2007, 09:40 AM
oh my god, this is absolutely incredible!!! i wish try beta ;((((

ColdfireRik
12-18-2007, 12:27 PM
wanna have it !!! ^^ :P Looks great!!

Software Junkie
12-18-2007, 04:41 PM
This is looking fantastic.....keep up the good work!

ColdfireRik
12-18-2007, 05:11 PM
How far are you? Is it playable? What would you say alpha or beta?

NEcRo-
12-18-2007, 05:12 PM
Ill finish the alpha version this week so you can test it.

AnubanUT2
12-18-2007, 06:02 PM
This is going to be one sick level. By the way those force field windows you made ... well I saw a really good implementation on the map DM-Convenyor. He added some simple circuitry overlay to the main mesh and it came out really sweet looking ... more along the lines of what you were attempting in Orbital2007.

Mr Songwriter
12-18-2007, 07:29 PM
Very professional looking! I will definitely be checking this one out.

NEcRo-
12-19-2007, 05:55 PM
http://img47.imageshack.us/img47/2050/image1nx9.jpg

A new screenshot :o

zidane01970
12-19-2007, 05:59 PM
http://img47.imageshack.us/img47/2050/image1nx9.jpg

A new screenshot :o

Holy dear god.

Absolutely gorgeous!

I'm greatly looking forward to this, amazing screenshot!

*Quivers in anticipation*

AnubanUT2
12-19-2007, 06:01 PM
Dude that is so beautiful you are killing me with anticipation ... wow. :) Hurry up with that Beta please. This is the kind of level I have really been dying to see in UT3. Now we just need a DM one that is not just this version cut in half .. one that is obviously following this theme but has a different layout and some different graphical enhancers. Anyway first things first ... lets make sure this level is beta tested thoroughly ... such a thing of beauty has to be as perfect as possible upon its release as a final. And do the PS3 folks a favor at some point and cook this for them because they are going to cry when they discover only PC gamers can get this baby. :)

Phoenix86
12-19-2007, 06:08 PM
take your time!!

quality!! :P

AnubanUT2
12-19-2007, 06:24 PM
take your time!!

quality!! :P

I agree ... I was talking about the beta ... I don't see a problem with releasing that early since we are all going to make sure the end result is perfect (or as close to it as possible).

NEcRo-
12-19-2007, 06:26 PM
Problem atm is the performance :P
On most standard maps I get avg 90-100fps, alone and on max detail at 1920x1200....however, my map will get me 38fps ^^

Phoenix86
12-19-2007, 06:34 PM
Problem atm is the performance :P
On most standard maps I get avg 90-100fps, alone and on max detail at 1920x1200....however, my map will get me 38fps ^^

great ill get like 2 fps :mad:

NEcRo-
12-19-2007, 06:39 PM
Thats the problem of the UE3, large very detailed open areas with nothing to use for occlusion are a great fps drain :X

JustinR
12-19-2007, 07:03 PM
Awesome looking man can't wait to try this out later on nice work

zidane01970
12-19-2007, 07:22 PM
I wouldn't worry that much about it. I get no lag with 16x forced anti-aliasing and max graphics on anything, should be fine on higher-end PCs, though, you never know.

Sharpshotoo7
12-19-2007, 07:53 PM
must play cant stop drooling awwwwwww..............CTF-Atlantea

MamiyaOtaru
12-19-2007, 10:37 PM
Thats the problem of the UE3, large very detailed open areas with nothing to use for occlusion are a great fps drain :X
Is there not a lot of LOD usage in UE3?

Scha11enkrigor
12-20-2007, 07:30 AM
woah great work.... it reminds me of the Wonderful, fantastic, majestic game Bioshock.^^

-for those who havent played it yet. Play it!!!!!!!!!!! Now!!!!!!!!!!!!!1

Molgan
12-20-2007, 08:02 AM
I wouldn't worry that much about it. I get no lag with 16x forced anti-aliasing and max graphics on anything, should be fine on higher-end PCs, though, you never know.
He should, if the map ain't running well (~60fps on low settings) on mid range comps the map will get zero play time online. Mapping for high-end only is just a waste of time.

ColdfireRik
12-21-2007, 08:51 AM
I wouldn't worry that much about it. I get no lag with 16x forced anti-aliasing and max graphics on anything, should be fine on higher-end PCs, though, you never know.

Speak for yourself :mad::confused: I don't think anybody really cares whether you don't have lag when 16AA is forced on.

Sunshine1709Str
12-21-2007, 11:30 AM
freak, that looks so genius, awesome, incredable, einfach super genial

AnubanUT2
12-21-2007, 01:44 PM
I wouldn't worry that much about it. I get no lag with 16x forced anti-aliasing and max graphics on anything, should be fine on higher-end PCs, though, you never know.

Zidane unless you have the ultimate rig if you are not getting lag with max settings and 16xAA then it is not working correctly. I would have to see some real proof for me to believe this. Especially if you say you are running on XP as the drivers for non DX10 related hardware usually mean you can't have AA and HDR (not possible for Nvidia Dx9 cards/drivers) and the AA usually doesn't work correctly and do the full aliasing as it should. Take some pics please and post them ... do one with no AA, one with 4xAA and one at 16xAA so we can all see the difference if you don't mind. Thanks.

NEcRo-
12-21-2007, 07:00 PM
The alpha version is now available here:

http://www.hkant.de/omleved/
(Maps -> CTF-AtlanteaAlpha -> download HERE)

Play on the red team, because the red side is more polished than the blue one.

(The files go in your "documents" -> My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Maps)

This is a alpha version, so I know whats missing! ;P

AnubanUT2
12-21-2007, 07:08 PM
The alpha version is now available here:

http://www.hkant.de/omleved/
(Maps -> CTF-AtlanteaAlpha -> download HERE)

Play on the red team, because the red side is more polished than the blue one.

(The files go in your "documents" -> My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Maps)

This is a alpha version, so I know whats missing! ;P

Thanks man ... even an alpha of this is cool ... as long as their is rudimentary bot pathing I have no problems giving this a proper run through. :) Let's try and make this the first downloadable CTF map for the PS3 ... it really looks that incredible. :D

Phoenix86
12-21-2007, 07:10 PM
nice site, downloading both maps now :P


btw name your "readme.txt" to something like "ctf-atlantea-readme.txt" please :)

pionata
12-21-2007, 07:14 PM
Looks amazing. Cant wait to try the PS3 version.

Sharpshotoo7
12-21-2007, 08:08 PM
DOWNLOAD FASTER dang thing must play lol

Grim
12-21-2007, 08:37 PM
Well I did a quick run through. I got to say that visually the map looks stunning. I have two points with this alpha apart from the usual alpha stuff like light and blocking volumes etc.

The water when its coming down in the bases. It looks very unnatural. I dont know if you intend to polish that but as it is right now the water is just flowing straight into the floor and doesnt seem to go anywhere. Like I said could be alpha but I wanted to point it out anyway.

Second is that the map is to damn large. I saw that you mentioned that the map was for iCTF / CTF. I can tell you that in this state its definatly only CTF because no one in its right mind would play iCTF on this map to giant, you got no translocator and are dependent on those jumppads to bring you forward at any reasonable speed.

Jumppads in iCTF sucks ... period. :)

Tbh I see your idea with it but generally jumppads are hitscan weapons heaven and usually bad.

This map would probably be ok in a 10 vs 10 scenario and definatly not the standard 5 vs 5.

Imho if you want to make large maps you should stick to vCTF or WAR maps. If you wanna make the iCTF players happy you will try to shrink this map because like I said earlier, its to damn big atm.

Otherwise great map. ;)

NEcRo-
12-21-2007, 09:06 PM
Yes it got very large, too bad there is no "scale" button like in the editor of the other unreal games ;P

Mr.UglyPants
12-21-2007, 09:18 PM
Good, but its freaking huge, would be kinda better if it was just a bit smaller scale, unless this city was home to 10 foot tall people.

Also, i love the jumppads in that one hallway where you go on 1 and then it just drops you onto another... then repeat, quite alot of fun.

ColdfireRik
12-22-2007, 07:57 AM
w00t thanks for the alpha release ;) xD

Pelikan
12-22-2007, 09:09 AM
I played 5 on 5 and it's so hard to find enemy. You can do a flag-run without noticing any enemies.

Great looking, but freaking HUGE.

BuffyTheSlayer
12-22-2007, 10:07 AM
Looks Amazing !!!
after Bot work good I cant wait to play again :eek::D
I cant stop taking screenshot for this map :D
http://img513.imageshack.us/img513/4972/ctfatlanteaalphasu1.th.jpg (http://img513.imageshack.us/my.php?image=ctfatlanteaalphasu1.jpg)http://img509.imageshack.us/img509/109/ctfatlanteaalpha1bw5.th.jpg (http://img509.imageshack.us/my.php?image=ctfatlanteaalpha1bw5.jpg)http://img341.imageshack.us/img341/8872/ctfatlanteaalpha3vy8.th.jpg (http://img341.imageshack.us/my.php?image=ctfatlanteaalpha3vy8.jpg)http://img509.imageshack.us/img509/3221/ctfatlanteaalpha6qr9.th.jpg (http://img509.imageshack.us/my.php?image=ctfatlanteaalpha6qr9.jpg)http://img528.imageshack.us/img528/6116/ctfatlanteaalpha7yg0.th.jpg (http://img528.imageshack.us/my.php?image=ctfatlanteaalpha7yg0.jpg)

Mr.UglyPants
12-22-2007, 11:59 AM
You probably already know this stuff, but their are floors without textures and you can access a lot of places i doubt your supposed to.

