View Full Version : CTF-Orbital-2007 [DOWNLOAD - DONE]
NEcRo-
11-27-2007, 06:14 PM
Name: CTF-Orbital2007
Version: Version 2 (updated on 2007.12.15)
Compatibility: UT3
Description: Its Orbital2 for UT3, yeay! ;D
Screenshots:
http://omlette.tek-lab.de/UT3/UT3-1.jpghttp://omlette.tek-lab.de/UT3/UT3-2.jpg
More screenshots here:
DOWNLOAD http://www.hkant.de/omleved/ UPDATED VERSION 2 IN THE ZIP FILE
Maps -> download "here"
(The files go in your "documents" -> My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Maps)
VerteX
11-27-2007, 06:17 PM
not bad, i suppose it is very beta though
RedSteels_Fury
11-27-2007, 06:24 PM
not bad, i suppose it is very beta though
Maybe thats why its in the beta beta forums:p
ziadoz
11-27-2007, 06:31 PM
Not to be too critical, but if its going to look identical to the UT2004 version, what's the point? It'll look like a sore thumb. You should give it a UT3 style and adjust the layout for the new gameplay imo.
NEcRo-
11-27-2007, 06:52 PM
Of course its not done, only the layout is ;P
VACkillers
11-27-2007, 07:02 PM
not bad, keep going dude :)
Apathy
11-27-2007, 11:57 PM
Heh.. Orbital was garbage in UT2003/4.. If you're going to remake one, do the original UT version.
Wail of Suicide
11-28-2007, 12:13 AM
Heh.. Orbital was garbage in UT2003/4.. If you're going to remake one, do the original UT version.
Going to have to agree here, I enjoyed the UT version a lot more.
What you've got looks okay, though, good luck with it. Hope you can get it to play well without the mario jump.
Hickeroar
11-28-2007, 02:38 AM
You need to go back to the original UT99 map and design a new version based on an identical LAYOUT. The 2k4 orbital was a significant step backwards from the original one in terms of layout and gameplay. Graphics only go so far.
EDIT: Looks like there have been lots of people already saying this in this thread. Follow that advice and load up the original UT99 map....PLEASE. If you don't someone else will anyway and your map will be far less popular.
ne_skaju
11-28-2007, 03:42 AM
Sorry, but this is remake of Orbital2 from UT200x
Original Orbital Station had more interesting layout.
NEcRo-
11-28-2007, 05:14 AM
Indeed, so it says in the description ^^
"Here is my very first preview of my conversion from UT2k4's Orbital to UT3!"
Gorge
11-28-2007, 11:34 AM
I liked the 2k4 Version so good luck :thumbs up:
Deific
11-28-2007, 11:47 AM
We need the UT99 Orbital version.
threeonefive
11-28-2007, 03:46 PM
ya i can reply to threads! PS don't remake the godawful version in 2k4 :|
Sourpuss
11-28-2007, 04:49 PM
Glad to hear that an Orbitalk-2k4-2 is in the works for UT3.
However, I suspect that the UT99 pro community is going to hope for a UT99-Orbital-2.
Looking really nice. Any idea when you will have a functional beta to test? :)
NEcRo-
11-29-2007, 02:45 PM
Maybe tomorrow :o
bionicman
11-30-2007, 08:33 AM
I've enjoyed Orbital2 in ut2k4, and it will be great to see (and play ofc) it again in UT3. Good luck Necro.
Hickeroar
11-30-2007, 11:50 AM
I get the feeling a lot of people defending the 2k4 version have never played the original from 99...
You may have "liked" or "enjoyed" the 2k4 version, but the UT99 version was freaking AWESOME. It was one of the best CTF maps ever made in my humble opinion.
NEcRo-
12-01-2007, 01:03 PM
Im going to release the beta of this map today, atm Im adding only minor details like lifts, textures, weapons and deco. :)
Mr.UglyPants
12-01-2007, 01:03 PM
Looks like its coming together quite nicely.
