View Full Version : DM-DG-Hypoxia [beta][pics] (was "Enclosure")
DGUnreal
12-04-2007, 09:49 PM
Updated: 2007-12-15 11:07am
Name: DM-DG-Hypoxia
Version: final version
Requirements: UT3 PC
Players: 2 to 8 (20 playerstarts)
Download: final download from my web site here (http://www.lilchips.com/dgunreal/ut3-hypoxia.asp).
Mirrors: coming soon
This map has been renamed (from Enclosure) since another community mapper has chosen the same name.
A small arena style map great for flak and rocket fragging. Includes most standard weapons. Similar style to Gael etc. but with a dark metal industrial look. Excellent with 3 to 5 players and the slow death mutator. This map is just me playing around with the UT3 stock content for now.
Preview screenshots:
http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-00s.jpg (http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-00.jpg)
http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-01s.jpg (http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-01.jpg)
http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-02s.jpg (http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-02.jpg)
http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-03s.jpg (http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-03.jpg)
http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-04s.jpg (http://www.lilchips.com/dgunreal/ut3/hypoxia/DM-DG-Hypoxia-04.jpg)
faultymoose
12-04-2007, 10:17 PM
Wow man that's looking hot! You clearly know your stuff! I'm especially impressed with the lighting - something people (imo) so often get wrong. Anyway, fantastic looking map and I can't wait to play!
Mr.Suicide
12-05-2007, 02:14 AM
lookin awsome DG:). Can't wait to get my hands on this sucker:p
DGUnreal
12-05-2007, 03:33 AM
Thanks guys. :)
You can download the first beta version now. Link in first post.
im getting a dead link on that mirror?
Nawrot
12-05-2007, 07:39 AM
Oll snag it after work, looks sweet.
BuffyTheSlayer
12-05-2007, 09:15 AM
and yes yes !
your map is show up now !!! :eek::D
Jonny
12-05-2007, 09:20 AM
Looks fantastic - best looking custom map i've seen so far. Professional leve well done, this is what every mapper should be aiming for.
DGUnreal
12-05-2007, 11:31 AM
If no bugs are found in the next day I will finish the map off and set it for release.
im getting a dead link on that mirror?
I just tried it again here and it works.
Click on the link above should take you to my web site, click on the Download link on the page and you should get the map.
Looks fantastic - best looking custom map i've seen so far. Professional leve well done, this is what every mapper should be aiming for.
Thanks. I have been working with UE3 for two years now so I probably have an advantage over most of the level design community.
I have four additional maps already planned for UT3 that are as good or better than this, including custom content. Two DMs, a CTF and a WAR that features more nodes like my UT2004 16 to 32 player maps such as Sandstone.
SKYFURNACE
12-05-2007, 03:34 PM
Nice Job DG! :)
_Lynx
12-05-2007, 06:25 PM
The first custom map that has the quality quite close to the Epic's maps.
DGUnreal
12-05-2007, 11:27 PM
Thanks guys. :)
Any comments on bugs, fixes, or areas that need improvement?
Is it too dark for anyone?
ShadeMistress
12-06-2007, 07:39 AM
not too dark, but a light here and there might look cool...
I am having a problem with the textures "blurring" out though... I know there's a fix for that, but don't remember off the top of my head...
Other than that, looks friggin great, especially love the buildings out those windows... :)
Sharpfish
12-06-2007, 08:50 AM
ah a proper custom map at last... nice one.
Nawrot
12-06-2007, 11:57 AM
Nice map, and UT3 lacks in official 1on1 DM department.
ShadeMistress
12-07-2007, 10:21 AM
I ran through this a few more times, and could you adjust the speed on the lifts so that they come back down a little sooner?
Problem is that in 1on1 it gives a person that gets chased onto the lift a bit of advantage for a moment while the other player has to traverse the bottom floor to get to the other lift, or be a sitting duck while waiting for the lift to come back down.
Other than that, it makes a terrific Duel map.