NEcRo-
12-22-2007, 12:19 PM
Indeed. :-)

AnubanUT2
12-22-2007, 12:25 PM
Did I tell you that people would go crazy for this map! :) Yeah it is large (reminds me of maps that my old associate robo22 used to make ... if you have UT2K4 download ONS-Mothership and you will see what I mean). He would love this map in its current state I am positive. Lots of fun and really what more can be said about the visuals and the atmosphere. You nailed it plain and simple. I'll be looking forward to the smaller beta ... maybe you could add a special pickup to this map instead of the typical UDamage ... that would give it a nice little twist and really make it more of a UT3 map (using the new stuff that is UT3 only). :)

NEcRo-
12-22-2007, 12:46 PM
I cant make it smaller because there is no "scale" option like in ut99, ut2k4....not unless I want to rescale and reposition 5300 actors by hand. :X

AnubanUT2
12-22-2007, 12:52 PM
I cant make it smaller because there is no "scale" option like in ut99, ut2k4....not unless I want to rescale and reposition 5300 actors by hand. :X

Hmmm I'm wondering if you added a couple of small vehicles how that would work ... or at the very least Hover boards ... there is a hoverboard mutator that would actually work out perfectly with this large map. Heck large scale battles are not really a negative. So this map is best suited for 14-20 players ... sounds like it should go over well on large scale servers and I know there are a few out there that cater to big battles.

MamiyaOtaru
12-22-2007, 02:37 PM
The looks are awesome. Level is amazing.

As this is the beta forum, I'll point out a couple issues.

In the red base, the blocking volume could use some adjustment so I don't clip through the window dressing.
http://img519.imageshack.us/img519/8153/screenshot00023buc0.th.jpg (http://img519.imageshack.us/my.php?image=screenshot00023buc0.jpg) http://img519.imageshack.us/img519/5043/screenshot00024po8.th.jpg (http://img519.imageshack.us/my.php?image=screenshot00024po8.jpg)

Same thing in the blue base.
http://img403.imageshack.us/img403/4153/screenshot00027fo8.th.jpg (http://img403.imageshack.us/my.php?image=screenshot00027fo8.jpg)

This jumppad in the main room doesn't work. It's the one closer to the red base (the one on the blue side works fine). Stepping on it sends you about a meter total.
http://img139.imageshack.us/img139/6553/screenshot00025fy5.th.jpg (http://img139.imageshack.us/my.php?image=screenshot00025fy5.jpg)

In this nook in the hallway outside the blue base, there's a hole. I also managed to fall through the floor there into the ocean (no death, and same gravity ;) )and had to kill myself with a rocket.
http://img403.imageshack.us/img403/2861/screenshot00026bkl7.th.jpg (http://img403.imageshack.us/my.php?image=screenshot00026bkl7.jpg) http://img88.imageshack.us/img88/837/screenshot00030gl9.th.jpg (http://img88.imageshack.us/my.php?image=screenshot00030gl9.jpg)

In the other hallway out of the blue base (headed left when leaving) there's a hole one can walk through out into the ocean.
http://img88.imageshack.us/img88/5120/screenshot00028bqf6.th.jpg (http://img88.imageshack.us/my.php?image=screenshot00028bqf6.jpg) http://img519.imageshack.us/img519/7193/screenshot00029gs3.th.jpg (http://img519.imageshack.us/my.php?image=screenshot00029gs3.jpg)

In a level this big some of that might have escaped you. Hope you can nail things down for the final!

ps: that area I fell into below the blue base is awesome. I don't remember seeing it from the normal parts of the level at all: it's cool that you've got detail down there.

hawkwind
12-22-2007, 03:13 PM
pics look awesome, but the link is not working today :(

NEcRo-
12-22-2007, 03:21 PM
Link is working, maybe slow to the USA, but 2mb/sec for germany :o

Denk
12-22-2007, 03:35 PM
eum, i thought this map would be awesome - it still looks really nice, but it's waaaaaaaaaay too big - the map should be a lot smaller imo...
gj though :)

pionata
12-22-2007, 05:07 PM
WOW seriously,
this should be the first PS3 CTF converted map ;) It's breathtaking.

AnubanUT2
12-22-2007, 05:34 PM
WOW seriously,
this should be the first PS3 CTF converted map ;) It's breathtaking.

Well that is what we are trying to see happen by beta testing the crap out of it and making sure there are no exploits. It is really something that should be shared with as many UTers as possible no doubt. So we will be really going over this level with a fine tooth comb. By the time it is done you PS3 folks will have a solid fun map with amazing visuals to look forward to.

zidane01970
12-22-2007, 06:25 PM
Uh, I can't say exactly the spots, I will try to edit it more depth to this later but;

1. In a few of the Hallways, you can fall into this strange way underground area with this huge orange thing. You cannot get out, but you do not die sometimes.

2. Certain jump pads, mainly in the middle area can launch you through walls, or not work and injure you rather then boost you into the air.

hawkwind
12-22-2007, 07:15 PM
yeah, the link is working, just mt firefox blocking popups. turned blocking off, and it works just fine.

chaos667
12-23-2007, 05:11 PM
YEAH! It's now downloadable!!! testing it right now!

AnubanUT2
12-23-2007, 10:19 PM
Well the more I play it the more I do think it is just too large ... it also needs better optimization ... but it really is beautiful and I see you got the forcefield effect down pat ... it looks good in this map. Maybe you should update Orbital's windows now that you have the perfect look. Anyway whatever you decide to do I will definitely still download the map but yeah it would be more enjoyable if it were about half the size. Or maybe just optimized better and turned into a VCTF with hoverboards, mantas and vipers only. It will be really interesting to see how this turns out. :)

Alucard
12-24-2007, 01:57 AM
I'm assuming tht since this is an alpha testing you plan on spending some quality time on this map still. Cus this map has some great potential, but needs work. Most problems have already been mentioned so I wont repeat those. Problems I have found:
-Blue side has no jump-pads!(maybe I missed them, but I dont remember seeing them at all)
-One of the jump-pads in the middle area from the left red side is floating above the floor and sends you into some scaffolding.
-In the middle area right next to the jumpboots is a floating lever symbol, were you trying to implement a trigger of some kind?
-Also, most of this level is on one floor with the middle area having jump pads everywhere, are jump boots really needed? Perhaps uDamage, invisible, keg o' health, or something would work better.
Hope I didnt come across as sounding mean or anything, I just want to help you find the kinks in this map so tht it becomes great. I understand this is a big map and only in alpha stage, hope to see beta stage soon!

NEcRo-
12-24-2007, 10:35 AM
Ive converted the map to VCTF now, the size fits now much much better :P
Im not sure if Im going to put vehicles in, since hoverboards and jumppads seem to be sufficient at the moment.

revel911
12-24-2007, 11:01 AM
I'm assuming that since this is an alpha testing you plan on spending some quality time on this map still. Cus this map has some great potential, but needs work. Most problems have already been mentioned so I wont repeat those. Problems I have found:
-Blue side has no jump-pads!(maybe I missed them, but I dont remember seeing them at all)
-One of the jump-pads in the middle area from the left red side is floating above the floor and sends you into some scaffolding.
-In the middle area right next to the jumpboots is a floating lever symbol, were you trying to implement a trigger of some kind?
-Also, most of this level is on one floor with the middle area having jump pads everywhere, are jump boots really needed? Perhaps uDamage, invisible, keg o' health, or something would work better.
Hope I didn't come across as sounding mean or anything, I just want to help you find the kinks in this map so that it becomes great. I understand this is a big map and only in alpha stage, hope to see beta stage soon!

I agree with all of these!


Well the more I play it the more I do think it is just too large

I think we wanted to look like the Atlanteans were larger people, correct?

Necro, visually, can we see a few sporadic water dropplets falling here and there.

I think regular vehicles will be too big, but a hoverboard would be nice.

Software Junkie
12-24-2007, 02:19 PM
Problems aside, this is a fantastic piece of work. I'm looking forward to the final release!

Downfall[AT]
12-24-2007, 02:27 PM
just dont put in mantas...i hate manta whores with a passion


d/ling it now, will have to wait a few days to try it out tho

damn Christmas is getting in the way of my fraging

AnubanUT2
12-24-2007, 03:29 PM
Well this would probably be the first ever Hoverboard only VCTF map .... I just think one or two more vehicles would be beneficial and not make it such a one dimensional vehicle map. That is why I think Vipers would work ... they can fit with little difficulty ... Maybe have vehicles be operational at just several spots. Anyway don't forget to work on the optimization and seriously think about what in addition to Hoverboards could work. Maybe even the Scavenger could be used ... it will be interesting to see what direction you take this level in. :)

revel911
12-24-2007, 03:42 PM
Well this would probably be the first ever Hoverboard only VCTF map .... I just think one or two more vehicles would be beneficial and not make it such a one dimensional vehicle map. That is why I think Vipers would work ... they can fit with little difficulty ... Maybe have vehicles be operational at just several spots. Anyway don't forget to work on the optimization and seriously think about what in addition to Hoverboards could work. Maybe even the Scavenger could be used ... it will be interesting to see what direction you take this level in. :)

Viper small enough to fit in those small hallways?