Im going to release the beta of this map today, atm Im adding only minor details like lifts, textures, weapons and deco. :)
Yay, can't wait. Is that glass on the bottom middle area?
The STIG
12-01-2007, 02:09 PM
look...color!
NEcRo-
12-01-2007, 04:56 PM
Download link added!
(first page)
threeonefive
12-01-2007, 06:18 PM
ran a few run thrus seems ok. Never played 2k* version of orbital but i have one quesion. Does this version only have shock rifle ammo but no shock rifle or am i mistaken?
NEcRo-
12-01-2007, 06:35 PM
I placed 2 shockrifles, no idea why they disappeared :o
dura1198
12-01-2007, 09:51 PM
Rename it Orbital3 and these "remake it like UT99 Orbital" people will go away. I played a lot of instagib on the UT2003/UT2004 Orbital2 map and I think the layout is great. Aside from the obviously missing things like lifts and the proper sounds when walking through different surfaces/substances I only disliked a couple things.
I felt the area below the rocket gun platform was too "smashed". Walking under this area it seems too tight....ceiling too low type of thing. Also it felt like the "ceiling" needed to be raised a bit above the whole green fluid/goo area. Both of those spots just seemed a little cramped. Personally I think you're off to an awesome start, keep it up.
I like the addition above flak and it feels just about the right size. I look forward to a version with collision and lifts to give it a go. These would be my suggestions to make this map a success.
Missing health in flagroom, link.
Have you thought about placing boots somewhere in the middle? Ala OrbitalClassic. This may ruin the map, but its an interesting concept.
Some corners feel a bit too dark. Mainly upper pulse side and some out in mid.
Alignment issue wall to floor across from armor in lower flak area, both bases.
Coming out of base low to right there is a goofy box that blocks the path, I assume thats not meant to be there cause its too impeding.
The middle walkways on the sides often have issues where you cannot cross them by walking and have to jump over the cracks. I assume when you work on collision this would be fixed, but just wanted to give you the heads up.
Coming in the base low from shock where the lift will be going to flag, if you stand on the high outside curbs and run you are pushed off by wall above you that comes down. This should allow you to walk purely across up against the facing wall so you can piston up to the main flag area. Just too cramped I suppose. I consider this to be a fairly large flaw compared to the original version and hurts the overall flow quie a bit. I am not sure if I feel like the entire area here is slightly off. The floor beneath the rockets also seems so close to the walkway above. A double jump causes you to get caught on it.
Hopefully you take all these constructively cause it has a lot of potential. I will keep running around and search for more suggestions. If you want any more help testing or anything feel free to contact me in irc or via email.
Hickeroar
12-02-2007, 02:39 AM
Rename it Orbital3 and these "remake it like UT99 Orbital" people will go away. I played a lot of instagib on the UT2003/UT2004 Orbital2 map and I think the layout is great.
No, he'd have to rename it Orbital2 not 3. Orbital2 was in 2k3/2k4.
THIS is not CTF-Orbital. Orbital2 was a sad abortion of the original Orbital concept and it never took off at all....mainly because it sucked. It's pretty much rare to find anyone sticking around to play it online.
AnubanUT2
12-02-2007, 09:41 AM
No, he'd have to rename it Orbital2 not 3. Orbital2 was in 2k3/2k4.
THIS is not CTF-Orbital. Orbital2 was a sad abortion of the original Orbital concept and it never took off at all....mainly because it sucked. It's pretty much rare to find anyone sticking around to play it online.
Look man he is not remaking the one from UT99 so please stop bringing that up on this thread please. We all know how you feel by now. Maybe if you want the UT99 version so badly you should learn to map yourself and remake it yourself instead of bothering someone who has already stated what they are doing. You don't have to play it or download it you know ... there were plenty of us who liked the UT04 version and we are glad he is remaking THAT version.
revel911
12-02-2007, 12:19 PM
I guess elevators are going at either end near the flag?
