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View Full Version : DM-SubZero [Beta2]+[Pics]+[Updated 12/7]



Jagnot
12-03-2007, 01:49 AM
Name: SubZero (Placeholder, name will change if it's been used before).

Version: Beta2

Compatibility: UT3. ;)

Description: SubZero is an abandoned storage facility. ...'Till Liandri scooped it for for the tournament.

..But really. Do you NEED a description?

Comments: This is my only map thats come this far (in UT3), It's working out nicely, hope to find some way chop-up the open areas though. I'm testing out how well a Scorpion can get around. If I can keep the map open enough, yet without feeling too vulnerable, I'll keep it in.

Ok, the first beta is finally up, I forgot to rename it SubZeroBetav1, hopefully it won't confuse anyone...

Please try it out and let me know how it goes!

Screenshot: More Later!

Credits: Me.

Homepage: None.

Download: Beta2 (http://files.filefront.com/SubZeroBeta27z/;9214363;/fileinfo.html)

Well, here it is. Looks really cool if I do say so myself. Please let me know if you have any ideas/suggestions and I'll think them over. ;)

If someone could tell me the NoClip code I'll take some more aerial pics.

http://i33.photobucket.com/albums/d80/samfuller2005/UT/ScreenShot00072.jpg

http://i33.photobucket.com/albums/d80/samfuller2005/UT/ScreenShot00071.jpg

http://i33.photobucket.com/albums/d80/samfuller2005/UT/ScreenShot00070.jpg

http://i33.photobucket.com/albums/d80/samfuller2005/UT/ScreenShot00069.jpg

http://i33.photobucket.com/albums/d80/samfuller2005/UT/ScreenShot00068.jpg

darkyautja
12-03-2007, 01:57 AM
Loocking good !! good start ! what you mean by no clip ? i think you have to type in the console :
"ghost" (without the cote " " ) and to fly around just type "fly" to get back to walk type " walk" hope that help , i dunno if that work in the ed.

Jagnot
12-03-2007, 02:03 AM
Thanks, that's the code I was lookin' for. I'll take some more pics in the morning, right now I'm heading to bed. :)

darkyautja
12-03-2007, 02:08 AM
Thanks, that's the code I was lookin' for. I'll take some more pics in the morning, right now I'm heading to bed. :)

ok nice cya later dude goodnight;)

Jagnot
12-03-2007, 10:59 AM
Updated first post with 5 more pictures.

darkyautja
12-03-2007, 02:46 PM
This is the kind of map i like to play !! how big is it ? 1vs1 or 3vs3 more big than that ? how many rooms ?

Jagnot
12-03-2007, 04:51 PM
I'm aiming for 8-12. It's pretty expansive (the fog tricks the eye), I'm working on the other areas right now.

Jagnot
12-03-2007, 07:51 PM
Umm, so does anyone have any feedback? I know there isn't an actual map to test right now, but I sure you can find something from the pictures.. :)

Any ideas on what to do with all the extra space on the other side of the bunker?

warpedMind
12-03-2007, 09:54 PM
Looks pretty sweet dude. If you still want an idea on what to do with "the other side of the bunker" maybe you could place some vehicles as static meshes. I don't know if that is possible, but surely no bunker is complete without a parked tank. Or perhaps you can place some wrecked vehicles. Again I don't know if that's possible as I haven't looked at the available static meshes much. So I don't know if they have vehicles/wreckage.

Jagnot
12-03-2007, 09:58 PM
It's weird you should mention that, for the last 1/2 hour I've been trying to find a way to add a couple static vehicles. Sofar the closest thing I can think of/find is to lock the vehicle...

I've been filling the other side in gradually, It came out pretty neat. I'll try and have a beta map up in the next day or so.

Thanks for the reply.

VerteX
12-03-2007, 10:14 PM
looking good (not that i would know, actually i would ) and by good, i mean good hahahhaahahaa

darkyautja
12-03-2007, 11:39 PM
I'm aiming for 8-12. It's pretty expansive (the fog tricks the eye), I'm working on the other areas right now.

Sound good , what do you thing about put a teleporter in the bunker room that teleport you to a location where you can find a juggernaut stuff or a redeemer !!

flkk
12-03-2007, 11:41 PM
For the vehicles, if you place them as a skeletal mesh, I wasn't able to get any sort of collision working on them, but if you're placing something like a tank of hellbender you could just do the collision with blocking volumes.

I don't know how to lock them but if you do, you could spawn them normally (hook an actor factory up to the level loading and a pathnode as target in Kismet) and then lock..

