View Full Version : DM-Carbine (Final Final Released {lol})
zidane01970
11-28-2007, 02:43 PM
1. Name: DM-Carbine
2. Version: 1.0 Final
3. Compatibility: UT3
4. Description: The map itself takes place in some random building, the theme is Sci-Fi, and Unique I believe. There is an area with Water, and uDamage, there is a Hidden Redeemer near the uDamage (Uber Dangerous, but fun). The map is suitable for 14-18 players.
5. Comments:
With the Final Version we have the Final Decorations, and Lighting and Textures. There has been many upgrades since the original version in many senses, this is my second map.
Note my monitor is dark, the lighting is a tad better then shown here
Final Release Has:
1. Upgraded Textures
2. Better Lighting (Not perfect, but)
3. Bots have better paths.
6. Screenshot:
http://i69.photobucket.com/albums/i76/zidane01970/AAACarbine1.jpg
http://i69.photobucket.com/albums/i76/zidane01970/AAACarbine2.jpg
http://i69.photobucket.com/albums/i76/zidane01970/AAACarbine3.jpg
7. Credits: Me.
8. Homepage: Eh? (Should I get one?)
9. Download:
http://files.filefront.com/DM+CarbineFinalFinalzip/;9144494;/fileinfo.html
choel
11-28-2007, 03:05 PM
It looks pretty playable imo. Buuut. Does it have a menu screen shot and full bot support? Those are the selling points for me. Or does it just use the built in Deathmatch screen shot >.<?
threeonefive
11-28-2007, 03:56 PM
see my last post :p
Major A Payne
11-28-2007, 04:51 PM
ick!! I truely hate rapid share. Any mirrors likely?? I wouldnt' mind having a play on this myself.
{DUB}VARDY
11-28-2007, 04:54 PM
need decent link plz
zidane01970
11-28-2007, 05:00 PM
Will reupload soon. It has FULL bot support, they are smart too, I duped all paths moving them to each side of all halls, and rooms. So they are unpredictable.
I'll attempt to upload it someplace good. Give me a few please.
zidane01970
11-28-2007, 05:21 PM
Added Filefront Link, hope that works.
zidane01970
11-28-2007, 05:34 PM
Err, fixed Filefront link. xD
matorme
11-28-2007, 08:35 PM
Zidane that map is amazing. im pretty new to the editor and tutorials dont help all much so im gonna try use yours to reverse engineer n see if i can understand some basics lol
..but how did you make the sky? i see its just one big 'dome' but how do ya create tat lol.
zidane01970
11-28-2007, 09:05 PM
With the Sky's, they are now "Sky Dome", under "Static Mesh" grouping. You just place them in. I did the mountains and waterfalls differently though, a lot of stuff was stuff I stacked on each other, and used in unheard of ways. Glad you like it.
headkase
11-28-2007, 10:45 PM
There is a bug in the map where while ascending one of the flights of stairs there is like a 1 pixel gap between the top step and the new floor and you fall into an untextured area where your only options are to starve to death or kill yourself. It does not occur when you go down the stairs, just up. I noticed the AI having trouble picking up the redeemer because of size issues of the opening - I also had to go at it a bit to get in there. The redeemer may not be suited to the level as mainly it is only short corridors or small rooms.
zidane01970
11-28-2007, 11:15 PM
Just found those bugs before reading that.
Just released "True Final" *Feels like an ass*
Please download from Filefront link listed, removed rapid****.
Changelog:
1. Improved Bot Pathing (Underwater thing will work better, now is Berserker rather then redeemer.)
2. Fixed Fall Into Hole Near Staircase Bug. (No more forced Suicides)
3. Textured some Untextured areas from when I redid all textures.
4. Certain Doorway Statics (Static types of doorways) were elevated on some sides of grounds, making the user have to Jump to get over. Added small staircase minis to fix this.
Enjoy!
headkase
11-28-2007, 11:37 PM
Just released "True Final" *Feels like an ass*
Don't worry, wait till I release my first level ever - watching the tutorials right now!!!! :D Thanks for the quick update, always glad to get new maps!