Nawrot
12-07-2007, 10:52 AM
I ran through this a few more times, and could you adjust the speed on the lifts so that they come back down a little sooner?
Problem is that in 1on1 it gives a person that gets chased onto the lift a bit of advantage for a moment while the other player has to traverse the bottom floor to get to the other lift, or be a sitting duck while waiting for the lift to come back down.
Other than that, it makes a terrific Duel map.
Yup and solves problem with lack of DM-Gael :D
DGUnreal
12-07-2007, 12:01 PM
Thanks everyone. :)
I am having a problem with the textures "blurring" out though... I know there's a fix for that, but don't remember off the top of my head...
The hack-fix that many mappers are doing by setting bForceMips on all of the StaticMeshes should not be done. They should notice that none of the stock Epic maps have this done to them.
This causes the engine to load every mip level for every texture for all of the StaticMeshes instead of dynamically streaming the proper mips as required, which can cause problems on systems with smaller video card texture memory pools.
The proper fix for now is to simply set the game setting for Texture level up to 5, until Epic supplies a patch that fixes this.
In either case, all community maps will have to be re-cooked and re-distributed once the first patch comes out.
If everyone prefers, I can hack my map for this also so that they don't have to change their game settings. :p
... could you adjust the speed on the lifts so that they come back down a little sooner?
Thanks.
I adjusted this yesterday on the current beta I am play-testing here. :)
The lifts were in wait position for over 4 seconds which is too long.
Much faster lift returns (.25s up, 1s wait, .25s down) plus a bunch of other tweaks and fixes are coming in what should be the final beta. I'm just finishing LAN testing it and I will post the download shortly. This final beta includes the screenshot, etc.
I will probably also post a thread that covers the proper methods for getting a map ready for publishing and distribution.
Yup and solves problem with lack of DM-Gael :D
Yes, this map is quite similar to Gael. :)
I created it as my first map because there are no small rocket/flak arena maps.
The next UT3 maps that I am doing are totally custom and some even with totally custom content.
p2xelgen
12-07-2007, 04:24 PM
DG its good to see maps start flowing from your pores
DLing now will give feedback...
DGUnreal
12-07-2007, 04:29 PM
You may wish to wait about an hour, the next beta will be on my site shortly. :)
p2xelgen
12-07-2007, 04:59 PM
Ok just played it.
It reminds me of a UT2003 map. Its fun and fast mate, but the textures disappear from a short ditances. Basically the hign detail texture just vanish.
Will post pics if you wish...
DGUnreal
12-07-2007, 05:20 PM
DM-Gael... ;)
It is similar.
The texture blur on the staticmeshes?
That is a bug in the UT3 engine streaming when user maps are played, supposed to be fixed in the first patch. Set your Video setting for Texture to 5 to fix it. There is a mip-streaming hack fix but that shouldn't be used.
p2xelgen
12-07-2007, 05:29 PM
DM-Gael... ;)
It is similar.
The texture blur on the staticmeshes?
That is a bug in the UT3 engine streaming when user maps are played, supposed to be fixed in the first patch. Set your Video setting for Texture to 5 to fix it. There is a mip-streaming hack fix but that shouldn't be used.
Thanks.
I thought it was odd that those game maps where fine but custom are not.
DGUnreal
12-07-2007, 06:58 PM
Beta2 is now ready for download from the web site. The link is on the first post of this thread.
This should be the final. If everything looks ok, I'll release it.
If enough people are concerned about the blur textures who do not wish to change their game texture settings to 5, I can do the hack bForceMip for now. Let me know before I release please.
- updated lighting
- pathing fixes
- more stuff strewn around the map (wires, pipes, floor grates in main area, etc.)
- water in the large covered pipe areas
- emitters added
- music and screenshot
BuffyTheSlayer
12-07-2007, 10:50 PM
cant wait for final version :eek::D
aidanr
12-08-2007, 02:51 AM
- Some textures blurry
- Lifts way too fast
- No post-processing effects
Other than that it's not bad.