AnubanUT2
12-24-2007, 03:46 PM
^^^ Hmm. You have a point ... I am not sure then ... I guess a hoverboard only level isn't too bad ...

BuffyTheSlayer
12-24-2007, 10:48 PM
Hoverboard & Scavenger & NightShade version
I think fit in map
Scavenger for attack enemy base
NightShade for defense base
:D

[Apoc]Cerberus
12-25-2007, 01:01 AM
Visually stunning! Very impressive! Obviously, as an Alpha release, much work is to be done. Nice work, though. It is very large; might play well as a vctf map, but only if you can find a way to get vehicles *in* the map. What difference is there between a CTF map and a VCTF map with no vehicles? None. Unless you count the fact that translocators are disabled by default in VCTF, thus the map would play even slower.

As far as the holes to the outside go, there are plenty of ways back into the map. I found at least 6 ways out of this map and 3 back in. An instant death blocking volume needs to be added under this world. If you jump off the edge and into the abyss, you travel a llllooonnnnnggggg way down before dying, but if you have your hammer handy, you can have a little psychedelic fun on your way down...:D
http://files.filefront.com/EscapingAtlanteawmv/;9320361;/fileinfo.html

NEcRo-
12-25-2007, 10:28 PM
A little update: At the moment Im implementing an underwater volcano that will be throwing out steaming water and glowing rocks when its done :P

AnubanUT2
12-25-2007, 10:32 PM
A little update: At the moment Im implementing an underwater volcano that will be throwing out steaming water and glowing rocks when its done :P

Sounds cool but how is the size issue coming or is that really just a done deal? Did you decide how vehicles are going to work in this level? And finally have you been working on optimizing the level so that people get the usual expected framerates?

NEcRo-
12-25-2007, 10:39 PM
The size is now ok with hoverboard, scavenger and viper.
As for optimization....Ive set all emitter to high detail only, the waterfalls too, but if you dont want to play on lowest detail, you wont have a lot of fps in the middle and there is nothing that can be done :P

AnubanUT2
12-25-2007, 10:45 PM
Nothing can be done? Are you sure about that? Your map is large but it is not larger than Warfare maps and I get a constant 60 fps on every one of them and I only run with max settings. Anyway maybe you will stumble on the answer later ... for now I won't worry about it ... I'll just look forward to the next beta for this spectacular level. Thanks for the quick reply.

NEcRo-
12-25-2007, 10:55 PM
The warfare maps a big with little detail, mine has a lot more and there are no mountains in the middle of my map to occlude it ;P

http://img180.imageshack.us/img180/1016/image3yx2.jpg A test of my newly accquired lava, thx to hourences :>

AnubanUT2
12-25-2007, 11:03 PM
I see ... well do the best you can ... the lava does indeed look HOT ... and yes the pun was intended but it does look very realistic. :)

Lantian
12-26-2007, 12:28 PM
as has been said before the map is huge! I have found that there is a few problems with jump pads just boosting you into walls and things, but its an amazing looking level and I didnt experience too much slow down in the middle... yes it slowed but not to like 5 fps! lol I only played it for a bit and did notice the trigger box in the middle too.
also the part in the middle i think where there is water to swim with a ship in it the water is so clear theres no water effect on the player it just looks normal.
but this is an amazing map! very very nice :) congrats must have take a while for sure! haha

NightEye
12-26-2007, 01:35 PM
The warfare maps a big with little detail, mine has a lot more and there are no mountains in the middle of my map to occlude it ;P

http://img180.imageshack.us/img180/1016/image3yx2.jpg A test of my newly accquired lava, thx to hourences :>

The effect looks long for water being under water. The lave is fighting off not being cooled.

chaos667
12-26-2007, 05:07 PM
theres is something with the area where the flag stands, you cant walk to the flag post noramlly, you need to jump coz something dosent let you go. well sorry for bad english but in the simple words it's hard to get to flag coz this round thing around it is a bit high so you need to jump over it

Brits__Hit
12-26-2007, 05:27 PM
Ok.. I played the map pretty thoroughly, so here are my impressions:

First of all, is this supposed to be a VCTF map? I ask because you mentioned vehicles and I never encountered any in the alpha.
If they aren't included in the alpha build then NVM :P

now to business...

My first impression while playing was that it seems like this map has an identity crisis. It can't decided whether to be a VCTF or just normal CTF map. It has massive, long hallways that lead to either a Flag room, which is quite densely populated with objects ( making it impossible to navigate with a vehicle) or the hall leads to the center attraction, which, although looks quite nice, has issues.
The #1 issue is that it's not optimized, or rather, can't be optimized. It's not the engine's fault, it's the way you built it. It needs to either be about 2/3 of the size, or you have to throw some occluding objects/walls/pillars/LARGE things in there. I'm sure you'll be able to do this without ruining the atmosphere and current beauty of that room ;)
To be honest, I think it would look just as nice if you just made it 2/3 of the size and got rid of a bit of the clutter. It's pleasing on the eye (very), but I think it's unnecessarily complex. It has a LOT of static meshes, which in turn contribute to the slow-down.
Try simplifying it a bit, I have a feeling it'll not only speed up the FPS, but also make it look nicer. Maybe try shortening the height a bit too...
Also, its kind of hard to see all details and overall theme of the room because of the lighting. The lighting, although fantastic in it's own right (a good barrage of colours goin on, etc), may need to be a little bit brighter, and also more concentrated on certain areas (maybe some spotlights on the submarines too).
It's hard to really express what I'm thinking, but my overall consensus for that room is that a) it's too big, b) it's too complex for it's own good, c) too dark and d) it needs more focus and clarity.

Now that I've gotten the middle room out of the way, I think those hallways to get around the place are much too large. The jumppads help you get around, but can be pretty annoying when you don't mean to step on them. Additionally, it's not all that good an idea to sort of base your whole travel patterns on using jump pads. It kind of ruins the gameplay IMO.
Did I mention I think this map would work better as simply CTF and not with vehicles? The overall theme seems to shun away the use of vehicles in the first place. It wouldnt really make sense to have tanks and mantas (maybe hoverboards) in a city under the sea, surrounded by glass.
I know you're probably set on using vehicles in it, but I beg you not to go that route. I say make the hallways much smaller and give them a bit more variety apart from 'straight ahead to the destination'.

As for the flag rooms, they are pretty cool..very nice water effects by the way. One issue I find with them is that it's not all that symetrical. If you look at any CTF map that came with UT3 the flag room is almost completely identical on both sides. The room does look nice, but there's something about it I can't quite put my finger on.. like it has great potential but isn't quite there yet. I think it may be the lighting. You're lighting overall is great in terms of hue, and it's obvious that you've put a lot of time into it, but I think it needs, as I said, more focus.

It's almost as if your map needs better landmarks to give it a clearer feel. You've got ton's of different things in it but none really stand out because everything sort of melds together. Know what I mean?

One thing I like is the 'suspended water hall' route to the middle room where you jump into the slo-mo mine shader and then start floating your way to the other side. Although it's cool, the running water doesn't make much sense because you're already under water. Try making some bubbling emitters for there instead.

Bugs:

-Fell through hole in hallway (forget where) and dropped onto the huge circular flaming thing under the map (I didn't die)
-Flags are unlit
-Jumppad at far ends of middle room don't work. Sometimes the other ones malfunction too. As I said though, I'd avoid using more than like 8 jumpads...
-Stairs up to flags don't have proper collision
- I'm sure there are a few more but I can't remember


OK, so, although I've done a lot of criticizing, I must say that this map is pretty impressive from a visual standpoint. It's evident that you've taken lots of time to detail it with static meshes and flesh it out with set pieces and objects. Kudos to you my friend, it looks very nice ;)

Overall, as I said earlier in the thread, this map has potential... but the things ruining it are it's identity issues (VCTF or CTF), it's lack of focus in areas and it's relying on jump pads to get around.

Love to hear what you think of my comments.

Lookin forward to the next release.

NEcRo-
12-26-2007, 06:59 PM
I think it will work as a vCTF, since only 3 vehicles can be used.
Hoverboard, Scavanger and Viper. Ive been testing all 3 and I can get through the map with ease. And yes, Ive only just put them in two days ago. ;P

The bases are not symmetrical because Im only working on the red base and the duplicate the stuff.

Furthermore Im in the process of adding collision. :P

As for the jumppads, I rather like them, feels like a Quake3 CTF map xD
Ive changed the paths from the jumppads too and you have now 50% aircontrol, which should make jumping more fun ;D

I dont know why the flags are black though. Oo

AnubanUT2
12-26-2007, 07:41 PM
I think it will work as a vCTF, since only 3 vehicles can be used.
Hoverboard, Scavanger and Viper. Ive been testing all 3 and I can get through the map with ease. And yes, Ive only just put them in two days ago. ;P

The bases are not symmetrical because Im only working on the red base and the duplicate the stuff.