NEcRo-
12-02-2007, 03:03 PM
New screenshots, yeay! :D
threeonefive
12-02-2007, 03:22 PM
ya!!!!!!!!!!!!
dura1198
12-02-2007, 04:16 PM
No, he'd have to rename it Orbital2 not 3. Orbital2 was in 2k3/2k4.
THIS is not CTF-Orbital. Orbital2 was a sad abortion of the original Orbital concept and it never took off at all....mainly because it sucked. It's pretty much rare to find anyone sticking around to play it online.
Speak for yourself. Our clan played a ton of Orbital2 and yes i'm aware it was 2k3/4. Orbital3...UT3....with me yet? Probably not so go play Orbital on UT99.
bionicman
12-02-2007, 04:43 PM
I get the feeling a lot of people defending the 2k4 version have never played the original from 99...
You may have "liked" or "enjoyed" the 2k4 version, but the UT99 version was freaking AWESOME. It was one of the best CTF maps ever made in my humble opinion.
I have the feeling that some people idealize every part of UT99 while mixing UT2004 with dust just because it's not the same. I've played UT version a lot and I DO enjoy Orbital 2 more. Believe it or not, but some people have a different opinion than yours.
Warboss
12-03-2007, 02:55 PM
very nice! keep up the good work ^^
Giblet
12-05-2007, 11:48 AM
Good times. Will give my harshest critiques when I've played it, cheers.
Seraphina
12-05-2007, 03:52 PM
loved orb2 in 2k3 i'd like to see it again even tho i guess u'd have to adjust a few things considering the movement and gamespeed are different now.
NEcRo-
12-05-2007, 08:33 PM
http://hkant.de/UT3/Orbital2007.jpg
Last update before the release, Im aiming a Friday or Saturday, depends on the bugs :P
AnubanUT2
12-07-2007, 05:43 AM
I really like what you have done so far ... I did find a few things I thought I would just bring to your attention, but I am looking forward to the final. A nice big UT3 CTF map is just what I was looking for.
Anyway here are links to the issues and the photonames pretty much describe the issue ... but feel free to ask me for any clarification.
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/Toodarkandplain.jpg A little too dark for my test ... how about some cool lighting and maybe something else to spruce up this barren corridor.
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/Stuckinawall.jpg There are plenty of blocking volume issues throughout the map ... make sure you test it thoroughly by doing some fly throughs.
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/Outtheotherside.jpg How did I get out here in outer space so easily ... I feel like a Ghost. :)
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/Outoneside.jpg Same issue just the other side.
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/MissingtexturessideB.jpg Missing textures
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/MissingtexturessideA.jpg The opposite side is also missing the same set of textures.
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/Lotsofdifferentfloorpatterns.jpg Seems like you might be using more floor textures than you really need to ... kind of distracting and not really sleek imo.
http://img.photobucket.com/albums/v443/AnubanUT2/CTF-Orbital/Floorpatternmismatches.jpg Is this what you want ... a lot of pattern mismatches?
Giblet
12-07-2007, 07:01 AM
A couple of thoughts. I think you've done the scale acceptably well but I think it would've benefited from a slight scale increase.
Did you know you could reach almost all of the places in the 2k3 map by jumping alone? This was quite a big factor in the map for me (until they nerfed the boost dodge) so I'd like to think you had recreated some or put similar nuances of your own in rather than overlook stuff like this that made this map what it was for a lot of people.
Loads of promise in this map, well done but please make an almost done beta before release. I already have a few changes I hope you can make which are quite important for the ig flow of this map. I'll try to illustrate them asap, cheers.
NEcRo-
12-07-2007, 09:03 AM
http://hkant.de/UT3/CTF-Orbital2007-PreRelease.zip
Look for bugs and tell me, so I can remove them for the final release :P
Here you are, everything should be working. :-)
Pepsi
12-07-2007, 09:40 AM
Thank you very much! :)
Downloaded..