DGUnreal
12-08-2007, 11:29 AM
- Some textures blurry
- Lifts way too fast
- No post-processing effects
I changed the staticmesh texture handling in Beta-3 because most people can't read the forums (set your Textures to 5).
Beta-3 has the lifts tweaked a bit, and the reverb tweaked.
The current post-processing setting is fine, there is the right amount of bloom, etc. I don't add effects just for effect's sake. What other post-processing were you looking for?
p2xelgen
12-08-2007, 04:15 PM
I changed the staticmesh texture handling in Beta-3 because most people can't read the forums (set your Textures to 5).
Beta-3 has the lifts tweaked a bit, and the reverb tweaked.
The current post-processing setting is fine, there is the right amount of bloom, etc. I don't add effects just for effect's sake. What other post-processing were you looking for?
I can read, I think... LoL
Ok mps textures are are fine with setting rampt up to 5 :) Luck I just upgraded my card...
DGUnreal
12-09-2007, 02:24 AM
Beta-3 is now on the site for download. This should be the final... :p
- finished off the water at the bottom of the SuperHealth floor hole
- added a few health vials
- added more junk strewn around the floors
- lift timing tweaked
- reverb tweaked
- tweaked lighting to get rid of black shadows
Let me know if anyone has any problems with the map.
A lot of people seem to be missing it (lack of forum reading on how to currently fix the texture issue by setting the game setting to 5)... :)
One of my older systems in the studio only has an ATI X800XE and it is just as fast at a Texture setting of 5 as it is at Texture of 3, so a person would have to own a really old video card to have a slower fps at anything below 5. The X800 is already four video card series old. I'm running it in a P4-2.66G with World and Texture both at 5 and I still get 30fps at 1280x1024.
I don't work or game on it though, it is just an older test system.
*Snoopy*
12-09-2007, 04:11 AM
WOW man!!! This map is the best looking from cuistom UT3 maps! Really nice, both static meshes and lighting! keep working, and i want more maps from you!
DGUnreal
12-09-2007, 12:10 PM
Thanks.
I have another three DMs, two WARs and a CTF already designed. I will be releasing them as I get them completed. Expect (hopefully) one or maybe even two maps each month if I have time.
Coreper
12-09-2007, 01:23 PM
looks nice indeed!
definitly going to download this one when its done!
WoLvErInE
12-10-2007, 03:42 AM
Nice Job as always DG. can you please make a small tutorial on how to add screenshot to your map? i've been trying over and over again with no luck. i cant seem to get the damn thing to work...lol. any help would be appreciated, and once again nice work
DGUnreal
12-10-2007, 04:00 AM
See this thread on prep'ing and publishing (http://forums.epicgames.com/showthread.php?t=590932).
MrCobra
12-10-2007, 06:37 AM
Freaking nice map as always.
DGUnreal
12-10-2007, 12:44 PM
Thanks.
No bugs reported so I'll prepare it for full release today.
3leggedFreak
12-10-2007, 04:10 PM
Sweet map! Like it a lot, gj man. Only bug, if I'm not too late or stating something already mentioned, is that one of the lifts turn black when its in it's lowest state.
Edit: Might be because I have dynamic lights set to false, it only happens with one of the lifts thou.. :/
DGUnreal
12-10-2007, 06:31 PM
Thanks. Must be a dynamic lighting bug.
It is probably one of the larger lifts, they don't want to light correctly and it may be an issue with the StaticMesh itself.
I'll look into it.
nenad pazanin
12-11-2007, 05:31 AM
If no bugs are found in the next day I will finish the map off and set it for release.
I just tried it again here and it works.
Click on the link above should take you to my web site, click on the Download link on the page and you should get the map.
Thanks. I have been working with UE3 for two years now so I probably have an advantage over most of the level design community.
I have four additional maps already planned for UT3 that are as good or better than this, including custom content. Two DMs, a CTF and a WAR that features more nodes like my UT2004 16 to 32 player maps such as Sandstone.