Scorp
11-29-2007, 07:14 AM
nice map, good work :)
Scorp
11-29-2007, 07:20 AM
Uploaded the map to another server, the map can now be downloaded directly from here (http://www.nbnclan.pwp.blueyonder.co.uk/ut3/maps/dm/DM-Carbine.zip).
stormdancer
11-29-2007, 08:17 AM
Probably a really stupid question but how do i install this map,followed the instructions,there is no customs folder and tried makeing one.Did not like that.Any help would be apricated thank you.
matorme
11-29-2007, 08:36 AM
where in the static mesh?..wen i go into the generic browser and look in the static mesh area i cant see any "sky dome"?....
matorme
11-29-2007, 08:42 AM
...sorry just found it wen i searched the enviroment folder..thanks, gonna try it out now :)
3leggedFreak
11-29-2007, 08:53 AM
The map isn't final. There are obvious poly bugs (just look at that thing in the middle of the water on first pic), walkways etc have no trims and there are black surfaces. Some parts need more tweaking since they aren't movement friendly either.
threeonefive
11-29-2007, 10:37 AM
why is there a keg on this map when you have 1 million vials in every hallway? Also have armor,helmet,thighpads, AND belt? Plus you can piston out of the water room and move across the map from the top. This map would be fun if every noob didn't have 1000000 health and 10000 armor from spawn.
matorme
11-29-2007, 10:57 AM
threeonefive untill you design a map and post it here, i fink you can cut him a bit of slack.
I'm sorry but someone has to do this:
This map has so many issues it isn't even funny. It shouldn't even be on the internet at this point; let alone final:
First of all the layout is crap (what layout?).
There's no theme whatsoever - random static meshes all over the place.
Long thin corridors with WAY too many health vials.
Half the static meshes on the wall overlap each other creating a nice glitchy flashing effect.
The volumetric light mesh you have above your sky windows still has collision on it so your weapons always hit it.
That is to name but a few issues I ran into whilst running around it for a couple of minutes.
It's good that you're learning to map, and by posting this people will try and help you get better.
First of all, try to use BSP a little less. Find static meshes to use for stairs etc.
When you do use BSP for stuff (like your little sniper platform) do NOT rotate it. Use the vertex editor tool to create the shape you want from your BSP (the one to the right of the camera on the top of the left tool bar. (use the grid in the non-perspective view ports to position it in exactly the right place
When you make a new level think out the layout in your head first (or better yet on paper). This way you wont end up with random long corridors.
Think about where you place your items. For example don't place two big power ups close to each other, same goes for the best weapons.
You can put ammo for a weapon somewhere that isn't right next to it's spawn.
Also very important:
Don't ever release a final version of your map without waiting/testing/thinking about it for at least 2 days after last editing it. This way you'll never find something wrong just after you've released it (hopefully)
I hope this helps you with future projects.
threeonefive
11-30-2007, 11:15 AM
threeonefive untill you design a map and post it here, i fink you can cut him a bit of slack.
ummmm no, don't post something in a public forum looking for advice if you don't want to hear that your map is bad.
To be fair threeonefive, you could have worded it a little nicer. It's called constructive criticism.
zidane01970
11-30-2007, 11:46 AM
It's my map, not his. And thanks for the Info. About the statics, I loaded all the maps in Unreal Tournament 3, UTgame, CookedPC, Map. But, there was only 7 different ones then different variants, not all too many statics. Are there any I am missing?
About to Vertex thing, I attempted to find a tool like that (Used to using them) but I was not too sure what it was under. Actually, I know this map isn't all too good, I posted it as a Final as I didn't plan on working on it any further. Therefor, final version.
To load static meshes go to file->open on the generic browser, then go to:
Unreal Tournament 3\UTGame\CookedPC\Environments
almost all of these files contain static meshes. Good luck :p
Alucard
12-02-2007, 07:44 PM
Its a decent map, hopefully you've learned a lot from making it so we can see more from you. The only issues I had were the massive amounts of vials and in the Udamage room, the water looks really fake it should have ripples or something not just still water.
iycgtptyarvg
12-04-2007, 04:30 PM
I tried this map. To be honest, I didn't like it. Personally, I think the long corridors and the enormous amount of health pickups ruin the map. The map needs more parts like where the flak pickup is.
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