Looks like a good start btw, just a couple small things I would suggest:

- Your lighting doesn't convince me that light is coming from that sky dome.
- How about some more small lights in general to draw attention to areas?
- I'm kind of ADD visually, it would be nice to have some small differences in style. That central room with the blue thingy would be a perfect place to switch things up a bit with some colored lights or crazy meshes. Maybe a subtle post process volume as well?

I can't say anything much about the gameplay without playing it, but it doesn't look as if you can get up on the containers or building. If I'm seeing that right, maybe add some crates or something that let you climb up and create some Z-axis action.

Jagnot
12-04-2007, 12:46 PM
Sound good , what do you thing about put a teleporter in the bunker room that teleport you to a location where you can find a juggernaut stuff or a redeemer !!
Actually, thats a really cool idea! I'll see what I can do!


For the vehicles, if you place them as a skeletal mesh, I wasn't able to get any sort of collision working on them, but if you're placing something like a tank of hellbender you could just do the collision with blocking volumes.


That sounds like the most practical approach. I'll try that. :)

Edit: How do I place a vehicle as a skeletal mesh? I selected the goliath from the vehicle factory actor, right clicked, add actor, but there is no option for skeletal mesh. :\



Looks like a good start btw, just a couple small things I would suggest:

- Your lighting doesn't convince me that light is coming from that sky dome.
- How about some more small lights in general to draw attention to areas?
- I'm kind of ADD visually, it would be nice to have some small differences in style. That central room with the blue thingy would be a perfect place to switch things up a bit with some colored lights or crazy meshes. Maybe a subtle post process volume as well?

I can't say anything much about the gameplay without playing it, but it doesn't look as if you can get up on the containers or building. If I'm seeing that right, maybe add some crates or something that let you climb up and create some Z-axis action.

Your right on all accounts, I'll try turning up the light some. ;)
I'll try and make the inside a little more interesting to look at.

I tested it for the first time with bots last night, to tell you all the truth it was a little lack-luster. Though, to be fair to myself, the map has some parts that aren't finished. I think switching around the drop-placements will fix it.

Ironicly (about getting on crates/roof), when I was test-driving the scorpion I ejected and landed on the roof, which I promptly slide off of. I don't thinks it's really fit for getting ontop of anyways, so I'm not going to worry about the player being able to get up on it..

Jagnot
12-04-2007, 07:27 PM
Beta1 is available. Try it out and let me know how you like it. :)

Jagnot
12-05-2007, 10:56 AM
Does anyone have a few spare minutes to try it out?

I fixed the lighting, it'll work fine with bots..

iycgtptyarvg
12-05-2007, 09:07 PM
Ok, tried out the map.
First off, it's good :)

Suggestions:
1.
Add another entrance to the building where the RL is.

2.
You really, really, really should add some jump pads so you can get on the roofs. This would speed up the maps.

3.
The corners where the big fans-of-death are now have boxes with nothing on them. Adding pickups there would be logical. Warning: I noticed you can fall behind some of the boxes and get stuck (need to type 'suicide' in the console or use rockets to commit suicide).

4.
Place a weapon in the small square where you have placed the 4 mini fences (the square looks like a skateboarding area to me). As it is now there isn't really any use of going there.

5.
The map feels somewhat unbalanced. The side where the big yellow circles reside are much more fun to be than the opposite side. The opposite side has long empty linear corridors. Put some stuff there or, better, open it up a bit so it becomes a viable place to be.

6.
The vehicle (I think it's called Scorpion) should be removed. It's like the DeathWalker on HeatRay... it ruins the map. I captured the vehicle when playing against 7 bots and got a lot of cheap kills with it.

7.
Please remove the rotating 'text circles' in the building. Although it looked cool in the first custom map I saw that had it, now it really looks like a gimmick (like lens flares were overused a couple of years ago).
A map as good as this should stay away from these cheap effects to keep it professional (I expect this map will be used in competitions)


PS
I like that you had some original stuff in it:
- The 'slow green blob volume' thingie (what's the real name for this?)
- The big yellow circles
- The fans-of-death
- The fallen 45 degrees chainlink fence you can use as ramp
- The 4 small fences around the 'skateboard' area

Overall, the map shows great promise.

Jagnot
12-06-2007, 01:54 PM
I agree with most of the things you said, I moved a bunch of the pick-ups around, added some more ammo cartridges, added an Avril (because, for now, the scorpian stays ;) ), cleaned up the botpaths a bit.

I just need to work on the blank area (as you called it, the "skateboard ramp"), tweak the bot paths a bit further and it will be ready for the secondbeta/final file.

Jonny
12-06-2007, 09:34 PM
I played it and thought i would give you a review as i know how helpful they can be.

First of all, fun map! Looks nice and is fun to play, but needs work. I liked the link gun area and the bit with the fan thats very cool, central rocket launcher area is nice too, but the 'scateboard' area is very empty and bland. I also felt the level felt alltogether too flat, there is basically no z-axis gameplay and i thought you should at least add another level to the central area and the surrounding parts that are less interesting.