Furthermore Im in the process of adding collision. :P

As for the jumppads, I rather like them, feels like a Quake3 CTF map xD
Ive changed the paths from the jumppads too and you have now 50% aircontrol, which should make jumping more fun ;D

I dont know why the flags are black though. Oo

Sounds like this is starting to really come together. Interesting that it has become a small scale vehicle level (when I mean small scale I am talking about the scope of the vehicles being used) ... not that I mind when a level looks this good. Also sounds like jumping around is going to be crazy. Are you certain about giving the users so much aircontrol for the jump pads ... I mean we aren't going to have to worry about being shot off at the wrong angle and not making it to the platform or something along those lines are we? And please make sure that we don't have to take any damage when we use the j-pads when we land I mean. That would not be fun.

NEcRo-
12-28-2007, 10:30 AM
Just added my latest screenshots, hf! :P

Kantham
12-28-2007, 10:58 AM
Cool, I'm glad to see a good competition out there. Did you understand the emitters or copy a bunch of them? :)
Also, is this a CTF map with a 'v' in front of it?

NEcRo-
12-28-2007, 11:20 AM
I copied 1 emitter, two others I created myself :P
And yes, it is vCTF.

NightEye
12-28-2007, 11:34 AM
Wow.... VCTF that actually interest me.

AnubanUT2
12-28-2007, 12:12 PM
Just added my latest screenshots, hf! :P

When is the new beta going to be available for download? I gotta have this level soon. :D

NEcRo-
12-28-2007, 12:22 PM
The beta is not soon away, in 30min or so Ill post a link to a video which shows my new caustic effects :P

NightEye
12-28-2007, 12:26 PM
The beta is not soon away, in 30min or so Ill post a link to a video which shows my new caustic effects :P

New pictures look crazy

NEcRo-
12-28-2007, 12:47 PM
A short peak at my new effects! :>
http://omlette.tek-lab.de/UT3/Caustic-AT.avi

AnubanUT2
12-28-2007, 01:03 PM
A short peak at my new effects! :>
http://omlette.tek-lab.de/UT3/Caustic-AT.avi

Wow man that is really slick ... does it slow down the fps for the level though? Dude you have to hurry with that beta please. PLEASE. :D

NEcRo-
12-28-2007, 01:16 PM
If the spotlight is set to affect dynamic objects it runs about 29fps.
If its set to static objects only, it runs fine.

MamiyaOtaru
12-29-2007, 12:09 AM
Love the map. The lava looks awesome but bothers me a little. Underwater, the surface cools very rapidly, leaving little glow. example 1 (http://satftp.soest.hawaii.edu/space/hawaii/vfts/pele/page.s2.html). example 2 (http://volcano.und.edu/vwdocs/vwlessons/lava/part1.html).

Also, any breach in the hull (caused by lava, or the breaches implied by the waterfalls in the flag rooms) would rapidly flood the place. That bothered me in Bioshock too haha.

Not that I'm advocating changing anything. The lava and the waterfalls look stunning. Next I'll be complaining about having gravity and being able to breathe on Face ;) From there it's a short trip to thinking respawning isn't very realistic. Sometimes I just have to remind myself it's unreal.

Looking forward to trying this with a few vehicles, better pathing and polished jumppads. The final should rock!

Downfall[AT]
12-29-2007, 12:19 AM
I tried out the leve land everyone has already pointed out the issues i had with cliping through certain areas. There was one point i may have missed somewhere, but the huge arches in the main hallway, you can walk right through them.

aside from that I loved the map. I think the scale is just fine :)

Cant wait to try out the final version

AnubanUT2
12-29-2007, 12:23 AM
Come on where is this baby ... seems like I have been waiting for hours ... c'mon give it! :D

Downfall[AT]
12-29-2007, 12:27 AM
just watched the video

must..play!!!!

and convince all of the servers to run it

also i would suggest that you ask epic to cook it for the PS3 (since you cant do it on your own yet anyway)

NEcRo-
12-29-2007, 06:19 AM
I really doubt the PS3 could cope with this map on max Detail ;P

AnubanUT2
12-29-2007, 06:37 AM
I really doubt the PS3 could cope with this map on max Detail ;P

Are you getting pretty close to releasing it? I've been staying up playing hoping that and some other mappers release some content tonight. :)

NEcRo-
12-29-2007, 08:49 AM
Ill finish the beta until tonight yes

BuffyTheSlayer
12-29-2007, 08:59 AM
Could you please make DM and all other game type version of this map too?
I really love those details in map :D http://img297.imageshack.us/img297/4729/heart2ax0.gif

JGame
12-29-2007, 09:07 AM
Map looks f'in awesome NEcRo-..kudos!!

AnubanUT2
12-29-2007, 09:08 AM
@Buffy: LOL ... Let him at least get this go through the beta process and make it to a final release before we ask him to look at the same basic level for who knows how many days until he pukes ;). From what I have noticed NeCro likes to keep moving on to the next project. However I would be interested to see what a DM level from him would look like

AnubanUT2
12-29-2007, 09:09 AM
Ill finish the beta until tonight yes

Thanks man I'll be looking forward to it. Tonight a lot of betas and final releases should be getting posted making all of us true UT addicts very happy. :D

NEcRo-
12-29-2007, 08:57 PM
Well this will be my last map for UT3, because Ive really had it with this cooking nonsense, Ive been trying for 1 hour to cook the beta version, but the editor crashes every time........

AnubanUT2
12-29-2007, 09:07 PM
Well this will be my last map for UT3, because Ive really had it with this cooking nonsense, Ive been trying for 1 hour to cook the beta version, but the editor crashes every time........

dude just step away from it for a while then ... DO NOT let it get you this frustrated that you no longer want to map in UT3. You know how buggy their editors are the first month out or so ... the next patch will probably help this out. We want this map true but we don't want you to lose your sanity. Put it down for tonight and let the gremlin tire himself out and then cook it tomorrow. :)

NEcRo-
12-29-2007, 09:12 PM
I cooked it on another pc, upload is running, expect a download link soon ;o

NightEye
12-29-2007, 09:14 PM
Thanx Necro, I will be downloading after dinner.

AnubanUT2
12-29-2007, 09:16 PM
I cooked it on another pc, upload is running, expect a download link soon ;o

Oh yes!! You came through like a champ. Thanks man this was definitely one of the main levels I have been wating for today. Think I'll take this time to step out and when I get back download this. I am really a happy camper .. or will be once I get it. :)

NEcRo-
12-29-2007, 09:21 PM
http://www.hkant.de/omleved/
The downloadlink is in the news. Remember, this is a beta, some areas are dark because Ive deleted some lights to redo them.
The flags are black too and I dont know why. :P
Expect a very big fps hit if you play on max detail. ;O

AnubanUT2
12-29-2007, 09:33 PM
Grabbing THIS now. Thanks so very much again. :D

AnubanUT2
12-29-2007, 10:18 PM
SICK!!! :eek::eek: Well this is quite a nice looking job you have done ... I really like it and I was unsure how I would feel about it once it became a VCTF level but man it does work ... although there have been larger CTF levels in UT2K4 so I don't get that it NEEDS vehicles at all. It doesn't ... people are just spoiled now because of the hoverboard but in Ut2K4 no one complained because that was part of the challenge ... getting back to the base when you have a long run to make. That is really when you see who good teammates are because they should have your back. But anyway now it is VCTF and that is that.

Some quick observations:

- The water effects are really nice ... it really feels like it is flooding and that part reminds me of Bioshock good job ... although I would have to say that some of the water looks like rain instead of flood waters pouring in. The best examples I can give you are the flag rooms themselves and the corridor that has the hologram male figure ... now one of the incoming streams looks like flood water but then as you leave the room the second incoming water looks like it is raining and then once you get into the hallway with the holographic figure at the end is some more water coming in but it looks like rain. So definitely either fix that or lose it ... it really destroys the effect that you are trying to establish (and do establish in other places throughout the level by using the water that looks like a waterfall instead of rain like in the flag room) ... also most of the water looks like it is coming in very fast ... it might be nice to vary it up some ... have some trickling, some going fast and hard some lighter, some just coming down like someone left the sink running but not at full strength. Show some small puddles throughout with droplets making the puddles ripple ... that would fit in nice with the detail and "realism" of the level. Maybe even have a flailing fish or two in some spots (Have you played Bioshock?)

- Okay enough of the water ... the other thing is that I was in the blue base and I jumped one way towards the window (which when you look out of it you don't see anything in detail just some black shapes) and the next thing I knew I was out of the arena and in the ocean and the bottom of the arena was not really touching the ocean floor and so there was a huge gap and misaligned textures and I fell through the hole under the entire level. So you may want to check for those things ... much like your first map Orbital.

- Maybe add some cracks in several of those windows and have water SLOWLY seeping in ... or just show stress cracks with no water. That always looks really cool in Underwater structures that battles are being fought in or that have taken damage and are going down or collapsing from the immense pressure (imploding basically).