Giblet
12-07-2007, 10:18 AM
Ok, it's looking and playing really well though I've found at least one place you can easily fall through the floor, get back in again or drop down to the lower part of the map. I've taken a lot of screenies so I'll doctor them and point out some things. No other showstoppers I can see yet, just a some flaws I've found.
http://allyoucanupload.webshots.com/v/2000888915112640568
Image 2 here shows the boxes that need some collision revision. It also shows where you used to be able to get up. The boxes are a substitute but only if they're not frustrating.
Image 3: I like this area accessable with a lift jump, the little box has no collision.
Image 4: Dead centre of the map, Boxes need new collision and you can scoot around the boxes on one side of the map but not the other.
Image 5: You used to be able to get up here. One of the biggest oversights imo.
Image 6: There used to be a little static lip here with a few half decent uses, I'll missit if no one else does. :p
Image 7: No comment
Image 8: In a few places the arrows go into the walls.
Image 9: Dodge doesn't get you over this any more but double jump can. Has the same effect, it's even better now if anything.
Image 10: Just an idea but have you thought about making the slime injure or kill the player?
http://allyoucanupload.webshots.com/v/2001938910736244925
Image 1: This lift used to be faster, it was never fast enough but you should time it the same.
Image 2: Directly below the crosshair is where you fall through the floor. Also on this shot is my favorite flag camping spot. It was so obvious that enemy would invariably walk straight past you and their brain would refuse to accept you were there. To access this in UT2004, jump on to the pipe holding crouch and you can sidle along the pipe but can't get down unless you go back. If you get shot, the flag would stay sometimes and much hilarity would ensue. Awesome spot, probably the best in the game imo. Don't know if you can recreate this one though but at least try it with the flag in UT2004. Bizarre. (You've got to put this back, just to see people not registering you)
Image 3: This is quite important. Hard to double jump up this one but now impossible? The bain of many an FC if he didn't jump properly. It serves an essential purpose as an FC in ig when the enemy have the area and lift covered, it's your only hope.
Image 4: Where you can get back in to the map after falling through the floor above. Only getting back in on one side of the map I think.
Image 5: In the floor.
Image 6: Where you fall through.
One more pic to come and I'm out of time till Monday. GL.
http://allyoucanupload.webshots.com/v/2000550042217270669
This has to be it. Bad collision here. If I had more time I'd have another look but alas.
NEcRo-
12-07-2007, 01:09 PM
Thanks a lot, Ive fixed all of your points :-)
Looking forward to full release which hopefully comes today. Please tell me you did not take the suggestion above about the slime hurting the player at low shock. =p
NEcRo-
12-08-2007, 02:12 PM
The slime is purely visual.
NEcRo-
12-08-2007, 02:35 PM
Here is the link for the final version. :-)
http://omlette.tek-lab.de/UT3/CTF-Orbital2007.zip
Deific
12-08-2007, 02:57 PM
Tested the map out , everything was fine but you are not going to do a thing about the lifts?
They are black and it makes the map look bad
NEcRo-
12-08-2007, 03:06 PM
Im playing with max detail and they are not black
They show up black for me also, I don't play on max detail either, it doesn't bother me too much. I have put the map on my server and its on redirect. Sadly without compression it still takes quite a while to download 45mb.
[la.ckiller]
12-09-2007, 08:28 AM
i found some missing textures or should they be black ????
http://img216.imageshack.us/img216/3683/screenshot00014cy8.th.jpg (http://img216.imageshack.us/my.php?image=screenshot00014cy8.jpg)
all i saw in the map were black not only this one
NEcRo-
12-09-2007, 10:40 AM
The lifts are indeed black, if you have dynamic lighting disabled, because the lights illuminating the lifts are dynamic and the lift is casting dynamic shadows.
M1sery
12-09-2007, 11:47 AM
This is very nice.... covers the feeling of travel in space. omg i had to sign up just to say this?!
a small observation; might be nice to have random shakes and sounds of meteors hitting the hull. either way this is a keeper. good job!!!!
AnubanUT2
12-09-2007, 05:22 PM
The lifts are indeed black, if you have dynamic lighting disabled, because the lights illuminating the lifts are dynamic and the lift is casting dynamic shadows.