Personally liked the scorpion, its not really comparable to the darkwalker in heatray as its harder to kill with and has 300 hitpoints...not really a threat in a dm level but still fun. An avril may help though.

Slow volume was very fun! especially the bots using it in the middle area when i was trying to get the rocket launcher. That central building might use another entrance though, maby a jumppad to a higher level?

add those things and you have a very fun little map which looks very nice, GJ. Maby make weapons a little more on your walking paths to increase flow, but otherwise, rock on. (what i mean here is weapons should be on your route of travel generally instead of in a crate, unless pretty poerwful. Rather, put armour/health/ammo in crates. Linkgun is in a good place tho.

Jagnot
12-06-2007, 11:42 PM
Thanks, your post really did help me on some things. :)

I understand what you mean about the Z-axis, I want to try and find some way to add more in, not sure how to do it yet though. (bots still love using it inside though. :) ).

The blank "skateboard area" I left that way on purpose, at the time I didn't know what to put there, I plan on putting in a static Goliath with some health vials around the back along with some ammo/armor.

My reason in scattering the weapons around was because I thought it would branch out the gameplay some, but in retrospect I think I could make it more streamlined.

I've given a lot of thought about a 3 entrance/exit to the bunker, here's what I'm changing.

I removed one of the 4 small sheds and replaced it with the Slow Volume+ health vials/health pack.

I moved the Shield Belt over to where the Slow Volume was before, leaving the center area blank.

I'm going to place a teleporter somewhere inside the bunker (not sure just yet, I think if it was in the middle it would be difficult to play around), linked to another teleporter either where the Goliath will be, or where the helmet is currently (if I do that I will move the helmet to the landing pad next to the Scorpion spawn).

I'll take some pictures of the second beta map and update my first post tomorrow, hopefully along with the second beta file.

Thanks a ton to those who tested it out, you've definitely helped me on some things that had me stumped. :D

EDIT: I just had an awesome idea for some more Z axis gameplay, stay tuned!

iycgtptyarvg
12-07-2007, 05:17 AM
The z-axis action will increase dramatically when you have jump pads which allow you to get on the roofs (that's why I mentioned this point in my previous post).


:mad::confused:Please DON'T add teleporters!!!:confused::mad:
Teleporters seriously break the action. Chasing an opponent is a lot of fun, until they flee through a teleporter. On huge maps teleporters can be handy for fast travel, but in a small map they're used more for escape.
If you do plan to add teleporters, could you please also release a version without?


I agree with the statement that weapons should be easy pickups (to aid newly spawned players) and ammo/health should be difficult pickups (to limit strong players from becoming loaded).

Jagnot
12-07-2007, 12:04 PM
:mad::confused:Please DON'T add teleporters!!!


I agree with the statement that weapons should be easy pickups (to aid newly spawned players) and ammo/health should be difficult pickups (to limit strong players from becoming loaded).


Hmm... I'll rethink putting teleporters in... :\

I really like the way the bunker is now (with just 2 exits), the risk vs reward for the rocket launcher and shield belt is just right imo.

darkyautja
12-07-2007, 12:14 PM
Woot beta 1 is out , cool i ' m downloading now and post feeback later , i have finish work and just back home so i 'm gonna relaxing a bit and then play some ut3 !!! btw do you know a good serv who run this map??

Jagnot
12-07-2007, 12:25 PM
I can't really play online because of my connection, so I'm not sure if there is a server using it or anything.. :\


What about one-way teleporters? Can't really use those to run..

darkyautja
12-07-2007, 12:29 PM
Well i can run a serv then but not a dedicated , what ' s wrong with the teleporter ??

Jagnot
12-07-2007, 02:47 PM
Teleporters are tricky, they either make or break gameplay.

I'm uploading the second Beta now, it includes the teleporters. If they really are that bad I'll take them out, it's up to you people to decide. :)

Edit: 2nd Beta is up!

darkyautja
12-07-2007, 04:30 PM
Teleporters are tricky, they either make or break gameplay.

I'm uploading the second Beta now, it includes the teleporters. If they really are that bad I'll take them out, it's up to you people to decide. :)

Edit: 2nd Beta is up!

downloading !! but sorry i was busy all the weeck and i have not test the beta 1 so i will give it a try too , i post some feedback tomorow;)

darkyautja
12-07-2007, 04:43 PM
the 7zip is corrupt !! i have download it 4 times always get the same message it say " broken files bla bla bla" can you try to re-upload it please thx.
btw yes i have 7zip instal on my machine

Jagnot
12-07-2007, 04:48 PM
Hmm, it just worked for me, give me a minute and I'll re-upload it..