Ahh Advantage:)
Very nice looking map DG
Looks nice, the lighting looks very professional. :)
General.Jung
12-11-2007, 06:27 AM
Hello Forum,
is a really good work. But we need more Capture The Flag Maps. I am pleased to play a Capture The Flag Map from your Mapping Skill, maybe EPIC needs you, this map is a really good work.
m4tze
12-11-2007, 07:20 AM
Looks nice
Sidesh0w
12-11-2007, 09:33 AM
Downloading tonight !
Hickeroar
12-11-2007, 01:21 PM
WOAH. This map has color! Lots of it! and it's BRIGHT!
Someone at epic needs to give the OP a job.
{RU}Sirius
12-11-2007, 02:39 PM
Holy crap DG!
D/L as soon as I get home :tup:
Hickeroar
12-11-2007, 03:24 PM
Just finished playing your beta map. It plays and flows AWESOME. I really wish Epic could take a lesson from you. It's pure and frantic.
I did notice that the map plays FAR darker than your screenshots show it. Your screenshots look pretty bright. Any idea why I might be seeing a much darker view of the map? It is nice to see some real COLOR to the maps though.
BUG: At either end of the map you have the armor inlets on the second floor. There's a little step/lip where that little room projection juts out and you can't dodge into that little area to get the armor. You bounce off the little step. Maybe make the step half as tall as it is or something?
Awesome work all around.
DGUnreal
12-11-2007, 03:51 PM
Thanks guys.
There are a couple of minor bugs found so I'll release another beta shortly.
Is anyone else having issues with the map being too dark on their system?
is a really good work. But we need more Capture The Flag Maps. I am pleased to play a Capture The Flag Map from your Mapping Skill, maybe EPIC needs you, this map is a really good work.
Hi. I have 3 DM, 2 WAR, 2 VCTF and 1 CTF already planned and designed. As I get each map completed I will post them here for beta and release.
DGUnreal
12-11-2007, 07:48 PM
Beta-4 is on the download link.
- tweaked floor collision at shield ends to stop player catching on floor trim.
- tweaked lighting on lifts to prevent black non-lit lifts on some systems.
I also updated the page screenshots to better reflect the in-game gamma.
Sidesh0w
12-12-2007, 04:29 AM
this map deserves a bump :)
DGUnreal
12-12-2007, 01:36 PM
It would appear that another community mapper has created a map with similar name, so I will be changing the name of this map for release.
ShadeMistress
12-12-2007, 02:17 PM
"Enclosure" never really suited this map anyway, when I think of an enclosure, I think of a cage, a cell, or some sort of space pod enclosure... Just MHO hehe
Anyway, I love this map with a passion, it's fun, fast and good for a duel OR a few people in multiplayer, which rocks. GG :D
DGUnreal
12-12-2007, 02:54 PM
*edit*
New map name will be DM-DG-Untrust
ElDiablo2k3
12-12-2007, 03:09 PM
DL'ing now. Looking good m8.
PS - Like the little 'story' for the map on your webpage. :)
Edit: Wow, great map dude. I though it could do with a little more post processing or atmospheric lighting though, kinda reminds me of UT2k4 but still really good gameplay! :)
Sterling
12-13-2007, 11:51 AM
Why not name it DM-Gael?
Jonny
12-13-2007, 12:07 PM
Dont really like the name untrust. Is it even a word?
What about CTF-Corral, nice name and apparently means enclosure.
http://thesaurus.reference.com/browse/coop
DGUnreal
12-13-2007, 12:38 PM
Thanks guys.
I have tweaked the post processing and effects a bit more, this will be in the next release. I also set the lighting a bit brighter since some have complained about it being a bit dark (flat panel monitors vary so much).
It isn't Gael and I don't want to confuse people. :)
Gael has a different layout even though both are octagonal arena maps.