Well do you have to enable dynamic shadows manually because I have all settings maxed and I have never edited the ini and tampered with that setting before? It does seem strange that all of us are having this issue and yet all the other areas of the level are fine. Other than that the level is definitely much improved and is coming along fine. Still looking forward to the final I just hope the issue with the lifts gets straightened out.
Edit: I was running the old version sorry. The most recent version you put up is great ... I could find no errors with it this time ... I did a fly through and played it for about 10 minutes and I really enjoyed myself ... I will definitely download the final ... Nice job having a preview pick (you just need to add the player count) for this really nice map. I am certain this is going to become a keeper for a lot of folks and should see a good amount of action on CTF servers. The size is really good ... it does't feel too large or too small and that is what I really like about it. And also you really do provide excellent routes to the flags and you did a good job pathing the bots. Good job.
One question though: Are all the windows suposed to look like pools of water instead of regular plexiglass? If so okay I guess that is a design choice although I think regular windows would work better. The water effect doesn't work that well because when you get up close it looks to much like ... well ... water. Just wanted to bring this up in hopes that this is something you plan on addressing. Other than that the map is cool.
NEcRo-
12-09-2007, 06:30 PM
Actually I wanted the windows to look like they are closed by a force field :X
hawkwind
12-09-2007, 06:47 PM
i have to say, this is a fantastic job. visually way above the 2k3 version. did you make the midroom a little shorter? seems like it, and without dd jumps, probably better,
the lifts are the same blue metalic grey as the rest of the flag room. like the adition of the boxes in the flag room so can have a hard, but 3rd way up.
they skybox and forcefield windows are out of this world (no pun intended).
i hopr to play this a lot online.
thank you muchly!
AnubanUT2
12-09-2007, 07:54 PM
Actually I wanted the windows to look like they are closed by a force field :X
I kinda thought that but the effect does not come accross that way tbh ... I mean I people will be able to tell that is the intention but I think there is a better way to do it ... still they are unreal and they definitely don't detract from the gameplay experience. You really can't tell they aren't force fields unless you get up close and when you are playing a fast paced map like this you won't really notice it. Maybe if they had more of an electric shimmer when you get up close.
Striker900
12-09-2007, 08:23 PM
The lifts are normal on full world detail.. but that causes everything to become very blue-ish and darkish and is very hard to play on so i play with everything on lowest settings.
HIGHEST SETTINGS
http://img212.imageshack.us/img212/4969/orbitalhighit9.jpg
LOWEST SETTINGS
http://img209.imageshack.us/img209/6760/orbitallowjl3.jpg
NEcRo-
12-09-2007, 08:39 PM
http://img87.imageshack.us/img87/782/76826609ur0.jpg
As a side note, this is a new feature I added. If you have the enemy flag and you are leaving the base the lower way, you can now use the lift to boost you up the pillar and do a walldodge to the bio! :D
AnubanUT2
12-10-2007, 06:07 PM
I really like the lighting in this map now ... yes it is dark but their is good use of lights. I just played a fast paced 4v4 bot match and the map plays so well. I didn't even notice the windows so whatever you decide to do is fine with me. Just hurry please and release this as a final. I really don't know what more you can add to it.
NEcRo-
12-10-2007, 08:32 PM
Actually I consider it final, its already played on several servers :)
It says DONE in the thread title :P
So if you have the one with the name CTF-Orbital2007 you got the final.
AnubanUT2
12-11-2007, 12:04 AM
Cool. Thanks for the quality level. :)
BEAR`
12-11-2007, 12:42 AM
Nice job! Someone should do a remake of the UT99 version.
MaRuXeLo
12-13-2007, 05:04 AM
Hi,
- The map is too big (don't forget there is no more dodge + jump in UT3)
- Eats a lot of fps (more than any other UT3 official map)
Just my opinion.