- That is it from me ... I am sure other people will find more things that you can fix or improve for the next beta. I can see this going through at least three more betas before becoming final. All the balance issues with the vehicles will need to be worked out as well.

- Lava should burn .. I was able to stand in lava that was pouring in with no ill effects. that is wrong ... this is lava and it should cause major damage quickly if not immediately.

So far so good ... your work is outstanding man ... really just terrific stuff ... no matter how "Unreal" it is I love the underwater volcano effects ... all of them ... it really makes me feel like I am on an alien planet. I anxiously await the next beta. :D

NightEye
12-29-2007, 10:47 PM
- Lava should burn .. I was able to stand in lava that was pouring in with no ill effects. that is wrong ... this is lava and it should cause major damage quickly if not immediately.


- I totally agree with this observation.
- The hoverboard works excellent in this map, but I was not convinced of the need of the other vehicles. I can see hit and runs being a problem on the long hallways. I found maneuvering the vehicles in the center section was not very fluid.

NEcRo-
12-29-2007, 11:00 PM
I can certainly remove the other vehicles if they should prove to be inadequate. :->

AnubanUT2
12-29-2007, 11:43 PM
I can certainly remove the other vehicles if they should proof to be inadequate. :->

I honestly think you should go back to a pure CTF map ... like I said in my post people are really forgetting how large some of the UT2K4 CTF maps are ... and I am talking about the ones that are official as well as a couple of the CBP maps. Doesn't anyone remember the Demo CTF map for CTF that was in an old castle like structure with stone bridges that had like 6 ways you could go? So yeah I just think that this makes for a very challenging CTF map ... I mean if you can get a flag all the way back to your base without dying on this map you really really earned it. And if there are no exploits I don't see why a map this stunning wouldn't be a big hit on servers .. heck a team could easily be 10-12 people and this map could handle that very nicely. People are very rapidly getting used to these small and medium sized CTF maps in this release that are made for 8-12 people total and that is not a good thing ... hell some of the matches I spectated in UT2K4 were 12v12 ... I think on CTF-BridgeofFate IIRC.

Oh yeah and if you folks think this a big CTF map then take a look at Mobius Concourse if you have UT2K4 ... I don't think this level is any larger in total than that level and people loved that map and have a good time playing it. So that is my take on things. But I would still have this level in my collection even if you do keep it as a hoverboard only VCTF level (which seems unnecessary since there is a mutator for the Hoverboard to be used in a map if people want to and really without other vehicles you don't need to worry about Vehicle spawn points and room for the vehicles (you can leave more open space this way or replace them with some neat little static meshes). Whatever you decide ultimately I am down with it. :D

The_wolf27
12-30-2007, 10:41 AM
a version of atlantis :p just lovin it^^

NightEye
12-30-2007, 01:28 PM
I don't think it needs to be just CTF, but vCTF with just hoverboard should be fine.

Brits__Hit
01-02-2008, 04:18 PM
I don't think it needs to be just CTF, but vCTF with just hoverboard should be fine.

I agree.. CTF with just the hoverboard.

I'll take a look at the new beta today.

AnubanUT2
01-02-2008, 07:19 PM
Hey Necro how is this going ... any news of a more recent update that addresses some of the issues I brought up? Any news would be great so throw us a bone please. :)

NEcRo-
01-02-2008, 07:34 PM
Lava does hurt now, vehicles are gone, only hoverboards now.
Havent really dont that much since last year, hehe ;P
Added some more detail and redid the bases.
You can actually shoot that cracked glass window and it will break into 100 pieces, whereafter water will pour into the room and fill it up until the stairs.

http://img256.imageshack.us/img256/8259/image1ew6ek1.jpg

AnubanUT2
01-02-2008, 08:21 PM
Please change the water that looks like rain. I beseech thee. :) That effect is really ruining the map for me. Nothing else is that wrong for lack of a better word ... but that looks so out of place I can't take it. Sorry. Also I hope you fixed that hole near the window in the blue base and the bottom of the main base. Anyway looking forward to the next beta whenever it arrives. :)

Brits__Hit
01-02-2008, 11:35 PM
Let me start off by saying it's obvious you worked hard on that new downloadable release, because visually it is in fact stunning.
The lighting is much more organized as well, plus the addition of the vibrant blue and red flags, as well as the lava really helps the variety of hues.
BTW are the bubble emitters and the water refraction projection your own creations? I can't remember seeing either of them in an official map.
Either way, great job on those.

Of course, you didn't change the layout much after my comments about it, but it's your map, you can do what you want to :P :)

As for criticism.. I think you're leaving out a very important issue of being a level designer... and that's optimization and playability.
I'm not going to sugar coat it.. this map runs like ****. I can run any other map that comes with the game pretty flawless, but ur map takes a dump on my PC.

It's great to make a visually impressive map and show it off.. but it'll be basically unplayable on 90% of the forum-goers PC.
It's up to you but I highly suggest you sacrafice some visual flair for some better framerates.

Again, great work on the visuals, but as it stands now, this map is just an eye candy showcase and not a playable level.

EDIT: oh yah, one more thing:


You can actually shoot that cracked glass window and it will break into 100 pieces, whereafter water will pour into the room and fill it up until the stairs.

That sounds fawking awesome :D

The flag room looks very nice in that shot as well..

AnubanUT2
01-03-2008, 12:06 AM
I think this level is turning into more of a technical showcase than a map that is focused on a balance between visuals and gameplayl ... you may really want to address that issue ... or not ... the choice is yours ... the level is absolutely stunning but adding in so many emitters and now this new trick where water fills up the room ... in a CTF map? Hmmm I'm really uncertain of that decision ... don't get me wrong .. it is awesome and all but I would think something like that belongs in a DM map not a CTF level.

MamiyaOtaru
01-03-2008, 02:49 AM
True. The defense is just going to shoot out that skylight immediately to slow the opposition down. Plus it would really bother me that it doesn't actually fill the room haha

Technology showcase isn't really a bad thing though. Angelheart's maps were like that and I love them.

AnubanUT2
01-03-2008, 02:59 AM
True. The defense is just going to shoot out that skylight immediately to slow the opposition down. Plus it would really bother me that it doesn't actually fill the room haha

Technology showcase isn't really a bad thing though. Angelheart's maps were like that and I love them.

True but they were all non team based levels ... DM only so it didn't really matter ... this on the other hand is CTF. Certain things just have to work in CTF.

Khandor
01-03-2008, 03:16 AM
I recall angelheart making a CTF level that changed from night to day. I think it was her who did that, pretty sure it was. I like this map a lot, I just thought it was a bit dark in places. :b I got lost easilly. >.< but I didn't play it much.

AnubanUT2
01-03-2008, 04:01 AM
I recall angelheart making a CTF level that changed from night to day. I think it was her who did that, pretty sure it was. I like this map a lot, I just thought it was a bit dark in places. :b I got lost easilly. >.< but I didn't play it much.

Angelheart is a guy dude ... you might be thinking of AngelMapper ... sounds more like something she would do anyway.

NEcRo-
01-03-2008, 08:54 AM
I made the water refraction projection effect or caustic effect myself, the bubbles emitter I copied from CTF-Strident :-)

Mr.UglyPants
01-03-2008, 11:51 AM
What, its a VCTF map now? Why the change?

Sbouby
01-03-2008, 11:53 AM
Yes, nice idea, nice screens ^^
We wait with pleasure this map now :)

NEcRo-
01-03-2008, 12:30 PM
Its now normal ctf again, it was worth it to test is as a vctf, but as some pointed out its still too small for vehicles even it its a big map. Moreover hoverboards look nice, but arent really necessary due to the jumppads.

Mr.UglyPants
01-03-2008, 12:36 PM
Oh yes, thats awesome to hear. So what has been the major changes since the first release?

Gizmosan
01-03-2008, 12:46 PM
downloading the map now, looking forward to checking it out in the editor :)

AnubanUT2
01-03-2008, 12:59 PM
Its now normal ctf again, it was worth it to test is as a vctf, but as some pointed out its still too small for vehicles even it its a big map. Moreover hoverboards look nice, but arent really necessary due to the jumppads.

Good move man ... I really think that this is the best course of action for this map and later you can create a proper VCTF level. :)

Grim
01-03-2008, 02:46 PM
Angelheart is a guy dude ... you might be thinking of AngelMapper ... sounds more like something she would do anyway.


What happened to AngelMapper btw? Does she map for UT3 any?

NightEye
01-03-2008, 02:56 PM
Good move man ... I really think that this is the best course of action for this map and later you can create a proper VCTF level. :)

Necro, I also think this is a good move since the map is so narrow. People keep complaining about the length of flag runs in all the good CTF maps, but isn't the part of the challenge.

aivadarker
01-03-2008, 04:11 PM
haha guess what i found hehe
http://img183.imageshack.us/img183/2687/thesrecretlolvq8.png
THE SECRET LOL
ha you thought no one could find it but i did muhahahah

and btw nice map looks even better then the original maps from epic in my opinion (:

DELTATHUND3R
01-03-2008, 04:31 PM
Now that looks really good.Nicely made :)

NEcRo-
01-03-2008, 04:56 PM
Yes, you found it ;P

Rogelio
01-03-2008, 05:26 PM
What happened to AngelMapper btw? Does she map for UT3 any?