Is Torlan a word? or Gael? ;)
Corral sounds a bit too cowboy-ish (cattle corral). Any other name ideas? Something steel, arena, high-altitude -ish? SteelCorral... :D
unrealfan
12-13-2007, 01:00 PM
How about DM-Black Steel?
ElDiablo2k3
12-13-2007, 01:06 PM
Is Torlan a word? or Gael? ;)
Corral sounds a bit too cowboy-ish (cattle corral). Any other name ideas? Something steel, arena, high-altitude -ish? SteelCorral... :D
Steel Sky, High Rise...
Some of the Greek Islands have some cool sounding names...
http://en.wikipedia.org/wiki/Greek_islands
Such as...
Skyros
Hydra
Skorpios
Nero
Nimos
Andros
How about these...
Nexus
Plateau
Bloctagon :)
Pinnacle
Erm... that's it.
3leggedFreak
12-13-2007, 01:08 PM
Names; you have a lot of cues in the map story on your site. TopFloor, LockDown, Trapped, Mayhem, and to spin the gas accident thing; Madness, Hypoxia, Anoxi, Intoxic, etc etc. Pick one. ^^
Hickeroar
12-13-2007, 03:16 PM
Nice work :D Definitely THE best usermade map I've see so far.
Dannydeman
12-13-2007, 04:12 PM
Looks alot like GAEL :) And it looks awesome btw...
DGUnreal
12-13-2007, 08:23 PM
Thanks guys. :)
I like BlackSteel and Hypoxia... any favorites? I'm leaning towards Hypoxia.
Nexus and LockDown are good but are already taken as map names.
Nice work :D Definitely THE best usermade map I've see so far.
Wait until you see what I have coming next for maps... ;)
Even better than this map. Screenshots soon.
3leggedFreak
12-14-2007, 10:31 AM
*\o/* Woot "my" suggestion won! *\o/* Better then winning the "omicronDawn" thread.. :D
Spank$hot_BT
12-15-2007, 02:13 AM
Fantastic quality map. The new Gael for UT3!
DGUnreal
12-15-2007, 02:48 AM
*\o/* Woot "my" suggestion won! *\o/* Better then winning the "omicronDawn" thread.. :D
I'll be crediting you in the readme file for the map name. :)
Fantastic quality map. The new Gael for UT3!
Thanks.
I'll be releasing the final renamed beta version in the morning and making the web site page public.
It has some tweaks to the audio (better fx blending), and the PostProcessing was turned up a bit more (Bloom and DOF).
I'll have preview screenshots of my next two maps (a DM and a WAR) on my web site in the next week or so. These are already looking way better than DM-Hypoxia. The WAR map is using some custom stuff I have been working on to take the level of terrain detail way above what the regular UE3 can do.
AnubanUT2
12-15-2007, 05:06 AM
I'll have preview screenshots of my next two maps (a DM and a WAR) on my web site in the next week or so. These are already looking way better than DM-Hypoxia. The WAR map is using some custom stuff I have been working on to take the level of terrain detail way above what the regular UE3 can do.
That is what I am looking forward to seeing ... you made some great ONS maps and it has been a long wait but hopefully it will be worth it because I really want to see what you can do with a larger scale DM map 6-10 players (kinda like Krodan in terms of a mix of terrain and some structures) and definitely what you do with a War and VCTF maps. I will be keeping an eye out for your upcoming levels.
DGUnreal
12-15-2007, 01:14 PM
Hypoxia final version is on the web site. Note the map name and web page URL change. I will be posting this into the Full Release area of the forums now.
That is what I am looking forward to seeing ...
Thanks.
I have two WAR maps already designed and one partially constructed. These are 7 and 8 node maps with larger sizes similar to my SandStone maps, so they will properly handle the full player load.
The next three DM maps that are already designed are totally new styles and layouts.
All of the upcoming maps are using custom content though, so they are going to be larger downloads, but I'm going to try to keep things at 50MB or smaller. :)
Mr.UglyPants
12-15-2007, 01:43 PM
Cool, can't wait to see what you come up with for your Warfare maps,
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