NEcRo-
12-13-2007, 06:45 AM
The official maps arent really impressive, since the are so smalll and crowded, theres more in your way to make occlusion work perfectly, and if theres one thing I hate, its crowded-rocket-only-maps.... :-)
[TN]ultrajounin
12-13-2007, 11:33 AM
I love it, great remake!
I do drop major FPS offline when I'm in base and I look towards the shock rifle area, also when looking towards the catwalk where the rocket is.
The lift pads are a bit weird being all black.
Other than that I LOVE the design and all the glass where you can see asteroids/space < really nice touch!
Giblet
12-13-2007, 05:04 PM
Thanks a lot NEcRo-. :D
Wish I'd had a bit more time before to add a few more things but adding my suggestions is much appreciated.
If you do end up making another revision, (I promised my harshest critiques) here are two things I noticed:
The large ground floor doors leading from the centre room could do with new collision.
These jumps are still a bit hard http://allyoucanupload.webshots.com/v/2001925317159677953
I see what you've done with this http://allyoucanupload.webshots.com/v/2000852271352212775 and haven't had a chance to test it yet but nice one.
I see you've done a job on the pipes too. Only time will tell their effectiveness compared to UT2004 but more laffs are looking promising with these. Good luck with your next map mate and thanks again.
The blue vials in the blue sniper rifle hallway are missing. Restarted my server just to see if it was a bug and they never appeared. They do spawn/respawn on the red side though. Anyone else notice this ?
NEcRo-
12-13-2007, 08:26 PM
You are correct, damn :X
Madmanxan
12-13-2007, 08:45 PM
looks nice...i remember playing that on UT99 and was a lota fun :)
Also, the health underneath the rocket bridge on the blue side are missing. Just got done playing and was dodging rockets expecting those to be there ....and nothing :(
They are present on the red side though.
NEcRo-
12-13-2007, 08:58 PM
Probably will have to fix this in an updated version :)
When do you think the update will come out ? Don't wanna play it with the sides unbalanced :(
NEcRo-
12-15-2007, 09:55 AM
Ill finish it today
NEcRo-
12-15-2007, 11:54 AM
Ive updated the map, its the same download link with the same .zip name but the filename now is CTF-Orbital2007-V2.ut3
revel911
12-15-2007, 12:42 PM
Necro,
It looks and plays amazing... I only found one weird quirk. The bots never want to get on the lift in front of the flag.
Cool thanks, great job Necro =)
revel911
12-16-2007, 09:21 AM
Necro, I did find one major problem.
If a red team bot gets the flag, he gets stuck in the flag room and can not leave.
revel911
12-18-2007, 11:57 PM
Necro, I did find one major problem.
If a red team bot gets the flag, he gets stuck in the flag room and can not leave.
Necro, will this be fixed before you release it to the public as a final?
Ultron
12-21-2007, 07:35 PM
It looks good from what I've played, but the saturation is tooooo muuuuch. It hurts to play this with all the settings maxed out. Can you tone it down a little?
Jammer4real
01-08-2008, 07:04 PM
Will this be moved to the final release section? I have been only looking there for maps to put on my server.
MoveMent
02-28-2008, 01:15 PM
Yeah, i agree ur 2 maps r over saturated. Orbital is too dark & too blue. Uve done great maps, plz correct, low the saturation
AnubanUT2
03-04-2008, 09:44 AM
I fear Necro has left the UT3 modding scene ... what a shame if that is the case because the man has lots of talent ... this map is one of the best maps available for UT3 and it was one of the first user created CTF levels made. I just hope Atlantea did not burn Necro out.
NEcRo-
03-12-2008, 02:48 PM
Since I dont own UT3 anymore, I wont change the map now. ;P
Atlantea did not burn me out. UT3 just never got enough momentum to invest anymore time in it. :P
dura1198
03-12-2008, 04:39 PM
Since I dont own UT3 anymore, I wont change the map now. ;P
Atlantea did not burn me out. UT3 just never got enough momentum to invest anymore time in it. :P
That's too bad but I can understand why. Good luck!
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