Alot of the older level designer lurk around BU instead of here it seems. If you have a question that can not be answeared here the best bet is BU. I have seen her around a lot in BU plus other named people who have not posted anything yet level design wise but see as they are answear questions will show us something and lay down a brick load of **** to show us soon I bet.

NEcRo- the map is looking massive lots of intresting effects going on. The volcano was cool Next time try to down play the visual elements in some places it is just too much to pay attention to what is going on. It is busy as hell. Still the effort is way high. Keep going looking forward what you come up with later on.

Brits__Hit
01-03-2008, 08:11 PM
It is busy as hell.

That's the word I forgot to use in my colossal critique post a few pages back... busy. This map is far too busy, and as I said it needs more focus on certain visual elements, giving it more landmarks so to speak.

No one else concerned about how it runs? Do you all have super-computers or something? :P

BTW, @Necro: very nicely done with the water refraction projector ;)

ur-name-here
01-03-2008, 11:22 PM
any other sites to download from. i will never get flash player!!!

NEcRo-
01-04-2008, 06:08 PM
Ive removed the rain and replaced it with other water emitters, however I cant remove the rain from the base, because of yet another bug ;)
Im working with prefabs, so the stone + water + sound + emitter is one prefab I made, and as soon as I select one of the 8 parts of that particular prefab, the editor crashes...excellent...

AnubanUT2
01-04-2008, 06:38 PM
Ive removed the rain and replaced it with other water emitters, however I cant remove the rain from the base, because of yet another bug ;)
Im working with prefabs, so the stone + water + sound + emitter is one prefab I made, and as soon as I select one of the 8 parts of that particular prefab, the editor crashes...excellent...

Hmmm well what do you honestly think? How would you react to this level if you were a gamer and hadn't made it? Is the rain a non issue or is really distracting especially alongside something that looks much more authentic? I think at this point you have to decide how much importance you want to put on the immersion factor and what impact it has on gameplay. You already know my feelings and no one else has commented on this issue. :) I am glad to hear that some rain has been removed ...

Squiggles
01-04-2008, 07:37 PM
This is a seriously incredible level from an asthetics point of view. Kind of reminds me of Bioshock... Thanks for the sweet level.

WrATH
01-04-2008, 08:20 PM
Barely playable for me, nice but you need to balance out the eye candy with performance.

ur-name-here
01-04-2008, 09:45 PM
In Refrence to my earlier question NEcRo-

R U going to put it on a mirror site too for download?

NEcRo-
01-05-2008, 07:46 AM
Im not putting a beta version on a mirror site, the final version yes, but not a beta.

brianford
01-05-2008, 09:07 AM
Downloaded and played. Looks very nice. Only getting 12 fps so I can't play it. Think you will need a very fast computer to play it.

hawkwind
01-06-2008, 12:59 AM
haven't read all the comments, but this is an extremely beautiful, and well thought out level. i have my fps capped at 60 so i don't loose the feel of online.
things i noticed (other than this is great)
-you have 2 trigger icons from the editor next to the jump boots
-the ramp to the right of the whale after you get the boots has many "hang ups". that pipe first, and then some other things i can't see.
-also in the whale room are 3 random meshes that just are there, 2 sticking out of the ground, and one making a u shape in midair. from the boots facing the whale, its at 7 oclock up on the upper platform

i have screen shots of what i saw.

lastly, please don't try overly hard to make this play well on all computers.
it is a work of art, and a map. please don't make it just a map. if you want to, make a lite version, but i really want to see what this editor can do, and you are close.

- oh there was this chamber i jumped in just for fun, full of tubular lava. i couldn't get out or die. a kill volume would be great.

pionata
01-07-2008, 04:42 PM
I just hope the map plays well on the PS3 ;) How about asking the 3rd person view mod maker for the beta export tools?

Edit: PS3 Mod tools released: http://utforums.epicgames.com/showthread.php?t=597312

Spank$hot_BT
01-07-2008, 05:35 PM
Aesthetically this map is superb. Be interesting to see if it plays well online.

Maybe add more visual markers indicating position and direction in the map. Also some kind of marker to indicate the direction of a jump pad would help too imo.

BoomSlang
01-07-2008, 09:57 PM
Congratulations your map is the first map to actually bring me anywhere near 25-30fps. So far I have not seen anything below the capped FPS. This map has way too much **** everywhere so it needs to be balanced. Otherwise, very nice and very pretty. Not a huge fan of the jump pads tho...

Laggmaster
01-07-2008, 10:09 PM
Yes a ps3 version would be appreciated if not now at least let us get our hands on the final version.

NEcRo-
01-08-2008, 01:01 PM
Ill release the last beta probably tomorrow and if that checks out okay, the final at the end of this week.

NightEye
01-08-2008, 05:25 PM
Ill release the last beta probably tomorrow and if that checks out okay, the final at the end of this week.

Good to hear necro

NEcRo-
01-08-2008, 05:40 PM
http://www.hkant.de/omleved/

Have fun with the last beta and look for glitches :>
2-3 lights are missing in the blue base.

Larry L
01-08-2008, 06:51 PM
O...M...G .......is all I can say about those screenshots. Jaw dropping. In all honesty PS3 users, this may be too much for the PS3 to handle. Look at all the crazy textures!! How big is this map? File size, and area wise?

Edit: I also want to request a version of this map for DM. Thank You.

NEcRo-
01-08-2008, 06:52 PM
It is too much for the PS3 yes, no way it will run on it.
71mb cooked, very large.

Thrallala
01-08-2008, 06:57 PM
This is a very nicely made map, looks very impressive. You have potential of being a very good level designer, and I sure hope you will be :)

Although as Rogelio said, there's a little to much going on in the level and it's hard to focus on actually playing the map rather than looking at it's amazing visuals (haven't checked your latest version yet though).

KiLLER JA0
01-08-2008, 07:13 PM
first of all, this map looks awesome great job!!!!

secondly, i would think the ps3 could handle it, but then again maybe not, never know till you cook it and we can test =) *hint hint*

Ikioi
01-08-2008, 07:23 PM
It is too much for the PS3 yes, no way it will run on it.
71mb cooked, very large.

Is there some exact size limit that's been stated?

Larry L
01-08-2008, 07:37 PM
Well the size of the map is not what makes me think it wouldn't work on PS3. the size doesn't matter. It's the incredible textures u used. The trees in CTF BUNKER are so detailed that the PS3 starts losing frames per second. I can't see ur map for myself so I don't know if ur textures are THAT high, and the running water. This is not to say u shouldn't cook up the beta version for PS3. You should. I really want to see what it will handle, and I don't think a better test could be come up with than this map. Wheter you do or not, that is some knack you got for map making sir. I salute you.

Ikioi
01-08-2008, 07:42 PM
Well the size of the map is not what makes me think it wouldn't work on PS3. the size doesn't matter. It's the incredible textures u used. The trees in CTF BUNKER are so detailed that the PS3 starts losing frames per second. I can't see ur map for myself so I don't know if ur textures are THAT high, and the running water. This is not to say u shouldn't cook up the beta version for PS3. You should. I really want to see what it will handle, and I don't think a better test could be come up with than this map. Wheter you do or not, that is some knack you got for map making sir. I salute you.

I have yet to check out bunker, but I don't think it's just the textures, because the UE3 streams textures in and out, so to avoid texture thrashing.

It'd just be interesting to see how fast this map ran on the PS3.

There might be some memory limit cap, but that cap might also not be significant for maps because of the streaming textures.

Larry L
01-08-2008, 08:03 PM
Looking at the bunker trees up close, there is no way that is a texture or model or whatever that is included in the UE. That amy be the problem. This map, while huge and highly detailed looks like it uses mostly stuff in th UE, though I really don't know. I don't think there is a memory cap for the size of mods, if that is what you mean by memory limit. Cuz mod packs are able to be used on PS3, and those can get pretty big, file size wise. I think the only limit to the size of the mod in that way is how much HDD space yyou have left or the size of your memory device u transfer it with. If you are talking about RAM limits, that is a different story. We know PS3 doesn't have alot of ram to play with. So is THAT the problem with the trees on bunker, or is it cuz it's an imported texture? That is the question. The mist at the bottom of Perfect temple causes the same type of framerate drop. Is that a custom thing or is the mist something that is included in the UE? Anyway, I just want to see this map in action. Arethere any youtube vids of it?

D4rkW4rr10r
01-08-2008, 08:08 PM
the fog in PerfectTemple causes no framerate drops to me on PS3

NEcRo-
01-08-2008, 08:09 PM
http://www.hkant.de/omleved/

The PS3 Beta Version is now online, the link is directly in the news.
I hope you PS3 users know what to do with, because I dont. ;P

Use on your on responsibility.

Larry L
01-08-2008, 08:17 PM
wow, talk about fast service? Your the man. Now to wait for herby to get ahold of this baby. (no PC in the house. I have my fingers crossed it holds up. Thanks alot.

Aratacus
01-08-2008, 08:20 PM
two words... absolutly stunning

hope this finds its way to PS3 in the final... this looks great!