Edit: Ok, try it now.

darkyautja
12-07-2007, 05:31 PM
Hmm, it just worked for me, give me a minute and I'll re-upload it..

Edit: Ok, try it now.

Well i have try 5 times again the new link and still got the same error:( , but beta 1 work fine for me i have play it 2 times .The thing i don ' t like in it are the vehicles i think this map is too small for them but hey it ' s just my opinion;) and about the teleporters your right this map don ' t need some on it !! maybe you can add one or two jump pad near the crates but others that
it 's a real fun map:p

Jonny
12-07-2007, 05:59 PM
'file is corrupt'

Jagnot
12-07-2007, 10:55 PM
Erg. I don't know what's happening!

Does anyone know what causes corrupt files?

EDIT: Ok, uploaded a renamed file for the 3rd time.

darkyautja
12-08-2007, 05:17 AM
Erg. I don't know what's happening!

Does anyone know what causes corrupt files?

EDIT: Ok, uploaded a renamed file for the 3rd time.

It work now thx !! ;)

Jagnot
12-08-2007, 12:10 PM
Awesome! Let me know what you think!

Jonny
12-08-2007, 12:56 PM
FFS now it just crashed ut. it says it ambiguous package name for 2 packages, then loads ut. WHen you load the map it crashes and stays on the leading screen. Fix it!

Cant beta test your map if you give us faulty files

Jagnot
12-08-2007, 05:10 PM
It's not like I'm giving you faulty files intentionally dude. I'm doing all I can to get it working..

Is anyone else having problems with it?


I'll try packaging it again..

Jonny
12-08-2007, 05:38 PM
Sry im in a bad mood today :o

iycgtptyarvg
12-09-2007, 08:50 PM
Ok, I tested beta 2 (against 7 bots on skilled):

- Jump pads to the roof tops improves this map significantly
- The Scorpion is way too powerful. If you get in and simply drive around the main building then you get a lot of cheap kills.
- The corner with the large fan-of-death (near the jump pad towards the roof of the RL building) is still extremely underutilized... no action is taking place there.
- There is a bug on top of the RL building (click screenshot). You get stuck when trying to run forward (towards the crosshair). I presume you copied it to the other 4 corners, since they are all blocking you.

http://i271.photobucket.com/albums/jj149/iycgtptyarvg/th_DM-SubZerobeta2bug.jpg (http://i271.photobucket.com/albums/jj149/iycgtptyarvg/DM-SubZerobeta2bug.jpg)

No doubt about it... you have talent!

Jagnot
12-10-2007, 01:59 PM
Ok, I tested beta 2 (against 7 bots on skilled):

- Jump pads to the roof tops improves this map significantly
Thanks, I'm glad it paid off!


- The Scorpion is way too powerful. If you get in and simply drive around the main building then you get a lot of cheap kills.
I'm going to leave it in for 2 reasons..
1. If your playing instant action you can choose not to use it (if it's too easy). + if the bots highjack it it'll be a fun challenge.
2. If your playing this map online players are smart enough to avoid it, they can hop onto a crate/the roof, take it out from behind, ect.



- The corner with the large fan-of-death (near the jump pad towards the roof of the RL building) is still extremely underutilized... no action is taking place there.

Added a Stinger there.



- There is a bug on top of the RL building (click screenshot). You get stuck when trying to run forward (towards the crosshair). I presume you copied it to the other 4 corners, since they are all blocking you.
Fixed! Thanks for spotting that!


No doubt about it... you have talent!
Thanks, that means alot. :)


I think things are pretty much finished, I changed the small crates and barrels to have physics, it's pretty cool yet at the same time still runs smoothly.

Two betas are enough I think (unless someone thinks there needs to be a third..), I'll cook the map and release it in the RELz section soon. Many thanks to everyone who tested it and left feedback! Your undeniably a great help to mappers!

darkyautja
12-10-2007, 03:30 PM
can ' t wait to play the final release , hope to see more maps by you in the futur .

Jonny
12-12-2007, 09:05 AM
This is a great map but unfortunately beta2 is still unplayable for me as it crashes my game/system. Id love to play it and give feedback but i cant...

I guess i will have to see what the final is like.

Jagnot
12-12-2007, 10:35 PM
Here is the final version! Credited all who helped! :)

Link (http://gearsforums.epicgames.com/showthread.php?p=25165627#post25165627);)

Jonny
12-13-2007, 12:34 PM
Its really good, and i can play it now yay.

all the changes you've made have made it alot better, gj.

My only issues were - the jumppad to the roof is floating, and the rim of the giant fan seems to have no collision so you fall in when you think your safe.

Lots of fun gj, im gunna go play it