EDIT: i didn't realise that theres a PS3 beta.... this was the biggest download i have gotten thus far.... hope its not too much for the PS3 to handle.... i'll give it a try regardless... THANK YOU anyway!!

Masked Muchacho
01-08-2008, 08:21 PM
Downloading PS3 beta now.
Testing in couple of minutes.

EDIT: Tried to start up match, but the game froze. Tried it twice over, still froze.

NEcRo-
01-08-2008, 08:38 PM
Well, seems to be too much then, I followed the instructions :P

Masked Muchacho
01-08-2008, 08:39 PM
Oh well, at least it got cooked. :p

Really nice map we'll have to miss. :(

NEcRo-
01-08-2008, 08:42 PM
Ill take the link for the ps3 offline.

Larry L
01-08-2008, 08:46 PM
...............(bugle playing "Taps")


The map even shows up on the map list?

Ikioi
01-08-2008, 08:47 PM
Well, seems to be too much then, I followed the instructions :P

Did you get any bugs when cooking the PS3 version? Honestly, I would have though Epic would give us some guidelines.

Could anyone from Epic check the map out and tell is if it's really not possible?

NEcRo-
01-08-2008, 08:52 PM
There were some warnings that my custom sounds cant be converted, but nothing serious.

Masked Muchacho
01-08-2008, 08:58 PM
...............(bugle playing "Taps")


The map even shows up on the map list?

It did. Froze on loading screen.

Ikioi
01-08-2008, 09:00 PM
There were some warnings that my custom sounds cant be converted, but nothing serious.

Well I'd just like someone from Epic to check it out. It'd be nice to know specifically what's stopping it from running. It will save time for modders in the future so they know that certain things won't work and if not to bother cooking a PS3 version and such.

Herby
01-08-2008, 09:25 PM
Same here the map showed up on the Map list but froze on the loading screen. Had to reboot PS3.

Defender_ctr
01-09-2008, 12:30 AM
I have been significantly unimpressed with the majority of custom offerings so far for UT3. I can, however, say the same thing most everyone else is saying in regards to yours: It's perhaps the best looking mod yet, no question. This is the kind of level that all others will be compared to. You'll hear things like "...it's a good map, but it's no Atlantea." :)

I could go on with what you are doing right and believe me most everything is right. BUT that’s not the point of a beta, it's targeting what might need some work...and being a game artist myself I understand the importance of a good critique.

I will start by saying 2 things. First, I haven't read all the other posts, so chances are you have heard everything I'm about to say already...if this is the case chalk this one up to my laziness in that regard :p Second, I want to say that I realize some of what I'm about to tell you is strictly opinion, I'm offering up another perspective and that’s all…by no means am I telling you what you should do or claiming I’m the real expert here…I know you know more than me. Hopefully though I can offer you something you haven’t thought of yet.

My first thought was, this looks so freaking cool!! And that ultimately is really the issue at hand. There’s just too much going on. When I say this I don’t mean it looks bad or cluttered, I just mean you are making everyone’s computers choke by processing so much at once. The best way I could describe it is that your level is the Crysis of the modding community, amazing IF you can run it….but most can’t run it so it gets pushed aside.

You know the editor pretty darn well. You also know all the bells and whistles. The map is HUGE, which in of itself isn't a bad thing, but because you have so much detail and so many cool effects going on you might have gone a bit over board by filling every little space of the map with them. You might want to consider dropping a few things that don’t add to gameplay in order to make it run better. You can always keep a full version as a show piece of your skill, but if you want people to play this it obviously has to run on their computers (or PS3’s). You don’t have to drop everything, just some things and see if people really miss them.

I can almost promise you it's not working on the PS3 because of memory restrictions. I say just as a test, try deleting half the level and see if it runs on the PS3. I also know that dynamic lighting is VERY expensive. All those lights casting water effects might be too much. Try even just deleting those and seeing if it runs on the PS3.

Blocking volumes might help to. On the 2nd floor catwalks towards the middle of the map the static meshes have been scaled up so high, that you get caught up on the edge trim. Perhaps you can go into the properties of the mesh (you can grab a bunch of meshes at once even) and under Collision then CollisionType pick COLLIDE_NoCollision. Then just put a more basic blocking volume on the platform as collision and that way running on them will always be smooth. Also (and don’t quote me on this since I don’t know the engine well enough) but my guess is if the object’s complicated collision is turned off then it’s not being calculated and that in of itself will save some big time memory as it wouldn’t have to calculate all those extra collision planes. Either way though this does make movement smother. The catwalks aren’t the only area where I got caught up on over scaled meshes, so try looking around and seeing if there are other places you can turn off collision and add a simple blocking volume instead.

The jump pads are kinda fun actually and make you move faster than even a teleporter gun. Keep this definitely! What I suggest though, and I know you tried doing this with arrows near some, but make them more obvious which direction they bounce you. I was really confused about where I would fly if I ran into them. My suggestion is creating or altering the existing particles on the pad and make them curve the direction they shoot the player, instead of having the particles shoot just straight up. Another suggestion might be to put 2 sets of jumppads for movement in both directions in all the hallways making anything on the right side shoot you forward and anything on the left shoot you back. That way like a road, they always know which direction the "traffic" flows depending on which side of the street you are on.

Finally, bot pathing is a bit wacky. I saw a few spots (like near the giant crates in the blue base where the bots were just teleporting into the air falling down and repeating over and over. Also make some paths go around the bounce pads and not just through them. When the bots turn around to get the flag carrier they run straight into the pads and get sent the wrong direction and just keep doing that over and over until the flag carrier actually runs past them.

And oh yeah, I also saw a floating minigun, you might want to fix that. :)

xtremexp
01-09-2008, 05:49 AM
where is VCTF version? I had seen one 2 weeks ago but now VCTF version has gone?

ArmageddonAsh
01-09-2008, 06:02 AM
thats cool cant wait for PS3 version, it would work with DM as well, make it a bit darker it would be great^^

dfruchter
01-09-2008, 08:01 PM
Well I'm going to be a contrarian here. The map LOOKS great, you obviously have a lot of artistic talent. But frankly, it plays poorly. It's WAAAAY to large, but what really bothers me is the pointlessness of a lot of it. Why on earth have such pointless long corridors? So that we can just use jumpads the whole way down the corridor? This may be amusing the first time then gets pretty stupid.

The whole map just lacks flow. It's really long pretty corridors that make me think, wow this guy has great artistic sense but I'm not sure how much actual GAME time this guy has. Most successfully played maps do have consistent themes, a reasonably sized flag base (with a choice of attacks), a choice of exits, chokepoints, a mid, etc. I even appreciate trying something new but...

Anyways, since I saw so much gushing I felt the need to post. From a playability standpoint (after oohhing and aaahhing) it's not that great :/

Dan

Mr.UglyPants
01-09-2008, 08:48 PM
where is VCTF version? I had seen one 2 weeks ago but now VCTF version has gone?

He was just testing to see if VCTF would be better then CTF, due to the maps size, but it turns out adding a few more jumppads solved the problem.

Ikioi
01-09-2008, 10:12 PM
I can almost promise you it's not working on the PS3 because of memory restrictions. I say just as a test, try deleting half the level and see if it runs on the PS3. I also know that dynamic lighting is VERY expensive. All those lights casting water effects might be too much. Try even just deleting those and seeing if it runs on the PS3.

Dynamic lighting isn't based on memory however. Also, UT3 does use lightmaps too, and that does take up memory, but it's not taxing otherwise.

Basically if it was because of dynamic lighting it'd just run really slow on PS3, not load at all.

Either way I'd like to see Epic take a look at it and make a official statement, because they could probably figure it out pretty fast, maybe fix something or suggest something, and at least tell us what cannot be done on PS3 in terms so people won't have to spend a lot of time trying to figure out this stuff for ourselves.

Defender_ctr
01-09-2008, 11:35 PM
Dynamic lighting isn't based on memory however. Also, UT3 does use lightmaps too, and that does take up memory, but it's not taxing otherwise.

Basically if it was because of dynamic lighting it'd just run really slow on PS3, not load at all.

Either way I'd like to see Epic take a look at it and make a official statement, because they could probably figure it out pretty fast, maybe fix something or suggest something, and at least tell us what cannot be done on PS3 in terms so people won't have to spend a lot of time trying to figure out this stuff for ourselves.

Good point....

DSKEmilio
01-10-2008, 12:03 AM
Ah well. I hope this map gets finished soon, the whole concept is genius and it looks really professional. I hope to hear good things from this soon! Get it down perfect for the PC. I'm sure it'll be easy to get on the PS3 afterwords.

ArmageddonAsh
01-10-2008, 05:25 AM
an idea make some of the areas flooded it would be cool its an underwater city theirs going to be leaks^^

also could you please make a death match version of this map please^^

and cook both for the PS3^^

Brits__Hit
01-10-2008, 02:50 PM
Well I'm going to be a contrarian here. The map LOOKS great, you obviously have a lot of artistic talent. But frankly, it plays poorly. It's WAAAAY to large, but what really bothers me is the pointlessness of a lot of it. Why on earth have such pointless long corridors? So that we can just use jumpads the whole way down the corridor? This may be amusing the first time then gets pretty stupid.

The whole map just lacks flow. It's really long pretty corridors that make me think, wow this guy has great artistic sense but I'm not sure how much actual GAME time this guy has. Most successfully played maps do have consistent themes, a reasonably sized flag base (with a choice of attacks), a choice of exits, chokepoints, a mid, etc. I even appreciate trying something new but...

Anyways, since I saw so much gushing I felt the need to post. From a playability standpoint (after oohhing and aaahhing) it's not that great :/


I agree. I made many points similar to yours a bunch of pages back.

Map looks great and plays... o.k.

The main suggestions I made were tighten the middle room a bit, make the corridors shorter/smaller, ditch the hallway jumpads and improve the optimization.

Again, the map is artistically sound, but it only really stands straight as a graphic showpiece.

RealSubZero
01-10-2008, 03:06 PM
DUDE!!! taht kicks ass, looks like it's inspired from Bioshock! can't wait to play it on PS3, hope you will be kind enough to cook it for us

theseka
01-10-2008, 03:16 PM
incredible graphics first of all, nothing like i have downloaded before. really really nice, please do more maps and don't limit your artistic imagination.

gameplay. could be improved. a lot. but i don't want to go into all the details now.
what i want to stress is how demanding the map is. I'm sure you could optimize a lot of things still, maybe simplfy some of the effects, tone down some of the water effects (bioshock works perfectly fine on my computer and has as impressive water effects) the thing is, i'm sure that you can make things simpler and less demanding but still as impressive because you definitely have the artistic talent. good luck on this and your next maps. i'm looking forward to them.

Larry L
01-10-2008, 03:45 PM
Sub-Zeor, they tried cooking this for PS3, supposedly it would show up in the PS3's map list, but when you went to start the game it just wouldn't start up or something. There is peobably just too much stuff going on in the map for the PS3's ram to handle. Or possibly it just wasn't cooked properly. Not to say Necro doesn't know what he's doing, the map looks great (though by the gameplay critiques it may be more siuted for TDM), but there are so many little things modders need to do to the PS3 versions of the maps, that some little thing might not have been done, and it didn't work. I DO find it odd it showed up on the map selection, then didn't work.

To Necro, just for future reference, would you mind if someone tried cooking this map for PS3? Just to see if there's any way to get it to work, without YOU having to waste your time with it?

Edit- Oh nevermind, I just remembered, D4rkW4rr10r said you can't just cook up a map, it has to be unpublished, sorry.

NEcRo-
01-10-2008, 06:03 PM
If I have the final version done, Ill send the unpublished files to someone, who has a ps3 and is experienced in that matter :P

djroby
01-12-2008, 08:23 AM
this map is great,if i hadn't an old pc,it would be better....but is really great imho

Rocknificent
01-12-2008, 01:37 PM
Wow! Looks like it was taken right from the city of Rapture. Looks absolutely amazing. Great job.

Dave

NEcRo-
01-12-2008, 01:53 PM
Ill probably release the final today, later this evening. :P

RealSubZero
01-12-2008, 01:57 PM
oh!!!!! nice!! can you try to cook it for ps3???

Grinchy
01-12-2008, 02:40 PM
Wow this looks really good...

RealSubZero
01-12-2008, 02:46 PM
guys i have a (stupid question) the map is supposed to be underwater, don't you lose breath if you stay underwater too long???

NEcRo-
01-12-2008, 02:51 PM
Its underwater, but indoors :P

RealSubZero
01-12-2008, 03:06 PM
oh i see.... just can't wait to play it for ps3!

NEcRo-
01-12-2008, 03:08 PM
I havent removed any effects or detail since the last test on the ps3, so I dont think the ps3 will run that map.

RealSubZero
01-12-2008, 03:17 PM
:( :( :( :( :( :(

NEcRo-
01-12-2008, 03:36 PM
I would need someone with a ps3 and some free time to test it with me. So I can gradually remove effects until it runs.

irc.quakenet.org
#unrealed
-oMLeTTe-

Larry L
01-12-2008, 03:47 PM
Are you 100% sure it was properly cooked for PS3? Not the cooking part, but all that re-naming and all that stuff that you need to do to make it work? I thought it was really weird that the map was showing up on the map list, but just wouldn't start. I think I remember a couple other maps that were cooked for PS3 had that same problem at first. I would think that even if you had just WAY too many effects on the map, that if it would still run on the PS3, it would just run REALLY slow. Post up a cooked version for PS3 again, and see what people can tell you about it, before you start removing stuff. It may have just not started up cuz something was misnamed. If that was the only problem, and it works, we could tell you exactly what effects are slowing down the PS3 specifically. Sorry to push the issue, but I'm sure you can understand why I want to play this map so badly.

lithium9mm
01-12-2008, 03:53 PM
I would need someone with a ps3 and some free time to test it with me. So I can gradually remove effects until it runs.

irc.quakenet.org
#unrealed
-oMLeTTe-

I dont mind helping you out.. got all day today ^_^.. lemme grab IRC :)

HybridSnyper
01-12-2008, 04:29 PM
I would need someone with a ps3 and some free time to test it with me. So I can gradually remove effects until it runs.


See, now this is the type of thing I love to see. You don't have a PS3, and you really have no reason to spend the time to downgrade your map for us PS3 users, yet you're still willing to try.

This is why the UT community is the best.

Those of us with crappy PCs really appreciate it. Even if you can't get it working, just know that some of us appreciate the effort.

NEcRo-
01-12-2008, 07:58 PM
Final Version

http://www.hkant.de/omleved/

The PS3 Version will follow, if I get it to work, no idea when that will be. :)

D4rkW4rr10r
01-12-2008, 08:13 PM
u might wanna check out my PS3 map cooking tutorial (http://gearsforums.epicgames.com/showthread.php?t=597904) if u have problems with cooking your map.

GSX600F
01-12-2008, 09:03 PM
Final Version

http://www.hkant.de/omleved/

The PS3 Version will follow, if I get it to work, no idea when that will be. :)

NICE! thats a great looking map, cant wait for the PS3 version :D

MamiyaOtaru
01-12-2008, 09:47 PM
I guess I'm a little late with this, but one thing in the map bothered me. This room between the middle space and one of the jump pad passageways, the one that has opening doors and a forcefield at either end and is filled with water:

http://img244.imageshack.us/img244/5985/watermv5.th.jpg (http://img244.imageshack.us/my.php?image=watermv5.jpg)

If most of the room is full of water (which you can swim through), what is that stuff flowing along the bottom? It looks like you originally had some water flooding in like in the flag rooms, then decided to fill the whole room with water, but left the gushing stuff down at the bottom. It looks odd. We've got visuals for a gushing torrent near the floor, and a solid body of water to swim through up above it. One or the other?

NEcRo-
01-12-2008, 10:27 PM
Well, my intention was that the room is still filling and that you can see the very strong underwater current and that its carrying along some of the volcanic gases, guess it didnt really work out :P

knighty33
01-13-2008, 12:27 AM
I meant to comment on this a few days ago but anyway, wow. This map actually reminds me of Bioshock for some reason :P Fantastic visual style and the lighting is spot on. Pity about the performance hit, but thats what you get for such a beautiful map :P I especially like all the little details that are almost always out of view such as the statue under the main area.

MamiyaOtaru
01-13-2008, 04:59 AM
Well, my intention was that the room is still filling and that you can see the very strong underwater current and that its carrying along some of the volcanic gases, guess it didnt really work out :P
Well, not for me I guess :) It's just really hard to have visible currents. It's like seeing the wind. Can't really be done except by its effect on objects, and what it carries along with it. Bubbles maybe?

You had a reason though, and that already makes me feel better hehe. It's hardly a showstopper for me, and is probably less of an issue for anyone else. Carry on!

NEcRo-
01-18-2008, 04:07 PM
Ive tried a lot of reduced versions of my map on the ps3, all didnt load. So there wont be a version for the ps3 unless I remove the complete middle part. ;P

Th3 Duk3
01-19-2008, 02:44 PM
Is it just me, or is the link to the download not working?

NEcRo-
01-19-2008, 03:28 PM
Download links are working, the structure of the site has changed though :o

ur-name-here
01-19-2008, 07:49 PM
When you earlier released it I wrote about not downloading because i did not want to get flash player. You stated when u were finished you would put it on mirror sites too. Do u still plan to put it on another site?

Mr.UglyPants
01-19-2008, 07:51 PM
So you brought it back to beta Necro? Best, had HORRIBLE frame rates (i know, your running on low or medium settings, while lots are running as high as UT3 goes).

Hope the map gets truly finish with optimization and everything.

ur-name-here
01-19-2008, 07:56 PM
First page says Version: Done

hawkwind
01-19-2008, 08:45 PM
well, the download wasn't working for me with firefox, so i gave I.E. permission to run, and it worked fine. then i shut down I.E. :)

another firefox bug, i guess

Saiya-jin
01-20-2008, 03:49 PM
The "finished" map beat the crap outta my 8500. I can just imagine what it would do to a PS3.

Ozouma
01-20-2008, 04:25 PM
I like ! ;)

http://img153.imageshack.us/img153/3334/screenshot00013zv2.jpg